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Matt

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Everything posted by Matt

  1. > I see a lot of static modifiers. > > > > 2spooky4me I'm here to learn. What's static that shouldn't be?
  2. > So, I was just thinking… Am I the only one who goes out of my way to look good? Am I the only one who goes out of his way to keep his environment clean? > ![](http://i59.tinypic.com/15n95wk.jpg)
  3. Can someone send me the link to A.I.D.S?
  4. > Well, it looks interesting, and I might like it more if I was used to it, but as of now, it seems like a lot of work to edit maps, but easy to make more and such, good work :) It took 12 minutes to explain, but it takes pretty much no time at all once you understand it. The surface directory and export directories are saved in settings, so you don't have to do it each time. The main reason why there's more setup required is because it's more dynamic and flexible than EO's system. Take a look at the way layers are handled. But yeah, right now, EO is easier to use. But once I make the proper Game Cache Editor, it'll hopefully shine past EO. c:
  5. I've got a video today explaining what I've done with the map editor. Enjoy c: https://www.youtube.com/watch?v=B9LMoK08Sh0&feature=youtu.be
  6. > My friend, you have only scratched the surface. Sometimes, you will get into a concept and you just want to work on the concept more than the actual project. The first time I learned a graphics library, I just did whatever I could because I liked rendering it. When I first got into object orientation, I would organize my code more than I even wrote programs. > > Nothing feels better than spending hours and finding that accidental missed quotation marks or something and finally being relieved. > > There is not another better than working with code when you've learned to organize it and your project is well mannered. Ask half of eclipse that's seen my streams, my code is more organized then my bedroom… or anything else in my life for that matter. I suck at organization in real life, but when it comes to coding I get pissed when it's not clean. And I'm all edgy when people see my code and it's not in perfect shape. Considering I cleaned up your networking class, I'm scared to see your room
  7. > Its still impressive. Especially from the viewpoint or skill level that I stand at. > > I can make you a calculator on command prompt which is a little like saying " I can draw you a mean stick figure." The great thing about programming is, the more you learn, the more knowledge you have to expand upon. The learning curve is like an exponential function. Keep at it, and your limit is infinity.
  8. Dax is making his own virtual OS. Not a real one :P
  9. > - snip - Well hey thank you Bud! In regards to your comments about the external editors, I was planning on creating various external editors for the game data. But I now realize that going for one environment would be simpler, and make more sense than having multiple. I do want the editor to support having multiple developers rather than just one, so I do need to add support to making individual binary files for data, and adding pre-existing binary files for data. But that's more of a mental note for me than something for you. In regards to the deploying of the game cache, it was an idea I was rather fond of. I might just go for a simpler method and just send the cache to the server, and commence a server-restart. Upon re-connecting to the server, the client executable and game cache would be updated. If the client is going to be updated, the player would have to close the outdated client anyways. Anyways, thank you for your input! ^_^
  10. I've pushed out a few updates in the past few days, all of which were regarding the map editor. I've got a few photos to show you my progress. :) ![](http://i.imgur.com/7M6kv5T.png) ![](http://i.imgur.com/Tqlmv8j.png)![](http://i.imgur.com/CKsHk4W.png)![](http://i.imgur.com/uv4GFfT.png)
  11. > I'll contribute. What're you rules on pull requests? As of right now I haven't established any, but following my syntax conventions are a given. I've got a bit of progress for the past few days. I've been working on a map editor for the engine. The idea is for all the game-data editors to be external pieces of software. Reason being is to segregate the game-developing code from the game-functionality code. It also leaves more room for the editors themselves to be more fluid to use. For example, auto-tiling that doesn't lag up the client, or the ability to transverse the map without player-movement as a restriction. I really want to get things moving a bit in an effort to encourage my motivation to develop, so I've been being a bit more sloppy with the code in the editor. Optimization in the engine itself is my top priority, and editors are external. I'll re-work the editors in due time, but functionality is all I want for them at the moment. Please keep in mind that there is still no possibility for game development with this engine, and there won't be for a while; the map editor isn't finished yet.
  12. So, I've got a bit of progress. What with school being a thing, it's diminished the time available to me to develop, but I managed to push something out for today. I've added in the ability for the server to send files to the client, I isolated a few variables, and I improved the way graphics are rendered in preparation for upcoming features. Right now it's hard to get anything big done because I need to finish the map editing system, and that takes a lot of work. But hopefully, I'll get there in time. Thanks for all your support guys :)
  13. Thanks guys! I'll try and push out another update soon. > Forking and testing it out :) > > > > ~~EDIT: Why are they references not already in the solution? :o Now I have to figure out how to add in a library in VS ~~ Fixed this > > EDIT2: Add a read-me to the repo so that we can get some placeholder graphics to run the engine? :) Will do! Thanks for the suggestion!
  14. Small update for those who are interested. Instead of creating an engine, I've resorted to merely creating a framework that you can utilize to make your own engines. They are only project templates, so feel free to add/remove/change code to your liking. I'm by no means an expert programmer, so you probably won't see the best code and program structure. But if even one person finds it useful, I'll be happy. Also, I'm not great with documentation. It's something I know I need to do as a standard, so I apologize for the major lack of it. You can still find it on my GitHub page [here.](https://github.com/MatthewChrobak/CSharp-2D) Original post >! So, over the past year or so, I've been teaching myself C# through various means. I've always wanted to make an engine with C# for the community, and I'm trying to do just that. But I'm not promising anything. I'm rather content with what I've written so far, even though I know it's not the best thing you'll find. Feel free to leave constructive criticism if you'd like. >! >! In regards to the features of the engine so far, you can't really produce a game with it right now. All that's established is networking, a custom user interface, and graphics. There's just a test menu displaying what the custom GUI can do, and that's pretty much it. Nothing too special. >! >! [Here's a link to the GitHub repository for the engine.](https://github.com/MatthewChrobak/Eclipse-CSharp) >! >! I was using SFML 2.1 when building this engine which was the current version at the time. I now see they released a new version (2.2), but I can't guarantee that it'll work flawlessly with my code. Use 2.1 just in case. Keep in mind that I've got the x86 bindings in the engine now. If you want them to be x64, you'll have to change it yourself. You can find them on [SFML's website.](http://www.sfml-dev.org/) >! >! Enjoy (:
  15. When people on game development forums ask me what my biggest pet peeve is.
  16. If this was a pixel art contest, you would…. Sher win.
  17. You put on Black Metal ist Krieg? Oh my gosh. Why did you _**not**_ video-record it?
  18. > original content do not steal. I haven't updated it in a while. I'll do that today, I think.
  19. This thread reminds me of another one.
  20. I have no experience with this, but these are my two cents. Feel free to ignore it if you want. I believe people usually react like this for a few reasons, but I think it's somewhat of a normal/expected reaction just because it's uncommon. Another reason they could be reacting like that is because they're afraid you're being taken advantage of or the other way around be it for money, sex, or other things. From what I hear, couples like to be roughly around the same maturity. This could mean your girlfriend is immature, or you're mature for your age. That being said, I have nothing against it. If you're in love, you're in love. If you make/made a mistake, it is/was yours to make. I personally know a family of five kids whose parents are fifteen years apart. It was their first and only marriage, and they're stable and doing very well. Best of luck!
  21. Matt

    Donator Perks

    > We're allowing people who donate to the site's expenses once, to host their game on our server. If the server starts to take up a lot, it would resort to paid monthly, but if you just need a host to make your game and have donated, just send me or Link a private message. This may not be permanent, but for now we want to try to give something back to donors. Your files will be returned to you properly if we end this service. I was going to donate anyways once I set up my paypal, but this is a great initiative to get other people to donate. Good work staff team :)
  22. Reminds me of [this glorious topic](http://www.eclipseorigins.com/community/index.php?/topic/132722-eclipsians-meetup/) with contents as follows. > Eclipse Meetup 2013 > > ![](http://i.imgur.com/Pti9Zpl.jpg)
  23. > So first off I would like to say sorry for first messaging pimp king rich, and then crest with what you are about to read. I know its a little spammy, but I'm in a coding mood and really just need the most instantaneous response I can get. (to rich and crest: I still would like to see what responses you guys have, I just thought I'd widen out my audience some) > > without further wait: I understand how to send packets to the server, and I understand how to receive the packets. But I have one little problem, I don't get how to send them back to the client. Like I understand how to set up my buffer, and I get how to send it to the array (kind of). but how does the server know who to send the data to? How can I customize it via username to send it to that username? I don't understand. > > And is there a way from the server to get the username of who sent in a packet to use for responding with a packet? Or would I just say senddatato index, buffer.toarray? Idk, I need a little explaining on this one. Been a while since I touched VB6 (C# YAY) but if I remember correctly, the client has only one connection: the server. So, to send data, you use the sub SendData(Buffer.toarray()). But with the server, you have 1 to MAX_PLAYERS potential connections. The way the packet system works is, you have an array of Subs. Imagine it like HandlingDataSub(1 to ClientPackets.End_Enum). This is why when you write up new packets, you need to add a new value into the enumeration _before_ the End_Enum. When the client or server receives a packet, it checks the first Long in the data. This is the Packet ID. The client or server then run the HandlingDataSub method of the Packet ID's index and pass off the remainder of the data. The only difference between the server and the client in terms of passing arguments is that in each handling data sub on the server, there is an Index argument. This will be the Player index and Socket index it is receiving from. So, to send a packet to a client from the server, just use the sub SendDataTo(index, Buffer.ToArray()). There are a few other subs like SendDataToMap and SendDataToAll, but they all use SendDataTo. Come to think of it, I might just write up a tutorial on sending packets that goes a little bit more in depth. Anyways, let me know if this helps you!
  24. But we can think if we want to.
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