That's 85 more days of procrastination!
Yeh I'm actually thinking about rewriting it again anyway. I completely forgot about the properties of the tiles (alpha value and color modifiers) so I'm gonna work on the new method and if I get any prpblems, I'll update it here. I'm thinking about using something similar to that Marshal class. Woo. Work. :P
I lied. It goes from 33-255 it seems according to the extended ASCII chart. That's 223 tiles. :P That's gotta be enough. :D
I made the map get converted into ASCII characters 33-126 (127 is DEL). So the map editor supports up to 94 tiles. I'm pretty sure that's enough. And that's 94 tiles in a level. It can easily load another tile set for another level. :D Thanks banister.
I thought of using characters. That would definitely expand the tile set limit, but would it be enough? There are 26 letters in the alphabet. Uppercase counts as another 26. Then the 0-9. So that would give a total of 62 tiles that can be used in a game. What's the average? Maybe google will help. I'm sure it would be enough though. Using a delimiter would make me have to rewrite it. I know how to, but I really don't want to. :P
I got my game framework's map editor working to an extremely functional state recently. Loading and saving along with the collision map. It's designed to export the map as an array [width][height] whereas the position of a number can easily identify it's x position and it's y position. The number itself represents the tile from the tile set to draw. So in the text file, the map data could look like this: (ex. only) 0001110002222111000. So it's in a straight line. but it gets parsed.
So here's the problamo I've come across. The tile number can only be 0-9. Otherwise "11" will fill two spots in the array and cause run-time problems. That means can only allow the editor to store up to 10 tiles at a time which is not a realistic quantity for a game imho.
So what do you think I should do to avoid this? It took forever to write it to work like it is and rewriting it is something I'd rather not do to support more than 10 tiles. Opinions and advice people! Share em! :D
Been a while. I haven't game "dev"ed in a long time. Been moving. Finally got most of my things in order and software up to date. Even got VMWare Fusion so I can put other OSs on my mac for cross-platform development. Anyway, I got to Apple's site and try downloading Xcode to get back to my projects. I find out the one on their site is for Snow Leopard ( 10.6 ) Which I don't have or have the money for.
Anyone got a 10.5 friendly version of Xcode? O.o
9. downgrade to 10.5 until problem is fixed ( Still better than Vista! )
Ah... Been a while since I've updated anything, eh? Lemme come clean...
I have been working on a framework side-by-side with the horror game. Well, that was the plan anyway, but I have been focusing more on the framework than the actual game. Something I was trying not to do. Secondly, my game designs for the horror gosu game have become... ( ALAS ) to complex than they started. With all of the aspects I want and specifics, I'm looking at a good years of work and a solid small team to pull off. Not saying I cannot do it, but I simply do not have the time.
So I ask for your help in this resolve. What should I do next?
1. Continue working on horror game and make what I can for the comp. Suck it up and take out what I need to
2. Scratch original idea with another FINALIZED simple game idea I have had for a while.
Here's the other idea: A Middle man in Old England ( 1500s? ), walking home from the mills one day, you were mugged from your possessions and murdered. Your body was dumped into the deep sewers never to be found again... but the spirit of revenge kept you alive even without a fully functioning body.
Navigate through the sewers collecting your separate body pieces. Doing so grants accessibility to higher levels. ( legs allow player to jump higher, arms allow to push blocks, etc... ) You start off as a skeleton and progress. Simple puzzles, move blocks and collect keys. Ta-da.
And that's it. What do you think I should do? Continue or go with this other simple and finalized game idea? I just don't want to look like a liar. I had good intentions.
"Oh, yeah. I'm making a 2D game with shadows and it's going to be epic and awesome" [ Comp end ]
"Hey, you guys remember a guy named Maverick?" "Yeah? Wasn't he that all-talk no-show liar?" "Yep." <- What I don't want
I found your problem:
Solution? The A+ manual says to do the following:
1. Uninstall Vista
2. Find a decently sized hammer and smash anything Vista has been applied to.
3. Continue process until it doesn't look recognizable.
4. Burn down house
5. Kill all of your relatives and friends
6. Move to Wisconsin. You're new name is "Todd Wiskhmeir". You're foreign if anyone asks.
7. Buy a Mac.
Have you recently downloaded a program? Something running in the background? If it has recently started acting up I doubt it's Gosu's fault. Something else in your computer is causing it. I have heard some comments that when an internet browser is opened, Ruby might lag some.
I think we should just GO SUE. Heh. Get it, Gosu; Go sue? Ah puns, you did it again. ^^
I thought this was interesting.http://gosu-lang.com/
Apparently, there is a programming language in the making called Gosu. This might cause some future confusion. My resolve? Murder every one of them working on it.
That might be a moral conflict with some of you though.
> Just because it works with C# on Windows doesn't mean it has to work on an Xbox :( Which would be cool of course. I like PowerPC more than x86 anyway :P
Go ahead and crush my hopes and dreams. I'll return the favor. *cracks knuckles and puts on shades*
This is MADNESS.
If you could manage to get Gosu and C# working as one, the Xbox Community will flood this server.
NICE <- in all caps! That's a double plus!
I like the menu selection noises. :D
I was just being silly. You know those RPGs and those text boxes that would display your results after battle? I was parodying those. :D
But very nice indeed!
[ You have now become friends with The Maverick Programmer. He has joined your party. fguillen +343 EXP. ]
This looks so rad. I need to play this now. You are officially down in my book of awesome. *golf clap*
Can you tell us what the error says?
Can you create a super class from the base Gosu::Window? Follow the tutorials on the wiki to help set up a window.
Keep a list of moving tiles separate from the list of other tiles. Keep an instance of a moving tile in the character object. check to see if the character is on a tile or moving platform. If it is on a platform, set a flag onMovingPlatform to true and store the reference of it in the character and then use that reference to base your calculations on whether or not to move up with the platform or left and right with the platform. This does not mean disregard the other tiles in the game. In fact, you'll need to do two updates for collision: the tiles and moving tiles.
hope that helped. :)
I should just take it away while they're down. :p
Nah, it's an idea. Maybe at the end or something. Maybe ( if I have time ) I'll throw in one of those Super Metroid endings where you have to find a way out of the entire game or die somehow. Then I might play that music. But thanks for the review. :]
Because 1280x768 is one of the weirdest screen resolutions EVAR.
I'm rusty on my Spanish so I need it anyway. :p
I'm about 30% done with the translation though there a few parts I'm not so sure about. I didn't expect so much code. O.o
t's really good. By far one of the best tetris clones I have seen.
Sweet, dude. I'll take a challenge and do my best to translate it :)
Why does C++ wanna make you gag? I like Ruby AND C++ ( It is possible! ) There are pros and cons to all languages.
I'd suggest either fighting to the death about it, blackmail your friend to use Ruby, or one of you suck it up and learn new language.
Nah. That's a dumb idea, just beat him up.
OK. Seriously, I would firstly suggest you make very small games in C++ and then make the exact same game in Ruby and continue doing that. When it comes to bigger games, swap it out. One big game write it in C++ and the next one use Ruby. With two people into making games with different -awesome- languages, you could teach each other and become awesome as well. Both of you should be open minded about new languages. They're all fun to learn ( though daunting at first ) and having more than one programming language background will get you far.
I wish I had a friend who was into making games where I lived. That'd be sweet. Anyway I hope I helped. Hope to see you more active here! ( It's a totally rad place to be. Julian is a party animal here. And I won't get started with philomory. ) :p
I think you're next focus should be using your attacks.
I have new material to show off. I Have added to the top of the post, a link to the theme of the horror game. I wrote it mahsalf. :D
I actually wrote two different pieces. The other one ( which you can find on the site it will take you to ) was to "hopeful". I want the player to feel screwed when they first hear the theme. So I wrote two different pieces, but the one above is the one that will be the theme for he game. It will play during the intro-credits to the title screen. The game itself isn't going to have music playing, only dark ambiance.
Anyways, I wrote the music, fixed some dynamics, and then added sound effects to make it more eventful(?). You might need to turn it up or down, but it does sound better either with surround speakers or really good headphones. Enjoy. :)
I know of a cross-platform various-image loading library called DevIL.http://openil.sourceforge.net/
I dunno of any library like that for sounds.I'll do some research on that for yah.
What do you mean all of the common ones?
I'm only aware of .wav, .midi, .mp3. Perhaps .Ogg as well.
How hard was it to replace with OpenAL? When I was writing my engine, it was hell trying to get OpenAL to work ( and I never really got it working 100% correctly ). So I'm interested. :)
I believe it is 10.5. I can't check at the moment. I'll reply with a valid answer later.
Epic Jingle Bells. It moved me. I'll never be the same again. ( seems fine. No probs. )
well, it said P was pause and L was play ( or backwards ) but it seemed like it would "stop" the song and play it all over again instead of where it was at. Sleeping worked fine though.
Another quick question, how are the quads drawn? More specifically, what is the order of vertices in which the quad is drawn?
I thought about using the draw method in ImageData, but I saw it was pure virtual so I assumed it wouldn't actually draw anything. Awesome. I can continue with my evil schemes.
I have an image and I want to be able to draw it normally but change a few coordinates of either the top-left, top-right, or bottom-left, and bottom-right of the image. I know I can change the color of the edges by drawMod() but I couldn't think of any way to do what I want to do. Is that possible yet or ever? Coolio. Thanks.
We should party when it;s over 9,000.
The link is finally fiixed. Enjoy wall-jumping!
Assuming your buttons are laid out Playstation Styled:
L1/2 -> cycle through item
R1/2 -> cycle through magic
Triangle -> Use item
Circle -> Use magic
This would be very organized, but will it hinder game play?
Julian ninja'd my response. Curses!
You must first sacrifice the companion cube to download cake. ( I'll fix it... )
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