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Messages - Scipi
Pages: 1 ... 89 90 [91] 92 93 ... 139
1351
« on: November 18, 2011, 11:26:27 pm »
I'm running into a wall with my code where apparently there are undefined virtual tables for some of my classes. Here's the code: http://pastebin.com/zXFgjF9SWhat I am doing is I have an Abstract Base Class, Item. And I have derived classes Medicine, DCD, and BlueLobster. Each place where the constructors and deconstructors are defined I get the error undefined reference to `vtable for <Class_Name>'
Can anyone help me with what I'm doing wrong.
1352
« on: November 18, 2011, 10:00:45 pm »
Well, the way I do it in TileCat is I have an array for the data. I use two for loops like so (You should be able to port this to Axe code):
for(int y = 0; y < MapHeight; y++) for(int x = 0; x < MapWidth; x++) { tile = MapArray[x + (y * MapWidth)]; if tile == 0 //Draw Something at x * 8,y * 8 if tile == 1 //Draw something else at x * 8,y * 8 }
This will iterate over each tile in the array and read its value. Depending upon the value draw a sprite at X * 8 and y * 8
Note: There is a way you can modify this for scrolling by using two variables to keep track of where your view is and replacing MapWidth and MapHeight with those variables plus a value, say, 16 and 8 respectively. You will also want to make sure you don't go off the map though when doing that or going outside the array.
1353
« on: November 18, 2011, 05:15:30 pm »
Can you break it down to more specifics? With main loop are you having trouble drawing the tilemap each frame?
1354
« on: November 18, 2011, 08:57:30 am »
I have a small question because I'm running into a bit of a wall.
As of right now the way the main character spawns on the map is that it looks at the NPC map and spawns the character when it finds a 0.
The problem is, no matter where you enter the map at, it spawns you there where it ought to spawn you elsewhere. Say for instance you enter a house from a city then exit. The 0 could be at the main entrance to the city so it looks like you entered the city again instead of exited the house.
So basically there's only one spawn to multiple potential entrances.
My question is what is the best method of detecting where the character should spawn based on what map he transitioned from?
1355
« on: November 18, 2011, 08:49:30 am »
If you have any questions pertaining to the actual logic, I can help you. I've made several programs utilizing Tile Mapping as well as a Tile Map Editor so I can definitely help.
1356
« on: November 17, 2011, 09:52:10 pm »
Hmm. I think I see what you're saying. Like to let the programmer define the size of the window?
1357
« on: November 17, 2011, 08:02:28 pm »
Yes, that's definitely what I mean
1358
« on: November 17, 2011, 07:58:51 pm »
Well, yes. More or less atm it's geared towards pokemon or FF like games.
1359
« on: November 17, 2011, 07:24:49 pm »
Yes. I don't know a single line of Axe or Grammer so...
1360
« on: November 17, 2011, 07:14:13 pm »
The graphics will probably be user defined, though as of right now it loads png's.
1361
« on: November 17, 2011, 07:12:11 pm »
I could make the Engine load up different code depending upon whether it's an RPG, ARPG, etc.
1362
« on: November 17, 2011, 07:10:05 pm »
Hmm. Sounds like it would really only take a modification of the movement and battle engines. It's entirely possible to do. As of right now though I'm going to complete it for a Pokemon/Final Fantasy-like game. Though it could have battles like Chrono Trigger/Chrono Cross.
1363
« on: November 17, 2011, 07:05:05 pm »
What's arpg?
1364
« on: November 17, 2011, 07:00:28 pm »
I'm turning a portion of Daemons into its own Engine to help others make RPG's and I was wondering what I should call it. I want its name to be related to Daemons. If you have any suggestions please post them Once I get an engine name I'll make this the thread for the project. Or perhaps I should start another one? Thanks
1365
« on: November 17, 2011, 04:43:45 pm »
I mainly use Code::Blocks with MinGW for C++. I used to code Lua with oclua as well, but I've fell out of practice. :S
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