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JeffSventora

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Everything posted by JeffSventora

  1. The chick on the Wikipedia article sold me. Maybe in a year or two :p
  2. @Admiral: > It's been covered a few times [here](http://www.touchofdeathforums.com/smf/index.php/topic,72573.0.html) and [here](http://www.touchofdeathforums.com/smf/index.php/topic,350.msg758181.html#msg758181). > > Generally speaking, we're trying to avoid the overhead of object-oriented programming while remaining as small and fast readably possible. Just out of curiosity, why avoid OOP overhead? I mean sure, multiple instances of class constructors being called seems intense, but all it is doing is setting variables in a more organized manner. Lets say we have classes A and B. ``` class A { private: int x; public: A(void) { x = 0; } A(int X) { x = X; } }; class B : public A { private: int y; public: B(void) : A() { y = 0; } B(int X, int Y) : A(X) { y = Y; } }; ``` In this example, the overhead you are trying to avoid is apparent. HOWEVER, I am almost pretty sure you can overcome that by creating pure virtual functions and allocating each object directly to the heap. Then at that point, the overhead is just one single pointer :embarrassed:
  3. I'm using XNA 4.0, Lavos. And Genaga, I'm just contemplating on adding the animation layers like Eclipse does it, or creating Animation objects that can be placed on the map as their own entity. Everything is fully functional. I realized that the editor was eating up 400,000Kb memory so I sure as hell fixed that. Now I'm just running through and fixing some things. If you guys are interested I can upload a version that saves the maps as Images.
  4. Yeah Erkro, it bothers me too xP And Genaga, the map object has those attributes, I just need to add the ability to edit them. As far as animation, I haven't yet added it, still thinking on the best way to implement it.
  5. Recently, I've been working on an RPG Map Editor programmed entirely in C# that can save/load maps that can be used in an XNA game with the right code added. Just thought I would bring this up for some feedback and some possible ideas. As of right now, it can currently: * Place Tiles (Derp). * Lay tiles from any tile set, all at once. * Drag the cursor to place/delete tiles. * Built in grid with a toggle feature. * Lay attributes onto a tile. * Save the map as an image (Jpg, Gif, Bmp or Png). * Map Children using an Mdi Form (Edit up to 20 maps at one time) **Here are some screens:** MdiParent with tool box >! ![](http://img696.imageshack.us/img696/569/captureken.png) A Child-Map >! ![](http://img860.imageshack.us/img860/4792/capture1su.png) Any suggestions?
  6. That's awesome ^^ I always end up killing myself :/ haha
  7. Well the reason why the score is doing that is because initially the enemy is "dead" until you use the hotkey to bring him in. The reason why that happens is because I was just practicing with Bit Flags. Also the reason why it goes into the negatives is because the score will reach INT_MAX and then fold over into the greatest negative value. As far as the colors, they don't do anything special, but if you want, in the text files you can actually edit the pictures used in game. I basically created "Images" using text. Just make sure on the last line there is a tab and that you don't mess with the numeric values included. Thanks for the comments!
  8. Sorry Lavos, figured it would have been fine in the attachments, I linked it under Download.
  9. In a **CLR** application make sure you have: ``` using namespace System; ``` ``` Console::SetWindowSize(80, 30); Console::SetBufferSize(Console::WindowWidth, Console::WindowHeight); ``` The max width is 80, going beyond will cause an error, I am not sure what the max height is though.
  10. Yeah, like I said, I will surely work on a completely different release with better optimization and more comments for you're guy's disposal. Just give me some time and I'll whip something cool up for you guys. Take note, D.J, I programmed this using the Framework Class Library in Windows, since you're using C I am honestly unsure of what accessibility you have, but hell, us programmers are good at figuring stuff out ^^ @Robin, I started with Elysium years back, from there I followed "frozengod" to the Chaos forums (I'm sure you remember that). Then from there I migrated to Mirage and stayed there until it died and Mirage Realms picked up, I was a moderator there for a bout a week until that also died. I surely do remember you though! :p
  11. @Relly: > *Wants source for learning purposes* ;D > > Good job. Thanks Relly :P I was actually considering throwing up a less intense version for learning purposes, if I do, you shall know ^^
  12. @D.J.: > Could you give a download link to some of us that know how to run a console application and are interested in playing your game??? Oh and it looks great by the way. Download link provided in the topic post. Look at the bottom of the post for controls and in the attachments for the zip. And thank you :)
  13. There's no proper place for introductions, so I figured I would do it here with a look at little game I programmed in C++. My name is Jeff, some may know me as Jsventor (although I seriously doubt it). I started working with Mirage based engines YEARS ago and then eventually gave it a break to further enhance my programming skills. Below are some screen shots of the game I created. It is VERY simple but still uses some advanced techniques like the implementation of doubly linked lists, polymorphism, bitwise operation/manipulation, queues, and some of the FCL's built in functions. I would have never thought that some of these techniques would ever be used in a console program. but here I am. Not exactly sure what I was thinking, but you play as a Wizard shooting fireballs at an Orc… in space. Killing the Orc will give you one point towards your score, the more you kill him, the more intense his AI becomes. Download [Click Me!](http://www.touchofdeathforums.com/smf/index.php?action=dlattach;topic=73012.0;attach=18695) **Controls** **W,A,S,D:** Move Avatar **Left, Down, Right, Up Arrows:** Shoot Fireballs **F1:** Toggle Enemy Visibility **F2:** Toggle Player Visibility **F3:** Toggle Enemy Movement **F4:** Toggle Enemy Ability to Fire Beware, your shots will bounce ONCE upon impact with the sides of the console, you CAN kill yourself.
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