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Fuji

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  1. There's still the issue of how the data is saved, though. What type of array should be used to handle this type of graphical data?
  2. The textures are already made and be "drawn" onto the tiles. This eliminates having hundreds of different transition tiles because realistic transition can be easily made. There most likely be some antialiasing on the edges for a more natural look.
  3. Why are you using NetBeans for c++ would be the first question? Use a c++-specific IDE and things should be much easier.
  4. Well, it's a bit hard to read. Documentation and spacing are important (if not others, for yourself and your professors). Most of it is just formatting, but it's still fairly clear what the program is and how it works. I know how it's like to work with classes in c++ (it's not the nicest thing in the world), and this is certainly a start. You seem to have followed proper OO design, too (unless I missed something). Keep working at it. On a side note, just to get a scope of college/university programming, what did you cover in your previous programming class?
  5. So, I'm currently in the process of making a map editor. Right now, I admittedly don't have too much done but my concern is with my Tile class (this is in Java, by the way). I'd like to have my editor similar to a paint program, having different brushes to draw textures and such. However, I'm wondering how I store the texture data when it happens that half of the tile is of texture A and another half is of texture B. I know I should use some type of array, but by using a byte[width*height*4] I'd basically just be saving an image (which is obviously not good when maps will get large and numerous). I'm also using LWJGL, so that may factor into a good solution. Thanks in advance!
  6. Yeah, that's pretty much how my item class is right now. For a first release, I think that should manage fairly well, creating an item upon very specific circumstances. Additional types can be added later, but right now I have a 'list' of types the item can be which must be assigned upon construction, so that should cover even more.
  7. Quote:Original post by Net-Ninja One good approach would be to associate a lua script to each item type. Since items can vary greatly in complexity and application a very general approach is the best. Writing a script for each item would make it easier to add, remove and alter items. Well, I'm actually using Groovy/Grails for the game. Scripts are supported by Grails, but that'd basically be a waste of time compared to simple CRUD support which would basically cover the same actions. It's definitely not something I'm against considering, though. It's really a technology-related question, though. I'm not sure how many people have overlapped Grails and game design so far.
  8. I'm sorry. By Item, I'm referring to an RPG item which the player possesses. I'll be implementing it in a 2D game.
  9. I have an Item class mapped out, but I'm unsure of implementation from here on. It seems that using only a single class could be difficult to manage. However, writing a class for each item which would always have the same values seems a bit boilerplate. How have you implemented items? I won't be using xml, but it may be possible to use a service to create items (or simply use CRUD). Any opinions are welcome.
  10. For future reference for handling tileset and spritesheet Images, would it be a safe assumption that I should use a BufferedImage not typed as an Image in order to access pixel data directly? It seems like getSubImage() is exactly what I'd need! Thanks a lot; I can make some good progress with this information :)
  11. I'm unsure of which class I should instantiate. I've seen BufferedImage, ImageIcon, and Image with the getResource() method called. I'm not entirely sure of the differences between the classes, but it's crucial that I know how to proceed. My first guess would be that BufferedImage uses less memory, but I'm not quite sure. I'll be doing animation and such, by the way. Thanks in advance; I've searched a few sites but there seems to be contradiction.
  12. What I'm really lacking lately is inspiration, but it's important that I improve my programming skills by continued practice. Are there any sites that have lists of assignments or problems that I could solve? I've tried to make a game but I really need to make simpler things first and expand my scope of knowledge. If programming languages are central to the problems, I'll most likely use Java (that's what I'll have in college).
  13. I looked at the decision grid (thanks for the tip, by the way) and it seems fairly equal. Now, the InfoSci major seems to cover many more topics, which seems pretty good as I'm not holed into a certain grind of the same subject. Further, I don't think that the InfoSci Major requires learning c++ and instead focuses on Java and such, which I happen to have an affinity for. I never really wanted to make 3D programs, so the Open GL course in the computer science major isn't needed, but I believe that falls in a category of classes you must take three of (thus, it's not required). I love computer science, but I also love a lot of variety. I'm just not sure if such a mixed degree counts for a lot due to the sporadic nature of the classes, but needless to say, there is definitely for me in there somewhere and the required internship will definitely be a big deal. I also have, or will have, credits for some of the courses in both majors by the time I get to college so that's always nice. I think I'll speak with several teachers at school and see their opinions on me going for a particular degree.
  14. I'm interested in both of these two, otherwise I wouldn't be debating it. They're both technically interdisciplinary computer science majors, so it really depends on what backing material will help the most. I don't have a college education obviously, so I don't know how much math is needed on a day-to-day programming basis. Further, writing abilities aren't dependent on a college education ( but that will help ). I'm just contemplating the relevance. The Information Sciences major seems to be a garbled mess of quite a few things, but I happen to like most of those subjects. However, the only subject I truly dislike is history; that means I'd really be fine with either. Sometimes I don't like math because it get difficult, but sometimes I don't like English because I have to write ten-page papers on Ibsen. That's just expected of difficult courses. Sometimes mathematic applications are difficult for real-world situations, but there's most likely a class that bridges this gap present in both majors. There is math in both majors, but it's definitely most intense for the plain computer science major.
  15. I have already been accepted to a college, and I planned on going for computer science. However, I had a campus preview today and discovered there is actually another major that relates to computer science. This interdisciplinary major happens to focus on communication, language, computing, et cetera. Of course, there is not as much math involved in this major but it seems like quite a mix of talents so I'm not sure how marketable it really is. However, the diversity would most likely keep me interested. On a final note, the major is called "Information Sciences". I'd just like some opinions between these two subjects of study.