• What do you need help with? Version 1
    5,001 replies, posted
[QUOTE=arienh4;25251985]The exclusive rights to copy, distribute and adapt the work. Regardless of whether a new version is released under a new licence, you can never get back full exclusive rights (exclusive meaning "shutting out all others") to that particular version of the work. Relinquish means "to give up; put aside or desist from". In providing something under an F/OSS licence, you give up your exclusive rights to the work, as I've said many times before.[/QUOTE] Stop saying that you're "relinquishing __________ rights". It's confusing. You aren't relinquishing any rights. You do not, and [i]cannot[/i], lose the rights to copy, distribute, and adapt your [i]own[/i] work. I think that you're trying to say that you're relinquishing the ability to take legal action against others for copying, distributing, or adapting your work. This isn't how you said it, though.
[QUOTE=ROBO_DONUT;25252806]Stop saying that you're "relinquishing __________ rights". It's confusing. You aren't relinquishing any rights. You do not, and [i]cannot[/i], lose the rights to copy, distribute, and adapt your [i]own[/i] work. I think that you're trying to say that you're relinquishing the ability to take legal action against others for copying, distributing, or adapting your work. This isn't how you said it, though.[/QUOTE] I'm saying, emphasizing the keyword almost every time, you are relinquishing the [b]exclusive[/b] by which I mean [i]exclusive[/i] rights. You do, and can, lose the [u]exclusive[/u] rights to copy, distribute and adapt your own work.
"Exclusive" is not the subject of that sentence. "Rights" is the subject. "Exclusive" is just an adjective describing "rights". You aren't losing rights, you're losing exclusivity. Learn to English. And, no, I did not know what you meant until I thought really hard about it.
What is the best way to use Lua with Visual C# 2010 Express Edition I have tried LuaInterface and Tao.Lua with no luck, nether output a thing.
Not sure if I'm going to word this right, but can someone recommend some good books on the low level things of programming, like a book that would teach how the insides of how a computer works down to the registers and opcodes etc. I'm trying to learn that area and can't really name it.
I was wondering if anyone knew of some decent guides for making a basic game using java. Something like a text based game or something. I'm in my second Java course in college and I'm looking to work on some projects outside of class but I need ideas.
[QUOTE=efeX;25258852]Not sure if I'm going to word this right, but can someone recommend some good books on the low level things of programming, like a book that would teach how the insides of how a computer works down to the registers and opcodes etc. I'm trying to learn that area and can't really name it.[/QUOTE] Do you mean computer architecture?
[QUOTE=ROBO_DONUT;25252931]"Exclusive" is not the subject of that sentence. "Rights" is the subject. "Exclusive" is just an adjective describing "rights". You aren't losing rights, you're losing exclusivity. Learn to English. And, no, I did not know what you meant until I thought really hard about it.[/QUOTE] The subject is "exclusive rights". You can't just ignore an adjective just because it's an adjective. Does that mean an "existent right" and a "non-existent right" are equal?
The adjective, in this case, just tells others [i]which[/i] "right". It's the lingual equivalent of a selector in CSS. You are not losing rights of any sort. Some exclusive rights are becoming non-exclusive. I'm not an English major, but I'm pretty sure "relinquish exclusive rights" isn't the right way to state this.
[QUOTE=ROBO_DONUT;25260509]The adjective, in this case, just tells others [i]which[/i] "right". It's the lingual equivalent of a selector in CSS. You are not losing rights of any sort. Some exclusive rights are becoming non-exclusive. I'm not an English major, but I'm pretty sure "relinquish exclusive rights" isn't the right way to state this.[/QUOTE] It may not be inclusive, but with the context I provided it does mean that (seeing as I explained what I meant by that in the paragraph after it). As I said, English is not a programming language, and cannot be parsed as such.
[cpp] void Lighting::Create( float intensity, float x, float y, const sf::Color &color ) { Lights.push_back( sptr( Light, new Light( intensity, x, y, color ) ) ); Lights.back().get()->Alpha.AddPoint( Lights.back().get()->Position, Lights.back().get()->Tint ); for( float a = 0; a <= Pi * 2; a += ( ( Pi * 2 ) / Increment ) ) Lights.back().get()->Alpha.AddPoint( Lights.back().get()->Intensity * std::cosf( a ) + Lights.back().get()->Position.x, Lights.back().get()->Intensity * std::sinf( a ) + Lights.back().get()->Position.y, sf::Color( 0, 0, 0, 0 ) ); Lights.back().get()->Alpha.AddPoint( Lights.back().get()->Position.x + Lights.back().get()->Intensity, Lights.back().get()->Position.y, sf::Color( 0, 0, 0, 0 ) ); } [/cpp] Okay, so I have this code ( don't mind the crap recalling of ".back" thats just because I'm trying to get this all to work before fixing unoptimized code ) for making a light and calculating the light "circle" ( I guess that's the term? ), anyways, the problem is none of it is showing, when I turn the "increment" variable down to anything under 5 or so it shows the middle color but very dimly, nothing like ... [img]http://images.gamedev.net/features/programming/2dsoftshadow/02BasicPP.gif[/img] and I'm not quite sure what's wrong ... and I'm pretty sure none of the triangles are crossing.. Help :( [editline]09:17PM[/editline] I added 4 more vertexs in a square with an offset of 1 from the center vertex, for some reason in my head it made sense that it'd help, and for some reason it did. [img]http://imagebin.ca/img/TNhaVq.png[/img] But I'm still confused why everything is so dim and there is a streak of brightness over my circles.
[QUOTE=Darwin226;25245437]I want to add C# scripting to my game that would work kinda like shaders do. A few input variables and a few output variables. The script would take the input, run the code and return the output. How would I do that? Googling "c# runtime compilation" and "c# scripting" didn't really show me anything useful. At least I didn't think it was.[/QUOTE] What is it with everyone using runtime compilation of C# rather than just loading up an assembly and going from there? Seems like a pointless extra step to me - especially since you don't get any Intellisense or anything with a standalone C# file. [editline]06:13PM[/editline] [QUOTE=arienh4;25246631][url=http://www.linqpad.net/]LINQPad[/url] is probably the closest you'll get to C# run-time compilation.[/QUOTE] [url=http://msdn.microsoft.com/en-us/library/system.codedom.compiler.codedomprovider.compileassemblyfromsource.aspx]CSharpCodeProvider.CompileAssemblyFromSource()[/url]
[QUOTE=turb__;25262886]What is it with everyone using runtime compilation of C# rather than just loading up an assembly and going from there? Seems like a pointless extra step to me - especially since you don't get any Intellisense or anything with a standalone C# file. [editline]06:13PM[/editline] [url=http://msdn.microsoft.com/en-us/library/system.codedom.compiler.codedomprovider.compileassemblyfromsource.aspx]CSharpCodeProvider.CompileAssemblyFromSource()[/url][/QUOTE] Because I have no idea what I'm doing really... I've got it to compile and I think I know how to use reflection on the assembly to make instances off classes and invoke functions on them. It works. What I'm wondering now is how would I be able to, for example, have a struct ScriptOutput in my game so when I compile a script that uses ScriptOutput, it knows about it. SOLVED: Added the games exe to the referenced assemblies.
[QUOTE=ROBO_DONUT;25259474]Do you mean computer architecture?[/QUOTE] Yeah, sounds about right.
[QUOTE=turb__;25262886]What is it with everyone using runtime compilation of C# rather than just loading up an assembly and going from there? Seems like a pointless extra step to me - especially since you don't get any Intellisense or anything with a standalone C# file. [editline]06:13PM[/editline] [url=http://msdn.microsoft.com/en-us/library/system.codedom.compiler.codedomprovider.compileassemblyfromsource.aspx]CSharpCodeProvider.CompileAssemblyFromSource()[/url][/QUOTE] That's not run-time compilation. That's simply compiling from within the code, it's identical to just running it through VS. [editline]04:36PM[/editline] [QUOTE=Darwin226;25265253]Because I have no idea what I'm doing really... I've got it to compile and I think I know how to use reflection on the assembly to make instances off classes and invoke functions on them. It works. What I'm wondering now is how would I be able to, for example, have a struct ScriptOutput in my game so when I compile a script that uses ScriptOutput, it knows about it. SOLVED: Added the games exe to the referenced assemblies.[/QUOTE] What you could also do, other than referencing the game's assembly, is creating a second assembly containing that ScriptOutput struct and referencing that from your game. The advantage of this is that you can update the game's assembly without breaking plugins.
[QUOTE=arienh4;25266949]That's not run-time compilation. That's simply compiling from within the code, it's identical to just running it through VS.[/QUOTE] I don't get what you're saying. How is "compiling from within the code" not run-time compilation?
how do i detect keystrokes with a VB app without the app being on top?
I'm making a game using Game Maker 8.0 but because I am an utter noob at it I really have no idea what I am doing. I was thinking of something along the lines or Tribal Wars/Travian but my vanilla software has nothing useful for me to make such a game. I was not thinking of making an online game, it is just a little project for me to get my skills up, if anyone is able to help me I would be very grateful. I posted here because I didn't really want to make a thread about it.
[QUOTE=joshdasmif;25267243]I'm making a game using Game Maker 8.0 [/QUOTE] ...Oh dear, flamewar impending. Take cover! On another serious note, you shouldn't use Game Maker. Seriously.
[QUOTE=joshdasmif;25267243]I'm making a game using Game Maker 8.0 [/QUOTE] DEAR LORD PLEASE USE FLASH! /casp [editline]04:57PM[/editline] [QUOTE=esalaka;25267288]...Oh dear, flamewar impending. Take cover! On another serious note, you shouldn't use Game Maker. Seriously.[/QUOTE] are you like a fortuneteller or something?
Okay instead of telling me what [b]not[/b] to do, please tell me what I should be doing. Remember, I am pure brand spanking new to the game development thing and would like to get involved with it. Thanks.
[QUOTE=Mega1mpact;25267313]are you like a fortuneteller or something?[/QUOTE] Yes. Also, I've seen Game Maker using people here before. Next up is a conversation about how GML isn't programming and how you can still create good games with Game Maker. [editline]06:00PM[/editline] [QUOTE=joshdasmif;25267329]Okay instead of telling me what [b]not[/b] to do, please tell me what I should be doing. Remember, I am pure brand spanking new to the game development thing and would like to get involved with it. Thanks.[/QUOTE] Well, if you've never programmed before, many here seem to have started with Python and pyGame or C# and XNA.
Thanks, I will give it a try. Is it possible to make games like MMORTS with this software? Like Tribal Wars/Travian?
These [B]languages[/B] can be useed to write RTS games, yes. However, a MMO game is not something you want to do as your first project. And I believe nothing alike to a Massively Multiplayer Online game could even be made in Game Maker, if you were originally thinking of that.
Yes that is actually what I was thinking of, I am installing pyGame just now and it looks alright from some screenies etc. Alright then languages. Remember I am new to this so bare with me. :v:
Well, at least you aren't a cunt. :smile:
Haha, just thought it was an avatar worth making. Where is the executable at in pyGame? I searched the Lib for it but nothing is there, unless I am missing something.
The... Excecutable? You need Python first, boy, there's the compiler. Also, keep in mind that these are not graphical drag-n-drop, stuff. Shit is done by writing code. [editline]06:12PM[/editline] I recall there's some good python tutorial somewhere. Search a few pages back, there might be a link.
Okay I will take a read of that, the moment you said write code I started to panic but then you said tutorial. Nothing like writing lines and lines of lua is it? I tried to make a swep but get confused and gave up. I hope this is better.
[QUOTE=joshdasmif;25267586]Nothing like writing lines and lines of lua is it? I tried to make a swep but get confused and gave up.[/QUOTE] Well, it actually is, but I've always found all documentation there is on SWEPs rather confusing. I've written half-complete gamemodes but not a single working SWEP :v:
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