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proton:win_setup2 [2012/03/02 13:13]
seth
proton:win_setup2 [2018/07/28 08:32] (current)
seth
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 This application tests audio, the particle system, text input and buttons. This application tests audio, the particle system, text input and buttons.
 +
 +
 +<​html>​
 +<​strong>​Flash version:</​strong>​
 +</​html>​
 +
 +<​html>​
 +<div id="​flashContent">​
 + <​object classid="​clsid:​D27CDB6E-AE6D-11cf-96B8-444553540000"​ width="​480"​ height="​320"​ id="​RTBareBones"​ align="​middle">​
 +   <param name="​movie"​ value="/​games/​test/​RTSimpleApp.swf"​ />
 +              <!--[if !IE]>​-->​
 +              <object type="​application/​x-shockwave-flash"​ data="/​games/​test/​RTSimpleApp.swf"​ width="​480"​ height="​320">​
 +              <​!--<​![endif]-->​
 +                <param name="​wmode"​ value="​direct"​ />
 +                <param name="​allowScriptAccess"​ value="​sameDomain"​ />
 +                <param name="​bgcolor"​ value="​CCCCCC"​ /> 
 +                <div>
 +                  <​h1>​You need to update flash:</​h1>​
 +                  <​p><​a href="​http://​www.adobe.com/​go/​getflashplayer"><​img src="​http://​www.adobe.com/​images/​shared/​download_buttons/​get_flash_player.gif"​ alt="​Get Adobe Flash player"​ /></​a></​p>​
 +                </​div>​
 +              <!--[if !IE]>​-->​
 +              </​object>​
 +              <​!--<​![endif]-->​
 +            </​object>​
 + </​div>​
 +</​html>​
 +
 +([[https://​www.rtsoft.com/​temp/​RTSimpleApp.html|HTML5 version here]] - runs on phone/​tablets too)
  
 It illustrates how to use entities and components and is a good sample to "​clone"​ when starting your own project. It illustrates how to use entities and components and is a good sample to "​clone"​ when starting your own project.
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 ==== Choosing an audio system ==== ==== Choosing an audio system ====
  
-The default audio system for Windows is Audiere (thanks to rzuf). ​ It compiles "out of the box" as its lib/dll files are included in Proton.+The default audio system for Windows is Audiere (thanks to rzuf). ​ It compiles "out of the box" as its 32 and 64 bit lib/dll/h files are included in Proton.
  
 Don't want audio at all?  If you look near the top of App.cpp you'll see where you could comment out AudioManagerAudiere g_audioManager and uncomment AudioManager g_audioManager. ​ This is the dummy audio manager that doesn'​t actually play anything. Don't want audio at all?  If you look near the top of App.cpp you'll see where you could comment out AudioManagerAudiere g_audioManager and uncomment AudioManager g_audioManager. ​ This is the dummy audio manager that doesn'​t actually play anything.
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 Use file explorer to navigate to <proton dir>/​RTSimpleApp/​media and double click update_media.bat. Use file explorer to navigate to <proton dir>/​RTSimpleApp/​media and double click update_media.bat.
 +
 +**Note:** Linux people can do this by moving into RTSimpleApp/​media and running "sh update_media.sh"​.
  
 A command prompt will open processing all the files in the RTSimpleApp/​media/​interface tree and copy the '​final'​ versions to bin/​interface. ​ (audio and game dirs as well, although game will be empty) A command prompt will open processing all the files in the RTSimpleApp/​media/​interface tree and copy the '​final'​ versions to bin/​interface. ​ (audio and game dirs as well, although game will be empty)
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 You don't have to. But it's flexible. ​ Would you like to see what the game looks like using 4 bit .pvr textures for your iPhone build? ​ Easy, change a setting in update_media.bat and you can know.  .oggs instead of .mp3s? ​ 16 bit raw textures on Android except for a few important images that should be 32 bit?  A .bat file makes it easy to specify things without ever really modifying your master resource files. You don't have to. But it's flexible. ​ Would you like to see what the game looks like using 4 bit .pvr textures for your iPhone build? ​ Easy, change a setting in update_media.bat and you can know.  .oggs instead of .mp3s? ​ 16 bit raw textures on Android except for a few important images that should be 32 bit?  A .bat file makes it easy to specify things without ever really modifying your master resource files.
  
-Or you may need non-square textures to be uncompressed,​ but square textures to be PVRTC compressed for speed for only a certain platform. (iPhone, cough) ​ RTPack.exe is very powerful and can do this kind of thing with ease.+Or you may need non-square textures to be uncompressed,​ but square textures to be PVRTC compressed for speed for only a certain platform. (iPhone, cough) ​ RTPack is very powerful and can do this kind of thing with ease. 
 + 
 +Remember, when you change a .png, you change it in media/*, and then must run update_media.bat to update the bin versions before you will see it in game.  ​
  
-Remember, when you change a .png, you change it in media/*, and then must run update_media.bat to update the bin versions before you will see it in game.  ​Android/​iPhone/​WebOS scripts will grab the media from the bin directory. (If you really hate that, yeah, you can just write bmps/jpgs directly into the bin directory yourself, but you lose the advantages of RTPack.exe being able to convert from nearly any filetype to .rttex and other advantages like padding images to be power of two)+Android/​iPhone/​WebOS scripts will grab the media from the bin directory. (If you really hate that, yeah, you can just write bmps/jpgs directly into the bin directory yourself, but you lose the advantages of RTPack being able to convert from nearly any filetype to .rttex and other advantages like padding images to be power of two)
  
-Processing is fast because the RTPack.exe processor can detect changes and only convert changed/new files.+Processing is fast because the RTPack processor can detect changes and only convert changed/new files. ​<-- (Is this actually on?  I don't know)
  
 RTPack.exe is included in shared/​win/​utils btw.  If you run RTPack.exe from the dos prompt, it will spit out the possible options: RTPack.exe is included in shared/​win/​utils btw.  If you run RTPack.exe from the dos prompt, it will spit out the possible options:
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 {{:​proton:​win_setup_4.png?​|}} {{:​proton:​win_setup_4.png?​|}}
-(Um, actually this pic is out of date, the latest version shows a pic of Seth's kids' face, to illustrate loading a raw .jpg.+(Um, actually this pic is out of date, the latest version shows a pic of Seth's kids' face, to illustrate loading a raw .jpg)
  
 Assuming you built your resources right, and you're using the profile "​iPhone",​ you'll see this.  Uh oh, it's sideways because in App::Init() it has: Assuming you built your resources right, and you're using the profile "​iPhone",​ you'll see this.  Uh oh, it's sideways because in App::Init() it has:
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 ==== Jpg support ==== ==== Jpg support ====
-It has the jpg files included and RT_JPG_SUPPORT defined, which allows Proton to load native .jpg files. ​ I haven'​t bothered doing something similar ​for .png'​s ​because .rttex files basically compress the same as .png files.+It has the jpg files included and RT_JPG_SUPPORT defined, which allows Proton to load native .jpg files. ​RT_PNG_SUPPORT is used for png file support (it'​s ​not enabled here)
  
 ==== Automatic scaling to fit the screen ==== ==== Automatic scaling to fit the screen ====
proton/win_setup2.1330694031.txt.gz · Last modified: 2012/03/02 13:13 by seth