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SteelGolem's JournalBy SteelGolem      
SG's FFA Playthroughs
44 episodes, 1 tips&tricks
last updated 2007-11-05

Wednesday, July 18, 2007
gotta get this in quick before gd.net goes down again ;)

i've been working on a sprite class, and built a simple viewer for it so you can view xml files for my sprites and change directions and actions and stuff visually. i even added reload functionality so you can have the xml open in notepad too and alter its contents while you're viewing it and just ctrl-r after you saved the notepad to see the changes right away. the thing's pretty useful.



simple cucco sprite. one action, two dirs.


a little more complicated.


anyways, now that i got this much done i figured i'd go ahead and start on the next step, non-looping actions. well, its pretty much done, and worked into the viewer and works great. i'm going to add a play/pause button and a stop button that you can use to see if the thing's still playing, or whatever. i might need a rewind button (|<) at some point, but thats not until i'm doing stuff with really long animations.. like street fighter or something.

i'm eventually going to want a speed adjuster too so that you can slow down quick animations.. but i guess i'll need that functionality in the sprite too for things like using a speed/agility/dexterity score to change how fast you can swing a sword or whatever. enh, lots to do.

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Saturday, July 14, 2007

circleSliderControlDemo_1_0.zip
(5.34 KB) prereq: .NET


CircleSliderControl v1.0
by steelgolem

intro
while working on my sprite class i realized it would be
pretty cool if i made a viewer, and one of the things i
needed for the viewer was some way to change the direction
the sprite was facing. i liked the idea of a circular slider
control so i built it.

usage
drop one in and handle the DirectionVectorChanged event.
it'll fire if you set DirectionVector or the user moves the
sliderButton around.

notes
- the exposed DirectionVector property is a PointF object
- jpetrie says my code isn't thread-safe
- Resize keeps the control exactly square and goes with the
smaller dimension, so change both at the same time if you
want it to go bigger

todo
- check control class for over-exposion


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Wednesday, July 11, 2007
sorry i'm neglecting this thing. at least i have something worth posting about!

for the last while i've been working on really about two things. one is with JM on a project he's working on. the other is on ActionRPG. i don't really have alot to talk about with JM's project atm, i'll come back to it when i get something worth talking about on the go.

while i don't have any amazing demos i just had to make youtubes of, i have finally come to the first milestone of ActionRPG, the C#/MDX Sprite class. most importantly, i've got a class that will fill itself with information it loads from a given xml file designed to my specs. less important is the texture manager i've built and the overall source/player design i stole/amped from JM. i still have some interface redesign to do but i'm pretty close to what i'm going to be happy with.

i think the next step for me will be to build up to the slime-knockabout/fakie-damage thing again, that was pretty cool. i don't have anything for collision detection in the xml files, and i may not need to if i allow access to the current frame info - i'll be able to use that to figure out the collision info. not sure if that's a terribly good idea or not, but i do know i don't want to make collision info a part of the Sprite objects directly.

i guess that's next!

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