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Messages - Windy

Pages: [1] 2 3 ... 70
1
Coding / Re: C#/XNA TypeWriter Engine
« on: February 29, 2012, 01:53:22 pm »
Generally I would have an array containing all the characters, if I found a space character I would keep a record of it and if when going through the characters I went over my horizontal limit I would add the characters from after that space on to the next line. Now if I don't have a space on that line then I wrap it at the last character I can fit on there.

I will generally have what goes on what line figured out before it starts to be drawn.

2
Feedback / Re: Moderator Count
« on: February 27, 2012, 02:11:52 pm »
So I wanted to wait until I got it to stage where they could at least start to understand what I was trying to do (which never ended up happening).
"They"?

And what exactly were you trying to accomplish, if you don't mind humoring me?
Who "They" sort are of varies, to whoever brings up a discussion on having a resource system.

My goal was to create something a bit different. Most resource sites only concentrate on what I would refer to as the first stage. Which is the efficient retrieval of resources. Since our focus is on game development, I wanted to incorporate the extra stage of integrating those resources into a project (Most of this would be focused on game maker as it's what the majority uses). As an example, being able to download a gmk file filled with selected resources that you could merge into your own project or being able to use an engine with another set of resources.
 

3
Feedback / Re: Moderator Count
« on: February 20, 2012, 02:24:15 pm »
@Windy: Then _WHY_ isn't the CMS deployed?! Well, whatever. I think its a bit absurd that the resources site was already ported to SMF2(I didn't know it was ever completed, but I knew it existed), but was never put out to the public site.

If you need a maintainer, I volunteer if there's nobody part of the team who could handle this. I would be surprised if there wasn't, though.
It wasn't really complete per se, but if you were to compare it to what was on the old site, it had all the functionality.  My primary reason for not deploying it was that people had difficulty understanding what I wanted to accomplish with it, and so it became sort of frustrating. So I wanted to wait until I got it to stage where they could at least start to understand what I was trying to do (which never ended up happening).

4
Feedback / Re: Moderator Count
« on: February 19, 2012, 01:34:34 pm »
Xfixium you should try to get Windy's attention for site related stuff like CMS. I think she(?) is in charge of all that.
Technically probably, although I haven't done much in over year. I've pretty much left 4sword to decide what he wants to do with things.

I've probably already said this more than once, there is already a system there. Little that would have to be done to get it working with SMF2.
As long as someone who has proper php experience is working on it should be fine. It has all the project and resource stuff (although I never got to tested that side of things) on it.

Either way, I don't think it will make much difference, having a coherent resource system wasn't one of the primary driving forces of this site.

5
I've increased the upload limits to 20mb and increased the gallery screenshot limit to 1mb.

The key files for integration are located in the libraries directory, specifically MY_Controller.php (entry point for integration), SMFForum.php (SMF 1.1.x integration), SMFForum2.php (SMF 2.0.x integration).

The integration for 2.0.x is incomplete and was last worked on in the RC stage since 1.1.x was the priority so it will require updating.

http://beta.zfgc.com/forum/ also represents a good example of integration with it on the forum side.

6
Coding / Re: Try,Catch,Throw,Finally...C#
« on: September 29, 2011, 09:59:01 am »
Finally
This will be called only if the code in the try block does not fail. Use this to clean up any resources, or perform code that relies on the success of the code in the try block.
Incorrect, it will always be the last called when you exit the try block. Keep in mind this also includes returning a value, continue; break; etc.

It also allows you to create more stable code since you can eliminate cases which you don't want to deal with and ensure that the classes you've written are used in the way you indented.

7
Coding / Re: [HTML + Javascript] Need some help finding tutorials
« on: June 11, 2011, 02:31:54 pm »
you edit the image in a graphical editing program and the use the img tag.

8
Coding / Re: [SDL] Tutorial help
« on: May 26, 2011, 09:23:32 am »
Tried running through it with a debugger?

9
Other Projects / Re: [Alpha] Map Editor 0.7a
« on: May 25, 2011, 02:24:04 pm »
Testing the importing of objects from game maker. Not entirely of the purpose yet.

10
Coding / Re: Half-tile collisions?
« on: May 04, 2011, 11:14:02 am »
^ I kinda assumed that he got the concept of splitting the map into collisions and art, which I shouldn't have, good catch

I can't think of a good reason to not split it up into smaller chunks tight butthole
It's a lot more effort to create a map using smaller tiles, and in this case, with very little payoff.
I believe he's referring to the collision size, not the actual tile size, you would still be placing 16x16 tiles. you would just be defining the collisions for that tile on a smaller scale which you will have predefined.

11
Coding / Re: Leeverscript
« on: April 26, 2011, 04:34:32 am »
That's because your first checking there is a collision and then setting the x,y coordinates. and then you're checking for another collision, which is almost certainly going to fail and thus that variable will be set to 1.

Code: [Select]
if (place_meeting(x,y,Collision))
{
x = random(room_width);
y = random(room_height);
}
else
{
AI_stage = 1;
AI_timer_neu = 0;
}

12
Entertainment / Re: Anyone got the 3DS?
« on: April 22, 2011, 12:16:34 pm »
I have one.  Not really worth it right now.

13
Coding / Re: Catching Exceptions?
« on: March 14, 2011, 10:33:35 am »
Just going to add my 2c here. Judging by the code flow, the issue has nothing to do with your exceptions, you can tell that by the output your getting. Exceptions will always be caught if they are in a try catch block, regardless where in the code they are.  If I were to take a random shot in the dark I'd probably say it's because you close the scanner when you catch the first exception, which will also close the stream and thus any further attempts to read from that stream will automatically fail, and as you have it set up so it throws an exception when the next input is not a double, your exception will be thrown again and caught in your try catch block outputting that message.

14
Entertainment / Re: 3 years was worth the wait: MGS4
« on: March 10, 2011, 10:14:10 am »
I've played Twin Snakes, MGS2 and MGS3, and I've come to a conclusion that I do really like the MGS series. Mostly for the epic story, though a little anime-inspired (which does dull the experience for me), and the unique gameplay structure that I feel I could manage to be good at if I tried hard enough. I can understand why some people don't like MGS, though. I think the gameplay in the first 3 games is flawed in a lot of ways, a lot of people have compared it to Splinter Cell (namely Chaos Theory) and I think I can agree when they say Splinter Cell shits all over MGS, gameplay-wise. MGS has a certain charm though, and I really want to play MGS4, but I don't think I will until the PS3 experiences an enormous price drop, possibly in another 5 years.
E-bay or Amazon.

Hell, it's only $299...What, a $100 more than the 4gb 360.
But I don't know everyone's financial situation :/
Add and extra $200 or so and you reach the australian price.

15
Feedback / Re: Revamping ZFGC
« on: March 09, 2011, 03:07:24 pm »
It doesn't work because there's no sense of management or responsibility in the project.

So in your opinion what would better facilitate the management and coordination of a project? (I'm not looking to offend anyone here, I'm looking at lessons learned and what can we done to actually make a successful community project).
I'd say the easiest way to look at it is to look at it from a contributer's point of view and see what kind of things would make you less likely to contribute.

For example, if I'm a spriter, I'm probably going to be interested in what sprites are already being worked on, what's left be sprited, what animations need doing, animation quality (ie. number of frames), what's the current quality of the work, overall project schedule or work already done (ie. am I wasting my time as this project will probably fail anyway?)

If I were to think of reasons as to why no one else is contributing code wise in regards to the minish cap engine (apart from I haven't used Game maker for ages), probably the biggest reasons would be:

a) Can't find the latest revision
b) Having a single file makes things confusing, only one person can work on the code at once, otherwise it ends up getting confusing when you have to merge code together
c) It sounds complicated
d) No centralised code direction / information on what needs to be done, eg. if I were to do such and such, how do you want me to go about it

16
Feedback / Re: Resource storage suggestions
« on: March 07, 2011, 12:43:19 pm »
It was my expectation that any resource submitted to the site would be resource ready, if it can't be used in a game it's worthless from our perspective, probably the only exception I would make if it were freely editable, and thus members could submit their contributions. As far as quality goes, my desire is that each animation is considered a separate resource (not having two almost identical sheets sans a few animations), no recolours etc. though I'm not necessarily going to hold to it. Personally I'm going to leave it up to the discretion of the members, if they think a resource is !@#$% they can report it and then moderators can decide whether or not to delete it, someone uploading something that isn't that good isn't going to take away from the overall system.

Also I might add that a topic is created on the forum when a resource is created, as to combat the fact that not everyone is going to check the resource system.

I have to be extremely careful when it comes to making changes to the tagging system, as most of the time it requires me to reset the tag database.

I do have a few extra ideas that I want to implement.
- Having tags with multiple names
- Updating the tag UI on the submission form to how it is on actual search & to also add tag suggestions based on similar resources
- Add a Tag Cloud showing all the tags and their use
- Adding a tag management page

I'll probably follow through with the grouping idea by adding a few extra tick boxes for each group option as well as the author and then converting them to tags in the back end as that's the easiest way of doing it.

17
Coding / Re: I dont get it T_T, why?
« on: March 07, 2011, 09:56:09 am »
Generally the best way is to have a global array that stores anything that you want to persist within the game world. This makes it easier to load as you can iterate through each value. Also if you have access to constants (< 7 or 8 pro) you can use those instead of integers as it will make it easier to know what it's for.  Alternatively if you don't have access have a file containing the number used for the index and what it's for.  Also try to use a naming scheme to make it easier to find like ROOM_OBJECT_NUMBER.  To avoid having to create duplicate doors consider using instance code for each door that will store the index of the element in the array which you can then access to find out if it's already been unlocked.

18
Coding / Re: I dont get it T_T, why?
« on: March 07, 2011, 12:38:27 am »
The code looks a bit of a mess. You may want to change your method though instead of using persistent objects if you plan on adding a save feature that doesn't use GMs built in save feature.

19
Graphics / Re: Just gonna post this here for some crits :)
« on: February 28, 2011, 08:32:00 am »
When you're really tired, mammy looks like he has buck teeth and a stupid smile instead of glasses.

I'm on the right. <_<
'spose that's what you get for being listed second. WHOSE THE GUY IN THE MIDDLE? THAT'S JORDAN AM I RITE?

20
Graphics / Re: Just gonna post this here for some crits :)
« on: February 27, 2011, 02:38:42 pm »
When you're really tired, mammy looks like he has buck teeth and a stupid smile instead of glasses.

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