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unknown

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Everything posted by unknown

  1. This is kinda a rambling post of things that might be wrong, let me know if I'm completely off base (I often am). What's causing the leak? CreateFont isn't being called in a loop or anything.. [This article](http://www.vbforums.com/showthread.php?t=543781) indicates that the DC is being recreated causing the font to be leaked. > When stuff like that happens, it is usually an indication you have memory leaks. I see one that you have which is probably causing your problems… > > Picture1 is where you are selecting a memory font into. While the font is selected, you are modifying the size of Picture1\. The leak occurs then. When you get enough leaks, you sometimes see this in the fonts and not just your app, could be for all apps eventually. > > Why is the code leaking memory/resources? Here is why. > The Picture1 object has its AutoRedraw set to True. When this is the case, when the DC is modified, VB goes and creates a new DC. Modifying DCs can happen when control is resized, .CLS, etc. What happend to the old DC? It was destroyed. What happend to the font you selected into that DC? It was leaked. The solution would be to release the memory from the font before any new DC is created. Is the leak occurring only on frmMain or only on GameFont (I'm guessing GameFont)? It's not anything inherit in CreateFont I'm guessing..
  2. unknown

    Help me plz

    @Soul: > Press CTRL + F. Then click the Entire Project [radio button](http://en.wikipedia.org/wiki/Radio_button). Then type in General Constants > > If you can't do that, just give up.
  3. I've had an issue on a keyboard where something similar happened except it was only the left arrow key while firing.. I googled the issue and realized it was my (and most) keyboards fault. I suspect something similar is happening here. Thanks for posting, I'll look deeper into it.
  4. Most keyboards are cheap and typically don't implement the up/down/right/left keys in correctly. Try using WASD. If that doesn't work then please tell me what browser you're using.
  5. unknown

    My Grass Tile

    It's very.. grassy :P I like.
  6. Thanks for the feedback, I really appreciate it. For now you can just spin around in a circle and win it lol.. In the near future (when I add levels, slow down the gun, and speed up asteroids) that won't be the case. I'll also update it so it's the same difficulty regardless of your window size lol.
  7. Thanks MrMinguu! It means a lot coming from you, you're one of the reasons I came to Eclipse (because of your awesome scrolling engine). 230 is the highest score (for now).. Levels will be added eventually. It started off as a learning expierence but I feel like I can make the best HTML5 asteroids game and I want to. IE9 is the only IE it works in* Other IE's don't support Canvas but they can (via excanvas) I just don't really want to support it because it would be slow.
  8. Thanks! I think I'll do that.. Another thing I forgot to mention: If you want to increase difficulty, make your window size smaller lol
  9. Thank you very much! I forgot to mention.. The javascript is compiled (so it is faster) if you would like the uncompiled source code send me a PM and I will happily give it to you.
  10. I was bored so I made a simple HTML5 asteroids clone :P Arrow keys to move, space to shoot. I'm going to be adding levels, and highscores sometime.. Let me know what you think! If you want the uncompiled source send me a PM. [Click here to play!](http://www.raymondcox.net/asteroids.html) Does not work in IE < 9 ![](http://I.imgur.com/w3Zg3.png)
  11. @Soul: > This is the same shit we went through with more than three other threads: > > 1\. Guy posts about possibility, not taking into account certain factors or overestimating his/her ability. (10 minutes) > 2\. People explain why possibility is wrong. (half a day) > 3\. Guy argues posting some examples. (1 day) > 4\. We continue to argue. (3 days) > 5\. Contrary people finally win, thread dies down. (5 days) > 6\. People are left angry at each other, leading to a small series of battles. (~25 days) > 7\. Guy gets another "great" idea. (~2 months) > 8\. Go back to step 1. > > Now, this thread discussion from now on is to be the Web Eclipse alone, I don't care whose right. Soul's progression of the argument: * No understanding of HTML5, flame OP for thinking he can make a game in HTML5 * OP replies, it's logical. Google HTML5 * Realize many people **are already** making games with HTML5 * Continue to argue to support his original flame I'll post a tile engine in HTML5 that works _exactly_ like the original Mirage tonight just for you Soul..
  12. @Robin: > @unknown: > > > With Websockets and Canvas a full fast port of the origins client is completely possible. In fact Consty was working on an HTML 5 version of Mirage months ago before websockets even existed. > > Before realising it was horrible and moving back to Flash. He stopped because the websocket specification didn't exist and he was forced to use a flash hack for internet connectivity. If you really believe Flash will _always_ be better than HTML5, check out: http://html5games.com/ Many of the HTML5 games on that site are optimized to run on a mobile client. Also look at Google's HTML5 port of Quake http://code.google.com/p/quake2-gwt-port/ There are some cool HTML5 projects out there already, and it would be completely possible to port an Origins client to HTML5 that's all I'm saying…
  13. @Soul: > To end the conversation, HTML is a MARKUP LANGUAGE. It will not be anything more. Canvas is cool and all, but you won't be making a game out of it. It would be slow and ungodly. Canvas is hardware accelerated in most browsers and is very fast. [HTML 5 game](http://www.chromeexperiments.com/detail/onslaught-arena/) [Another HTML 5 game](http://www.chromeexperiments.com/detail/biolab-disaster/) These don't seem very slow to me.. In the future they will only get faster. With Websockets and Canvas a full fast port of the origins client is completely possible. In fact Consty was working on an HTML 5 version of Mirage months ago before websockets even existed.
  14. The _best_ possible web client IMO is HTML5 with a Flash version (incase of failure).. HTML5 is being widely adopted and will work on more devices in the future, and Flash has the largest market share right now.
  15. Firefox supports web sockets; it's just disabled for now (it can be enabled). It will be supported and enabled in IE 9 and Firefox in the near future. WebGL is disabled but supported in Firefox and Safari. Canvas is supported in everything.
  16. iPhone's always had canvas support and it just got websocket support recently in 4.2.. Here's a fun test my friend created (with websockets & iphones/ipads) http://whoisryannystrom.com/tests/webcontrol/
  17. @Zоmbie: > HTML5 doesn't work yet. All you need is the Canvas element and WebSockets.. All major browsers already support these, even the iPhone and Android web browsers.
  18. @Zоmbie: > @Soul: > > > @unknown: > > > > > Nice.. This makes me want an _HTML 5_ version of Origins now. > > > > This made me laugh so hard. > > Same. Haven't you heard of Web Sockets, the Canvas element or WebGL? It's possible, and would actually be really cool+fast with support easily added in for mobile platforms. HTML 5 is the future of rich web content.. It's definitely superior to using Flash or Java applets.
  19. Nice.. This makes me want an HTML 5 version of Origins now.
  20. **The cycle of failure** 1\. Start a new project 2\. Run into difficulties 3\. Remedy the difficulties by saying you're going to rewrite large portions of it 4\. Disappear instead of rewriting it 5\. Formally give up, stating that you're too busy with real life 6\. Repeat step 1-5 He's in step 4.. It happens.
  21. Speed is not the only thing that matters in a language, Stephen just likes to rage on anyone who doesn't conform to his narrow minded view of programming. .NET is a good framework.. It's not the fastest but it's great if you want to finish a large project. NET is widely used across many websites and applications. I'm not going to respond anymore because Stephen will just rage some more and lock the topic. Keep up the good work, and don't give up just because one idiot says you're wrong.
  22. @Stephan: > For one using your browser as an application deployment platform is a very stupid idea. Especially when you realise most browsers use 128MiB to 512MiB RAM already and a bunch of CPU cycles for half of the dynamic crap most websites contain nowadays. To worsen it: most websites now offer Flash, Java and Silverlight which all three rely on either virtual machines or even worse interpretation, which means you either have software emulating a ducking processor or software that is normally used to compile. All by all a waste of your precious processor cycles. This isn't 1998… My computer is fast.. Most people have fast computers with plenty of memory to run these games and in the future computers will only get faster. I like HTML5 a lot. Consty recently built an HTML5 demo of Mirage that ran well.
  23. @viciousdead: > @Robin: > > > @boneyou: > > > > > longs are native to windows, so it is indeed faster. > > > > lolwut. > > Lmao, I'm confused… Define 'long'? XD lol… This is entertaining.
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