[QUOTE=Vampired;16039568][img]http://i27.tinypic.com/wvbsba.png[/img]
It's a 2D platformer with wall climbing and such!
(What's the shortest way to create a std::string such as "Pos: "+x+","+y where x and y are integers?)[/QUOTE]
Avatar and username fit colour scheme of game perfectly.
Pro tip: Alt+Print Screen will only take a screenshot of the active window. Less cropping! :)
[QUOTE=Vampired;16039568][img]http://i27.tinypic.com/wvbsba.png[/img]
It's a 2D platformer with wall climbing and such!
(What's the shortest way to create a std::string such as "Pos: "+x+","+y where x and y are integers?)[/QUOTE]
What OS/Theme/Window Manager are you using? Just out of interest.
I finished a small game some days ago:
[img]http://foxhome.fo.funpic.de/attack2/images/Attack2_03.jpg[/img]
You can download it here: [url]http://foxhome.fo.funpic.de/attack2/[/url]
[QUOTE=nos217;16040803]What OS/Theme/Window Manager are you using? Just out of interest.[/QUOTE]
Ubuntu / [url=http://www.gnome-look.org/content/show.php/Ubuntu+Dust?content=88790]Ubuntu Dust[/url] / Gnome.
[QUOTE=Jallen;16040703]Avatar and username fit colour scheme of game perfectly.[/QUOTE]
People just don't use enough purple!
[QUOTE=nos217;16040803]What OS/Theme/Window Manager are you using? Just out of interest.[/QUOTE]
It's called something like Dust and it's included (if not default) in Ubuntu 9.04
I'm using Arch.
Thanks a lot. Not sure if I'll install Gnome soon though, I like my custom set up :).
[editline]09:16PM[/editline]
I'm using Arch.
Thanks a lot. Not sure if I'll install Gnome soon though, I like my custom set up :).
[QUOTE=Vampired;16040954]People just don't use enough purple![/QUOTE]
I don't think that purple can beat cornflower blue :biggrin:
Purple is my favourite colour :L.
The following compiles just fine:
[cpp]class guimanager
{
public:
static std::vector<guiwindow> guiwindows;
static void drawWindows( )
{
for ( int i = 0; i < guiwindows.size( ); i++ ) {
guiwindows[i].draw( );
}
}
};[/cpp]
but this generates an error:
[cpp]class guimanager
{
public:
static std::vector<guiwindow> guiwindows;
static void drawWindows( );
};
void guimanager::drawWindows( )
{
for ( int i = 0; i < guiwindows.size( ); i++ ) {
guiwindows[i].draw( );
}
}[/cpp]
[code]unresolved external symbol "public: static class std::vector<class subPixel::guiwindow,class std::allocator<class subPixel::guiwindow> > subPixel::guimanager::guiwindows" (?guiwindows@guimanager@subPixel@@2V?$vector@Vguiwindow@subPixel@@V?$allocator@Vguiwindow@subPixel@@@std@@@std@@A)[/code]
The class is defined above it:
[cpp]class guiwindow
{
public:
point pos;
point size;
std::string text;
guiwindow( int x, int y, int w, int h );
virtual void draw( );
virtual void mousemove( int x, int y );
virtual void mousedown( int x, int y, int button );
virtual void mouseup( int x, int y, int button );
virtual void keydown( int key );
virtual void keyup( int key );
};[/cpp]
Why?
static std::vector<guiwindow*> guiwindows isn't defined anywhere
[QUOTE=garry;16042305]static std::vector<guiwindow*> guiwindows isn't defined anywhere[/QUOTE]
I am less experienced than you but those two code snippets look identical apart from the fact that one has the function definition outside the class. Yet he says the top one compiles and the bottom one doesn't.
Got it, I forgot to define the vector in snippet 2, so the working code is:
[cpp]class guimanager
{
public:
static std::vector<guiwindow> guiwindows;
static void drawWindows( );
};
std::vector<guiwindow> guimanager::guiwindows;
void guimanager::drawWindows( )
{
for ( int i = 0; i < guiwindows.size( ); i++ ) {
guiwindows[i].draw( );
}
}[/cpp]
Well I'm lost then.
[QUOTE=qurl;16039505]you guys seriously need lessons on how to crop properly :D[/QUOTE]
Yeah, Alt+Print Screen does wonders guys.
[img]http://filesmelt.com/Imagehosting/pics/dbeca3e9a639c546b0e83c90cb25a9b7.png[/img]
[img]http://filesmelt.com/Imagehosting/pics/b1a71b13bb05aaddf4e34667fae95136.png[/img]
The NPC's run around and try to get it off of them. They scream while doing that. I based the code off of the manhack's code.
Well, I made a IRC bot in Lua that can install modules on-the-fly.
[url]http://code.google.com/p/juiz/[/url]
I've yet to write the documentation :ssh:
Also, old post ahoy.
[QUOTE=nos217;15910183]I'm on Linux, and I'm using XVidCap. It''s actually really good, I just need to get to grips with all of the settings. It's command line based :).[/QUOTE]
I use gtk-recordMyDesktop for Linux screencasts, and I strongly recommend it.
Awesome :D.
This thread is amazingly fun to read. Tons of cool things people have come up with/are working on.
I was considering doing some of that pullback lag compensation shit that the source engine does.. but I've come to the conclusion that it's more trouble than it's worth. It's probably best for people to compensate for their lag themselves.
Awesome stuff :D. Now you just need entity support. Do static models work since they are effectively part of the map?
I'm making a PHP MMO type game.
[img]http://img20.imageshack.us/img20/25/lolcvp.png[/img]
There's a collage of some things in the game :P
[QUOTE=Cup;16045087]I'm making a PHP MMO type game.
//pic
There's a collage of some things in the game :P[/QUOTE]
Nice!
[QUOTE=Cup;16045087]I'm making a PHP MMO type game.
There's a collage of some things in the game :P[/QUOTE]
Haha that's awesome, keep up!
On my side, I have been working on a tile based, XNA multiplayer game. I have just finished doing the text input for the console and chat. For those of you who have ever tried doing string input in XNA, you know what a headache it is. I ended up using some code hooking WM_CHAR events, works like a charm.
[QUOTE=Cup;16045087]I'm making a PHP MMO type game.
[img]http://img20.imageshack.us/img20/25/lolcvp.png[/img]
There's a collage of some things in the game :P[/QUOTE]
Needs more bloom.
And rounded edges.
[QUOTE=garry;16036672]Here's mine
[cpp] unsigned int Size( const BString& strName )
{
struct stat fileStat;
int err = stat( strName.c_str(), &fileStat );
if (0 != err) return 0;
return fileStat.st_size;
}[/cpp]
Isn't stat portable?[/QUOTE]
Might be, but it doesn't work for my PS2 homebrew build :-/
Edit: Also, I'm not using my function for actual copy functions etc, just the size of the file. Size on disk, I don't care about.
[QUOTE=Cup;16045087]I'm making a PHP MMO type game.
[img]http://img20.imageshack.us/img20/25/lolcvp.png[/img]
There's a collage of some things in the game :P[/QUOTE]
"Strait"
:geno:
[QUOTE=Spartan117;16047571]"Strait"
:geno:[/QUOTE]
Crap >_< Thanks for reminding me, I kept meaning to fix that.
[QUOTE=garry;16044408]I was considering doing some of that pullback lag compensation shit that the source engine does.. but I've come to the conclusion that it's more trouble than it's worth. It's probably best for people to compensate for their lag themselves.[/QUOTE]
If you want Botch to become the next Halo PC.
This is one of the major reasons I don't want to implement networking into my current engine, the network compensation that the source engine does is beautifully choreographed and incredibly complex. Making my own version of that would be a major hassle.
Sorry, you need to Log In to post a reply to this thread.