You can use anything, as long as it's a bitmap saved as a .pbm, and called up as the background in the EXE. Sue's workshop recognises anything with the prefix "bk" as a background, for example, bkSpace.pbm would be recognised as a background.Sontreal said:How do you get all those cool images as backgrounds? I'd do it with mine but using 16-color images isn't exactly the best background.

Your work with Original Sin and from what I see of those two screenies of Endless Saga is amazing. It really makes me realize how bad I am as a programmer. I know no assembly, and my C/C++ code is incredibly messy. I suppose part of the problem is that the only college programming course I've taken that goes outside the dos prompt was an OpenGL course.RuneLancer said:That's not the latest release, though I'm not sure which one was the latest one released here.
A few bugs have been fixed, including the bookshelves, the Factory boss, and a missing item crucial to advancing. I'll post the latest version this weekend maybe, it goes all the way up to the desert but it's missing the grenades (a new weapon) and the caves are currently unaccessible.
Though by this weekend, I might have added a few new things. The caves are really awesome, and I hope to finish that area by then.![]()


It's nothing to worry about.
VB was the first language I learned. Which was...I believe...my sophomore year in High School. So I've been programming for...about 5 years. I tend to let my skills get rusty though, as I'm kind of a gamer. >.<RuneLancer said:Your problem isn't that you're a "bad" programmer. I'm going to make a few assumptions and guess it's because you rely on your courses to teach you something. To be a good programmer, you have to be able to go beyond what tutorials and courses teach you. You can't learn without making your own mistakes. I'm very flaterred that you find OS and ES impressive, but let me tell you they certainly aren't perfect.
....
Out of curiousity, how long have you been programming? If your answer is anything under 2-3 years, then your work is very impressive. I have about 10 years of experience, and I can definately say my first few years were frustrating and full of messy code. We all end up going through that phase.It's nothing to worry about.
Edit: I went through a VB phase too, and still use it every once in a while for my own dev tools because it allows for rapid developement. But good god, do I ever hate the watered-down language... Recently I built myself a GUI library for C++ and I'm writing less and less VB now that the interface-related stuff has been taken care of. VB is sub-par, no matter what arguments anyone attempts to raise in its favor. But it's also very useful for quick and dirty programs that might take a few days in a h lower-level language..![]()




great. Another DLL that needs to be in the same folder as the executable. Hooray for clutter.RuneLancer said:Look into FMOD. It's a very powerful sound API. Two nights ago, I wanted to test something regarding crossfading and such for Endless Saga. It took me roughly five minutes to whip up a test app from scratch using FMOD. Unfortunately the documentation is quite poor and relies a lot on reference material, so you'll have to experiment a bit.
There's a reason why Visual Basic is called Visual basic.
I used to be a gamer too, but I lost interest somewhere near the beginning of the "graphic wars" in the later years of the PSX. To boot, I prefer to go out and play pool with friends over a few beers or to invite some old buddies to my appartment and make use of my drinksmixing talents. So games? I'd rather code.
But anyway. Look into FMOD. It's really powerful. You can have echo effects and an MP3 playing in a matter of a half hour after installing it, if you know what you're doing.![]()


I downloaded and example program code for FMOD and it came up with a dozen errors. So Dev-C++ is not compatible with the C++ FMOD commands.RuneLancer said:I use MSVC6 to code, so I dunno about Dev-C++. I suspect it's possible to include it though, FMOD is a very popular sound library. OpenAL is another one, if you want to experiment. And SDL is awesome for simple 2D games - it includes a sound engine of its own.
It's definately possible to use the old C-style functions, but FMOD seems to be more and more OOP-oriented, so you should focus on getting those to work. Make sure you include fmod.hpp if you want to use those, not the .h - that's the old C-style header.
As for including additional ddls and cluttering" up your workspace, don't sweat it. Unless you store everything in the project root, there'll be little to no clutter in the executable. Endless Saga just has the executable, the FMOD dll, and a readme file at its root - it looks nice and clean despite the large wealth of data bundled with it.![]()
It isn't 100% identical to a "standard" C++ compiler in that certain small things behave differently, but MSVC is a C/C++ compiler regardless of what anyone says.Gah. I don't suppose you would know how to hide/not show the console (command line) window with MSVC6? I've looked all over the project options... -.-RuneLancer said:A lot of people bash MSVC because, oh hey, it's an MS product. Let's all bash MS because it's the popular thing to do.It isn't 100% identical to a "standard" C++ compiler in that certain small things behave differently, but MSVC is a C/C++ compiler regardless of what anyone says.
Good luck - FMOD is a very powerful API and it's quite easy to use. The large range of media it supports makes it even more versatile (MOD, MP3, WAV, VOC, OGG, etc...)

The difference between WinMain and main is very beneficial, in fact. You don't have to go calling a bunch of API functions to get a handle to your application, which is crucial to Win32 programming. If there's anything they did right, it's the Win32 application model.
Sorry about that. Here's the correct link:ChimuKun said:On a side note, the link for the Pxtones of the Cave Story sounds is a dead link, and I don't think I'll be able to find the original link on the japanese BBS, if the link even still exists there.
Thanks, man. Time to take a lookSnarwin said:Sorry about that. Here's the correct link:
Cave Story SFX/Editor
The original thread has been updated as well.
