[edit] Ignore me, that's not the problem, just stepped through again and noticed that JLBFont::SetColor calls JQuad::SetColor. The actual problem was simply that the when in debug mode it couldn't find the Res folder, because its executing from a different directory than the bin directory. Nothing to see here, keep moving.[edit]
Hi, just wondering if anyone has tried this with Visual C++ 2005 Express. Have got it all set up and the examples compile fine. But am having a slight problem with the debugger. I am wanting to debug some file loading routines I have in my game, which need to work differently for Windows than on the PSP.
However, when I debug in VC, when it comes to executing the menu rendering code, the debugger is picking the JQuad::SetColor implementation even though the call is made on a JLBFont object. I haven't worked that much with Visual C++ for a long time. Was just wondering if anyone has run into this or a similar problem and knows if there is a fix.
mauve.simian wrote:[edit] Ignore me, that's not the problem, just stepped through again and noticed that JLBFont::SetColor calls JQuad::SetColor. The actual problem was simply that the when in debug mode it couldn't find the Res folder, because its executing from a different directory than the bin directory. Nothing to see here, keep moving.[edit]
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Yes, you need to setup your project's "working directory" to point to the "bin" directory to debug properly. The included demos have that setup already but I forgot to mention about it.
Dr Watson, while investigating large memory leaks in my own code (good liberal use of 'delete's when should be using 'delete[]'s), I found one in the JGE library. Your windows implementation of JGE::FreeTexture doesn't actually call delete on the texture pointer. It deletes the underlying pixel data, but not the actual pointer. I know it's not a lot of memory it'll be leaking, but just thought I'd let you know. Having looked through the PSP implementation it does the delete fine there so shouldn't be a problem.
mauve.simian wrote:Dr Watson, while investigating large memory leaks in my own code (good liberal use of 'delete's when should be using 'delete[]'s), I found one in the JGE library. Your windows implementation of JGE::FreeTexture doesn't actually call delete on the texture pointer. It deletes the underlying pixel data, but not the actual pointer. I know it's not a lot of memory it'll be leaking, but just thought I'd let you know. Having looked through the PSP implementation it does the delete fine there so shouldn't be a problem.
Thanks for the information. The fix will be in the next release :)
nice work but poor makefile, here my makefile that allow you free use .h and .cpp files to make clear structure .... all files that changed would be rebuild and correct builds dependicies
here my project structure
game /
../res/
../src/
../build/
makefile
type
make all - to build all in .pdp
make xpl - to make two directories in /build .. game/ and game%/
make xplmv - to build and copy dirs to your psp
to dr_watson
yes, sure you can use this makefile )))
and if anybody want make this file more cleare you are wellcome
..also i make some adding to your engine, maybe somedays i post them )))
i try to make some platformer but i use for Ai finite state machine, like you use in game states. its very handy. also resource manager would be very nedeed. and so on and so on )))
Hi there looking to get into programming a megaman clone was just wondering if this engine was able of handling a game like that.
I have no programming expirence and have been searching through haff's forums and turorials looking for a way to design the levels and stuff.
Trying to use visual studio to work on my projects. I was just wondering if this qaf 'framework' was compatible with jge. Looks to be designed for use with hge.
It's a dream of mine to make megaman games and would apreciate any help
or info towards getting results. Hopefully using this engine cuz it looks awesome!!!