[QUOTE=high;25687463][img]http://i52.tinypic.com/2qurz1z.png[/img][/QUOTE]
dat font size
[QUOTE=Siemens;25696834]dat font size[/QUOTE]
Huh? The font looks like shit if its any smaller. And I don't care for the eye strain with smaller fonts.
Do need the change the scheme though. The blue from resharper fucks with my eyes.
[QUOTE=NorthernGate;25696520]xAustechx you should add spiders and skeletons, and exploding monsters that sound like snakes when they are about to explode.[/QUOTE]
Oh I get it. You're talking about this mother fucker:
[media]http://i559.photobucket.com/albums/ss31/XDreamersMS/MineCraft/MineCraft%203D%20Toolkit/CreeperRig.jpg[/media]
Is it just me, or does ClearType make other people want to stab their eyes too?
[QUOTE=mechanarchy;25697580]Is it just me, or does ClearType make other people want to stab their eyes too?[/QUOTE]
[img]http://filesmelt.com/dl/sbs.gif[/img]
Not really.
[QUOTE=mechanarchy;25697580]Is it just me, or does ClearType make other people want to stab their eyes too?[/QUOTE]
Guys, I found null's alt!
[quote=siemens;25698658]guys, i found null's alt![/quote]
[b][u][i]WHO THE HELL DO YOU THINK YOU ARE TO GIVE ADVICE TO ME?![/i][/u][/b]
Now if you'll excuse me, I have arguments to start and money to claim I earned.
[QUOTE=xAustechx;25684732]Thanks bro you're a damn genius. : D
I'm also planning on working on a master server where people send there scores and survival time when playing single player, and in that menu it shows the highest scores and things like that.
But by any chance, do any of you guys have any ideas on what may seem fun in a top down zombie game? It uses box2D for physics by the way if that opens up any ideas. But remember that it's top down.
Thanks in advance : )[/QUOTE]
An awesome game mode where you have to touch the dots. So for instance, there is a blue dot at a random point on the screen. You have to touch the dot to get the point. You don't get points for killing zombies, and possibly an online co-op. When you touch the dot, it moves to a new position.
[QUOTE=leontodd;25683767]I wonder if Nullsquared still reads this.[/QUOTE]
Probably - He was soooo more intelligent and soooo better than us, yet he still felt the need to constantly hang out with us retards and discuss with us every day.
Back to reality now, I'm glad his social issues aren't in the way of productivity anymore. It's all nice and cozy here now.
[QUOTE=Siemens;25696834]dat font size[/QUOTE]
Facepunch; the only forum where someone will quote a massive image to complain about someone's massive font.
What about the barbershop?
So, I started looking into XNA (4.0) and consequently, have to get knees deep in c#. I have a doubt:
I created a sprite class with a couple of private variables and public methods. Now, I was trying to create a RedBall class, inheriting from sprite, but it doesn't inherit the private members, apparently o.O
I did this:
[cpp]
namespace GPong {
class RedBall : Sprite {
//remaining code
[/cpp]
What am I doing wrong? Or does c# just not allow inheritance of private members ()
[b]Edit[/b]
Ok, solved that. Made the private member protected. Is that considered good practice in c#?
On a related note, the Sprite class has a constructor that takes 1 argument. Due to c#'s constructor call chain, I had to add a parameterless constructor to Sprite that RedBall can call. Is this considered good practice?
[QUOTE=grlira;25701875]So, I started looking into XNA (4.0) and consequently, have to get knees deep in c#. I have a doubt:
I created a sprite class with a couple of private variables and public methods. Now, I was trying to create a RedBall class, inheriting from sprite, but it doesn't inherit the private members, apparently o.O
I did this:
[cpp]
namespace GPong {
class RedBall : Sprite {
//remaining code
[/cpp]
What am I doing wrong? Or does c# just not allow inheritance of private members ()[/QUOTE]
Use "protected" instead of "private" to allow extending classes to see members.
Private members mean that you cannot access them outside the class, which includes child-classes.
[editline]28th October 2010[/editline]
:ninja:
[editline]28th October 2010[/editline]
:ninja:
Broke mah automerge!
Anyway, thanks for the help. Also, edited my first post with a new doubt regarding constructors.
[QUOTE=Dj-J3;25698553][img_thumb]http://filesmelt.com/dl/sbs.gif[/img_thumb]
Not really.[/QUOTE]
Horrible comparison. Also I don't think you can print screen cleartype and have it show how it really looks.
[QUOTE=mechanarchy;25697580]Is it just me, or does ClearType make other people want to stab their eyes too?[/QUOTE]
Yup, thats why my font is so large. Any smaller and cleartype bothers me.
[QUOTE=high;25702480]Horrible comparison. Also I don't think you can print screen cleartype and have it show how it really looks.[/QUOTE]
Erm, of course you can. Why wouldn't you? (Aside from the small monitor tweaks you get to do with Windows 7)
[QUOTE=arienh4;25702521]Erm, of course you can. Why wouldn't you? (Aside from the small monitor tweaks you get to do with Windows 7)[/QUOTE]
Different monitors display cleartype differently; that's why there's a cleartype configuration wizard. CRTs don't support cleartype at all; if you looked on that screenshot on a CRT, the first example would look much better than the second.
[url]http://www.grc.com/cleartype.htm[/url]
Every cleartype setting I've tried/seen looks like ass on my flat panel, maybe that's how its supposed to be but it just looks like blur. I can't be the only one who prefers sharp text. Maybe I just don't have a good screen for it
Last night I had [url]http://pastebin.com/1vxRVMUi[/url]
Now I have [url]http://pastebin.com/B7R17jZF[/url]
Ugh, biggest pain in the ass part now. Have to decrypt the exception handlers :\.
[QUOTE=high;25704113]Last night I had [url]http://pastebin.com/1vxRVMUi[/url]
Now I have [url]http://pastebin.com/1vxRVMUi[/url]
Ugh, biggest pain in the ass part now. Have to decrypt the exception handlers :\.[/QUOTE]
It's the same link.
[img]http://img190.imageshack.us/img190/6246/protobullet.jpg[/img]
I no longer can provide you with screenshots of my current project, so hereby have a binary :3
I've removed triangle as I've yet to implement efficient collision detection.
Currently I'm using my own build-in detection which sucks, so my next big plan is to implement a library as Chipmunk.
Grab your latest copy at [url]http://filesmelt.com/dl/ProtoBullet.zip[/url]
[editline]28th October 2010[/editline]
also I know about the Pause button exploit :v:
[editline]28th October 2010[/editline]
Also a menu is planned
I've had a pretty stressful few days. A few hours after posting that [i]hilarious[/i] screenshot of my chat system, at about 6am my stupid ass laptop decided to bitch out and the graphics card died on me. Seriously I fucking hate this laptop now, literally 2 weeks ago I had to buy a wireless router because my ethernet port broke. My laptop is my computer, it's the only thing I use, I don't really have a desktop.
Anyways, I'm shitting myself because it's the second last week of Uni and I have 2 assignments due on friday and one due the next friday (the game project). So it's early in the morning and I havn't slept yet, but I don't have a choice now because I need to get my shit in order to finish these other 2 assignments. I spend all day trying to get my laptop hard drive to boot in my server's case, and transfering shit off the hard drive onto a portable hard drive, trying to work out where I stored my virtual machine image, searching manually folder by folder because ubuntus searching is taking fucking hours. Anyways by midnight I just give up because I seriously need some sleep. I figure in the morning I'll just use the portable hdd and the family desktop.
I went to bed for 8 hours, woke up ready to do another all nighter to finish these assignments now, because I'm a sleep down and a day down in time from all this fucking around because of the laptop. I check the assignment due dates and they have changed until after the weekend THANK FUCK. So I went back to sleep and woke up at 9pm. Now I'm using my mums pentium 4 desktop, having to install all my shit on it.
How would you implement an undo system?
Would you save the state of the document/map/model every undo, and revert to it.. or would you do some kind of unique undo function for each action?
[QUOTE=garry;25704505]How would you implement an undo system?
Would you save the state of the document/map/model every undo, and revert to it.. or would you do some kind of unique undo function for each action?[/QUOTE]
You can use the [url=http://en.wikipedia.org/wiki/Command_pattern]Command Pattern[/url] to implement an undo system.
[quote]Multi-level undo
If all user actions in a program are implemented as command objects, the program can keep a stack of the most recently executed commands. When the user wants to undo a command, the program simply pops the most recent command object and executes its undo() method.[/quote]
[QUOTE=garry;25704505]How would you implement an undo system?
Would you save the state of the document/map/model every undo, and revert to it.. or would you do some kind of unique undo function for each action?[/QUOTE]
In my editor i did it as simple as i could i just have a Dictonary with an ineteger as the key and 2 Lists one containing an Action<> (function pointer) and the other the arguments and each time a function is called i just add it and it's parameter to the list, while this works i would not recommend it since it's not very flexible and does not allow unlimited undos.
[QUOTE=Pirate Ninja;25704599]In my editor i did it as simple as i could i just have a Dictonary with an ineteger as the key and 2 Lists one containing an Action<> (function pointer) and the other the arguments and each time a function is called i just add it and it's parameter to the list, while this works i would not recommend it since it's not very flexible and does not allow unlimited undos.[/QUOTE]
The commands/action pattern is a much nicer way to support undos (I know you said you said you wouldn't recommend your way ;) ). Commands is much more flexible, can be used to queue or store commands or a list of commands at a later time (you could implement a macros type thing like in photoshop, to create repeatable lists of commands). You can also keep a log of changes so if the program crashes you can load up the last saved state, and the last saved log list and reapply all the commands, thats much nicer than saving the entire program state to disk every time you make a change.
[QUOTE=shill le 2nd;25702951]Different monitors display cleartype differently; that's why there's a cleartype configuration wizard. CRTs don't support cleartype at all; if you looked on that screenshot on a CRT, the first example would look much better than the second.
[url]http://www.grc.com/cleartype.htm[/url][/QUOTE]
Of course, but CRTs will always display differently than LCDs. I can't even work on a CRT any more without getting a headache.
[QUOTE=Dj-J3;25704213]It's the same link.[/QUOTE]
Bah, was posting through teamviewer :P.
[QUOTE=r4nk_;25704803]The commands/action pattern is a much nicer way to support undos (I know you said you said you wouldn't recommend your way ;) ). Commands is much more flexible, can be used to queue or store commands or a list of commands at a later time (you could implement a macros type thing like in photoshop, to create repeatable lists of commands). You can also keep a log of changes so if the program crashes you can load up the last saved state, and the last saved log list and reapply all the commands, thats much nicer than saving the entire program state to disk every time you make a change.[/QUOTE]
Yea, the main issue we're having with that sort of system is delete/undelete. Like say you moved a object (stored to undo), deleted the object (stored to undo). Then undid the delete. unless you kept the deleted instance in memory all the commands below it would be invalid. Thats one approach to look at though, keeping things alive until there out of undo stack completely, or having some sort of serialization.
But at least to specialize some things using a system like this would be nice on memory
[QUOTE=high;25704928]Bah, was posting through teamviewer :P.[/QUOTE]
:v:
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