[QUOTE=Garb;31174189]Here you go Maurice:
[IMG]http://i869.photobucket.com/albums/ab255/Yournameisinvalid21/Mari0Sheet.png[/IMG]
Also: Singular portal device for when he dies ( I actually couldn't get it to look right, so I figured you could make him drop it, or do whatever you wanted (I thought it would be kinda funny if it went flying or something))
[IMG]http://i869.photobucket.com/albums/ab255/Yournameisinvalid21/portalgun.png[/IMG]
Woah thats tiny.[/QUOTE]
That is looking really good.
[img]http://i.imgur.com/4omvu.gif[/img]
Definitely gonna keep it.
[QUOTE=Vampired;31173807]I'm making a built in editor too.[/QUOTE]
That's cool, what control are you using for the entity/component selection?
[QUOTE=Vampired;31173807]I'm making a built in editor too.
I started this a few days ago, so far I have a component-based entity system and some sick platform physics.
In the editor, you can only modify entities that are already built, so next up is creating and deleting entities.[/QUOTE]
Are you using your own component system or are you using an existing one?
[QUOTE=icantread49;31174416]That's cool, what control are you using for the entity/component selection?[/QUOTE]
It's just a ListBox with some custom drawing for the indent and bold. You can do this easily with the ListBox.DrawItem event handler.
[QUOTE=AtomiCasd;31174469]Are you using your own component system or are you using an existing one?[/QUOTE]
The component system is my own but it is a similar layout to [url]http://elephant.codeplex.com/[/url]
[QUOTE=Wyzard;31174029]Ah, that makes sense. But then why not just have a single large static body for the whole floor plane? No need to divide it up on grid boundaries when the grid is just for drawing and has no physical meaning. Just take the dungeon's bounding rectangle and make it a body.
(The situation would be different if different grid tiles could have different heights, but I'm guessing that isn't the case.)[/QUOTE]
There is no floor...?
And yeah, at first I tried to make the whole dungeon one big body but it became a big concave polygon mess with random doorways being blocked and walls suddenly disappearing and stuff like that. But now it works pretty much flawlessly...
Also I made a little hud and minimap thingy :eng101:
[QUOTE][url=http://i.imgur.com/UayO0.png][img]http://i.imgur.com/UayO0.png[/img][/url][/QUOTE]
[QUOTE=Dlaor-guy;31174596][t]http://i.imgur.com/UayO0.png[/t][/QUOTE]
"RESOLUTION-INDEPENTDENT ASPECT-RATIO-INDEPENDENT GAME THING" - Can't maximize window...
[QUOTE=sim642;31174717]"RESOLUTION-INDEPENTDENT ASPECT-RATIO-INDEPENDENT GAME THING" - Can't maximize window...[/QUOTE]
[img]http://i.imgur.com/gTvPg.png[/img]
What now, huh? [IMG]http://www.facepunch.com//fp/emoot/smug.gif[/IMG]
[img]http://gyazo.com/4e2c5bb7dc7f0697cd775a6f69205814.png[/img]
Adding bullets to my first game! This is fun.
[img]http://dl.dropbox.com/u/2276133/game06%202011-07-17%2013-30-25-03.gif[/img]
Messing with 3D in xna.
[QUOTE=mmavipc;31169847]How did you get the need for a root canal?[/QUOTE]Bad teeth pretty much runs in my family I guess. I brush my teeth every morning, but I developed a cavity on the side of one of my back teeth that turned into a huge nasty hole, so I had to get a (not cheap) root canal. I'm supposed to be getting a crown later but I don't know if I can afford it.
[QUOTE=boomer678;31175213][img]http://dl.dropbox.com/u/2276133/game06%202011-07-17%2013-30-25-03.gif[/img]
Messing with 3D in xna.[/QUOTE]How far does that go?
[QUOTE=Neo Kabuto;31176910]How far does that go?[/QUOTE]
500 or 1,000 blocks I think.
And I updated it a little bit
[img]http://gyazo.com/6500e95876d32b1894f438a3217525e9.png[/img]
[QUOTE=Dlaor-guy;31174596]There is no floor...?
And yeah, att first I tried to make the whole dungeon one big body but it became a big concave polygon mess with random doorways being blocked and walls suddenly disappearing and stuff like that. But now it works pretty much flawlessly...
Also I made a little hud and minimap thingy :eng101:[/QUOTE]
But what is the algorithm for finding the rectangles?
[QUOTE=bobthe2lol;31177148]But what is the algorithm for finding the rectangles?[/QUOTE]
I don't know if this algorithm has an official name or anything, but I simply start with a rect the size of the whole grid, and for every x, y, check if all the grid entities in the rect are not holes. If that's true, create the rect in the physics engine. If not, do nothing. Then decrease the size of the rect and do it all over again until the size of the rect is < 1.
Editors are hot right now, I guess.
I'm basically making a 2d clone of the hammer editor.
[img]http://img828.imageshack.us/img828/9800/gridf.png[/img]
Yes, the toolbar has ONE button right now. It resets your camera's zoom.
[QUOTE=Dlaor-guy;31177284]I don't know if this algorithm has an official name or anything, but I simply start with a rect the size of the whole grid, and for every x, y, check if all the grid entities in the rect are not holes. If that's true, create the rect in the physics engine. If not, do nothing. Then decrease the size of the rect and do it all over again until the size of the rect is < 1.[/QUOTE]
That sounds really slow, there's a method with histograms that would preform much better but I can't remember exactly how it goes. Though it might give you some keywords to search for.
The histogram thing is O(width * height * 2) I think.
[QUOTE=Darwin226;31177667]That sounds really slow, there's a method with histograms that would preform much better but I can't remember exactly how it goes. Though it might give you some keywords to search for.[/QUOTE]
It sounds slow but it doesn't take longer than a few seconds to turn a 70x200 grid into rectangles.
I always hear about SFML being so much better than SDL. The only plus I've noted so far is the OpenGL incorporation. Besides that all I've been seeing is bulky code and more steps to get everything done. Maybe it's just me, or maybe I need to give it more time..
Also, stock icons.
[img]http://img10.imageshack.us/img10/9070/stockspellslazy.png[/img]
EDIT: I guess I can name it the "Hammer and Screwdriver Editor"
[QUOTE=Dlaor-guy;31177701]It sounds slow but it doesn't take longer than a few seconds to turn a 70x200 grid into rectangles.[/QUOTE]
Yeah. I thought about that. That's why I gave you the complexity. I didn't know if it's worth it.
A few seconds is definitely fast enough. Depends if you'll use bigger maps.
[QUOTE=AgentBoomstick;31177714]I always hear about SFML being so much better than SDL. The only plus I've noted so far is the OpenGL incorporation. Besides that all I've been seeing is bulky code and more steps to get everything done. Maybe it's just me, or maybe I need to give it more time..[/QUOTE]
SDL is slower than SFML iirc.
[QUOTE=AgentBoomstick;31177714]I always hear about SFML being so much better than SDL. The only plus I've noted so far is the OpenGL incorporation. Besides that all I've been seeing is bulky code and more steps to get everything done. Maybe it's just me, or maybe I need to give it more time..[/QUOTE]
SFML uses object orientation, whereas SDL doesn't (as far as I know). Which one is "better" is a matter of personal taste, but many programmers prefer the OO way of doing things.
Man languages can get depressing when you try to do inventive things that should work but don't due to language limitations. *Glares at .net reflection*
Anyways... I wonder if I should continue to do
[csharp] public interface IMsg
{
[OperationContract]
[ServiceKnownType(typeof(byte[]))]
byte[] Do(byte[] data);
}
[MsgID(1, 1)]
public class LoginRequest : BaseMsg
{
public string Username;
public string Password;
}
[MsgID(1, 2)]
public class LoginResponse : BaseMsg
{
public string Error;
}[/csharp]
Were messages get serialized into a byte array for transfer over WCF(or TCP, because its a byte[] it is flexible). That or do what I think they were intending although this is probably wrong.
[csharp] public interface ILogin
{
[OperationContract]
[ServiceKnownType(typeof(LoginRequest))]
[ServiceKnownType(typeof(LoginResponse))]
LoginResponse Login(LoginRequest data);
}[/csharp]
Only thing is I think they intend the interface to be a services instead of a handler. And I do not want to have a separate service for every action.
I could do
[csharp] public interface IMsg
{
[OperationContract]
[ServiceKnownType(typeof(LoginRequest))]
[ServiceKnownType(typeof(LoginResponse))]
object Do(object data);
}[/csharp]
but then I am declaring every message type in the interface which really pisses me off.
I think I am going to just stick with my first code snippet and maybe change the way message ids are.
[QUOTE=Darwin226;31177667]O(width * height * [B]2[/B])[/QUOTE]
No constants in Big O notation...
Working on a 2D Weather Engine for my Competition Entry.
[QUOTE=TheBoff;31178155]No constants in Big O notation...[/QUOTE]
I recall you can just drop any constants from Big O?
[QUOTE=danharibo;31177804]SDL is slower than SFML iirc.[/QUOTE]
pears are tastier than apples iirc
[QUOTE=esalaka;31178407]I recall you can just drop any constants from Big O?[/QUOTE]
Yeah, that's the point I'm making.
[QUOTE=Quark:;31175439]Bad teeth pretty much runs in my family I guess. I brush my teeth every morning, but I developed a cavity on the side of one of my back teeth that turned into a huge nasty hole, so I had to get a (not cheap) root canal. I'm supposed to be getting a crown later but I [b]don't know if I can afford it.[/b][/QUOTE]
You should get dental insurance.
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