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TheTroll

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  1. wattywatts, there is no game engine that requires no programing, or it would already be the game you wanted just without your art. The reality is if you want the game to be your own, you need to code it to be your own.
  2. I just thought of a fourth way, and the way that I would suggest. Use force. Instead of linking them directly, use force. Force = Gravitation Constant * mass object a * mass object b / distance between objects * distance between objects. Gravitation Constant is = 6.6726 x 10-11. That gives you the force acting equally on both objects. To get movement we use Force = Mass * Acceleration. So you take the Force / Mass and that tells you how much the object accelerates. Remember it accelerates in the direction of the other object. If you need help with the basic code. Let me know.
  3. Movement is always a vector, so you have a magnitude and a direction. Now you could be doing that by an x, y, z, magnitude. Since I don't know your exact code I have to just make some assumption. There are three ways you can do this; 1. Assume they are connected by a bar, that would in most cases you just add the x, y, x magnitude change of object a to the connected object. For rotations, you would just object a as the center point of a circle and rotate it with the distance of the bar you made. 2. Assume they are connected by a rope. for magnitude changes it would be the same, for rotations, you would have to allow the object to come closer and whip around the object a. I haven't thought of exactly how to do the math. 3. Assume the are connected by a spring, this would mean object a would start to move before object b. Object b, would continue to move after object a stopped. Rotations would be a bit rope like with a delay.
  4. 1. In C# you don't. In general when you add a reference you add the debug version. When you are ready to release just include the release version. 2. The only real difference between the two is when in debug the optimizations are disabled. This makes it harder to debug. But you can include either one and they will both work.
  5. There is nothing inherently evil about statics or globals. What is evil about them is letting static or global variables be changed anywhere in the code. The reason people run into problem is because they allow them to be changed anywhere. This leads to a debugging nightmare. If you have a bug you have no idea where it is coming from. So, allow the static to be read from anywhere, but only changed from one location and you will be fine. I don't use statics that often or globals but there are times in which it is more effective and easier to read if you do.
  6. No sure why you would want a Dictionary to do this. The "easy" way would be to put a reference in the objects to each other so that if you are using one you can quickly get to the other one. Now, this does tightly couple your code between the two, but in this case I don't see that as a bad thing.
  7. HappyHeathen, sorry but this is going to be a hard dose of reality for you. A friend of mine and I have been working on an idea for about three years now, we are just about ready to get it out the door and start making some money. We are both developers and we have done all of the code ourselves. Even with that, we have spent close to 300k getting this thing ready to ship. If you want your game developed and you can't do the dev side, you best be ready to dish out at least that much.
  8. Just add a bool flag for which screen you are on. Then add [CODE] if(OnTitleScreen == true) { // do title stuff } else { //do other screen. } [/CODE]
  9. No bug, it is a bitwise operator (XOR), so it is doing exactly what it is suppose to be doing.
  10. If you store the image in the DB that you want along with the rest of the data then it is easy. [CODE] private void createGraphicsColumn() { Icon treeIcon = new Icon(this.GetType(), "tree.ico"); DataGridViewImageColumn iconColumn = new DataGridViewImageColumn(); iconColumn.Image = treeIcon.ToBitmap(); iconColumn.Name = "Tree"; iconColumn.HeaderText = "Nice tree"; dataGridView1.Columns.Insert(2, iconColumn); } [/CODE]
  11. Let me see if I can help out a bit here. In a class you have normally will have two types of data, one is data that the class processes, the other type of data is data that is required for the class to work. Data that is "required" needs to be part of the constructor because the class is not really ready to use until it has been added to the class and that data is checked to make sure that the class will function properly. They way I always look at it is if the class will not function without that item, then it MUST be added in the constructor. So what does this mean to you? If DataManager is required to make the class work, then add it in the constructor, verify that it is valid, and then from then on you will have access to it.
  12. Without seeing the rest of your code I can only guess. But I am going to guess, that somewhere else you are turning it back to blue.
  13. [quote name='tonemgub' timestamp='1334923084' post='4933153'] I'm looking for someone who would be able/willing to help me develop my game idea as well as guide me and mentor me alongside Please contact me at jakelmills@hotmail.co.uk Thanks in advance. [/quote] Don't want you to take this in the wrong way, but what is in it for them? You are asking for someone's time and experience, but what are you offering. They reality is that yes there are some people that might be willing to just help out, but most people that skills that you are looking for, don't really have the time or desire to mentor a person for nothing. There are plenty of people that might be willing to do this, but remember you get what you pay for, if you are not willing to pay anything (time, etc) then don't really expect that much in return. You want their time, so what are you going to give them? This is business, not just finding some buddy.
  14. It is for explicit interfaces. It is if you have two or more interfaces in the same class with the same name, then you use that notation to specify which one you are using for a method. So A is the return value B is the Interface C is the interface member D is the parameter.