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Messages - squidgetx
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46
« on: January 18, 2013, 08:28:32 pm »
Even with that gorgeous screen they still managed to make one ugly default font lol.
Did we ever get CPU specs?
47
« on: January 15, 2013, 09:19:24 pm »
I actually found a workaround for this problem, but I figured it's still worth asking about. Basically, I'm wondering if it's possible to pass an object type as an argument to a function. How do you do it? And is it considered good/bad practice?
48
« on: January 14, 2013, 05:49:28 pm »
Haha, thanks guys. And yeah, the item editor lets you do a lot of weird things but it'll only let you save the fields that apply. So if you set an item to armor but give it weapon power and type, that data won't be used In other news, saving works with maps, overworld, npc conversations, and items Also, added in npc sprite import and a tweak of the tile editor to allow masks.
49
« on: January 09, 2013, 08:52:21 pm »
Update; saving maps as asm source works (with a hard coded filename)!
Next, move/enemy editors and saving items, conversations, etc.
50
« on: January 09, 2013, 07:47:36 pm »
51
« on: January 07, 2013, 11:14:28 am »
Hi everyone,
Today I installed HL2 via wine and while it does run, it is unusably slow and the audio stutters a lot. On my WinXP partition however, it works more or less fine. I'm suspecting that Mint is not correctly identifying my old integrated crappy graphics card.
System Information: Mint 13 MATE Pentium 4 2.8GHz 1gb RAM
Relevant LSPCI output: *-pci description: Host bridge product: 82915G/P/GV/GL/PL/910GL Memory Controller Hub vendor: Intel Corporation physical id: 100 bus info: pci@0000:00:00.0 version: 04 width: 32 bits clock: 33MHz configuration: driver=agpgart-intel resources: irq:0 *-display:0 description: VGA compatible controller product: 82915G/GV/910GL Integrated Graphics Controller vendor: Intel Corporation physical id: 2 bus info: pci@0000:00:02.0 version: 04 width: 32 bits clock: 33MHz capabilities: pm vga_controller bus_master cap_list rom configuration: driver=i915 latency=0 resources: irq:16 memory:cfe00000-cfe7ffff ioport:cc00(size=8) memory:d0000000-dfffffff memory:cfdc0000-cfdfffff *-display:1 UNCLAIMED description: Display controller product: 82915G Integrated Graphics Controller vendor: Intel Corporation physical id: 2.1 bus info: pci@0000:00:02.1 version: 04 width: 32 bits clock: 33MHz capabilities: pm bus_master cap_list configuration: latency=0 resources: memory:cfe80000-cfefffff ...
The UNCLAIMED display1 is what's getting me at thinking that the graphics driver might be the problem. I've been on Intel's website, and apt is telling me I have xserver-xorg-video intel all up to date. Is this a driver problem? If so, how can I fix it? If not, what else could it be?
Thanks in advance
52
« on: January 06, 2013, 10:20:55 pm »
Thanks guys, Streetwalker, you're right; I need to bundle up some of the data files.. For now, just screenies . Progress update for today mainly includes the fully-functional item editor
53
« on: January 04, 2013, 10:46:05 pm »
Small update: NPC conversation editor and selector are about 80% done. Just have to add the aiblity to choose NPC convos from the "addNPC" dialog. I'll see if I can provide an executable jar in a bit, since screenshots don't really do it justice... Next, item and move editing, and most importantly, exporting Edit: Here's a jar, so you guys can play around with it a little bit. For some reason though, I can't get it to run on my system See if it works for you guys
54
« on: January 04, 2013, 10:43:00 pm »
That's looking pretty awesome! Is it possible to run it at a higher resolution, or does it slow down too much?
55
« on: January 03, 2013, 06:25:21 pm »
Looks pretty awesome, though the perspective seems off a bit- lines seem to converge above the horizon
56
« on: January 02, 2013, 09:12:38 pm »
I think this is relevant to the discussion on whether to adjust the xp or not: (language nsfw), start about 4:00 for relevant stuff
57
« on: January 01, 2013, 08:17:32 pm »
Map files are now fully importable, I think writing the export routines is going to be trivial. Warp, NPC, and Triggers are pretty well supported now, although adding a new NPC and trigger is not yet implemented. I'm going to have to come up with a data structure that can work with the npc convo structure...maybe an array of bytes will be the best way to go? Custom input routines in Java? Or should I leave that at least as a textfile...Not sure about that.
Edit: I think I'm going to ask for input as a string, and then parse through it to insert the special characters via an escape character (maybe * or ~) and convert to an array of bytes.
58
« on: December 29, 2012, 05:56:19 pm »
Small update, but one that made me pretty irritated at Java-- copy/paste/delete/insert tiles are completed, along with several major infrastructure changes.
More to come later
59
« on: December 27, 2012, 10:56:44 pm »
Ok, so here's my code basically. Normally I'd spend a bit more time trying to figure it out but I'll be away for the next couple days so I thought I could run it by you guys first public class stuff {
public static Tile[] tileReference; //a reference array to keep tile objects reference-able by tile number (this is a calc/computer project) public static TileSelector tileContainer; //need to declare this outside of the main class so it can be accessed by other nested static classes in 'stuff' ... public static class TileSelector extends JPanel { ..stuff public void paintComponent(Graphics g) { //initial drawing stuff for(int i =0; i<tileReference.length, i++) tileReference[i].drawTile(blah blah blah) } } ... public static void main(String[] args) { ...stuff initializing contents of tileReference tileContainer = new TileSelector(); ... }
Right at that tileReference[].drawTile method I get a NullPointerException at runtime. In the main method, the first creation of a TileSelector occurs after I've initialized the contents of tileReference. Does anybody have any ideas on how to get around this? If anyone has suggestions on how to better organize my code, I'm also welcome to that. I need tileReference[] to be accessible by many different methods and classes, and the instance tileContainer needs to be accessible by one other class (well to be specific, the active tile, which is encapsulated in the tileSelector class needs to be accessible. I suppose I could make that another instance of the main class "stuff" but i might run into complications, as mouse events in the tileSelector need to be able to modify the active tile. I might be ablet o give it a go but I'm not sure if that would solve the problem) . * squidgetx is pretty new to oop, so feel free to also elaborate on the philosophical and practical differences between nested static and inner classes.
edit: solved on irc, thanks runer and jacobly
60
« on: December 27, 2012, 10:37:27 am »
I've only played the first few hundred levels of the free version but as far as I can tell the optimal number of moves is always the absolute minimum. I've never played a level that required more moves than there were "flows"
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