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Messages - nitz

Pages: [1] 2 3 ... 10
1
Coding / Re: Floating Window
« on: January 13, 2009, 06:01:10 pm »
I'm not sure if you can actually get that type of behavior. It's not how windows treats well. Windows. You might be able to emulate what you want by handling the forums mouseover event to actively push that form to the front when you mouse over it.

2
Discussion / Re: Post a Screenshot [Possible 56k warning?]
« on: December 19, 2008, 09:16:07 pm »

Making myself a map editor, about half way done, just need to do tiles and saving/loading to go by the looks of it.

Sweet icons. Where'd you get those?

3
Zelda Projects / Re: World of Hyrule [Online]
« on: December 18, 2008, 03:15:19 pm »
http://en.wikipedia.org/wiki/Fair_use

If it's an educational project, you've got backing.

4
Entertainment / Re: Choose a game.
« on: December 10, 2008, 05:29:27 pm »
Okami.

This. Too few people played that game. It's amazing. I haven't played the Wii version yet (Though I just picked it up on black friday, hurray 9.99 at Circuit City!) but It's totally worth every penny, even at 50 bucks.

5
Entertainment / Re: Why do YOU think the Super Mario Bros movie is bad?
« on: December 10, 2008, 05:27:46 pm »
I love it. Can't explain why. I think, because it's John Leguizamo.

6
Coding / Re: I made a database class of sorts
« on: October 16, 2008, 05:38:01 pm »
I took a peek at it, and I'm pretty sure that technically qualifies as a vector.

You're also going to run into some issues if something like this arises:

Code: [Select]
  HVSTDAT<int> one(1);      // Create an HVSTDAT with the int '1' in it. (Everything's fine here.)
  HVSTDAT<int> two(10);     // Create an HVSTDAT with the int '10' in it. (Still fine.)
  one = two;                // Assignment operator. Will do a shallow copy. Bad, you're using dynamic memory.
  HVSTDAT<int> three(one);  // Copy ctor: Shallow copy as well. Also bad.

  // The Assignment operator and copy constructor get written for you.
  // how do you fix this?
  // Don't let anyone touch them!
  // Lets pretend this was your class:
  template <class T>
  class HVSTDAT
  {
  private:
    HVSTDAT();  // You wanted the default constructor disabled.
    HVSTDAT& HVSTDAT(const HVSTDAT&) {} // Disable the copy ctor.
    HVSTDAT& operator=(const HVSTDAT&) {} // Disable the assignment operator too.
  public:
    HVSTDAT(T data);
    ~HVSTDAT();
    //functionszzz.
  };

Two more issue I spotted real quick (That I'm sure you could quickly fix up)
Code: [Select]
HVSTDAT<int> t(1);
t.getData(0); // would work fine.
t.getData(16); // uh oh. getData needs a little error checking :)

t.truncate(); // mainData = new int[0]; ? That doesn't make much sense... does it work?

7
Coding / A few C++ Utilities!
« on: October 16, 2008, 01:06:19 am »
These are just a few utilities I wrote up a while back that I just thought I'd let you guys have at. (You've seen the logger and timer before.) These are designed for windows development, and would need to be modified to be used elsewhere.

These systems are by no means perfect, so I'm open to suggestions or bugfinds.

A brief explanation of the systems and other files you'll find:

Timer - A high resolution timer

Logger - A log system that allows the saving of debug messages. It also has fuctionality to create a console window if you're using this in a windowed app.

Notify - A few functions for creating at-runtime debug popup (MessageBoxes) with parameters for customization of when they show. (Debug/Release)

RegEdit - A simple interface to doing a few types of registry reads/writes.

'utilities.sln' - Visual Studio 2008 solution

'licence.txt' - The legal mumbo jumbo.

I'm currently working on a little utility to poll information about the system, as well as the current app (Such as finding out the computer name, or how much RAM your process is currently using.)

See attached!

8
Coding / Re: I made a database class of sorts
« on: October 15, 2008, 11:27:05 pm »
Ah, well, that makes sense ^_^.

I remember the first template class I wrote. I was like "I AM GOING TO USE THIS FOREVER :D"

It's great to write something useful, yeah?

9
Coding / Re: I made a database class of sorts
« on: October 15, 2008, 06:04:00 pm »
I'm curious as to why you don't just use a little STL lovin'?

10
Discussion / Re: Post a Screenshot [Possible 56k warning?]
« on: October 15, 2008, 06:02:47 pm »
I suppose a little teaser won't hurt. Though I'll end up taking this screen down in a bit, I'm sure.

11
Discussion / Re: Post a Screenshot [Possible 56k warning?]
« on: October 15, 2008, 05:29:53 pm »
Here's what I'm workin' on. Though. Due to NDAs, I can't reveal much of anything, :P

12
Other Projects / [Completed] Critical System
« on: August 30, 2008, 02:01:15 am »
Didn't realize I needed a cross post :)

http://www.zfgc.com/index.php#?action=games&sa=view&id=68

=]

13
Feedback / Re: Why is ZFGC becoming DSR?
« on: August 13, 2008, 12:19:59 am »
I don't think I've ever even _seen_ the spam board. Not that I mind. There's plenty of other random image boards for that sort of nonsense. Discussion is what intrigues me.

14
Feedback / Re: Forum search?
« on: August 13, 2008, 12:15:17 am »
Links nice. Box for me to type in would be nicer :)

Artist's rendition:


15
Entertainment / Re: Olympic Discussion
« on: August 13, 2008, 12:12:44 am »
My opinion of the Olympics in one line: Girl's beach volleyball rocked.

16
Other Discussion / Re: Post your media player
« on: August 13, 2008, 12:02:38 am »


Using the GPU for h.264 playback? I'll take 7 please, kthx.

17
Updates / Re: [ZFGC Weekly] The Big Question - August 11, 2008
« on: August 11, 2008, 05:51:55 am »
Tools! Something the end user [often] never sees, yet benefits from. I'm fascinated with windows forms, gui toolkits, things like Qt, wxWindows, .NET, Mono, and all sorts of windowing frameworks. Further, I like being able to build an application that you can use to create that data for your data-driven game. As I finish school here in the next two weeks, trying to find a job, I'm taking preference to those looking for tools programmers, cause that's right where I wanna be.

18
Other Projects / Re: Anaconda - from Kousou Games
« on: August 07, 2008, 09:05:16 am »
Doesn't run for me. (Vista, w/SP1)

Executable just sits there using 100% of one of my 4 cores.

19
Coding / Re: wglCreateContext() not working >_>
« on: August 07, 2008, 12:56:49 am »
wglCreateContext() works fine.

The way you've got everything set up with the static variables Windows_Main.h is... interesting, to say the least.

Hm. I'm not sure why it's happening the way it does, but when you try to access hrc from main.cpp, it doesn't like to see it.

However, I put the line: 'hrc = wglGetCurrentContext()' above the check you're doing in main.cpp, and it gets the same context that was created in your wndproc. This shouldn't have to happen.

I'm cant explain exactly what happens, but when the WM_CREATE message gets sent, the rendering context gets created just fine, and every time I hit a breakpoint in the wndproc, it sits unchanged. Though back in main, by time CreateWindowEx() returns, hrc seems to be NULL. (Further, the same thing seems to happen with 'hdc'.)

The structure of everything with these static variables in the header is very odd.

I fixed it, and here's what I did:

Removed the keyword 'static' from all the variable declarations.
Moved the WndProc() from the header, to Windows_Main.cpp.
Moved HDC hdc, HGLRC hrc, and the two windows classes to the global space in main.cpp.
Moved int height, width into the WndProc function.
In the WndProc, at the top:
Code: [Select]
extern HDC hdc;
extern HGLRC hrc;

I'm pretty sure those are the only changes I made. Let me know if that works for you.

Edit:

Also, if you handle "WM_CLOSE", you're expected to call DestroyWindow(). (http://msdn.microsoft.com/en-us/library/ms632617(VS.85).aspx)

Also:
I'm saying hwnd might be different when you call GetDC(hwnd); because hwnd = CreateWindowEx has not yet returned. I'm not sure how it works =/

Nah. They're not gonna switch up the HWND on you, even if it's all during the creation of the window. Once you get the WM_CREATE message, that handle to the window is valid, and will remain valid.

20
Entertainment / Re: WTF? Megaman 9 in NES graphics?
« on: August 04, 2008, 03:17:19 am »
Eeh, so much argument over a silly game.

See, for me, Megaman 2 was one of my favorite NES games. Simple, side scrolling, 8 bit platforming. For me to play a _new_ game that's in the same style is not just a walk down memory lane. It's also something fun and enjoyable for me to do. I go back and play Megaman 2 on my NES emulator all the time.

'Glorified Fan Game'? Maybe. Regardless, it's not like they're charging fifty bucks for it. I'd gladly pay a few bucks to enjoy some classic platforming. I'm just glad to see Capcom doing it. Just because it's 'old and done', doesn't mean it can't be fun. I'm just hoping Sega is paying attention, and perhaps I'll get a follow up to S3&K ;)

My point is this: If you think it's dumb, don't buy/play it. Cause I will. And odds are, I'll enjoy it :)

Okay, I misinterpreted why you said that. My bad. The reason they're making it like that is for the fans, and because Keiji Inafune has always wanted to, and can now. Says so in the interview excerpts.

Exactly. I'm a fan, and I approve.

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