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In order of no progress to done:
Red,
Orange,
Yellow,
Blue,
Light blue,
Green,
Light green.
Last updated 2/12/09 at 12:01 am PST
Cripes! 2.0 -- See the Class Layout
Arenamatic Code w/ cConsole
 cConsole |
Posted - 10/20/2006 12:37:20 AM | I've mostly been working on trimming down cConsole, but a new addition to the list of functions is setBG(char color);, which allows you to set an overall background color. Basically, you call setBG before you do anything (unless you want a black BG) and you start with a background of that color. Then, you can call output with either a value with only the foreground (0x0F for white foreground), and it'll OR the background with the foreground, or you can pass a background and foreground value (0xAF) and it'll override the setBG value.
I've also removed the flush boolean paramater from output, and added a flushBuffer() function, to make it easier to use output() properly.
Also, I've uploaded a new version of Arenamatic, complete with cConsole[.h/.cpp]. It's at the same link as usual, just above this post.
EDIT: The 'cyan' colored cConsole entry up top is just a temporary color I added to at least show I've been working on something. 
EDIT2: What's with <span> tags not working?
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| Tuesday, October 17, 2006 |
 MSDN |
Posted - 10/17/2006 3:38:21 AM | I've been mucking through the MSDN today, and I found a couple useful console-related functions I could use, particularly SetConsoleTextAttribute(). Not too big of a change, but it does allow for setting a "default" color. cConsole::output() now only requires the string to be passed. I'm changing the order of the default variables too, so it starts with the string (a must-be-passed), then takes the flush switch (whether to flush the buffer to the screen or not), then the color, then the row and column integers. Outputting is as easy as "console.output("Yay!");" now. 
EDIT: OK, so if you're a nitpicker, you'll notice that you'd have to make it ("Yay!", true) in order to even SHOW the text, but really. That's just chronic nitpicking, there.
I lied. I botched it. I'll work on it tomorrow... today. Whichever is when I wake up. 
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 title* |
Posted - 10/16/2006 5:46:58 PM | Yeah, I haven't posted in a while. I have a good reason, though! I got selected for the World of Warcraft expansion beta for Burning Crusade. 
In Arenamatic news, the shop's done and working, but I had the idea of adding my scrolling list feature to the actual console class so it can be reused again and again. It's a good idea, no? 
*The subject should properly be >_>, but the subject bar doesn't like it.
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| Wednesday, October 4, 2006 |
 Ugh |
Posted - 10/4/2006 1:04:50 AM | After a couple MASSIVE headaches on the issue, I finally managed to templatize the store. I'll just have to add some way of adding items in, probably with file I/O. Then I can test the store again... and finally upload a new version of the Arenamatic. Thanks to jpetrie on #gamedev for helping me out!
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 Pokemon: Mystery Dungeon |
Posted - 10/3/2006 4:25:34 PM | A lot of people will hate me for this, but I bought Pokemon Mystery Dungeon: Blue Rescue Team yesterday. It's actually pretty fun, but the menu controls take a while to get used to. Storyline's pretty good, music's okay but still enjoyable. The dungeons themselves STRONGLY remind me of Lufia: The Legend Returns for one of the older Game Boy systems, and Evolution Worlds for the GCN. The dungeons are designed VERY much like those two games, especially the traps from Evolution Worlds. Fun game, iffy controls.
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 Templates |
Posted - 10/2/2006 7:58:23 PM | Writing from another computer, so I can't get my code right now.
I'm experimenting with templates and overloading the () operator (function objects) so I can simplyfy my store component. Right now I have rwo store functions, each doing the same thing, other than the type of item they're handling. They're hard to keep in-sync too. I'm working with three classes, all very simplified, to test this usage of function objects. I had some troubles with getting them to work right, but now I can simplify the store. 
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 Store |
Posted - 10/2/2006 3:19:55 AM | Store's done, I added functionality for buying stuff, and you can't buy anything if you don't have enough gold for it, or you already have it equipped. Of course, it's only now that I realize I forgot to actually set the item they bought as the equipped item.. and I need to make a better weapon/armor switching function, so I can deallocate the memory I use safely. Bah. Maybe I upgraded it to a green entry in my to-do list too soon...
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 W00T |
Posted - 10/1/2006 3:07:49 AM | I've finished the shop interface (other than the actual buying stuff), and it's really awesome, in my [very humble] opinion. I've uploaded the code + exe, and you can get it from the link below my to-do list (which I've also updated). Please take a look, and let me know what you think!
Comments on code structure would be great, as long as they don't blatantly say "This is totally wrong, dump it and do this instead". 
EDIT: I said 'jump' instead of 'dump'. 
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