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slicer4ever

Member Since 02 Nov 2008
Offline Last Active Yesterday, 11:18 PM

#5176491 Welcome your new Visual Arts forum moderator

Posted by slicer4ever on 27 August 2014 - 01:26 PM

I believe in you riu! =-P


#5175843 free private SVN with biggest disk space?

Posted by slicer4ever on 24 August 2014 - 11:09 AM

Yep, most flexible free solution is to host it yourself laugh.png Leave a PC on 24/7 running the SVN daemon, and tell your router to forward the SVN ports on to that PC.


pretty much this, i use VisualSVN as the server, and it's pretty straight forward setup. of course this means you either need an isp that gives you a public ip address(ours isn't technically a static address, but it hasn't been changed in over a year).


#5175821 What does a material contain

Posted by slicer4ever on 24 August 2014 - 09:14 AM

Happy, I use pretty much an exactly similar system, so i'll ask you, how do you go about handling mesh/model transformation information with the material? do you pass a seperate/secondary material that holds the model's transformation, or something else?


#5175042 Strange output when writing to a file object and printing it out

Posted by slicer4ever on 20 August 2014 - 10:11 AM

Yeaaaah !!!

from sys import argvscript, addingfile = argv[0],argv[1]def print_all(k):     k.write("i want to make it write in the file then print the file")     k.seek(0)     print k.read()usingfile = open(addingfile, "w+")print_all(usingfile)print "Done!"
but i should type ("w+")
w+ : Opens a file for both writing and reading. Overwrites the existing file if the file exists. If the file does not exist, creates a new file for reading and writing
r+ : Opens a file for both reading and writing. The file pointer will be at the beginning of the file.
i can't type r+ !!!
(The file pointer will be at the beginning of the file)
i type seek(0) so r+ should run without problem !

The file pointer i will read about it

Does the file already exists?, it's likely r+ won't work if it can't find the requested file. However w+ will create the file if it does not exist. In the end this is a good exercise on error handling and validation techniques. Don't assume that the file has been opened correctly, always check that you have a valid file, and if you do not, then display an appropiate dialog to the user.

Edit: the reason you are likely being downvoted is because A: It is not our responsibilty to tell you when you can move on. And B: You don't appear to have a good grasp on how file handles work.


#5174890 Strange output when writing to a file object and printing it out

Posted by slicer4ever on 19 August 2014 - 06:57 PM

i'm not 100% familiar with python, but assuming it's i/o system is like other file streams in other languages, then you need to rewind(or seek) back to the beginning of the file to read it's content. i'm surprised that python isn't returning an empty string, but maybe calling read while at the EOF is undefined?


#5174860 Apparently, no so simple Math.....

Posted by slicer4ever on 19 August 2014 - 04:24 PM

I see your min/max ops and raise you blocking logic!
 
 

int damageTaken = attack - defense;
if (damageTaken > 0)
    health -= damageTaken;
else
    Console.WriteLine("Attack blocked!");


In pokemon, all offensive attacks do at least one damage even if they should be 100% negated(except for move types that are uneffective against the opponent types(i.e ghost/normal iirc))

so, let me just fix chubu's real quick:
health -= max(attack - defense, 1)



#5172891 HLSL Bump Mapping Problem (Solved)

Posted by slicer4ever on 11 August 2014 - 01:55 PM

Why do you delete all your posts? That is rude!


seconded, would it be possible for a mod to restore his posts?


#5169228 Game Engine that will meet my requirements

Posted by slicer4ever on 25 July 2014 - 09:26 PM

...snip...

Maybe I am underestimating a bit the time required,on another note art creation is my  thing so that wouldn't be that hard.I will take your advice and learn Flash.


even with unity, unreal engine, rpgmaker, flash actionscript, etc. everything you've talked about is years worth of knowledge you'd have to gain to make something you are envisioning. however if you are very good with art, it might be better to find someone who can program, while you do the artwork. this can be a ton of work, as usually a programmer can approach an artist more easily than an artist can approach a programmer, but it's something that can be done with a good bit of effort.

start making out the concept art of what you want to do, and building the details on what you want to do, with this in tow, you might be able to find someone willing to share your vision. but to do it yourself is going to require ALOT of learning, that far exceeds anything you'll accomplish in a single summer.


#5168494 projected lines

Posted by slicer4ever on 22 July 2014 - 04:38 PM


float apitch = VALIDUJ(pitch);             //validuj is a funciton that ranged degrees between 0 and 360, so if angle is -10 it'll be 350



   glPushMatrix();
   glLoadIdentity();
 gluLookAt(0,0,5.75,0,0,100,0,1,0);
   glRotatef(-apitch,1.0f,0.0f,0.0f);



glColor3f(0,1,0);
glLineWidth(3.0f);

glGetDoublev(GL_MODELVIEW_MATRIX, mmatrix);
glGetDoublev(GL_PROJECTION_MATRIX, pmatrix);
glGetIntegerv(GL_VIEWPORT, vmatrix);

int npk = int(apitch);

int pupka = npk-npk%10;
       float angel;

glPush2DDrawing();   //activates ortho mode
for (i=pupka-10; i <= pupka+10; i=i+10) {
//angel = VALIDUJ(float(i));
z = 10.0f*cos(float(i)*imopi);
y = 10.0f*sin(float(i)*imopi);
   glhProjectd(1.750f,y,z,mmatrix,pmatrix,vmatrix,resxyz);   //projects from 3d to 2d, its gluproject function see http://www.opengl.org/wiki/GluProject_and_gluUnProject_code

glBegin(GL_LINES);
glVertex2d(328,resxyz[1]);
glVertex2d(428,resxyz[1]);
glEnd();
}


make int pupka = npk-npk%10; into: int pupka = -(npk-npk%10);


#5168233 Concern on "paying to enter" a project

Posted by slicer4ever on 21 July 2014 - 04:43 PM

i'd cut him loose.  what do you expect him to contribute if he's not willing to even purchase the game.




#5168131 Prevent Paging

Posted by slicer4ever on 21 July 2014 - 07:03 AM

Why are you seeking a programming solution to this problem, and not just configuring your servers to not using swaping/virtual memory?


#5167809 Game Maker Idea for Workshop or Community Item based

Posted by slicer4ever on 19 July 2014 - 10:14 AM

i know your writing in English, but this is all gibberish to me.




#5167509 Help with terrain textures on a 2d isometric view

Posted by slicer4ever on 17 July 2014 - 07:58 PM

A: welcome to the forums.
B: you piled in a lot of info, but also alot of unessential information, in the future the smaller and more to the point your posts, the more likely you are to get responses.

C: a simple trick to make tiles look seamless is to flip them along both the x and y axis, basically every other tile gets flipped along it's corresponding axis. this basically allows you to create a nice seamless pattern, however this can unfortuantly give you diffrent interesting patterns in it's place. Really it'll come down to having a decent texture artist that can make some nice repeatable patterrns. You might also try having multiple textures of the same grass type.

Basically, the problem is that if we consider just a horizontal texture, in order for the pattern to look natural the right edge of the texture must transition to the left edge in a similar manner as to how the rest of the texture seamlessly changes colors as you move from left to right. let's imagine we have a checkerboard texture(for simplicity's sake i'll do it in ascii:
[X][ ][X]
[ ][X][ ]
[X][ ][X[
if you lay this out next to each other we get the following:
 
[X][ ][X][X][ ][X][X][ ][X]
[ ][X][ ][ ][X][ ][ ][X][ ]
[X][ ][X[[X][ ][X][X][ ][X]
as you can see, the left edge doesn't extend the existing pattern into the next tile, and creates a noticable artifact. in order to correct this, we have to make it so that when the left edge is placed next to the right edge of the texture, the two create a seamless appearance as if the pattern naturally proceeds indefiantly in that direction:
if we change the example into:
[X][ ]
[ ][X]
[X][ ]
now our pattern becomes:
[X][ ][X][ ][X][ ]
[ ][X][ ][X][ ][X]
[X][ ][X][ ][X][ ]
and appears much more natural.


#5167215 [RESOLVED]OpenGL simple triangle -> Black screen but no errors

Posted by slicer4ever on 16 July 2014 - 02:30 PM


int main(int argc, char** argv)
{

        ...
	draw();//this is outside the loop.

	while (true)
	{
		int status = 0;

                /*
		glClear(GL_COLOR_BUFFER_BIT);*/
                draw(); //now it's inside the loop!

		SDL_GL_SwapWindow(sdl2_window);

		SDL_Event event;

		while (SDL_PollEvent(&event))
		{
			switch (event.type)
			{
			case SDL_KEYDOWN:
				if (event.key.keysym.sym == SDLK_ESCAPE)
					status = 1;
				break;
			case SDL_KEYUP:
				if (event.key.keysym.sym == SDLK_w)
					detVersion();
				break;
			case SDL_QUIT:
				status = 1;
				break;
			}
		}

		if (status == 1) // if received instruction to quit
			break;
	}
	// delete opengl3 context, destroy sdl2 window, and shut down sdl subsystems
	SDL_GL_DeleteContext(opengl3_context);
	SDL_DestroyWindow(sdl2_window);
	SDL_Quit();

	return 0;
}
move draw from outside your while loop, into your while loop. right now you draw the triangle once, clear the screen, then swap the buffers. this effectly means you never draw anything.


#5166959 How To Make Combat Formulas Work Better ?

Posted by slicer4ever on 15 July 2014 - 06:04 AM

Looking at your hit recieve/given formulas, i'd be suprised if you can do any signifigant damage wothout having massive high strength or accuracy.

First of all, you have 4 terms to absorb damage, and only 3 terms to apply damage, which makes it far easier to absorb damage then to deal it out.

Secondly why does accuracy factor into amount of damage dealt?

Increasing any of these terms causes the same level of increase across the board, i'd recommend adding weighted terms to each attribute so that certain attributes will have a larger/smaller affect on damage then others. Then tuning these weights can make it easier to find a sweet spot where things seem adequatly balanced.




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