Search found 474 matches

by visage
Thu Oct 12, 2006 1:25 pm
Forum: Design
Topic: Zipped Tilesets
Replies: 2
Views: 1824

A lot of games utilize this sort of idea. They have a homebrew 'filesystem' that allows them to compress and decompress on the fly. I don't know how well you know other games, but this is essentially what Half-Lifes .pak files were. Most modern games use this sort of technology. For the meanwhile, i...
by visage
Sun Oct 08, 2006 4:50 pm
Forum: Programming
Topic: Weekly programmers meeting
Replies: 24
Views: 5318

Oy. I am not doing well lately. I agree. How does this weekend sound for everyone? Saturday -- 11 AM EST (13 GMT)?

I will come up with a list of topics in the next couple days. If anyone has something they want to talk about, post it here.
by visage
Sun Oct 08, 2006 4:48 pm
Forum: User Feedback
Topic: Allacrost Demo Public Release
Replies: 48
Views: 32764

I tried to create a Lua 5.1 build and ran into a lot of issues with missing functions. As gorzuate said, I would recommend just using 5.0 for now until we upgrade.
by visage
Sun Oct 08, 2006 4:45 pm
Forum: Programming
Topic: Script Engine API
Replies: 64
Views: 12487

Totally taking this conversation in a different direction, I recently saw this on gamedev. Look at the first couple of examples. Specifically, 1.1. Can we do that sort of thing? To me, it makes a boat load of sense, especially for HoA. Am I insane, or do other people see the usefulness as well? Can ...
by visage
Wed Oct 04, 2006 12:28 am
Forum: Technical Issues
Topic: FC5 and Lua
Replies: 7
Views: 4051

Roots is correct. 5.1 has a lot of differences from 5.0, so for the release you will need 5.0 to build.
by visage
Sat Sep 30, 2006 5:19 pm
Forum: Programming
Topic: About using interfaces
Replies: 2
Views: 1187

The engine already is crippled by singletonitis. I don't think one more will hurt us (plus, I think it was a singleton before anyway).

I like it.
by visage
Fri Sep 29, 2006 6:01 pm
Forum: Programming
Topic: Pass the Baton
Replies: 34
Views: 6403

Gorzuate, you are such a non-conformist.
by visage
Wed Sep 27, 2006 2:33 pm
Forum: Programming
Topic: Menu Code
Replies: 17
Views: 3315

We will be doing content in Lua, when we get there Jetryl. At the moment, I think ChopperDave just means that he can't implement a lot of functionality because he doesn't have the appropriate icons to match with the parts of the menu. Dave, write up a list of things you absolutely need, and we can g...
by visage
Tue Sep 26, 2006 1:06 pm
Forum: Design
Topic: Allacrost Demo Beta Testing
Replies: 92
Views: 21375

Well, thank god for prophile. I thought the PPC build would run on x86 (or else Apple would have a LOT of software to port).
by visage
Tue Sep 26, 2006 3:54 am
Forum: Programming
Topic: Where to Bind
Replies: 18
Views: 3886

Yeah -- there must be some sort of global lua state we can bind to. The lua 'environment', as it were.
by visage
Tue Sep 26, 2006 3:51 am
Forum: Programming
Topic: Issues with InputManager
Replies: 13
Views: 3371

Doesn't look like it is in your code. Most likely somewhere in option box. Since we are not threaded, we can assume that the code runs linearly (as in, line by line, not O(n)). A quick peaksie at how the code should run, assuming the cancel key has been hit... else if (InputManager->CancelPress&...
by visage
Tue Sep 26, 2006 1:04 am
Forum: Online Services
Topic: Forum skin?
Replies: 8
Views: 2560

You rock my world.
by visage
Tue Sep 26, 2006 12:46 am
Forum: Programming
Topic: Issues with InputManager
Replies: 13
Views: 3371

Well, that makes a lot more sense (if you take a look back at your first code you will realize why it doesn't make much sense, as the braces don't exactly line up). Call "std::cout << GetEvent() << std::endl" right after "_event = VIDEO_OPTION_CANCEL". Maybe something is borked i...
by visage
Mon Sep 25, 2006 11:31 pm
Forum: Programming
Topic: Issues with InputManager
Replies: 13
Views: 3371

Nope, chopper, I still think you are wrong. The 'else if' will never run because the one of the above if statements has already evaluated to true. If the 'else if(cancel)' is within 'if (InputManager->ConfirmPress())' then when 'else if (InputManager->CancelPress())' evaluates to true, the 'else if(...
by visage
Mon Sep 25, 2006 11:03 pm
Forum: Programming
Topic: Issues with InputManager
Replies: 13
Views: 3371

#include <iostream> int main (int argc, char * const argv[]) { int x = 2; if(x == 2) { std::cout << "True! All is well." << std::endl; x = 3; } else if (x == 3) { std::cout << "But do I run?" << std::endl; } else if (x == 3...
by visage
Mon Sep 25, 2006 2:54 pm
Forum: Programming
Topic: Loading, saving and accessing maps
Replies: 4
Views: 1621

Good idea -- it will definitely make serialization a lot easier when we get to it... Roots -- I don't think it will be so much that MapMode is a Map as MapMode has a Map. It doesn't make much sense for MapMode to extend Map, if you ask me. Map seems more like a collection of information than a class...
by visage
Mon Sep 25, 2006 2:16 pm
Forum: Programming
Topic: Where to Bind
Replies: 18
Views: 3886

Simply think of it as an extension of encapsulation -- each class should only be allowing its 'public' functions to be seen -- and only those that REALLY need to be seen. So I vote for the classes deciding...
by visage
Mon Sep 25, 2006 3:01 am
Forum: Programming
Topic: Issues with InputManager
Replies: 13
Views: 3371

Can you post a little more code and tell us exactly where these lines are coming from? Did you write them, or were they already in the system?

What are you trying to achieve?
by visage
Sat Sep 23, 2006 3:56 pm
Forum: General Chat
Topic: Out of this World (Another World) Development Story
Replies: 9
Views: 5603

Rain, download "VisualBoy Advanced" and download the .gba port that is mentioned in the article. It works for me, as long as you can stand 320x200.
by visage
Sat Sep 23, 2006 3:53 pm
Forum: Design
Topic: Menu Mode Layout
Replies: 33
Views: 16865

I second formation! :approve: