[QUOTE=nullsquared;17195778]It can be hidden.[/QUOTE]
Without it flashing for a split second?
When using MSVC then you can set the subsystem to Windows in the linker options.
And apparently you can do the same thing on g++ (MinGW), too, by linking with -Wl,-subsystem,windows.
For a 'portable' approach (as in compiler-independent, not platform-independent), FreeConsole() is your best bet (if you don't wanna use WinMain) and it'll probably flash shortly (can't test atm, but I'd bet it still does).
[QUOTE=ZeekyHBomb;17195982]When using MSVC then you can set the subsystem to Windows in the linker options.
And apparently you can do the same thing on g++ (MinGW), too, by linking with -Wl,-subsystem,windows.
For a 'portable' approach (as in compiler-independent, not platform-independent), FreeConsole() is your best bet (if you don't wanna use WinMain) and it'll probably flash shortly (can't test atm, but I'd bet it still does).[/QUOTE]
Hey I'm not doing anything. We're talking about Uplink. This is ancient code from '99!
You asked if one can hide the console without using WinMain ;)
[quote=sippeangelo;17195821]without it flashing for a split second?[/quote]
oh god a console window just flashed for a second this game is horrible
[QUOTE=nullsquared;17196267]oh god a console window just flashed for a second this game is horrible[/QUOTE]
It's true. I mean look at Phun.
[QUOTE=nullsquared;17196267]oh god a console window just flashed for a second this game is horrible[/QUOTE]
It looks unprofessional.
Does it? Loads of games jump about the screen seemingly "trying to find the correct aspect" and they still look ok.
[QUOTE=nos217;17196388]Does it? Loads of games jump about the screen seemingly "trying to find the correct aspect" and they still look ok.[/QUOTE]
lolwut?
I'm pretty sure you can obtain a list of supported resolutions from the driver or OS.
No I mean when you start a fullscreen game, it usually flickers a little before it goes fullscreen.
My screen turns black for a second, but that's it.
That's the work of the driver and the hardware, not the game itself anyways.
[QUOTE=nos217;17196491]No I mean when you start a fullscreen game, it usually flickers a little before it goes fullscreen.[/QUOTE]
Many games do that on purpose to "look professional" because games have been doing that for a long time.
Personally, if a game start right when I click the icon it feels simple and lightweight, which could be good in some cases, but for heavy games you may want it to flicker and take a second before it loads because that's what people are used to.
Also this was written on directxtutorial.com
[quote]
There is also a member of the WINDOWCLASSEX struct that we need to take out. This leaves the background color untouched, which means it won't be visible as window for a second or two before the game starts (important to making your game look professional).
[/quote]
I think it sounds quite reasonable.
I don't have time to work on my projects so I thought I'd write this out for you all.
Recently I have been programming in three stages(for larger projects anyway). Here is what I do:
1. Program it, no oop
2. Re-program it with oop
3. Optimize
Looking over this I can see that really optimization is a sort of do it as you go thing. Anyway, all projects start as a console project, and follows those 3 steps. Then if it requires a GUI, I program that last using OOP, then I optimize that.I do this because I think if I have a good console application, then I can just tweak it to use GUI or whatnot. Obviously this system works differently for games, but that's a whole different story altogether.
Your probably wondering why I am telling you all this, its because it relates to my new project "Virtu-Planner". At the moment I am in step one, and all is well. I mentioned it early in the thread and I said I would give more detail, so I am.
Basically its a program targeted at secondary schools/colleges. Students can log in and view homework they have, send monitored mail to other students or there teachers, ect. Teachers can also add homework, have mail, contact other teachers ect. It also contains storage space for each User, storing any files they upload.
Admins have huge control other the system, focusing on account management. They add / delete / ban users. They can group users and set them as Admin or Teacher. They can also control each aspect of what they can do, e.g send mail, use storage space. They can also control what gets logged and what doesn't, set a news item(teachers can do this too) ect.
Anyway, here is an incomplete feature list:
[code]
Working and Done = #
Working On = ~
Broken = 0
-------------------
Main menu #
Login Page ~
User Accounts ~
Admin Accounts
Home Work
User
Homework Alerts
Admin News
Teacher News
User Mail
Admin
View Users
Add User
Delete User
Change User Password
Change Privveleges
View Users Mail
View Logs
Clear Log
Change how its logged
Change Admin News
Change Login Message
Teacher
Help and Support
Credits
N E T W O R K I N G
[/code]
My recent to-do list:
[code]
# = Working and Done
// = Post-Poned
0 = Done but not Working
------------------------------
4/9/09
Feature List #
Bug List #
State List #
Program Framework #
Main Menu Drawing #
Main Menu Processing 0
Error Messages #
Login Page
File I/O
Account Storage
5/9/09
Input Function #
Main menu processing #
Login Page Draw #
User File Syntax # (username password)
File Reading ~
File Writing
User File Parsing
Login Page User Processing
State Diagram // (cba)
7/9/09
File Reading #
File Writing // (when i get round to adding users)
User File Parsing ~
Program Loading #
Login Page User Processing
x/9/09
User File Parsing
Login Page User Processing
[/code]
And a very small bug list:
[code]
Fixed = #
-------------------
Program State will not change #
[/code]
So there you go, a little(maybe not) insight into what I am up too.
[b]Edit:[/b]
^Consumers eye for you.
[QUOTE=iPope;17197815]
1. Program it, no oop
2. Re-program it with oop
[/QUOTE]
What? Why?
[QUOTE=Sippeangelo;17197575]Many games do that on purpose to "look professional" because games have been doing that for a long time.
Personally, if a game start right when I click the icon it feels simple and lightweight, which could be good in some cases, but for heavy games you may want it to flicker and take a second before it loads because that's what people are used to.
[/QUOTE]
Speak for yourself, I hate games that take years to start up, doesn't make it 'lightweight' at all.
[QUOTE=Gaygod;17198137]Speak for yourself, I hate games that take years to start up, doesn't make it 'lightweight' at all.[/QUOTE]
We're talking about one second delay here.
I'm pretty sure game devs don't purposely add a 1 second delay to make it "look professional"
i just started my game programming class. what's everyones thought about allegro :v:
[QUOTE=nullsquared;17195778]It can be hidden.[/QUOTE]
And the application path can be obtained when using a WinMain entry point.
[QUOTE=Foda;17198509]i just started my game programming class. what's everyones thought about allegro :v:[/QUOTE]
nasty.
[QUOTE=Sippeangelo;17197575]Many games do that on purpose to "look professional" because games have been doing that for a long time.[/QUOTE]
No.
Just found [url=http://redirectingat.com/id=629X1198&url=http%3A%2F%2Fwww.boost.org%2Fdoc%2Flibs%2F1_40_0%2Flibs%2Fpreprocessor%2Fdoc%2Fexamples%2Fdelay.c]this example[/url] in boost preprocessor which sole purpose is to add a delay to compiling, so you can get a coffee break. :v:
[QUOTE=noctune9;17199492]Just found [url=http://www.boost.org/doc/libs/1_40_0/libs/preprocessor/doc/index.html]this example[/url] in boost preprocessor which sole purpose is to add a delay to compiling, so you can get a coffee break. :v:[/QUOTE]
Your link is broken, it should point to [url]http://www.boost.org/doc/libs/1_40_0/libs/preprocessor/doc/examples/delay.c[/url]
[QUOTE=Stickmoose;17199552]Your link is broken, it point to [url]http://www.boost.org/doc/libs/1_40_0/libs/preprocessor/doc/examples/delay.c[/url][/QUOTE]
I have no idea what you are talking about, the link seems perfectly fine to me. :ninja:
[editline]11:03PM[/editline]
Does anyone know how how boost did the preferred syntax for boost::function? I could really use that right now.
Wait, scratch that.
Anyone mind pointing me in the general direction of Java game programming? I want to start with the basics but I can't find any decent tutorials. I've been learning Java for a bit (minor stuff) and now I want to try on the big stuff.
Unless I need to buy a book..
[QUOTE=The Inzuki;17199772]Anyone mind pointing me in the general direction of Java game programming? I want to start with the basics but I can't find any decent tutorials. I've been learning Java for a bit (minor stuff) and now I want to try on the big stuff.
Unless I need to buy a book..[/QUOTE]
It's the same as any other game programming, but with Java libraries.
BRB adding Sleep( 30000 ) to the start of GMod to look more professional
[QUOTE=The Inzuki;17199772]Anyone mind pointing me in the general direction of Java game programming? I want to start with the basics but I can't find any decent tutorials. I've been learning Java for a bit (minor stuff) and now I want to try on the big stuff.
Unless I need to buy a book..[/QUOTE]
You could start with learning Graphics2D and when you are good with it start animating it.
Then you know everything you have to know to make a simple 2D game.
[QUOTE=garry;17201153]BRB adding Sleep( 30000 ) to the start of GMod to look more professional[/QUOTE]
Don't forget to make it flash like crazy.
The screen should go black to for a bit.
[QUOTE=conman420;17201208]The screen should go black to for a bit.[/QUOTE]
And change between different resolutions to find the right "aspect".
Sorry, you need to Log In to post a reply to this thread.