• What are you working on? November 2011 Edition
    3,673 replies, posted
[QUOTE=DevBug;33509947][URL="http://www.stealthbastard.com/"]Stealth Bastard[/URL][/QUOTE] Nope. When I said exactly, I meant exactly. The game I'm talking about was a "squad" of spys or something of that sort and they rolled up to a building in a van. The building was laid out and displayed in the exact same perspective, which makes me think this dudeski just ripped that game entirely to make a clone. You even had to leave the building in a similar style, and get back in the van, then it would drive off, I believe.
[QUOTE=amcfaggot;33510249]Nope. When I said exactly, I meant exactly. The game I'm talking about was a "squad" of spys or something of that sort and they rolled up to a building in a van. The building was laid out and displayed in the exact same perspective, which makes me think this dudeski just ripped that game entirely to make a clone. You even had to leave the building in a similar style, and get back in the van, then it would drive off, I believe.[/QUOTE] Wasn't that the flash game with bunny people or something?
[QUOTE=Murkat;33510309]Wasn't that the flash game with bunny people or something?[/QUOTE] I can't remember to be honest, but I do think I recall it being a little brighter than this game, the color scheme was lighter, and I think it was suppose to be humorous or something. You also stole information instead of "hacking" things. I wish I could find this game, because when you look at the two, even some of the art resources are clearly styled after it.
[QUOTE=Murkat;33510309]Wasn't that the flash game with bunny people or something?[/QUOTE] Warbears?
Fucking Warbears!
[QUOTE=supersnail11;33510402]Warbears?[/QUOTE] Holyshitfantastic.
[img]http://dl.dropbox.com/u/2276133/lightgivers.png[/img] Are these good textures for the light giver blocks? [t]http://puu.sh/9F6n[/t]
Yeah, why not? It feels like it fits the rest of your theme quite well, too.
[QUOTE=boomer678;33511065][img]http://dl.dropbox.com/u/2276133/lightgivers.png[/img] Are these good textures for the light giver blocks? [t]http://puu.sh/9F6n[/t][/QUOTE] Give the blocks a distinct glow/light of the color they match, and it would be perfect. [editline]aaa[/editline] I mean on the tile itself.
[QUOTE=amcfaggot;33510249]Nope. When I said exactly, I meant exactly. The game I'm talking about was a "squad" of spys or something of that sort and they rolled up to a building in a van. The building was laid out and displayed in the exact same perspective, which makes me think this dudeski just ripped that game entirely to make a clone. You even had to leave the building in a similar style, and get back in the van, then it would drive off, I believe.[/QUOTE] "I'm really digging this scanlines-hacky view. I've never seen that done. How spiffy!"
[img]http://i.imgur.com/1JDEI.png[/img] These people actually exist :suicide:.
[QUOTE=q3k;33511700][img]http://i.imgur.com/1JDEI.png[/img] These people actually exist :suicide:.[/QUOTE] Sounds like [url]http://clientsfromhell.net/[/url]
[img]http://i.imgur.com/RJjWr.png[/img] Oh introversion.
I'm taking a break from my normal game programming to work on something else. I'm going to make my own (probably cheaper) version of the misa kitara out of an old electric guitar, some buttons, an arduino, and an ipad/android tablet.
[QUOTE=Darwin226;33505464]Have you seen this? It's amazing! [media]http://www.youtube.com/watch?v=T6a0WR2-tLg[/media][/QUOTE] I've asked whether he'd be interested in me composing for him, it'd be cool to work on that project. Would do subversion style music, or maybe something like frozen synapse.
[QUOTE=Darwin226;33505464]Have you seen this? It's amazing! [media]http://www.youtube.com/watch?v=T6a0WR2-tLg[/media][/QUOTE] played this, its pretty good but still too early in development
These rotating things are new ;) [img]http://i.imgur.com/Bj6kv.gif[/img]
So in C# it's a bad idea to use public fields and properties should be used instead. But that has one problem that I don't know how to fix. If I have a class that has a property Position of type Point. And the Point class has 2 properties X and Y. I can't just do instance.Position.X = 5 because that would be changing the result of a getter function (the one that retrieves Position). Is there a cure for this?
Oh god I just realised I've been passing/storing pointers to elements in std::vectors around everywhere, so as soon as the list changes, [i]everything[/i] breaks.
[QUOTE=Darwin226;33511948]So in C# it's a bad idea to use public fields and properties should be used instead. But that has one problem that I don't know how to fix. If I have a class that has a property Position of type Point. And the Point class has 2 properties X and Y. I can't just do instance.Position.X = 5 because that would be changing the result of a getter function (the one that retrieves Position). Is there a cure for this?[/QUOTE] I don't think I understand the problem; why would you change the value of instance.Position.X if you didn't want that to affect the value (IE what you get if you use the getter function). If every instance of a class has the property Position, then that is instanced as well; setting the Position.x and Position.y values from an instance of the class will only change that class's Position property. This would only be an issue if Position was static or the x and y properties of it were static, which via simple logic would mean that every instance of the class has the same Position property and changing one Position property affects all instances of the class...which from my perspective seems pretty useless.
[QUOTE=NovembrDobby;33512097]Oh god I just realised I've been passing/storing pointers to elements in std::vectors around everywhere, so as soon as the list changes, [i]everything[/i] breaks.[/QUOTE] Using a list will fix that since it doesn't rearrange the elements. EDIT: What am I even saying. It's going wrong because you're storing the actual objects in the vector and not pointers to the objects. Create objects with new and store their pointers in the vector, use delete on them afterwards.
[QUOTE=supersnail11;33509104]What's the errors?[/QUOTE] Using MSVC10 [quote] 1>LIBCMT.lib(invarg.obj) : error LNK2005: __initp_misc_invarg already defined in LIBCMTD.lib(invarg.obj) 1>LIBCMT.lib(invarg.obj) : error LNK2005: __call_reportfault already defined in LIBCMTD.lib(invarg.obj) 1>LIBCMT.lib(invarg.obj) : error LNK2005: __set_invalid_parameter_handler already defined in LIBCMTD.lib(invarg.obj) 1>LIBCMT.lib(invarg.obj) : error LNK2005: __get_invalid_parameter_handler already defined in LIBCMTD.lib(invarg.obj) 1>LIBCMT.lib(invarg.obj) : error LNK2005: __invoke_watson already defined in LIBCMTD.lib(invarg.obj) 1>LIBCMT.lib(invarg.obj) : error LNK2005: "void __cdecl _invoke_watson(unsigned short const *,unsigned short const *,unsigned short const *,unsigned int,unsigned int)" (?_invoke_watson@@YAXPBG00II@Z) already defined in LIBCMTD.lib(invarg.obj) 1>LIBCMT.lib(invarg.obj) : error LNK2005: __invalid_parameter already defined in LIBCMTD.lib(invarg.obj) 1>LIBCMT.lib(invarg.obj) : error LNK2005: "void __cdecl _invalid_parameter(unsigned short const *,unsigned short const *,unsigned short const *,unsigned int,unsigned int)" (?_invalid_parameter@@YAXPBG00II@Z) already defined in LIBCMTD.lib(invarg.obj) 1>LIBCMT.lib(invarg.obj) : error LNK2005: ___pInvalidArgHandler already defined in LIBCMTD.lib(invarg.obj) [/quote]
Inclusion guards?
[QUOTE=jonnopon3000;33512168]I don't think I understand the problem; why would you change the value of instance.Position.X if you didn't want that to affect the value (IE what you get if you use the getter function). If every instance of a class has the property Position, then that is instanced as well; setting the Position.x and Position.y values from an instance of the class will only change that class's Position property. This would only be an issue if Position was static or the x and y properties of it were static, which via simple logic would mean that every instance of the class has the same Position property and changing one Position property affects all instances of the class...which from my perspective seems pretty useless.[/QUOTE] Well it produces an error. Can't modify because it's not a variable.
[QUOTE=KillerJaguar;33512240]Using MSVC10[/QUOTE] [url]http://support.microsoft.com/kb/148652[/url]
[QUOTE=Darwin226;33511948]So in C# it's a bad idea to use public fields and properties should be used instead. But that has one problem that I don't know how to fix. If I have a class that has a property Position of type Point. And the Point class has 2 properties X and Y. I can't just do instance.Position.X = 5 because that would be changing the result of a getter function (the one that retrieves Position). Is there a cure for this?[/QUOTE] That rule only really applies to libraries because when you change a field to a property every program that uses that library will need to be recompiled. So if you decide you need a field to be a property you end up breaking everything. So if its already a property you can extend it how you want without needing to recompile programs that use it. The only way around that really would be [csharp] instance.Position = new Point(5, instance.Position.Y); [/csharp] or you could create a method/property which does that. [csharp] instance.X = 5; public int X { set { Position = new Point(value, instance.Position.Y); } get { return Position.X; } } [/csharp]
Thinking of doing an ubuntu style theme for my uplink mod, instead of the eye burning blue. Thoughts?
[QUOTE=supersnail11;33512321][url]http://support.microsoft.com/kb/148652[/url][/QUOTE] Thanks. Got it to compile. Added "LIBCMT.lib" to Ignore Default Libraries for the Debug build. [editline]30th November 2011[/editline] Looking over the Uplink source code, it's like a weird mix of C and C++, but mostly the former; which make sense considering it was started in '99.
[QUOTE=high;33512351]That rule only really applies to libraries because when you change a field to a property every program that uses that library will need to be recompiled. So if you decide you need a field to be a property you end up breaking everything. So if its already a property you can extend it how you want without needing to recompile programs that use it. The only way around that really would be [csharp] instance.Position = new Point(5, instance.Position.Y); [/csharp] or you could create a method/property which does that. [csharp] instance.X = 5; public int X { set { Position = new Point(value, instance.Position.Y); } get { return Position.X; } } [/csharp][/QUOTE] Well that certainly sucks... The only way to do it right is to waste memory and processing power on making new objects every time you want to move something...
[QUOTE=supersnail11;33512449]Thinking of doing an ubuntu style theme for my uplink mod, instead of the eye burning blue. Thoughts?[/QUOTE] Do a Linux Mint theme, it's just so sexy
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