What is the difference between handlers and managers? In the case of class names. What's the main difference in purpose between them?
This isn't exactly programming, but only this subforum will probably get it and I need an opinion.
What do you think? It's gonna be on a t-shirt for friend's birthday.
[img]http://filesmelt.com/dl/JustDijkstra.PNG[/img]
[QUOTE=PieClock;34288256]I think I've pretty much finished up my little sprite program tonight, adding the last feature that I wanted in there, which was the ability to create sprite sheets with the addition of multiple frames.
[/QUOTE]
If you're willing to put a little more work into it, I think a basic frame browser (show how many frames, which frame you're on, step right/left, play), as well as onion skinning would really flesh out the multiple-frame feature.
[QUOTE=Ritave;34292873]This isn't exactly programming, but only this subforum will probably get it and I need an opinion.
What do you think? It's gonna be on a t-shirt for friend's birthday.
[img]http://filesmelt.com/dl/JustDijkstra.PNG[/img][/QUOTE]
I have to do this in maths, I would buy this shirt.
[QUOTE=Ritave;34292873]This isn't exactly programming, but only this subforum will probably get it and I need an opinion.
What do you think? It's gonna be on a t-shirt for friend's birthday.
[img]http://filesmelt.com/dl/JustDijkstra.PNG[/img][/QUOTE]
The green path seems a bit weird to me. It's quite random. Maybe it'd be clearer if the green path would be the shortest path from one tip to another along the top.
It looked more confusing that way, believe me I tried.
This one isn't as accurate, but it conveys the meaning well and the observer can see the idea fast enough.
[QUOTE=sim642;34294096]The green path seems a bit weird to me. It's quite random. Maybe it'd be clearer if the green path would be the shortest path from one tip to another along the top.[/QUOTE]
Well, the edges aren't labeled with weights, so it could still be the best path, just not visually the shortest.
[QUOTE=AtomiCasd;34288291]Finished my animation system. It makes it able for you, in a component system, to just add "AnimationPlayer" to the object and it can animate a spritesheet.
If you have a "spritename".anim in the same folder as the "spritename".png, then he will play animations based on what you have defined in the .anim file.
An example animation for a light that just blinks every 3 seconds.
[code]
{
"Animation" : {
"name" : "Game.Anim.Idle",
"looping" : true,
"frames" :
[
{
"FrameX" : 0,
"FrameY" : 0,
"FrameTime" : 3000
},
{
"FrameX" : 1,
"FrameY" : 0,
"FrameTime" : 50
}
]
},
.... more animations
}
[/code]
Makes it really easy for the game designer on the project to mess around with animations without me having to hardcode frames into objects.
Could probaby add a "FrameRandDiff" to have it +- a random value to the frame time.[/QUOTE]
You inspired me to make my own animation system. I've been toying on-and-off with different ways of having animation data, be it in Lua (which was overkill) or just hardcoding it. Seeing what you did made me want to make something I've been longing to make: and [i]Ini Reader[/i]. A couple hours later and I have this:
test.ini
[img]http://i.imgur.com/Sh1wP.png[/img]
Output
[img]http://i.imgur.com/OMQcR.png[/img]
Tried to switch to VS2010 but the source engine doesn't compile under it. So back to 2005. Blargh.
I think my phone's accelerometer might be misaligned or something... tilting along X registers about twice as much on Z, and tiliting along Z does almost nothing :/ that's a bit of a bugger.
[QUOTE=garry;34295344]Tried to switch to VS2010 but the source engine doesn't compile under it. So back to 2005. Blargh.[/QUOTE]
Can't you use the old compiler in the new IDE?
[QUOTE=garry;34295344]Tried to switch to VS2010 but the source engine doesn't compile under it. So back to 2005. Blargh.[/QUOTE]
I've heard that the people who can get Source to compile (the mod-code) under VS2010 have had trouble with getting Edit and Continue to work. Dunno if that makes you feel any better or not. :v:
[editline]19th January 2012[/editline]
[QUOTE=r0b0tsquid;34295424]I think my phone's accelerometer might be misaligned or something... tilting along X registers about twice as much on Z, and tiliting along Z does almost nothing :/ that's a bit of a bugger.[/QUOTE]
Pretty sure the Android Compass might be able to calibrate it (or calibrate itself). Might look into that?
[QUOTE=Lord Ned;34295678]I've heard that the people who can get Source to compile (the mod-code) under VS2010 have had trouble with getting Edit and Continue to work. Dunno if that makes you feel any better or not. :v:[/QUOTE]
Edit and Continue rarely ever works for me anyway.
[QUOTE=COBRAa;34295545]Can't you use the old compiler in the new IDE?[/QUOTE]
Huuuh that never occurred to me. I already uninstalled it in a rage now though.
If anyone wants to use my INI Parser (C++), feel free to [url=http://www.mediafire.com/?6f5gvef41mqas5v]download[/url] it.
while(c->previous != NULL);
{
res.path.push_back(*c);
c = c->previous;
img.SetPixel(c->x * 2, c->y * 2, sf::Color(0, 0, 255));
}
Is there something wrong with this loop? (c is a pointer)
Debugger doesn't even detect anything, it just freezes.
[editline]19th January 2012[/editline]
emergency page king content:
[img]http://img824.imageshack.us/img824/9837/screenshot2012011916371.png[/img]
[QUOTE=neos300;34296053]while(c->previous != NULL);
{
res.path.push_back(*c);
c = c->previous;
img.SetPixel(c->x * 2, c->y * 2, sf::Color(0, 0, 255));
}
Is there something wrong with this loop? (c is a pointer)
Debugger doesn't even detect anything, it just freezes.[/QUOTE]
You aren't checking if c is null.
I fixed that by doing this:
while(true);
{
if(cc == NULL)
break;
//res.path.push_back(*cc);
img.SetPixel(cc->x * 2, cc->y * 2, sf::Color(0, 0, 255));
if(cc->previous == NULL)
break;
temp = cc->previous;
cc = temp;
}
But it still freezes up
are you sure c->previous is ever NULL?
[editline]19th January 2012[/editline]
also, just do
[code]
c = /* whatever */;
while (c != NULL)
{
// use "c"
c = c->previous;
}
[/code]
Wait, that isn't causing the problem.
[QUOTE=neos300;34296184]I fixed that by doing this:
while(true)[b]; //here[/b]
{
if(cc == NULL)
break;
//res.path.push_back(*cc);
img.SetPixel(cc->x * 2, cc->y * 2, sf::Color(0, 0, 255));
if(cc->previous == NULL)
break;
temp = cc->previous;
cc = temp;
}
But it still freezes up[/QUOTE]
You aren't supposed to have that ; there.
wow i didn't even see that :v: GCC/MSVC should warn you about that, IIRC
std::cout << "aa\n";
while(cc != NULL);
{
std::cout << "aa\n";
Well this is weird.
Only the first aa is shown (if I comment out the whole loop it works fine)
[editline]19th January 2012[/editline]
[QUOTE=high;34296253]You aren't supposed to have that ; there.[/QUOTE]
I'm retarded
:v: GET RID OF THE ";" after the while (...), you have an empty while loop :v:
[img]http://img198.imageshack.us/img198/110/screenshot2012011916510.png[/img]
Now for real content. (I realize the green line is almost invisible)
[QUOTE=garry;34295883]Huuuh that never occurred to me. I already uninstalled it in a rage now though.[/QUOTE]
I tried to ask you on twitter, but got not response; are you still working on Botch?
No
Is anyone here interested in making some graphics for the game I'm working on?
It's a version of an old viking game called [URL="http://en.wikipedia.org/wiki/Hnefatafl"]Hnefatafl[/URL].
Something like this, but from a top-down perspective:
[B](Not my game)[/B]
[IMG]http://img.squakenet.com/snapshot/4923/8588-KingsTableTheLegendofRagnarok.jpg[/IMG]
Resources
A blank stone tile
One tile called the throne. The kings starting position.
A corner tile which the "King" is trying to get to.
A tile to mark the starting positions of whites pieces.
A tile to mark blacks starting position
A black piece
A white piece
Whites king piece
Currently I just use some simple grey tiles and Fleur-de-li's in different colors for the pieces :(
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