Do you need tutorials ?

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KanedaFr
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Do you need tutorials ?

Post by KanedaFr » Sun Dec 01, 2013 10:57 pm

Hi everyone,

Like you know, I firstly opened SpritesMind to help people to release games or demos on the Sega Genesis.
While I though everyone will be able to find what they need there, it seems there is a request for more tutorials on SGDK.
Tutorials won't write a game for you but they sure can help you to understand the basic topics of Genesis development with SGDK.
Some tutorials are already available at https://code.google.com/p/sgdk/w/list but they cover only GFX part.

It's clearly easier for me to write tutorials than to write a whole game.

So, here is the post to tell us what you need, what does exist, what isn't (enough) covered by an existing tutorial.
If you're always coding stuff, tell me what missed on available tutorials.

If you have only one message to post, it's on this topic !
But beware, after this, I want to see a load of games ! ;)
Last edited by KanedaFr on Mon Dec 02, 2013 12:42 am, edited 1 time in total.

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kubilus1
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Post by kubilus1 » Sun Dec 01, 2013 11:16 pm

I would love to see some pointers on Sega CD scaling and rotation!

djcouchycouch
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Post by djcouchycouch » Mon Dec 02, 2013 12:25 am

How to do the hblank mirror effect like Castlevania Bloodlines does with the rising/lowering river water.

Image

I have a general idea of how it's done, but I don't know if it can be possible with SGDK since (I think) it also does stuff during blank. Maybe it just doesn't have enough time?


Also, will the tutorials be SGDK specific? That's what I'd be more interested in.

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Post by KanedaFr » Mon Dec 02, 2013 12:43 am

Yes, I talk about SGDK only and it was more about basic stuff, not advanced ! ;)

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Post by r57shell » Tue Dec 03, 2013 5:44 pm

djcouchycouch wrote:How to do the hblank mirror effect like Castlevania Bloodlines does with the rising/lowering river water.
Change VScroll during HBlank, there is many examples.
Comix zone "SEGA". Here in Demos section "Barrel Rotator".
Hmm wait, it is request for tutorial. I didn't say anything :lol:
Image

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kubilus1
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Post by kubilus1 » Tue Dec 03, 2013 6:29 pm

Perhaps more code in the samples directory would be useful. Some things that come to mind that might be helpful for new people:

* Sprite movement
* Background planes and scrolling
* Collision detection
* Sound effects

These should be minimal and focused examples. Regardless, I see top to bottom tutorials as being a bit tricky since we have different toolchains that we use. I use Gimp, some scripts, and a special sprite struct as opposed to Genres (since I couldn't quite get Genres to work on Linux)

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Post by KanedaFr » Tue Dec 03, 2013 9:25 pm

Hmmm...

Sprite Movement :
https://code.google.com/p/sgdk/wiki/SGD ... al#Sprites

Background plane :
you're right, never finished my map tutorial

Collision detection :
http://gendev.spritesmind.net/page-collide.html

Sound fx:
Yep, sound and music are a missing one...because there are so many different drivers :(
If I make a tutorial, I'll made use of my driver and tool...which not the most used (but the one I understand !)
So we'll need a tutorial on each one and a table compare to help you choose which one use in which case...It would be fun :(

Genres for Linux
Yep, I'm aware of this... but something is perhaps coming ;)

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kubilus1
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Post by kubilus1 » Tue Dec 03, 2013 10:43 pm

Yeah, I know about those, and good work too. I've just been referencing your collision document for my project. I was talking specifically about the sample programs in the sgdk project. Currently there are just a few examples.

I agree that there are too many different sound driver choices to really have one tutorial, effectively. There already is an example program in sgdk for playing a bunch of different sound types, an excellent place to look, but this focuses on songs not sound effects.

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Post by Dr. MefistO » Wed Jan 08, 2014 4:02 pm

I want to rewrite your Eclipse CDT manual.

I can make SGDK compilable without absolute paths anywhere. (Plus I can write Russian version of this manual). What I should to do?

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Post by Stef » Wed Jan 08, 2014 4:36 pm

As i told you by PM, it would be a nice addition to have that, but i need to be sure that the changes won't impact / break anything before allowing commit on it :)

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Post by KanedaFr » Wed Jan 08, 2014 5:15 pm

?
I compile SGDK and my projects without absolute path every where ;)
I just use an ENV VARIABLE ;)

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Post by Dr. MefistO » Wed Jan 08, 2014 5:17 pm

I have never used env.variables too. Only relative paths in Eclipse and in gen-file.
Check this file: https://www.dropbox.com/s/izg6slszy4638g8/makefile.gen

P.S. I have another gcc-package in my system (MinGW), so it conflicts with GDK's path. I have used -B$(BIN) switch for gcc, to search for (al, cc1, etc.) files in its own directory.

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Post by KanedaFr » Thu Jan 09, 2014 1:20 am

Dr. MefistO wrote:I have never used env.variables too. Only relative paths in Eclipse and in gen-file.
Check this file: https://www.dropbox.com/s/izg6slszy4638g8/makefile.gen

P.S. I have another gcc-package in my system (MinGW), so it conflicts with GDK's path. I have used -B$(BIN) switch for gcc, to search for (al, cc1, etc.) files in its own directory.
yes, my makefiles are almost the same...
i just add this

Code: Select all

GDK =${GDK_PATh}
You'll note I use {} not ()
it's because GDK_PATH is an Eclipse env variable, this way my makefile works in any eclipse with any gdk path (ie work on my 2 PC, with 2 different env)

see there for more info :
http://help.eclipse.org/juno/index.jsp? ... onment.htm to define env var
http://help.eclipse.org/juno/index.jsp? ... _build.htm to use them

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Post by slobu » Tue May 20, 2014 6:13 pm

I'd love more information on how to configure an IDE for SGDK.

I'm hoping someday a pre-configured IDE comes along :)

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Post by bastien » Thu Aug 21, 2014 2:20 pm

Hi all,
I post here because i need some information about map.
Actually i'm able to display an home made map created with tiled.
But the size of my map is the max witch can be displayed in a plan.

So i search a good way for displaying big map , i think the tilemap must be loaded dynamically in terms of the player location at screen ?
Is it right ?
Did you have some exemple for that ?

Thanks :-)

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