@xianc78 My crew is big and it keeps gettin bigga
Learning how to manage RenderToTextures and multiple framebuffers with Allegro.
The docs advise not to use these techniques much because they are way slower than drawing to the window due to the amount of data being copied, but the docs also told me to tie everything in-game to the framerate like it's 1985 so I don't really care what it says. If it runs on a Pentium 4, good enough for me.
Since my game involves heavy amounts of wormhole travel, I've been brainstorming some Earthbound-like background effects to use that don't require pixel shaders. One idea I had was to render a tunnel with OpenGL to a buffer and then procedurally draw horizontal strips of the buffer to the background with al_draw_tinted_scaled_bitmap(), each strip at varying widths and X positions to give the illusion of perspective warping through a wormhole.
I'll prototype the effect in C++ and post a video when I've got what I want
从小到大,狗子都被主人抱着上下楼梯。不管体型有多大都是妈妈的宝宝!
https://weibo.com/1774662372/ODCjpfDQc
Source: https://weibo.com/1774662372
Well my game, round logic, is finally here! Want to hear what it's all about and watch the video? https://www.oriolgomez.com/iosgame/ballgame
@nikiboo in true schizo theory fashion it is almost unreadable
CEO Canithesis Interactive, sysadmin Worlio LLC
wipEout and THE FINALS fan
UNIX enthusiast, Java / C# / C++ Dev
Missouri, United States
I made the Firestar Mod Manager for Playstation Vita. Currently working on a danmaku shooter.
I die by the first amendment no matter how much you piss me off.
Followers of all kinds welcome - no matter your place on the political spectrum, your language or your experience - just be respectful.