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Messages - ILikePie

Pages: 1 ... 86 87 [88] 89 90 ... 127
1306
Creative Projects / Re: Java IDE
« on: July 22, 2010, 12:57:14 pm »
and how many different workspaces have you used?
Since I don't know what a workspace is, I'm guessing either one or none.

It's very likely to have been a user error, I may have closed something before closing the application. iirc, I started up my machine, opened vs, selected my current project, and the editor, the debug console thing, and the project browser (The thing with shows your classes all nicely organized in a tree on the right) were hidden. It took me a while to find the view option to bring each of them back.

1307
The first book was fine, the second was long and boring, and I didn't even bother reading the third.

1308
We get topics like this every now and then, what was the ratio last time?

1309
Creative Projects / Re: Cthulhu Makes a Game
« on: July 22, 2010, 12:01:56 pm »

A) I don't want the gunfire to be emitted from the center of the enemy graphic, or I want it to be emitted from multiple points on the graphic instead of just the origin point.
Set the gunfire's start position then, iirc its as simple as setting a single variable
B) I'd rather not define a new attacking event with every enemy type.  (So much easier to define a new object-spawn with every enemy type instead, of course.)
Use parents then, that's what they were made for. Have one super enemy with the attack event and make the rest children of said enemy. The emitted projectile can also be overwritten if you want a special projectile for each enemy.
C) I'm trying to push myself to learn new techniques and programing-thought, instead of just taking the easy way out every time.
This is actually more bug-prone than just having enemies shoot the projectiles themselves.

Edit:
goddammit, you guys post quickly.

1310
Creative Projects / Re: Cthulhu Makes a Game
« on: July 22, 2010, 11:47:04 am »
Here's what I'm thinking - A shoot'em'up, where enemies spawn (child from parents I assume), but instead of emitting gunfire themselves, they would spawn along with invisible fire-emitters.  The emitters would then move with the main enemy, and die along with it as well.  Would the emitters be children to the enemies, who would themselves be children to enemy-parents, or would the emitters have parent-emitters, and the enemies and emitters would just have to know to spawn together the right way?
Use parents when you have two or more objects that need to have something in common. If you have multiple kinds of emitters/enemies, have a parent object set up for each with what ever they have in common. For example, and enemy could have health variable, instead of setting this for each and every kind of enemy, set it once for their parent. Don't have the enemy be the emitter's parent (Or vice versa) unless they have something in common.

Edit: Once the enemy spawns, tie his emitter to him through some variable. If you're going to have the emitter move along with the enemy you might have to this eventually (my_emitter.x = self.x, etc.). Then just have a function that kills my_emitter when the enemy dies.

1311
Creative Projects / Re: D&D 3.5 on a "Ringworld" (From the book.)
« on: July 22, 2010, 11:18:02 am »
1. The page from the book explaining everything isn't quite as detailed, but the parameters I gave you are collected from all of Niven's works.
The guy's a genius when it comes to detail, I loved the way he set up the society in "The Mote in God's Eye".

Another way to get minerals is from space. Meteors and other space junk could be your source of all things metal.

1312
Creative Projects / Re: D&D 3.5 on a "Ringworld" (From the book.)
« on: July 22, 2010, 08:59:31 am »
You pulled all those params from the book? I must have forgotten how detailed it was.

Instead of having the dwarfs act like your standard dwarfs, carving away at the earth, set them up so they build their grand structures on top of it. The ringworld was created by something, let that something be dwarfs.


Also, add the Fist of God into the world.

1313
DF General Discussion / Re: Dwarf fortress on Ubuntu problem
« on: July 22, 2010, 06:53:00 am »
A quick search yields this. ;-)
Just download libSDL from your package manager. If there's package that has everything, its apt. Use Aptitude or just "apt-cache search SDL".

Edit: here we go, try "sudo apt-get install libsdl-image1.2".

1314
Other Games / Re: ZX spectrum!
« on: July 22, 2010, 06:47:25 am »
This game looks neat, I tried playing it once but my emulator was broken.

1315
Hmm, that sounds interesting, you could search for some pixels around the origin fill them in, and enlarge the search area until you reach a border. But then there's the part where the search area goes beyond the border...


The scanline fill still looks superior to me though.

1316
Why do I get the feeling most of you think I'm a moron?

You certainly should care, because it's wrong and a concern for both security and stability. What happens when you attempt to recursively flood-fill a massive image space? Your program is going to smash the stack.
How would you write a function that fills in any space at any size, without using recursion? Just a loop wouldn't do, because it won't fill the whole space. Yes, there are definitely better ways of doing what I tried to do, but you will always end up using recursion somewhere.

1317
Creative Projects / Re: Java IDE
« on: July 22, 2010, 04:23:49 am »
Uhm. If this is some sort of poor troll intended to suggest that Visual Studio does any of the latter, you should really re-evaluate trying to talk about things you clearly have not used extensively.
I've used Visual Studio on and off for about a year, and I had my code just vanish at least thrice. It was mainly do to tabs and windows just randomly closing when I open the project, but it was still very annoying. I had no idea how to reopen them and wading through the countless menus, trying any option that sounds right was a chore.

1318
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: July 21, 2010, 04:26:59 pm »
I once savescummed by setting my entire save folder to read only. Every time I died it couldn't delete my save so it went back to the last time it saved. The game autosaves everytime you go up or down stairs, so it dumped me back to when I entered the level.
if you're on a Linux machine chown it to something like root. That's actually a great idea, I should try this.

1319
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: July 21, 2010, 12:35:49 pm »
Ok now I'm dead. I'll try the dwarf necromancer next.

1320
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: July 21, 2010, 12:17:34 pm »
I decided to go with Miles, a troll gentleman worshiping Trog. Trog is very pleased, and so am I. I've got tons of food, and I can eat it rotten too.

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