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Author Topic: My C++ Projects - Tower of Azari v0.31 - "I'm not dead yet."  (Read 52060 times)

alfie275

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Re: My C++ Projects - Tower of Azari v0.301 - Update 12/10/09, tech-demo!
« Reply #270 on: December 11, 2009, 03:42:00 pm »

Yeah, the code was too confusing so I am writing my own.
On the scrolling:
Make your own draw function with same parameters, then handle scrolling in that.
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timmeh

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Re: My C++ Projects - Tower of Azari v0.301 - Update 12/10/09, tech-demo!
« Reply #271 on: December 11, 2009, 06:45:13 pm »

There are actually already two map drawing functions.  One in the map class that takes the offset coordinates and draws that part of the map to the screen.  Another is in the game class, and it figures out what part of the map should be drawn, and calls the draw function from the correct map (I keep them in a vector, sorted by floor, and it calls the draw() function on the map in the vector at the position that matches the current floor number)  The field of view thing doesn't actually interact with the drawing code at all.  I call it every time the view changes and it just sets some boolean values. 

I'm having some problems with my computer still, so it's going to be sent in again, but before anyone freaks out, I won't be absent.  I'm going to be borrowing my dad's computer during the day (although he'll need it for work/college stuff at night), and before I send it in I'll move all the ToA source files as well as my Code::Blocks and PDCurses setup onto his computer.  There may be a couple slow days while I'm getting everything moved, but once I've got it set up it should progress as normal until I get my computer back.  They may end up sending me a new computer if they can't fix mine, and if that's the case I'll likely end up with a blank hard-drive, running Windows 7.  If that's the case it may take me a few days to get everything set back up and accustom myself to the new OS.

I'll do a bit more tonight, and probably post again.  I don't send it in till Monday, so I should be on as normal until Sunday night, at which point I'll have to transition to my dad's laptop.  Should be pretty quick and easy, but as with most computer related things, if it can go wrong it will, so expect a bit of a rough transition.  Worst possible outcome, a nice surprise when nothing explodes :P
« Last Edit: December 11, 2009, 08:46:52 pm by timmeh »
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On the Wall is a Masterfully engraved carving of Urist McHardcastle and Goblins. Urist McHardcastle is surrounded by the Goblins. The Golbins are stamping on Urist McHardcastle. Urist McHardcaste is laughing at the Goblins. The carving related to the prolonged and bloody death of Urist McHardcastle in the Fall of 1659, the Winter of 1659, and the Spring of 1660. On the engraving is an image of Cheese.

Nivim

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Re: My C++ Projects - Tower of Azari v0.301 - Update 12/10/09, tech-demo!
« Reply #272 on: December 11, 2009, 09:14:07 pm »

 I just realized I put a down stair instead of an up stair in the spiral room. The stair was meant to insta-kill you and only the up-stair can do that.
 Oh, and Orange, you're forgetting to place 0's outside of your hallways, so your circular room is only circular on the inside, and no rooms can be placed around your hall. You should also try placing two doors right beside each other so the door moves a bit (it only uses one door if they are side-by-side.)
« Last Edit: December 11, 2009, 09:18:11 pm by Nivm »
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timmeh

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Re: My C++ Projects - Tower of Azari v0.301 - Update 12/10/09, tech-demo!
« Reply #273 on: December 11, 2009, 10:11:45 pm »

Figured I mess around with some of the rooms you guys were sharing, and I ran across something unexpected with Outcast Orange's Giant Pit.



No idea how that happened, but having rooms suspended over the pit is awesome.  I'm going to have to try making big rooms that have holes in the middle with nodes pointing inwards soon...

I've been doing some research on class inheritance and polymorphism, and it's simple enough.  My plan is to have a c_item base class, and then have other classes for the different kinds of item (c_usable, c_equipment, etc.).  This is simple enough to set up the classes for, but from what I understand, I can't have a c_item member reference say a c_equipment class.  I can get around that by using pointers though, since a c_item pointer can point to a c_equipment object.  Obviously, to have a pointer for an item the item has to already exist somewhere, so I'm going to have to do some research on dynamic memory (I think that's the right term... I'll find out soon enough :P) before I can finish items.
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On the Wall is a Masterfully engraved carving of Urist McHardcastle and Goblins. Urist McHardcastle is surrounded by the Goblins. The Golbins are stamping on Urist McHardcastle. Urist McHardcaste is laughing at the Goblins. The carving related to the prolonged and bloody death of Urist McHardcastle in the Fall of 1659, the Winter of 1659, and the Spring of 1660. On the engraving is an image of Cheese.

Nivim

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Re: My C++ Projects - Tower of Azari v0.301 - Update 12/10/09, tech-demo!
« Reply #274 on: December 11, 2009, 10:32:26 pm »

 That is pretty cool, I wanted to avoid large pits because I didn't think they'd be interesting. I hope that eventually the void pits will spawn nothingness demons. Anyone read House of Leaves? It would kinda be like the House is fighting over the Tower.
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Imagine a cool peice of sky-blue and milk-white marble about 3cm by 2cm and by 0.5cm, containing a tiny 2mm malacolite crystal. Now imagine the miles of metamorphic rock it's embedded in that no pick or chisel will ever touch. Then, imagine that those miles will melt back into their mantle long before any telescope even refracts an image of their planet. The watchers will be so excited to have that image too.

timmeh

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Re: My C++ Projects - Tower of Azari v0.301 - Update 12/10/09, tech-demo!
« Reply #275 on: December 11, 2009, 11:21:47 pm »

I like the idea of void tiles spawning things, and it ought to be as easy as giving a very small chance to create an enemy on any floor tile adjacent to a void tile... unfortunately this'll obviously have to wait until there are enemies to spawn, but I like the idea.

I have items sorta working.  They aren't loaded from a file, and they don't do anything yet, but from what I can tell there are being picked up and dropped just fine.  I'm going to go ahead and add the character sheet and inventory screen now, cause it's gonna be a real trick testing items if I can't see them in my inventory :P



[EDIT]: Character sheet and inventory are done.  I'll load up a screenshot some time tomorrow if I can remember.  I also got the pointers and cleanup stuff figured out, so while they don't have any effect, I can generate a large number of apple items, view them in the inventory, use them 3 times and they disappear.

Unfortunately, tomorrow is the last day I'll have full access to my laptop, cause it's being shipped off for repairs again on Monday.  I'll have my dad's computer this time, but I won't likely get much done over the next couple days, while I get everything moved over.  Fortunately, this time it's being shipped directly to Toshiba, and if they can't fix it they have to replace it.  The particular model of computer I have isn't available any more, and the next one in the series is substantially more powerful and runs Windows 7, so I may be getting an upgrade... fingers crossed...

A quick question though, for any other programmers.  The player's inventory is actually a vector of pointers to items now, as is the list of items in a map, and eventually the player's equipment.  When I need a new item I set it up with 'new c_item', and when it's no longer needed (like an apple that's been eaten completely) it's deleted ('delete item_pointer').  Do I need to delete the items still in the memory when I close the game, or will it handle that for me?
« Last Edit: December 13, 2009, 12:01:35 am by timmeh »
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On the Wall is a Masterfully engraved carving of Urist McHardcastle and Goblins. Urist McHardcastle is surrounded by the Goblins. The Golbins are stamping on Urist McHardcastle. Urist McHardcaste is laughing at the Goblins. The carving related to the prolonged and bloody death of Urist McHardcastle in the Fall of 1659, the Winter of 1659, and the Spring of 1660. On the engraving is an image of Cheese.

Outcast Orange

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Re: My C++ Projects - Tower of Azari v0.301 - Update 12/10/09, tech-demo!
« Reply #276 on: December 13, 2009, 01:51:14 am »

It all sounds good for Timmeh.
I hope your computer is too broken to be fixed,
and they give you the new one.

I just finished reading my own thread, beginning to end, and it's put things in perspective.
I can't wait to program more in tomorrow.
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qwertyuiopas

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Re: My C++ Projects - Tower of Azari v0.301 - Update 12/10/09, tech-demo!
« Reply #277 on: December 13, 2009, 01:00:15 pm »

If your OS is anything even fairly decent, it should clear the memory when you quit.

Especially because when a program crashes due to using all available memory, you don't want the junk from it taking up all available memory...
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timmeh

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Re: My C++ Projects - Tower of Azari v0.301 - Update 12/10/09, tech-demo!
« Reply #278 on: December 15, 2009, 03:28:17 pm »

Still working on getting everything moved onto my dad's laptop and some school stuff done.  I have hard-coded, usable items with instant effects working.  They'll use an effect system similar to the one I used for spells, eventually this'll let me make more interesting items.  For now, only instant effects (-1 duration) on items do anything, but adding the 'over-time' effects won't take me long when I can set the time aside to set it up.  Then I want to get them moved to a raw file, but that shouldn't take too long, since the code will be very similar to the new version of the class stuff and the old spell stuff.

Sorry about not being on chat though, my dad doesn't have Windows Live Messenger, and I'll have to remember the username and password I signed up with first anyways... automatic sign-ins will be the death of me...
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On the Wall is a Masterfully engraved carving of Urist McHardcastle and Goblins. Urist McHardcastle is surrounded by the Goblins. The Golbins are stamping on Urist McHardcastle. Urist McHardcaste is laughing at the Goblins. The carving related to the prolonged and bloody death of Urist McHardcastle in the Fall of 1659, the Winter of 1659, and the Spring of 1660. On the engraving is an image of Cheese.

Outcast Orange

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Re: My C++ Projects - Tower of Azari v0.301 - Update 12/10/09, tech-demo!
« Reply #279 on: December 15, 2009, 06:14:25 pm »

Sounds good. Timmeh will not be stopped by these sorts of issues,
 he will prevail no matter the circumstances.

Argh. I want this terrible nightmare of a week to be over.
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timmeh

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Re: My C++ Projects - Tower of Azari v0.301 - Update 12/10/09, tech-demo!
« Reply #280 on: December 16, 2009, 12:21:49 pm »

Heh, we will see... hopefully you're week'll get better.  At least it's half over now.

Progress:  Usable items are loaded from a file, and all instant effects seem to be working.  It'll load over-time effects, the game just doesn't handle them at the moment.  Once I get the over-time effects in I'll work on equipment, then some cleanup and maybe another tech-demo.  Although I probably ought to get the inventory and such screens all working and cleaned up first...

[EDIT]: Over time effects seem to be working okay, although it's getting complicated enough that I may need to do some more serious bug-testing soon.  Anyways, I think I may take a break from objects long enough to get the screens working a little better, then come back and wrap up with equipment.
« Last Edit: December 17, 2009, 01:04:27 pm by timmeh »
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On the Wall is a Masterfully engraved carving of Urist McHardcastle and Goblins. Urist McHardcastle is surrounded by the Goblins. The Golbins are stamping on Urist McHardcastle. Urist McHardcaste is laughing at the Goblins. The carving related to the prolonged and bloody death of Urist McHardcastle in the Fall of 1659, the Winter of 1659, and the Spring of 1660. On the engraving is an image of Cheese.

timmeh

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Re: My C++ Projects - Tower of Azari v0.301 - Update 12/10/09, tech-demo!
« Reply #281 on: December 17, 2009, 01:04:34 pm »

Screens are just about done, just need to figure out where to draw equipment and then I can begin work on it.  Any ideas?  Here's what the current screens look like:



The effects list on the character sheet does work, it displays all effects currently on the player, I just didn't think to try using an item with an over-time effect prior to taking the screenshots... anyways, where should I draw what the player has equipped?  I'm thinking somewhere on the inventory screen, maybe limit how long the descriptions can be so I can put in in the bottom half of the frame on the right.  Heck, I'd only need a few lines, and I don't need the player to be able to select them.  I plan on also drawing " (E)" after the name of an equipped item in the list. 

I've also reformatted the original post; it's a bit cleaner and the descriptions have been rewritten not to use the wrong tense and outdated information.
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On the Wall is a Masterfully engraved carving of Urist McHardcastle and Goblins. Urist McHardcastle is surrounded by the Goblins. The Golbins are stamping on Urist McHardcastle. Urist McHardcaste is laughing at the Goblins. The carving related to the prolonged and bloody death of Urist McHardcastle in the Fall of 1659, the Winter of 1659, and the Spring of 1660. On the engraving is an image of Cheese.

Bricks

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Re: My C++ Projects - Tower of Azari v0.301 - Update 12/10/09, tech-demo!
« Reply #282 on: December 17, 2009, 01:28:55 pm »

Looks like you've got a lot of room on the character sheet.  That would probably be a good place for the armor, especially since the player might check that anyway for information on effects.  Menus look pretty clean, I like it.
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timmeh

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Re: My C++ Projects - Tower of Azari v0.301 - Update 12/10/09, tech-demo!
« Reply #283 on: December 17, 2009, 02:34:27 pm »

Thanks! 

The effects list will eventually list what is causing the effect, although it doesn't at the moment.

So, (E) after equipped items in the inventory screen, and listed on the character sheet?  Think they should go below the other information or should I try to fit it to the right of the stats?  Maybe move some of the stats over and put the equipment below it... hmmm...

[EDIT]:  The text is hard-coded at the moment, but how's this look:


May put a box around it, or would that just clutter the screen?
« Last Edit: December 17, 2009, 02:50:29 pm by timmeh »
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On the Wall is a Masterfully engraved carving of Urist McHardcastle and Goblins. Urist McHardcastle is surrounded by the Goblins. The Golbins are stamping on Urist McHardcastle. Urist McHardcaste is laughing at the Goblins. The carving related to the prolonged and bloody death of Urist McHardcastle in the Fall of 1659, the Winter of 1659, and the Spring of 1660. On the engraving is an image of Cheese.

Jack_Bread

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Re: My C++ Projects - Tower of Azari v0.301 - Update 12/10/09, tech-demo!
« Reply #284 on: December 17, 2009, 08:15:57 pm »

Boxes sound good. Also, you should have a place for the players class(unless I missed something. xP).

What's time passed in? Seconds? Is it in real-time or game-time? :P
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