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Messages - Urist McScoopbeard

Pages: 1 ... 370 371 [372] 373 374 ... 411
5566
server specific I believe, quite unfortunately

5567
Creative Projects / Re: ___/The Writer's Apprenticeship\___
« on: December 04, 2012, 11:58:37 pm »
I read through the last two pages or so, and I must say: I have forgotten how magical this thread (and writing in general) can be.

In my late-night sleeplessness which sets upon me once a month I began flipping through "The Return of The Shadow", which is basically about Tolkien's writing process for LOTR, and it inspired me so much that I created a world for myself. I am now determined write a story for that world, or at least a scene to breath life into that creation.

I wrote a poem earlier (actually started off as an English assignment I was loathing) and I think I'll post that when I awake from my thankful slumber.

5568
I was just thinking we should all buy the red camo and inflitrate TR

5569
Other Games / Re: The Roguelike Development Megathread
« on: December 01, 2012, 01:51:45 pm »
How do you guys handle loading map data (presumably tile-based)?

as it is now, I have it stored in a textfile where as such:

0.0.0
0.1.0
0.0.0

etc. etc.

I take a string tokenizer with a . delimiter and seperate each value into it's position in a 2-d array, which determines the look of each tile.

I guess that's inefficient, but I'd like load/save information to readily accessible and modifiable, how are you guys doing it?

5570
Other Games / Re: Napoleon or Empire?
« on: December 01, 2012, 10:42:10 am »
All total war games allow you to play defensively, empire demands it, more than 10 meter spaces between two regiments? Every unit in the enemy army tears it apart.

If your looking for battle quality, Napoleon is the better and more polished of the two, I recommend getting Darthmod or NTWIII because vanilla artillery are basically pea-shooters.

5571
Creative Projects / Re: Dwarf Propaganda 'Enlist today!'
« on: November 29, 2012, 10:03:11 pm »
Do:

"Urist 2012"

5572
Creative Projects / Re: Programming ideas
« on: November 29, 2012, 10:02:00 pm »
complicated eh? you should program an engine/game with the ability to create 'red faction: guerrila'-like structures (with physics ofc and atleast something to blow them up with)

5573
for teh record, light assault = awesome sauceness

5574
Creative Projects / Re: Programming ideas
« on: November 29, 2012, 08:25:23 pm »
just DLed, absolutely fantastic, I love it.

5575
Creative Projects / Re: Programming ideas
« on: November 28, 2012, 04:35:38 pm »
You should get that to work, liquid-physics has a special place in my video-game heart.

If not, you should make a procedural 11-15 century insult generator

"Doth thou even hoist, brother?"

5576
SO, I was flyin' along in my reaver when I notice a scythe TOYING with a liberator desperatly tryinfg to flee, the scythe ever-so-slowly trailing it I roll up on him with my reaver shotgun (whatever that gun is) and blow him up in one shot. I realized everything had been worth it.

5577
General Discussion / Re: NASA developing Warp Drive, "Alcubierre Drive"
« on: November 28, 2012, 02:51:21 pm »
So if this works out they way in which most references point (Event Horzion, bitches) we're going to need Lawrence Fishburne to fight random white people in space... AGAIN.

5578
Creative Projects / Re: Programming Help Thread (For Dummies)
« on: November 27, 2012, 06:29:21 pm »
*facepalm* how silly of me, thanks man.

UPDATE: after a slight rewrite of code it now works 100% thanks again Olemars!

5579
Creative Projects / Re: Programming Help Thread (For Dummies)
« on: November 27, 2012, 03:53:05 pm »
@Thobal: that's wicked.

anyways, So I got my tiled-map displayed properly, now I am having some trouble getting information about each tile to display properly:

Here's the map rendering/displaying class:
Spoiler (click to show/hide)
and here is the class which most tile and map information is stored:
Spoiler (click to show/hide)

I did some debugging, but it's proved to be inconclusive. I do not know what the problem is, but I'll try to explain my thoughts as clearly as possible:

The trouble begins at line 69, in the Render method, where the tiles are drawn and each tile's corresponding information-storage instantiated object (these stored in the tilesAct 2dimensional array, consisting of the mapWorld class i.e. the other posted class) is given information regarding type of tile and a description (which for now displays what SHOULD be a unique number) however, regardless of what tile is the map cursor is over the same information is displayed, the actual code for rendering that information starts a line 147. So, I am thinking that the information isn't being stored uniquely because I'm using static variables, but im not sure that makes any sense, and frankly im baffled (its possible a simple mistake) and any help would be appreciated.

If you need more information, or the classes are confusing/difficult-to-read/poorly-documented-&-poorly-explained please do not hesitate to ask, again all help appreciated, thanks.

EDIT: I will edit this with a picture in a second.

here it is:
Spoiler (click to show/hide)
as you can see the selected square's type is showing as mountains (when it is grasslands, all tiles do this), that ID is the same for all the tiles. Terrain Debug shows the type set for the tile in tilesAct[0][0] i.e. the bottom left

EDITEDIT: Im using LWJGL with slick2D, so sorry if you guys don't understand some of that.

5580
Creative Projects / Re: Programming ideas
« on: November 27, 2012, 03:35:05 pm »
2d liquid physics engine?

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