• What are you working on? V3
    2,001 replies, posted
[QUOTE=jA_cOp;17613393]XML is useful because it's versatile and [I]readable[/I] (thus editable). Stuff like: [code]<tile="40" type="0" x="0" y="2">[/code] Is really just bloated and error-prone. Why don't you just do: [code]<tile type="grass" pos="0,2">[/code] If the next "tile" attribute is just the previous one plus one, it should be enumerated automatically. Or, if actual XML: [code] <tile> <type>grass</type> <pos>0,2</pos> </tile> [/code][/QUOTE] Stuff like: [code] <tile> <type>grass</type> <pos>0,2</pos> </tile> [/code] seems a tad more bloated than say: [code]<tile="40" type="0" x="0" y="2">[/code] the <tile="40" id part is for identifying different bits, it's mostly for under-the-hood stuff and is more useful for things other than the tiles in the map. And TBH I don't really feel like writing the code to identify child and parent objects when I just want a simple map format, I don't have any use for it. I don't really see how it's error prone either, it's a lot simpler to read than if I threw in multiple values in a single attribute. Eh, I just prefer my format. Also tile types are stored in a map, I'd rather have the key of the map as an int (which is much easier to manage and allow interaction with other things than say a string).t
[QUOTE=Archive;17606616]I'm so happy at how easy it was to make animated tiles, took me only 3 minutes to code it all up and it worked! My Tile Engine is almost complete, so satisfying. image[/QUOTE] In my old tile based game I defined all my tiles inside a text file similar to how you are doing it, I must implement this because my map loading script is getting REALLY LONG. Can't program now though, got tons of homework :(
[QUOTE=Archive;17613611]Stuff like: [code] <tile> <type>grass</type> <pos>0,2</pos> </tile> [/code] seems a tad more bloated than say: [code]<tile="40" type="0" x="0" y="2">[/code] [/QUOTE] That's because it's the XML way, it wasn't my main point. [QUOTE=Archive;17613611]the <tile="40" id part is for identifying different bits, it's mostly for under-the-hood stuff and is more useful for things other than the tiles in the map. And TBH I don't really feel like writing the code to identify child and parent objects when I just want a simple map format, I don't have any use for it. I don't really see how it's error prone either, it's a lot simpler to read than if I threw in multiple values in a single attribute.[/QUOTE] Leaving the "type" attribute aside, [img]http://img38.imageshack.us/img38/3936/redundance.png[/img] I hope you see why this is redundant...
[QUOTE=a2h;17612392]I found about Coda through your site, and now I want to try out Mac OS X even more :saddowns: But I like my Windows 7 superbar and menubars :froggonk:[/QUOTE] :P Mac is win indeed :D
I'm working on some essays that I'm procrastinating terribly - looks like I've got school in 3 hours though, great amount of sleep, right?
[QUOTE=vuu;17614208]I'm working on some essays that I'm procrastinating terribly - looks like I've got school in 3 hours though, great amount of sleep, right?[/QUOTE] This topic =\= Twitter
[QUOTE='-[ Fizzadar ]-;17607868']Niiiice! Custom language?[/QUOTE] "the official limit for exponents is 69" you should probably stop posting. [editline]07:28AM[/editline] [QUOTE=Archive;17613611]Stuff like: [code] <tile> <type>grass</type> <pos>0,2</pos> </tile> [/code] seems a tad more bloated than say: [code]<tile="40" type="0" x="0" y="2">[/code] the <tile="40" id part is for identifying different bits, it's mostly for under-the-hood stuff and is more useful for things other than the tiles in the map. And TBH I don't really feel like writing the code to identify child and parent objects when I just want a simple map format, I don't have any use for it. I don't really see how it's error prone either, it's a lot simpler to read than if I threw in multiple values in a single attribute. Eh, I just prefer my format. Also tile types are stored in a map, I'd rather have the key of the map as an int (which is much easier to manage and allow interaction with other things than say a string).t[/QUOTE] why are you using xml (or some wacky ass xml-based markup, even worse) for something that you shouldn't have to use a text editor for?
[QUOTE=gngbng;17614654]"the official limit for exponents is 69" you should probably stop posting [b]about things you don't know about.[/b] [/QUOTE] Fixed.
[QUOTE=SEKCobra;17581988]For PHP I think Notepad++ is the best thing... :buddy:[/QUOTE] While Notepad++ is pretty good, I prefer [url=http://www.mpsoftware.dk/phpdesigner.php]phpDesigner[/url] over it for PHP without a doubt.
[QUOTE=gngbng;17614654] why are you using xml (or some wacky ass xml-based markup, even worse) for something that you shouldn't have to use a text editor for?[/QUOTE] Same, XML-ish is damn inefficient for tiling, make a simple binary format (or take one), it really isn't that hard.
[QUOTE=Overv;17615360]While Notepad++ is pretty good, I prefer [url=http://www.mpsoftware.dk/phpdesigner.php]phpDesigner[/url] over it for PHP without a doubt.[/QUOTE] This, definitely. That program works perfectly.
[QUOTE=iPope;17613969]In my old tile based game I defined all my tiles inside a text file similar to how you are doing it, I must implement this because my map loading script is getting REALLY LONG. Can't program now though, got tons of homework :([/QUOTE] I scrapped it, It was getting weird for lava. Going to work on the combat more.
[QUOTE=iPope;17585270]Ah, wrong link thats why, I don't know who's file that is. [/QUOTE] hah, looks like xnav by blackphoenix :D [url]http://brain.wireos.com/?p=1250[/url]
[QUOTE=gngbng;17614654]"the official limit for exponents is 69" you should probably stop posting. [/QUOTE] I was tired. I made a mistake twice. Get over it. Anyway, what better way to learn!
[QUOTE=Overv;17615360]While Notepad++ is pretty good, I prefer [url=http://www.mpsoftware.dk/phpdesigner.php]phpDesigner[/url] over it for PHP without a doubt.[/QUOTE] I completely agree, phpDesigner is absolutely fantastic. It's the only thing I use when I'm editing anything web-based, I don't know where I'd be without it.
[QUOTE=jA_cOp;17614173]That's because it's the XML way, it wasn't my main point. Leaving the "type" attribute aside, I hope you see why this is redundant...[/QUOTE] Yeah, I definitely get what you're saying on that part, I'll eventually get around to just removing those. [editline]06:50AM[/editline] [QUOTE=gngbng;17614654]"the official limit for exponents is 69" you should probably stop posting. [editline]07:28AM[/editline] why are you using xml (or some wacky ass xml-based markup, even worse) for something that you shouldn't have to use a text editor for?[/QUOTE] The format is more readable to me than anything else I could think of off the top of my head.
[QUOTE=Archive;17606616]I'm so happy at how easy it was to make animated tiles, took me only 3 minutes to code it all up and it worked! My Tile Engine is almost complete, so satisfying. [img]http://img196.imageshack.us/img196/1626/tilemapsystem.png[/img][/QUOTE] Nice! Also new avatar :3:
Humanoid Structure: [img]http://filesmelt.com/downloader/humanoidstructure.png[/img] I'm still getting it linked up. Code snippet: [code] 'head': [ 'head' ] 'neck': [ 'head', 'neck' ] 'left shoulder': [ 'left shoulder', 'neck' ] 'right shoulder': [ 'right shoudler', 'neck' ] 'left upper arm': [ 'left shoulder', 'left upper arm', 'left lower arm', ] 'right upper arm': [ 'right shoulder', 'right upper arm', 'right lower arm' ] 'left lower arm': [ 'left upper arm', 'left lower arm', 'left wrist' ] 'right lower arm': [ 'right upper arm', 'right lower arm', 'right wrist' ] 'left wrist': [ 'left lower arm', 'left wrist', 'left hand' ] 'right wrist': [ 'right lower arm', 'right wrist', 'right hand' ] 'left hand': [ 'thumb', 'finger', 'left hand' ] [/code] Missing commas, I'll add them later. Uggh...
What are you going to do with that?
Its so that if a player cuts somebody in half say, it means the code can determine what parts of the body are lost.
[QUOTE=iPope;17616449]Its so that if a player cuts somebody in half say, it means the code can determine what parts of the body are lost.[/QUOTE] Such as the right [b]shoudler[/b]? [QUOTE=iPope;17616391] [code] 'right shoulder': [ 'right [b]shoudler[/b]', 'neck' ][/code][/QUOTE] It looks very much "work in progress" right now but it will be interesting to see how you get it working as you develop it. Are you going to try and ragdoll the rest of the body as well so you can have the severed limbs of the body flopping around comically once you brutally dismember your enemies?
When I look at stuff like that (cutting people in half) I always feel bad because all I know is a lame script language, with which I can create pretty much, but no "live" stuff, like games or whatever. I always wanna learn C++ or similar but I'm too lazy to go through all the fundamentals/syntax/getting used to/whatever stuff. :(
[QUOTE=Archive;17616280]The format is more readable to me than anything else I could think of off the top of my head.[/QUOTE] Resource file formats aren't supposed to be easy to read for humans. They're supposed to be small and fast (-> efficient)
[QUOTE=mechanarchy;17616805]Such as the right [b]shoudler[/b]? It looks very much "work in progress" right now but it will be interesting to see how you get it working as you develop it. Are you going to try and ragdoll the rest of the body as well so you can have the severed limbs of the body flopping around comically once you brutally dismember your enemies?[/QUOTE] Ah thanks for picking that out, I will fix it. And no unfortunatly it isn't for ragdolling (though that would be cool). Its for my rougelike, so when you attack it gives detailed gore. A feature seen in alot of rougelikes. Anyway It works: [code] Using your iron hammer you squashed its stomach Starting at: stomach Removed: stomach Removed: hip Removed: groin Removed: left thigh Removed: right thigh Removed: left knee Removed: right knee Removed: left shin Removed: right shin Removed: left ankle Removed: right ankle Removed: left foot Removed: right foot [/code] I still need to implement hit chances (a surprising amount of hits to the head in my tests) and chances of each weapon removing limbs (more for sharp weapons, less for blunt). Using the function I have now, it should be really easy to implement crippling (same idea just you keep the limbs, I might implement the limbs withering away). [QUOTE=Maurice;17616906]When I look at stuff like that (cutting people in half) I always feel bad because all I know is a lame script language, with which I can create pretty much, but no "live" stuff, like games or whatever. I always wanna learn C++ or similar but I'm too lazy to go through all the fundamentals/syntax/getting used to/whatever stuff. :([/QUOTE] Just go for it, try python. Its really simple to pickup.
Using your iron hammer you squashed its stomach Starting at: stomach Removed: stomach Removed: hip Removed: groin Removed: left thigh Removed: right thigh Removed: left knee Removed: right knee Removed: left shin Removed: right shin Removed: left ankle Removed: right ankle Removed: left foot Removed: right foot Woa it removed all these thing from the body of the opponent :O Powerfull blow. Otherwise pretty awesome.
For the tile thing, that seems like looooaddss of work. Why not [code] <map width="20" height="20> <acronym char="G" for="grass"> <acronym char="L" for="lava"> <acronym char="F" for="flowers"> <begin> GGGFLLFLFLFLFFFLL GGLFLFLFFGGGFLF FFLLLGGGGGGGGG <end> [/code] Which seems alot more concise and easy to write.
[QUOTE=TheBoff;17617107]For the tile thing, that seems like looooaddss of work. Why not [code] <map width="20" height="20> <acronym char="G" for="grass"> <acronym char="L" for="lava"> <acronym char="F" for="flowers"> <begin> GGGFLLFLFLFLFFFLL GGLFLFLFFGGGFLF FFLLLGGGGGGGGG <end> [/code] Which seems alot more concise and easy to write.[/QUOTE] Yeh, I was thinking of doing something like that specifically for the maps.
[QUOTE=quincy18;17617100]Using your iron hammer you squashed its stomach Starting at: stomach Removed: stomach Removed: hip Removed: groin Removed: left thigh Removed: right thigh Removed: left knee Removed: right knee Removed: left shin Removed: right shin Removed: left ankle Removed: right ankle Removed: left foot Removed: right foot Woa it removed all these thing from the body of the opponent :O Powerfull blow. Otherwise pretty awesome.[/QUOTE] Well still need to code it so it doesn't chop people in half every attack. [b]Edit:[/b] Using your wooden sword you sliced its right foot You removed it! Starting at: right foot Removed: right foot Awesome. Though wooden swords don't cut things.
[QUOTE=iPope;17617481]Well still need to code it so it doesn't chop people in half every attack. [b]Edit:[/b] Using your wooden sword you sliced its right foot You removed it! Starting at: right foot Removed: right foot Awesome. Though wooden swords don't cut things.[/QUOTE] Maybe do stuff like type="blunt" = crushed type="sharp" = sliced type="point" = Stabbed
Got it working to a point: [code] Using your wooden sword you hit its right thigh. Using your steel sword you peirced its right foot. Using your bronze hammer you broke its right wrist and crippled it. Using your bronze sword you crippled its right thigh. Using your gold sword you chopped its neck and sliced it off. Using your steel sword you cut its left ankle and sliced it off. You removed it! Starting at: left ankle Removed: left ankle Removed: left foot [/code]
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