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Slasheree

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  1. pretty nice feature, I'm just wondering what would happen if you had a hill to the player's right ? would the shadow be cropped accordingly or would it "glitch" into the hill floor ? And how about if the player is passing over a bridge ?
  2. Pseudo-code would probably go something along these lines Create 3 variables: int mx, my boolean mmov –- On form events --- MouseDown: (X and Y are received by parameter) If inDraggableAreaCheckHere Then ' inDraggableAreaCheckHere is where you calculate if the click was within an acceptable area (usually if clickY
  3. @'Lavos': > im having issues with getting inet.openurl() and inet.chunk() functions 1- To test the inet.openurl() did you check if the "StrHeader = frmMain.inetDownload.GetHeader("Content-Length")" returned the correct content length ? 2- To test the frmMain.inetDownload.GetChunk(CHUNK_SIZE, icByteArray), do the following only for the first call of GetChuck: check if the bytes received equal the bytes in the actual file, would be wise to create a simple sub here that displays the bytes of a byte array (you can do it anyway you want it), the file bytes could be viewed in some hex editor I think [EDIT] From MSDN Remarks The OpenURL method's return value depends on the target of the URL. For example, if the target URL is the directory of an FTP server, the directory will be returned. On the other hand, if the target is a file, the file will be retrieved. The OpenURL method is equivalent to invoking the Execute method with a GET operation, followed by a GetChunk method invoked in the StateChanged event. The OpenURL method, however, results in a synchronous stream of data being returned from the site. If you are retrieving a binary file, be sure to use a byte array as a temporary variable before writing it to disk, as shown below:
  4. Then it's just like in that guys code, your "custom made progress bar" has to have a width property somewhere, all you have to do is: If you want current file progress then: onDownloadChuck(){ .width = (Round((BytesReceivedOnThisChuckDownload / FileLength) * 100)) //to give value between 0-100 } If you want whole download progress you'll have to check the full size of the download he needs and change FileLength to WholeThingLength
  5. @'Lavos': > that guy uses microsoftcontrols 5.0 where i decided to build mine from using shapes. what do you mean by that ? the progress bars and such ?
  6. First hit on google seems to do exactly what you need: [http://www.vbforums.com/showthread.php?311040-Download-File-Using-Inet-With-Progress-Bar](http://www.vbforums.com/showthread.php?311040-Download-File-Using-Inet-With-Progress-Bar) >! y u no google !?
  7. My "OCD" is telling me those "Attack Look Pick Up Talk To Cast" might be aligned within themselves, but they're not centered related to the container XD Game looks very interesting though, keep it up.
  8. Please, just please, fix that alignment, I cry everytim. And what's with the weird font glitches ? ![](https://s31.postimg.org/d5x1yjk8r/gui.png) PS: Games nowadays have at least 2 volume controls (BGM + SFX), maybe think a bit about that :o
  9. False. 26 - 20 = 6 6 / 26 = 0,23076923076923076923076923076923 you're left with about 23% of the original quantity of apples *percentage *I'm Can I has pizza now ?
  10. @'Lavos': > @'Slasheree': > > > @'Zetasis': > > > > > Oh, sorry I didn't realize there was even lag when placing autotiles. The biggest problem for me is the FPS drop. It makes it almost impossible to make a game with the terrible drop in FPS. > > > > had some time free this morning so I looked into the code a bit more, after ~30min of debugging I found the reason for the autotile lag, conclusion after fix: only 1-2fps drop, never goes below 62 on a 100x100 map with all tiles being animated > > pic: > > > > >! ![](http://s12.postimg.org/5gi6ti7ct/autotile_lag_fix.png) > > \ > > Just curious if you have already tried eclipse worlds autotile system? Is it any different? Maybe Helleden has solved this issue with EW. For the record, I myself haven't used EW yet so I wouldn't know. tried a 100x100 map in EW, got 21fps, so it's not fixed there.
  11. @'Zetasis': > Oh, sorry I didn't realize there was even lag when placing autotiles. The biggest problem for me is the FPS drop. It makes it almost impossible to make a game with the terrible drop in FPS. had some time free this morning so I looked into the code a bit more, after ~30min of debugging I found the reason for the autotile lag, conclusion after fix: only 1-2fps drop, never goes below 62 on a 100x100 map with all tiles being animated pic: >! ![](http://s12.postimg.org/5gi6ti7ct/autotile_lag_fix.png)
  12. Second try: >! ![](http://s12.postimg.org/lpjd80f31/aaaaaafrthnyhym.png)
  13. Im at 60 Hz but I set a time delay onClick so it only clicked once per green screen
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