I have a bug right now which is really annoying.
When I put a breakpoint there it works fine, yet when I take it away, it doesn't even go there as far as I can tell.
:ohdear:
So today I went to Manchester Museum of Science and Industry, with some mates to play some retro video games and learn more about Mr Turing... Also, to see a working replica of "The Baby"
[media]
[img]http://img340.imageshack.us/img340/1284/imag0022v.jpg[/img]
[img]http://img825.imageshack.us/img825/4213/imag0021l.jpg[/img]
[IMG]http://img231.imageshack.us/img231/8743/imag0020tc.jpg[/IMG]
[IMG]http://img163.imageshack.us/img163/7972/imag0019dl.jpg[/IMG]
[IMG]http://img203.imageshack.us/img203/3369/imag0018d.jpg[/IMG]
[IMG]http://img534.imageshack.us/img534/7682/imag0015gg.jpg[/IMG]
[IMG]http://img189.imageshack.us/img189/9856/imag0010ob.jpg[/IMG]
[IMG]http://img806.imageshack.us/img806/8537/imag0014u.jpg[/IMG]
[/media]
If anybody wants to see the rest just give me a shout...
Another thing (which the man playing Alan Turing couldn't answer) what is the fifth picture?
I know it's an equation, but for what? And more to the point, how did it relate to Alan Turing?
[img]http://img132.imageshack.us/img132/7568/randommaze.png[/img]
[Note: The water is the maze. I find it clearer to have water on grass rather than grass on water.]
I feel late to finally figuring it out, and something still feels wrong, but I finally figured out what my problem was. I have to move it every other space.
Why don't you shove all the photos on Flickr
[QUOTE=CarlBooth;28286083]Why don't you shove all the photos on Flickr[/QUOTE]
I don't have a Flickr account...
[QUOTE=Loli;28286164]I don't have a Flickr account...[/QUOTE]
Picassa?
Great progress, BlkDucky!
I finally decided to make a renderer for my maps using SDL. The sprites are only temporary, and they were made by IDTL:
[img]http://i.imgur.com/NNCqR.png[/img]
[QUOTE=CarlBooth;28286206]Picassa?[/QUOTE]
I have an ImageShack account if that helps :downs:
Aww man I just want to see your cool photos.
Picassa is google - don't you have a google account at all?
[QUOTE=KillerJaguar;28286061][img_thumb]http://img132.imageshack.us/img132/7568/randommaze.png[/img_thumb]
[Note: The water is the maze. I find it clearer to have water on grass rather than grass on water.]
I feel late to finally figuring it out, and something still feels wrong, but I finally figured out what my problem was. I have to move it every other space.[/QUOTE]
What algorithm is that? Or is it your own?
[QUOTE=spear;28286229]Great progress, BlkDucky!
I decided to finally make a renderer for my maps. The sprites are only temporary, and they were made by IDTL:
[img_thumb]http://i.imgur.com/NNCqR.png[/img_thumb][/QUOTE]
Awesome. Are you going to fix the weird loops? Like in the top right? Looks kind of odd.
[QUOTE=CarlBooth;28286260]Aww man I just want to see your cool photos.
[b]Picassa is google[/b] - don't you have a google account at all?[/QUOTE]
I can't believe I didn't know this...
[QUOTE=CarlBooth;28286260]Aww man I just want to see your cool photos.
Picassa is google - don't you have a google account at all?[/QUOTE]
Yeah, I do... I'll post them up tomorrow. Now I have to sleep. A day at two museum, dinner with my family (harder than it sounds) and 4 hours sleep in the past 48 hours seems to have killed me. I'm still amazed I can type properly, and even then I can see that it isn't up to my standard. I'll finish everything up tomorrow. But for now 9 hours should cover my bases.
[QUOTE=ZeekyHBomb;28282968][/QUOTE]
The installer has the precompiled libraries right? Now if I am using cygwin how will this transfer to my server? Am I going to have to compile it on the server to use the mono on the server?
[QUOTE=Loli;28285952]So today I went to Manchester Museum of Science and Industry, with some mates to play some retro video games and learn more about Mr Turing... Also, to see a working replica of "The Baby"
[media]
[img_thumb]http://img340.imageshack.us/img340/1284/imag0022v.jpg[/img_thumb]
[img_thumb]http://img825.imageshack.us/img825/4213/imag0021l.jpg[/img_thumb]
[img_thumb]http://img231.imageshack.us/img231/8743/imag0020tc.jpg[/img_thumb]
[img_thumb]http://img163.imageshack.us/img163/7972/imag0019dl.jpg[/img_thumb]
[img_thumb]http://img203.imageshack.us/img203/3369/imag0018d.jpg[/img_thumb]
[img_thumb]http://img534.imageshack.us/img534/7682/imag0015gg.jpg[/img_thumb]
[img_thumb]http://img189.imageshack.us/img189/9856/imag0010ob.jpg[/img_thumb]
[img_thumb]http://img806.imageshack.us/img806/8537/imag0014u.jpg[/img_thumb]
[/media]
If anybody wants to see the rest just give me a shout...
Another thing (which the man playing Alan Turing couldn't answer) what is the fifth picture?
I know it's an equation, but for what? And more to the point, how did it relate to Alan Turing?[/QUOTE]
not waywo.
[QUOTE=BlkDucky;28286295]What algorithm is that? Or is it your own?[/QUOTE]
It's depth-first search.
[QUOTE=Loli;28285952]Another thing (which the man playing Alan Turing couldn't answer) what is the fifth picture?
I know it's an equation, but for what? And more to the point, how did it relate to Alan Turing?[/QUOTE]
that's just a table of integrals. can't see how it would relate to turing unless he was a mathematician and the first to discover them. they may have just put it there to make everything look smarter.
you should make a program based off them!
[QUOTE=deloc;28286946]not waywo.[/QUOTE]
And yet [b]nobody cares.[/b]
[img]http://img826.imageshack.us/img826/6435/randommaze2.png[/img]
[Note: The water is the maze and the grass is the background.]
I fixed a pretty important bug with the dungeon generation. Now it functions like a perfect DFS maze generation, never overlapping. But for some reason, it now goes onto the border cells, but that's not as bad as what I just fixed.
[QUOTE=KillerJaguar;28288876][img_thumb]http://img826.imageshack.us/img826/6435/randommaze2.png[/img_thumb]
[Note: The water is the maze and the grass is the background.]
I fixed a pretty important bug with the dungeon generation. Now it functions like a perfect DFS maze generation, never overlapping. But for some reason, it now goes onto the border cells, but that's not as bad as what I just fixed.[/QUOTE]
Because of the way perfect mazes work, there will always need to be an odd number of squares.
I think I'm the only person in the world incapable of writing this FOV stuff.
[QUOTE=ZenX2;28292039]I think I'm the only person in the world incapable of writing this FOV stuff.[/QUOTE]
I assume it's something like "make all tiles invisible, and if the tile can draw a line to the player without hitting a solid object, and is less than x units away, make visible"
Crap, page king. Well, I don't have content because my project isn't in working condition, but this is certainly a motivation.
[editline]26th February 2011[/editline]
Writing a program with all these squiggly error underlines is like a person watching you make cookies and saying "Oh my god, ha! Those are gonna taste like shit. Oh god. You don't even have the butter in them yet! Where's all the brown sugar?!"
In case anyone ever wanted to wrap keyboard input, here's a useful piece of code:
[url]http://www.opentk.com/files/doc/_key_8cs_source.html[/url]
content, to the rescue! (got inner edges working)
[img]http://i.imgur.com/9a1Iw.png[/img]
and btw this is done in a static way... you guys really don't want to see the source code or tileset I'm using. It's terribly messy. Basically the original switch case block for walls splits off to other methods for types that can have inner corners, and those have a switch case block for which corners need that small bit of texture. Current tileset is 512x256 and 32x32 px per tile. outside of player / enemy animations, I don't think we'll need another texture. we have 45 spaces left.
[editline]26th February 2011[/editline]
forgot to post link to old image where it was broken.. here: [url]http://i.imgur.com/TVh1g.png[/url]
[img]http://dl.dropbox.com/u/21571661/xmlmap.png[/img]
After an hour of redoing how maps are read, I finally have terrain loading, parsing, ordering, and rendering working.
Behold the programmer art.
[QUOTE=ZenX2;28292039]I think I'm the only person in the world incapable of writing this FOV stuff.[/QUOTE]
dont worry, your not alone :smith:
edit:
Wait.... i just thinekd of a system for it!
[cpp]
private void CalculateFOV(){
float PlayerAngle = 0;
float RangeOfSight = 30;
float FOV = 90;
for (int curangle = FOV * -0.5f); curangle < FOV; curangle++){
for (int curdistance = 0; curdistance < RangeOfSight; curdistance++){
float x = Math.Sin(curangle + PlayerAngle) * curdistance; // getting the x pos based on the player angle and FOV
float y = Math.Cos(curangle + PlayerAngle) * curdistance; // y
x = x - x % 1 // rounding it on full numbers, aka Math.Floor
y = y - y % 1
if (MapCollisions[x][y]){ // check if theres a wall there, if so
break // Full alert, pull tha break
else
MapTextures[x][y].CanSee = true // Highlite the texture, and reset this the next update (or when player moved)
}
}
}
}
[/cpp]
Finished my simple drawing application for uni, we have to store all the things we draw in arrays at the minute because we haven't learned linked lists (the name of the module is Algorithms & Data Structures, whereas the module before this was just the basics of Java, so I assume it'll come up), which means there can only be space for a certain number for rectangles and ovals etc. Which is a bit crap, but it's still a good learning experience.
[URL=http://img148.imageshack.us/i/screenshot1ci.jpg/][IMG]http://img148.imageshack.us/img148/1508/screenshot1ci.th.jpg[/IMG][/URL]
Also a bit of a question: the points of a rectangle or oval are stored in a 2d array that goes like this (remember there can only be a certain number of rectangles), rxy[rectangleCount][x,y,w,h]. Width is calculated by taking the X position of the mouse when you're dragging it and taking away from the value of X the mouse was at when you started dragging. A similar thing happens with Y:
[code]
if(rectangleDrawing){
try{
rectangleColour[rectangleCount] = selectedColour;
rxy[rectangleCount][0] = rInitialX; rxy[rectangleCount][1] = rInitialY;
rxy[rectangleCount][2] = event.getX()-rInitialX; rxy[rectangleCount][3] = event.getY()-rInitialY;
canvas.repaint();
} catch(Exception e){
JOptionPane.showMessageDialog(canvas, "Somethang done gone messed up.");
}
[/code]
But that means I can only a draw rectangle dragging from top left to bottom right, because w and h can't be negative values. I spent a while trying to think of a way to fix this but nothing seemed to work, does anyone have any ideas? As it happens we're not expected to fix little bugs like this because I don't think this piece of work is assessed (it's mainly exam based this semester) but it's really annoying me.
I am an alt of someone who was permad, who lurked here alot.
Guess who.
[highlight](User was permabanned for this post ("Activeellis" - garry))[/highlight]
[QUOTE=JenkinsJ;28294621]Finished my simple drawing application for uni, we have to store all the things we draw in arrays at the minute because we haven't learned linked lists (the name of the module is Algorithms & Data Structures, whereas the module before this was just the basics of Java, so I assume it'll come up), which means there can only be space for a certain number for rectangles and ovals etc. Which is a bit crap, but it's still a good learning experience.
[URL=http://img148.imageshack.us/i/screenshot1ci.jpg/][img_thumb]http://img148.imageshack.us/img148/1508/screenshot1ci.th.jpg[/img_thumb][/URL]
Also a bit of a question: the points of a rectangle or oval are stored in a 2d array that goes like this (remember there can only be a certain number of rectangles), rxy[rectangleCount][x,y,w,h]. Width is calculated by taking the X position of the mouse when you're dragging it and taking away from the value of X the mouse was at when you started dragging. A similar thing happens with Y:
[code]
if(rectangleDrawing){
try{
rectangleColour[rectangleCount] = selectedColour;
rxy[rectangleCount][0] = rInitialX; rxy[rectangleCount][1] = rInitialY;
rxy[rectangleCount][2] = event.getX()-rInitialX; rxy[rectangleCount][3] = event.getY()-rInitialY;
canvas.repaint();
} catch(Exception e){
JOptionPane.showMessageDialog(canvas, "Somethang done gone messed up.");
}
[/code]
But that means I can only a draw rectangle dragging from top left to bottom right, because w and h can't be negative values. I spent a while trying to think of a way to fix this but nothing seemed to work, does anyone have any ideas? As it happens we're not expected to fix little bugs like this because I don't think this piece of work is assessed (it's mainly exam based this semester) but it's really annoying me.[/QUOTE]
Take the [url=http://download.oracle.com/javase/6/docs/api/java/lang/Math.html#abs(int)]absolute[/url] value.
[QUOTE=ZeekyHBomb;28294725]Take the [url=http://download.oracle.com/javase/6/docs/api/java/lang/Math.html#abs(int)]absolute[/url] value.[/QUOTE]
or
[cpp]
if (var < 0) var *= -1;
[/cpp]
Guess what the absolute-function does...
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