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1076030 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 03:11:08 AM
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341  Feedback / DevLogs / Re: Banshee Engine : For all your ANSI needs! on: February 11, 2013, 02:34:03 PM
Quote
Shoot me a PM to get access to the closed alpha and make it yourself!

Good idea, if I could make it to the end with my current projects  Tired
Not even halfway done.  No No NO
342  Developer / Technical / Re: The grumpy old programmer room on: February 11, 2013, 02:22:37 PM
Late last night I spent 2 and a half hours debugging why my code wasn't producing the expected result. It turns out, I have a variable named "nq" and also "nc" and I was using the wrong one.  Tired

Crappy variable naming practices plagued my early years of game development.

var a, b, c, aa, bb, cc, abc, x, xx;

Good that you didn't go for:

var _, __, ___, ____, _____, ______, _______, ________, _________;

 Durr...?
343  Feedback / DevLogs / Re: Banshee Engine : For all your ANSI needs! on: February 11, 2013, 11:16:05 AM
Ghhrrghwww.
I LOVE like LUA quite much, so I had to post here.

So I post.

That project looks quite charming!
Make terraria with it.

 Epileptic
344  Developer / Technical / Re: How to make a level editor in LWJGL! on: February 11, 2013, 08:23:23 AM
Quote
OpenGL < 1.0 stuff and more

I doubt there are any official releases of OpenGL versions lower than 1.0  Well, hello there!
345  Developer / Technical / Re: How to make a level editor in LWJGL! on: February 10, 2013, 12:49:45 PM
Uhm. What do you expect as the answer? Like, complete code?
It's impossible to tell *in general* "how do code a level editor in LWJGL".

I'd say you better read some Java + LWJGL game development tutorials, so you've got an idea about actually making stuff.

Also, as you seem a beginner. I wouldn't recommend LWJGL for you. From what I know, it is fairly low level. (Isn't it just a wrapper for OpenGL + some additional functionality, like input?)

You'll be best starting with some easy to learn library. You might want to try Slick2D.
http://www.slick2d.org/wiki/index.php/Main_Page
And some game-making tutorials for it:
http://www.slick2d.org/wiki/index.php/Tutorials
346  Developer / Tutorials / Re: Dynamic Shadows for Static Geometry: Example 2D Top Down Orthographic TileMap on: February 04, 2013, 11:12:22 AM
That's really cool. Althrough, I couldn't find easy shadow mapping tutorial for 3D stuff... Maybe you could try creating one, too? (In all such tutorials that I've found, people speak only theoritically, without giving proper, full examples - aka. no details)

Anyhow, good stuff Smiley
347  Developer / Technical / Re: Can't run PHP script on website on: January 28, 2013, 12:02:08 PM
Quote
I think short tags should be off always.

I think so too.
348  Developer / Technical / Re: Can't run PHP script on website on: January 28, 2013, 02:49:52 AM
The code was fine, it was crashing on:

<?xml version="1.0" encoding="UTF-8" ?>

 Panda

Althrough, I think that problem (before that) was something about file encoding (Since I work on windows and server runs linux), but it wasn't that in this case.

Answering questions:

Quote
Did you try to run the script locally first, using something like WAMP?

I use XAMPP. It did work there  Giggle

Quote
I'm gonna wild guess now but I bet my ass you glued together multiple strings/variables and forgot . somewhere.

Durr...? Nope. It's hard to make error in something such as:

echo "Blah";

On 1st line and not spot it Tongue


Basically, I should've look into that error closer before posting here, but it was late and I was sleepy. Accidents happen. To me mostly.  Crazy

Cheers.
349  Developer / Technical / Can't run PHP script on website on: January 27, 2013, 03:23:34 PM
Hey there.

My [new] problem is, that I cannot run PHP script on my website (that script is under index.php).
What I get is unexpected T_STRING on first line of PHP code..

It MIGHT be a problem with shorthand form or something, but I am not sure.
What I know is that I fixed it before, and now forgot how did I do that.

Cheers, Kamac

PS.
My .htaccess:

SetEnv REGISTER_GLOBALS 1
SetEnv ZEND_OPTIMIZER 0
SetEnv MAGIC_QUOTES 1
SetEnv PHP_VER 5_3
350  Developer / Technical / Re: The grumpy old programmer room on: January 27, 2013, 02:39:26 AM
Quote from: Klaim
you'd better use boost if you want to use boost::function, you can just get the boost headers without compilation and boost::function -and may other libs- will work out of the box

I already use it Giggle

And thanks zacaj, that's rad Smiley
I won't hesitate to PM you when needed either.
351  Developer / Technical / Re: The grumpy old programmer room on: January 26, 2013, 04:11:24 PM
Memory leaks. Memory leaks everywhere.
C/C++?

Definitely.

I bet you are about to give me some cool memory-leaks detector program/technique right now. Am I right?

Not really, I use VLD on Visual Studio but no memory leak detector is perfect unfortunately.
I would recommand using "modern c++" to avoid memory leaks in the first place (if you use C++, not C).

It has to work for android NDK too and for now I couldn't get, for example C++11x's std::function to work. (Since android NDK doesn't seem to support modern C++. Or it's my compiler. I wonder if there are any other)
352  Developer / Technical / Re: The grumpy old programmer room on: January 26, 2013, 04:00:27 PM
Memory leaks. Memory leaks everywhere.
C/C++?

Definitely.

I bet you are about to give me some cool memory-leaks detector program/technique right now. Am I right?
353  Developer / Technical / Re: The grumpy old programmer room on: January 26, 2013, 03:04:12 PM
Memory leaks. Memory leaks everywhere.
354  Feedback / DevLogs / Re: Banshee Engine & Titan on: January 26, 2013, 02:16:06 PM
These avatars are fabulous.

Really.

I mean it.
355  Feedback / DevLogs / Re: Screenshot Saturday on: January 26, 2013, 01:44:13 PM

Road tile testing, and first take at a unit selector. (normally would be animated)

Deserves to be quoted!
Godlike pixelart Smiley
356  Developer / Technical / Re: Calculating scrollbar's length on: January 26, 2013, 10:59:50 AM
Quote
Got it?

Yuss.
357  Developer / Technical / Re: Calculating scrollbar's length on: January 26, 2013, 09:27:38 AM
Quote
You got it wrong. If you have 400px of content and only 100px is displayed, then the scrollbar should have length of 25% of max length. Therefore length = maxval/val * 100 (if you need it in percent, otherwise don't multiply it by 100).

Actually, no.

If I do maxval/val * 100 it will not work.

Consider that I have only one item added (say 32x32 image), while the view is 800px height.
800/32*100 = 2500%

Right.

While my example returns the following (*100 is optional):
(800-32)/800 * 100% = 96%
96% of full grabby's size. Not 2500%.

So, roc was right that I was right Cool


Quote
Maybe I'm misreading this, but you want the size of the grabby part of the scrollbar to increase as the ratio of view size/content size decreases? Won't that raise all kinds of hell when you have a real length of 2, a max length of 400 and only 1-4% of the scrollbar gutter to divide those remaining 398 content unit thingies up amongst?

I didn't want to mess it up adding that I'd make an condition statement to check if size isn't too small. (if percent < smallest_acceptable then percent = smallest_acceptable)

view_size / max_size isn't proper either.

I don't know whether we don't understand eachother, or whatever, but I think my solution works for me just fine.



Final expression's thought:
The bigger difference between max view and actual view, the bigger thumb's size. (That grabby thing)


Anyways, got it working with my expression sample.
Cheers.
358  Developer / Technical / Re: Calculating scrollbar's length on: January 26, 2013, 04:44:13 AM
Alright, I think I've got it...

(maxVal-val)/maxVal

does the trick I think. Got to test first.
359  Developer / Technical / Calculating scrollbar's length on: January 26, 2013, 04:15:20 AM
Help me because I am lost.
Crazy

I've tried to think of some expression that would calculate scrollbar's length, when knowing maximal pixel content value and real pixel content value.

Here's the list of what do I need that expression to be/return:
- Scrollbar length must be in %, where 100% is maximal length
- The longer real pixel content, the smaller is scrollbar's length

|| For example ||
Let's assume our maximal content's pixel length is 400 and our real pixel content's length is 100, therefore I need scrollbar to be about 75% of it's length

Now, another example: max. length: 400, real length: 400, then I need scrollbar to be at 0% - 1% size.

And the last example: max. length: 400, real length: 2, then I need scrollbar to be at 95% - 99% size.

I am lost in equations Sad
360  Developer / Technical / Re: Tile collision (BlitzPlus) on: January 26, 2013, 12:48:29 AM
Don't make another thread just because nobody answered your last one  Crazy
You could've bumped it (re-post in your old thread).

Also, you should provide only relevant pieces of code, unless not possible otherwise.
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