[QUOTE=Ortzinator;18798616]Money hats make you code fast.[/QUOTE]
I wonder if he still has that hat
No he doesn't
[QUOTE=garry;18799037]No he doesn't[/QUOTE]
Did you spend it?
[QUOTE=turby;18795277]
[img_thumb]http://s3.amazonaws.com/adaptiveblue_img/books/c_in_depth_what_you_need_to_master_c_2_3/jon_skeet[/img_thumb]
I have them both and the covers really shit me[/QUOTE]
It's a pun I think.
Not a very noteworthy one, though.
Hm I'd like to make some kinda new game, I already made a tower defense in xna but... that gameplay principle is old.
And unfortunately I can't think of any innovative gameplay :/
Wow, XNA is simple.
So far I've mastered drawing sprites and working through a sprite map to animate some circles.
It might be pathetic but it's [i]my[/i] pathetic.
Yeah xna itself is easy but... I'm not able to organize my code very good, I mean on coding level, not on messyness level.
With that I mean, that all my classes for my tower defense game f.e. ammo, towers etc.
have to pass values to each other in the constructors...
f.e. all the little ammo balls are stored in a List<StandardAmmo>, and I have to pass that list from the main class to all other classes to 1. delete ammo from that list, 2. manage enemy hits etc...
I am quite wondering weather that would be possible without that by just using class inheritance.
But since I haven't worked with that pretty much I can't get it to work.
[cpp]
public FrostTower(Vector2 position, Texture2D basetexture, Texture2D guntexture, Texture2D ammotexture, ArrayList ammoList, SpriteBatch sb)
[/cpp]
that f.e. is only the constructor of the frost tower, as you can see, I have to pass all the textures etc. from the mainclass to all my frost towers.
Can't I just make the frost tower class the child class of my main class?
Since all the textures and lists are already defined in my main class.
I have tried FrostTower : Game1
but just ran into problems :(
[URL=http://imgur.com/iGwyW.png][IMG]http://imgur.com/iGwyWl.png[/IMG][/URL][URL=http://imgur.com/QHY6d.png][IMG]http://imgur.com/QHY6dl.png[/IMG][/URL]
I'm working on an anonymous message board. A hash of a trip code is used to generate the nine colours on the left to distinguish between posts.
I'm still tweaking the colours algorithm to make them a bit more unique.
[QUOTE=Dr Magnusson;18799115]Did you spend it?[/QUOTE]
Yeah, it was only about £750 - was gone within 3-4 months.
Particles, because I should be studying right now
[IMG]http://i48.tinypic.com/29qbn7l.png[/IMG]
They are quite slow, because I can't get hardware acceleration to work. :frown:
Ok found the simplest solution to my value pass problem.
By simply not passing all the textures into every single instance of a tower in the constructor,
I just pass the textures from the main class to the towers in the draw method (since the textures don't change).
Now my tower classes are free of any texture vars and they are being passed by the main class in the draw method :)
[QUOTE=windwakr;18801543]Hey Vampired, whatever happened to that Befunge interpreter you were working on? Did you release it?
[editline]...[/editline]
Nevermind, you have. Didn't see your website icon. Here, I'll rate myself dumb for not looking good enough.
[editline]...[/editline]
Looks like it is still broken, it can't run my degree conversion program when you input a capital F or C. So comparing must not be working properly.
Here is my degree conversion program for reference:
[code]<>:#,_v#:"To C or F?"+55
`"b":~<v"f":_@#`"e":_v#`"c":_@#
v>`#@_$"F":,55v>$"C":,
v >:12p55+,902pv>+,:12p502p9&:09-9-1-` #v_
v -*48_v#`-1*48:&5< @~,,,,,"-0.4F"_v#!`-9-90:<
v >:84*1-\`#v_"C5.0-",,,,,~@ >
>*:02g%v >84*-
0\%g20:_02g/\:"E"`#v_\ >.8,,~@~,,8.< _v#`-10:,".",8.< _ v#`\"E"g21/g2
>\84*+^ ^*-10< v_v#`\*48: \*2\+*48<
\++19\-1 _v#`0:< > ^
> ^ [/code]
It should accept capital C's and F's but your interpreter ends when I enter either one. Lower case works fine though.[/QUOTE]
Hey, thanks for showing an interest. I couldn't remember if I posted the page in the thread or not so I didn't bother.
Are you sure what you said is the correct behaviour? A capital 'C' in ASCII is 67 and lowercase 'b' is 98, so isn't it correct that your program exits if the character is of less value than a lowercase 'b' ?
What do you think of the interpreter anyway?
Edit: Please inform me of the spelling mistake in my post. It bothers me if my spelling is bad enough to warrant a Bad Spelling and I cannot seem to find the error.
[QUOTE=garry;18797990]Of course, it ticks 20 times a second, but rendering is as fast as it can.[/QUOTE]
I mean your timing, for the profiler and such. Like you don't just use QueryPerformanceCounter then throw it into a double holding miliseconds?
[QUOTE=blankthemuffin;18802201]I mean your timing, for the profiler and such. Like you don't just use QueryPerformanceCounter then throw it into a double holding miliseconds?[/QUOTE]
No it's stored as an unsigned long (or whatever QPC gives us) and the difference is worked out.
World debug menu - showing which world has input, which are hidden and their draw order.
[img]http://filesmelt.com/downloader/08Dec2009_004.png[/img]
What's Time?
I really like the look of that, doesn't look like a debug menu at all.
Working on a new automated build system for Chromium and Chromium OS.
Time is the world's local time (in seconds)
[QUOTE=windwakr;18802362]Ok, let me look through it again, it's been a while......
......Lol, I must've removed the important upper-case to lowercase conversion when I was fixing a bug somewhere >.>.....So I guess your interpreter runs it like it should.
That's a really nice interpreter, but there are a few things that bug me.
Input. I just don't like that pop-up asking for input. Some programs get in an endless loop of asking for input and it is annoying having to end-task Firefox.
And output. it would be nice if the output worked like a real console, only having 25 lines down and scrolling the text up when it reached the end. especially with those games like the wumpus one. It's impossible to play because of its nonstop asking for input and putting text further and further down the page.[/QUOTE]
Excellent points, I've added them to my todo list.
[QUOTE=Hexxeh;18802715]Working on a new automated build system for Chromium and Chromium OS.[/QUOTE]
A build system you say? :v:
[QUOTE=Chandler;18803766]A build system you say? :v:[/QUOTE]
Yeah, to save me building each image pretty much by hand. Right now I'm just using the supplied build script to get a rootFS disk image, then mounting this and patching it with my fixes and then building the disk image by hand from thereon, which is entirely the wrong way to go about it. What I'm now doing is merging my changes back into the main source tree and then the idea is to setup a system where I can just drop all my patches I'd like to test into a folder, run the build system, and have it spit out an image ready for testing.
I need to speak to the dev guys at Engadget once it's up and running, one of their editors mentioned the possibility that they could mirror it on what I presume is their CDN, which would alleviate my bandwidth issues. Static mirroring though, no rsync sadly. :(
Also, anybody looking at participating in Google Summer of Code 2010? I know it's unannounced yet and I won't be eligible, but I'll be entering once I am. :)
[QUOTE=Hexxeh;18804210]Yeah, to save me building each image pretty much by hand. Right now I'm just using the supplied build script to get a rootFS disk image, then mounting this and patching it with my fixes and then building the disk image by hand from thereon, which is entirely the wrong way to go about it. What I'm now doing is merging my changes back into the main source tree and then the idea is to setup a system where I can just drop all my patches I'd like to test into a folder, run the build system, and have it spit out an image ready for testing.
I need to speak to the dev guys at Engadget once it's up and running, one of their editors mentioned the possibility that they could mirror it on what I presume is their CDN, which would alleviate my bandwidth issues. Static mirroring though, no rsync sadly. :(
Also, anybody looking at participating in Google Summer of Code 2010? I know it's unannounced yet and I won't be eligible, but I'll be entering once I am. :)[/QUOTE]
You appear to have missed the joke since I've been developing a build system.
This is the first year where I think I would be of any use to someone for the GSoC. I really hope Irrlicht or some C++ based project gets in that I would feel confident helping out with :D. Although if there were a python project I'd jump at the chance. :3
[QUOTE=Chandler;18804336]You appear to have missed the joke since I've been developing a build system.
This is the first year where I think I would be of any use to someone for the GSoC. I really hope Irrlicht or some C++ based project gets in that I would feel confident helping out with :D. Although if there were a python project I'd jump at the chance. :3[/QUOTE]
Sorry, I've not been keeping up with this thread so much lately. Hopefully I'll be on an internship at Google over the first summer I'll be eligible for GSoC anyway, way things seem to be going. :)
Considering some kind of ingame, real time level editor for botch. Anyone got anything I should consider/look at/bear in mind?
[QUOTE=garry;18804930]Considering some kind of ingame, real time level editor for botch. Anyone got anything I should consider/look at/bear in mind?[/QUOTE]
Take a look at Sauberaten ( Spelling? ) that has a real-time editor as well.
I'm actually working on multiple projects.
Working on a forum for the Gift thread, and might start working on a Tower Defense SDL game when I get home.
[QUOTE=garry;18804930]Considering some kind of ingame, real time level editor for botch. Anyone got anything I should consider/look at/bear in mind?[/QUOTE]
Sauerbraten is definitely worth a look for in game editors, though I'm sure that won't be exactly the route you go down.
Sandbox II which comes with Crysis is awesome in my opinion - do something like that :D
[editline]10:58PM[/editline]
[QUOTE=Blynx6;18805007]Take a look at Sauberaten ( Spelling? ) that has a real-time editor as well.
I'm actually working on multiple projects.
Working on a forum for the Gift thread, and might start working on a Tower Defense SDL game when I get home.[/QUOTE]
Damn these ninjas.
[QUOTE=garry;18804930]Considering some kind of ingame, real time level editor for botch. Anyone got anything I should consider/look at/bear in mind?[/QUOTE]
NS2 editor is worth a look at. They did pretty much everything right.
[editline]11:06PM[/editline]
except for the grid system. Maybe because I'm not used to it.
I'm a big fan of the extrude tool in the Spark Editor, it's pure brilliance.
Can't say I like or dislike the grid to be honest. I'm not much of a map maker but I find Spark to be much easier to use than hammer, for example.
Unreal Editor is a pretty damn well written piece of software.
A must have would be updating textures realtime if it detects a change, saves alot of time.
Ok, working on my tower defense game in xna again.
Got 3 basic types of towers now (all shooting correctly)
Basic shooting tower
Frost tower - slows enemies in a splash radius
Rocket tower - causes damage in splash radius
Possibility to upgrade towers, also working correctly (increases range, damage, splash radius and reduces reload time).
You can click the towers on the field and it displays the range aKa a green circle.
You can load a map drawn in paint (a simple black and white image with a path on it)
pathfinding down the map
one type of enemies right now.
[IMG]http://img33.imageshack.us/img33/3862/tdscreen.png[/IMG]
Sorry, you need to Log In to post a reply to this thread.