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dworm

Member Since 05 Jan 2014
Offline Last Active Today, 05:57 AM
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Topics I've Started

c# how to delete an instance after you throw it around the program?

19 April 2014 - 12:24 PM

ok maybe title wasnt super clear now i explain it, is really simple:

 

i have a collection of items Tree that i use in various ways (game logic and interface mainly)

 

at some point my interface point at some member (example i want to throw a fireball and select a tree as target, then my interface show me a list of available trees and i pick one, my interface class then has a member of my collection in it), then i throw that member at my game logic to do stuff, draw it, change it etc etc

in the end it happens that member has to go, in this case the tree is burned, leave something behind and disappear

 

how can i tell it to delete that member?(or set it null or similar)


any workaround for animation with different meshes and/or additional items?

25 March 2014 - 11:49 AM

im trying to decide towards where to head in the decision of how to animate my game

 

the game is 2.5d isometric sprite based, but since i want to have some variety around (like clothes, plus some equippable items etc) seems hard to do it differently than using a 2d skeletal

 

also my characters are pretty small and so the body parts would be really small, seems quite overkill to rotate and scale 5x10 pixels but is there another way to do animation instead?

 

also would there be any program good to handle 2d animation that has a simple port to c# ?


font editor

17 March 2014 - 05:16 AM

ok im getting crazy here

 

i tried like 28 programs today and not one can do the (supposed simple) thing i need which is basically make comic andy not transparent

 

anyone know a program that can do it?


rectangles over rectangles

07 February 2014 - 11:28 AM

so basically i have a list of rectangles

what i have to do is, given one of them, calculate if there is a common area (and eventually calculate it)

 

i really cant find any simplification over checking point by point, maybve im overthinking it... but isnt there some simpler math to do it?


format of xml serialization

02 February 2014 - 04:59 PM

i really cant understand how to change things here... im trying to serialize some class into xml using DataContractSerializer

 

But i get this kind of format:

 

<ArrayOfItemType xmlns:i="http://www.w3.org/2001/XMLSchema-instance" xmlns="ItemType">
<ItemType i:nil="true" />
<ItemType>
<d3p1:int>1</d3p1:int>
<d3p1:int>0</d3p1:int>
<d3p1:int>0</d3p1:int>
<d3p1:int>0</d3p1:int>
<d3p1:int>0</d3p1:int>
<d3p1:int>0</d3p1:int>
<d3p1:int>0</d3p1:int>
<d3p1:int>0</d3p1:int>
<d3p1:int>0</d3p1:int>
<d3p1:int>0</d3p1:int>
</Actions>
<ItemName>tree</ItemName>
</ItemType>
 
how to get rid of all the crap? how to avoid printint everything that is default ? ( i have [DataMember(EmitDefaultValue = false)] but apparently since it refers to an array it only emit when the whole array is null not each single member)

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