• What are you working on? v16
    5,004 replies, posted
[QUOTE=Moustach3;29215729]I would have to say it is. Allow me to elaborate. First of all, they're talking about how you're "not alone." This is, to me, implying that God is there for you and whatnot. Secondly, "one love" is likely referring to God's love. Thirdly, they yell "Agape", which is an old Greek term which was used solely to refer to God's love. Whereas Eros is the human desire for things, Agape is a love that is greater than Eros, embracing and perfecting it. It is only used to denote a Christian love. Again, no hostility meant, I'm just curious.[/QUOTE] See? I told you guys geel makes good posts. Sometimes.
[QUOTE=BlkDucky;29218101]See? I told you guys geel makes good posts. On opposite day.[/QUOTE] Fixed.
[QUOTE=BlkDucky;29218101]See? I told you guys geel makes good posts. Sometimes.[/QUOTE] In soviet russia, geel makes good posts
[QUOTE=Dlaor-guy;29194792]Just made it possible for all types of blocks (including lasers!) to attach to elevator blocks, which gives me a fuck ton of new level design possibilities :buddy: [img_thumb]http://dl.dropbox.com/u/4081391/Comp-1.gif[/img_thumb] Also, if you're quick, you can get on top of the flying laser thing by jumping on the platform you're supposed to hide under... I guess I should add some kind of collectibles (like the glowing orb things in VVVVVV) to the game to increase replayability.[/QUOTE] Are you using Box2d or are you using your own?
[QUOTE=AtomiC0l;29218451]Are you using Box2d or are you using your own?[/QUOTE] [url=http://farseerphysics.codeplex.com/]Farseer Physics[/url]
off the topic of bad posters, does anyone know how i could easily intercept multiple concurrent ssl connections originating from a mobile device?
I'm trying to dynamically load classes and register some of their methods to lua in C#. I wrote a function that takes a path (which ideally would point to a .cs file) and registers all of the methods that have a special attribute with lua. It all starts with [code] Assembly assem = Assembly.Load(dir); [/code] But apperantly when I pass it something like "c:\\users\\coding\\documents\\visual studio 2010\\Projects\\LuaLastTime\\LastTimeLua\\LastTimeLua\\LastTimeLua\\bin\\Debug\\Funcs\\EventHandler.cs" it (that line of code (Assembly...)) says that the given assembly name or codebase is not valid. That file exists in that folder too. What's wrong?
[QUOTE=bobthe2lol;29218772]I'm trying to dynamically load classes and register some of their methods to lua in C#. I wrote a function that takes a path (which ideally would point to a .cs file) and registers all of the methods that have a special attribute with lua. It all starts with [code] Assembly assem = Assembly.Load(dir); [/code] But apperantly when I pass it something like "c:\\users\\coding\\documents\\visual studio 2010\\Projects\\LuaLastTime\\LastTimeLua\\LastTimeLua\\LastTimeLua\\bin\\Debug\\Funcs\\EventHandler.cs" it (that line of code (Assembly...)) says that the given assembly name or codebase is not valid. That file exists in that folder too. What's wrong?[/QUOTE] Load() is for compiled assemblies (DLLs)
I'm trying to make a RTS-ish game via a 2D tile engine and I'm unsure of how to define buildings which span more than one tile. Any ideas? For instance, if I had a building that was laid out like this, how would that be defined in the code? [img]http://dl.dropbox.com/u/313489/building.png[/img]
[QUOTE=Ortzinator;29219040]I'm trying to make a RTS-ish game via a 2D tile engine and I'm unsure of how to define buildings which span more than one tile. Any ideas? For instance, if I had a building that was laid out like this, how would that be defined in the code? [img_thumb]http://dl.dropbox.com/u/313489/building.png[/img_thumb][/QUOTE] I suppose if you decided on the maximum dimension a building could possibly be, such as 5x5, then the building could be defined as a 5x5 array of bools, where true = use tile and false = don't use tile. Then when placing buildings, you compare the building array with the map to see if you can place it there or not.
[QUOTE=Ortzinator;29219040]I'm trying to make a RTS-ish game via a 2D tile engine and I'm unsure of how to define buildings which span more than one tile. Any ideas? For instance, if I had a building that was laid out like this, how would that be defined in the code? [img_thumb]http://dl.dropbox.com/u/313489/building.png[/img_thumb][/QUOTE] [code] bool Building[][]={ {1,0,0} {1,1,1}}; [/code]
[QUOTE=Ortzinator;29219040]I'm trying to make a RTS-ish game via a 2D tile engine and I'm unsure of how to define buildings which span more than one tile. Any ideas? For instance, if I had a building that was laid out like this, how would that be defined in the code? [img_thumb]http://dl.dropbox.com/u/313489/building.png[/img_thumb][/QUOTE] I'd probably make each tile contain a reference to everything on the tile in a linked list. Units, buildings, terrain stuff like trees and rocks. Collision detection etc. only needs to deal with the relevant tiles and whatever is contained on them. Drawing the tile draws their content in some order, like first basic terrain, then buildings, then units. Or pushes their contents on the relevant object buffers, so that units could overlap multiple tiles or something. The building itself would also know its shape and location and would be responsible for informing the tiles it's occupying that it's occupying them (probably just add them to the linked list upon creation and remove upon destruction). The tiles don't probably need to know which part of the building is occupying them, but if they do, they can ask the building.
I got around it by making it that I didn't actually have a map of tiles and instead just had objects that snapped to 16x16. You have to do rect collisions wish I guess is kinda slower than just checking tiles but you don't have to do extra work for the multi tile stuff.
[QUOTE=Ritave;29219350][code] bool Building[][]={ {1,0,0} {1,1,1}}; [/code][/QUOTE] Alternatively, it could be stored as [down, right, right] or [left, left, up]. Would be a real headache for more complicated buildings, though :v:
[QUOTE=CarlBooth;29218935]Load() is for compiled assemblies (DLLs)[/QUOTE] Is there a function to load source files, or to compile them and then Assembly.Load them? Woah.
[QUOTE=bobthe2lol;29219704]Is there a function to load source files, or to compile them and then Assembly.Load them?[/QUOTE] [url]http://www.codeproject.com/KB/cs/DynLoadClassInvokeMethod.aspx[/url] Is this any use?
[QUOTE=iPope;29219365]I got around it by making it that I didn't actually have a map of tiles and instead just had objects that snapped to 16x16. You have to do rect collisions wish I guess is kinda slower than just checking tiles but you don't have to do extra work for the multi tile stuff.[/QUOTE] That works. My two cents would be to split the building into multiple tiles, where each tile points to the same building instance. Pros: - buildings treated like any other tile Cons: - have to split up building images into tiles
Spent the whole afternoon designing the classes for the new programming course project. Now I reaally want to code but I'm too tired :S
I'm making a console text editor using the WinAPI. It's 64-bit and uses double-buffering :v:
[QUOTE=bobthe2lol;29219704]Is there a function to load source files, or to compile them and then Assembly.Load them?[/QUOTE] I was playing around with this a while ago, hope this helps: [cpp] string code = "System.Console.WriteLine(\"hello\");"; string preCode = "namespace ns { class cl { public static void invoke() {"; string postCode = "} } }"; Microsoft.CSharp.CSharpCodeProvider prov = new Microsoft.CSharp.CSharpCodeProvider(); System.CodeDom.Compiler.CompilerParameters cparams = new System.CodeDom.Compiler.CompilerParameters(); System.CodeDom.Compiler.CompilerResults results = prov.CompileAssemblyFromSource(cparams, preCode + code + postCode); if (results.Errors.Count > 0) { foreach (System.CodeDom.Compiler.CompilerError err in results.Errors) System.Console.WriteLine(err); } else { System.Reflection.Assembly ass = results.CompiledAssembly; System.Type type = ass.GetType("ns.cl"); System.Reflection.MethodInfo invoke = type.GetMethod("invoke"); invoke.Invoke(null, null); } [/cpp] [highlight](User was banned for this post ("NSFW Avatar (1st and only warning)" - SteveUK))[/highlight] [highlight](User was permabanned for this post ("Nevermind! Alt of permabanned user (nullsquared)" - SteveUK))[/highlight]
[QUOTE=Gonad;29219991]I was playing around with this a while ago, hope this helps: [cpp] string code = "System.Console.WriteLine(\"hello\");"; string preCode = "namespace ns { class cl { public static void invoke() {"; string postCode = "} } }"; Microsoft.CSharp.CSharpCodeProvider prov = new Microsoft.CSharp.CSharpCodeProvider(); System.CodeDom.Compiler.CompilerParameters cparams = new System.CodeDom.Compiler.CompilerParameters(); System.CodeDom.Compiler.CompilerResults results = prov.CompileAssemblyFromSource(cparams, preCode + code + postCode); if (results.Errors.Count > 0) { foreach (System.CodeDom.Compiler.CompilerError err in results.Errors) System.Console.WriteLine(err); } else { System.Reflection.Assembly ass = results.CompiledAssembly; System.Type type = ass.GetType("ns.cl"); System.Reflection.MethodInfo invoke = type.GetMethod("invoke"); invoke.Invoke(null, null); } [/cpp][/QUOTE] Wow, Thank you so much. That works perfectly!
[QUOTE=Gonad;29219868]That works. My two cents would be to split the building into multiple tiles, where each tile points to the same building instance. Pros: - buildings treated like any other tile Cons: - have to split up building images into tiles[/QUOTE] How was gamedev.net?
Is there some shortcut to get a project to execute without building the whole thing again in visual studio?
[QUOTE=bobthe2lol;29221650]Is there some shortcut to get a project to execute without building the whole thing again in visual studio?[/QUOTE] If you have built it before, then the executable will be somewhere in the project files.
[QUOTE=leontodd;29222061]If you have built it before, then the executable will be somewhere in the project files.[/QUOTE] True. Thanks.
[QUOTE=Gonad;29219991]I was playing around with this a while ago, hope this helps: [cpp] string code = "System.Console.WriteLine(\"hello\");"; string preCode = "namespace ns { class cl { public static void invoke() {"; string postCode = "} } }"; Microsoft.CSharp.CSharpCodeProvider prov = new Microsoft.CSharp.CSharpCodeProvider(); System.CodeDom.Compiler.CompilerParameters cparams = new System.CodeDom.Compiler.CompilerParameters(); System.CodeDom.Compiler.CompilerResults results = prov.CompileAssemblyFromSource(cparams, preCode + code + postCode); if (results.Errors.Count > 0) { foreach (System.CodeDom.Compiler.CompilerError err in results.Errors) System.Console.WriteLine(err); } else { System.Reflection.Assembly ass = results.CompiledAssembly; System.Type type = ass.GetType("ns.cl"); System.Reflection.MethodInfo invoke = type.GetMethod("invoke"); invoke.Invoke(null, null); } [/cpp] [highlight](User was banned for this post ("NSFW Avatar (1st and only warning)" - SteveUK))[/highlight] [highlight](User was permabanned for this post ("Nevermind! Alt of permabanned user (nullsquared)" - SteveUK))[/highlight][/QUOTE] What ever do you have against "using" statements?
Wait what did nullsquared do exactly?
[QUOTE=bobthe2lol;29222733]Wait what did nullsquared do exactly?[/QUOTE] He was an ass.
[QUOTE=Darwin226;29222766]He was an ass.[/QUOTE] The story is rather more involved than this, but this is an excellent way of not completely derailing the thread. And is entirely true.
[QUOTE=Darwin226;29222766]He was an ass.[/QUOTE] More than an ass. He was an Ass Level 65.
Sorry, you need to Log In to post a reply to this thread.