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foody1200

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About foody1200

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  1. Hello guys, Please forgive me if I look flustered as I am trying to express what is in my mind in words and it may come out a little scrambled. I am writing a special version of tic tac toe to enhance my programming skills, especially in the AI side of things. The grid is 6 by 6. The player must form 5 lines in a row in order to win, same must apply to the opposing team. Right now the game is like 98% complete except when it comes to the AI. I have started writing my very first AI four days ago, I have done lots of bug fixes and debugging and the AI is at it's infancy. Right now it moves randomly and puts it randomly in the board...but it is not a smart AI. It is not smart enough to block my attempt from winning and it is not smart enough to form it's own lines to win and also not tactful enough to form line where it wins even if I attempt to block it in one side. I want to make my AI smart but beatable but at the same time smart enough to beat me. I want the AI to think much like the AI of chess or checker to think when it does it's move. Can someone help me in this please? How do I make an unpredictable AI but smart enough to make the game fun and challenging but not impossible or not too dumb either. I want the computer to take it's time..think of the best move for it to win and also blocks me from winning, but if it had a choice of winning and blocks me, it goes for winning, but also make a strategical move to attempt to win even if I blocked it from one end but also unpredictable. Like I do not want it to do the same moves again and again... Remember this is not an average tic tac toe it is a 6 by 6 so it have 36 grids to move about and you need to form five rows to win. CAN SOMEONE HELP ME ON THIS? THANKS IN ADVANCE!
  2. Hello, I have a problem and that is a graphics glitch when I plot on the map. When I have an object to be plotted on top of another object the second object suppose to stack on top of the first object, raising it a level little higher. The code that determines the height and the code that raises it higher little bit works and everything, however the graphics glitch it shows that nothing happens. When it truth it raised a little bit but I am seeing it from top, top view angel. The intention is to see it like this angel: http://exult.sourceforge.net/images/screenshots/stage.png. If you notice how each wall is a tiny object when plotted on top of each other they raise up and form this height of a wall in the building. So far the mathematical equation and formula and Z coordinate that does all of that works but it doesn't show graphically. I want it something like "" move top object pixel left and top ". Does that mean I need the camera angel at a 134 degree or something? Here is a sample of a graphics shape I am using to test on my program: http://img248.imageshack.us/img248/1493/bookf.png see that gray book? When I plotted on my program it doesn't show anything on the graphics side because the top book covers the bottom book so it doesn't show it raised a single bit on the program. However I do want it to plot like I said earlier a little bit on the "left-top" pixel so people can see it stacking like this screenshot http://exult.sourceforge.net/images/screenshots/stage.png. Any help would be greatly appreciate it. P.S "The intention is to plot "fake" 2d-isometric."
  3. I have a problem with my tile scrolling down. If I don't scroll down my tile I can select all the selected tiles correctly, but when I scroll down (and it does scroll down) and I click on the new tiles it selects 3 tiles above me and never seem to select the right tiles. Anyone please help me? If you want I can send you my entire source code in demand. If you guys want just the complete source code for the tile class and map editor I will do here: TileClass: using System; using System.Drawing; using System.Collections.Generic; using System.Linq; using System.IO; using System.Text; using System.Windows.Forms; namespace UltimateActionRPGMaker { class TileSet { private int intTileSetWidth = 0; private int intTileSetHeight = 0; // The TileWidth and TileHeight determine how much of the tile width and height we take to draw on the map // Say your map 1 needs tileset to be 32 X 32, then this is where this comes from, it can range anywhere // from 32 X 32 to 128 X 128 as selection. private int intTileWidth = 0; private int intTileHeight = 0; // The string Tile name determines What it shows private string strTileName = string.Empty; //private static Texture2D [] TileSets; private Bitmap bmpTileSource; private int intTILEWIDTH = 16; private int intTILEHEIGHT = 16; public enum TILEPROPERTY { GRASS = 0, WATER = 1, OBSTACLE = 2, } public int TILEWIDTH { set { intTILEWIDTH = value; } get { return intTILEWIDTH; } } public int TILEHEIGHT { set { intTILEHEIGHT = value; } get { return intTILEHEIGHT; } } public TileSet(string TileSetFileName, int height, int width) { //TileSets = new Texture2D[MAXTILESET]; // Tileset constructor //Stream stream; //this.GetType().Assembly.GetManifestResourceStream(TileSetFileName); // Choose the file name for the tileset //"UltimateActionRPGMaker." TileHeight = height; TileWidth = width; try { using (Stream stream = new FileStream(TileSetFileName, FileMode.Open)) { bmpTileSource = new Bitmap(height * TILEHEIGHT, 320); bmpTileSource = (Bitmap)Bitmap.FromStream(stream); TileSetWidth = ((bmpTileSource.Width) / TILEWIDTH) + 1; TileSetHeight = ((bmpTileSource.Height) / TILEHEIGHT) + 1; stream.Close(); } } catch { MessageBox.Show(null, "My enternal engine TileSet.cs (class) was unable to load the tileset, operation cancelled.",""); } } public string TileName { set { strTileName = value; } get { return strTileName; } } private int TileWidth { set { intTileWidth = value; } get { return intTileWidth; } } private int TileHeight { set { intTileHeight = value; } get { return intTileHeight; } } public int TileSetWidth { set { intTileSetWidth = value; } get { return intTileSetWidth; } } public int TileSetHeight { set { intTileSetHeight = value; } get { return intTileSetHeight; } } public void Draw(Graphics graphics, Rectangle recDestination) { Rectangle rectangleSource = new Rectangle(0, 0, 10 * TILEWIDTH, 5 * TILEHEIGHT); Rectangle rectangleDestination = new Rectangle(0, 0, 10 * TILEWIDTH, 5 * TILEHEIGHT); graphics.DrawImage(bmpTileSource, rectangleDestination, rectangleSource, GraphicsUnit.Pixel); } public Bitmap returnBitMap() { return bmpTileSource; } public int getTileScrollHeight() { return TileSetHeight = ((bmpTileSource.Height) / TileHeight) -1; } public void DrawTileXY(Graphics graphics, Rectangle recDestination, int X, int Y) { //if (bmpTileSource.Width >= 320) //{ // int XIndex = 0; // int YIndex = 0; // int Width; // int Height; // Width = recDestination.Width; // Height = recDestination.Height; // XIndex = 1 / TILEWIDTH; // YIndex = 1 / TILEHEIGHT; // recDestination.X = XIndex * TILEWIDTH; // recDestination.Y = YIndex * TILEHEIGHT; // Rectangle srcRect = new Rectangle((X + XIndex) * TILEWIDTH, (Y + YIndex) * TILEHEIGHT, (10 - XIndex) * TILEWIDTH, (10 - YIndex) * TILEHEIGHT); // //Rectangle rectangleSource = new Rectangle(0, 0, 10 * TileWidth, 5 * TileHeight); // //Rectangle rectangleDestination = new Rectangle(0, 0, 10 * TileWidth, 5 * TileHeight); // graphics.DrawImage(bmpTileSource, recDestination, srcRect, GraphicsUnit.Pixel); // return 1; //} //return 0; Rectangle rectangleSource = new Rectangle(0, Y * TILEHEIGHT, 10 * TILEWIDTH, 5 * TILEHEIGHT); Rectangle rectangleDestination = new Rectangle(0, Y * TILEHEIGHT, 10 * TILEWIDTH, 5 * TILEHEIGHT); graphics.DrawImage(bmpTileSource, rectangleDestination, rectangleSource, GraphicsUnit.Pixel); } public Image Draw(Graphics graphics, Rectangle destinationRectangle, int TileX, int TileY) { int XIndex = 0; int YIndex = 0; //int width = 0; //int height = 0; //width = destinationRectangle.Width / 2; //height = destinationRectangle.Height / 2; PointToTile((destinationRectangle.X+XIndex)*TILEWIDTH, (destinationRectangle.Y+YIndex)*TILEHEIGHT, ref XIndex , ref YIndex); Rectangle srcRect = new Rectangle((TileX + XIndex) * TILEWIDTH, (TileY + YIndex) * TILEHEIGHT, (10 - XIndex) * TILEWIDTH, (10 - YIndex) * TILEHEIGHT); destinationRectangle = new Rectangle((XIndex * 1 * TILEWIDTH), YIndex * 1 * TILEHEIGHT, (10 - XIndex) * TILEWIDTH * 2, (10 - YIndex) * TILEHEIGHT * 3); graphics.DrawImage(bmpTileSource, destinationRectangle, srcRect, GraphicsUnit.Pixel); return bmpTileSource; } public void DrawTile(Graphics graphics, int TileID, int X, int Y) { Rectangle sourceRec = new Rectangle((TileID % 32) * TILEWIDTH, (TileID / 32) * TILEHEIGHT, TILEWIDTH, TILEHEIGHT); Rectangle destinationRec = new Rectangle(X, Y, TILEWIDTH, TILEHEIGHT); graphics.DrawImage(bmpTileSource, destinationRec, sourceRec, GraphicsUnit.Pixel); } public void DrawTile(Graphics graphics, int TileID, Rectangle destinationRec) { Rectangle sourceRec = new Rectangle((TileID % 32) * TileWidth, (TileID / 32) * TileHeight, TileWidth, TileHeight); graphics.DrawImage(bmpTileSource, destinationRec, sourceRec, GraphicsUnit.Pixel); } public int TileToTileID(int x, int y) { if (x > TileSetWidth) x = TileSetWidth; if (y > TileSetHeight) y = TileSetHeight; return (y * 32 + x); } public void PointToTile(int x, int y, ref int xindex, ref int yindex) { xindex = x / TILEWIDTH; yindex = y / TILEHEIGHT; } public void PointToBoundingRect(int x, int y, ref Rectangle bounding) { x = x / TILEWIDTH; y = y / TILEHEIGHT; bounding.Size = new Size(TILEWIDTH + 6, TILEHEIGHT + 6); bounding.X = (x * TILEWIDTH) - 3; bounding.Y = (y * TILEHEIGHT) - 3; } } } Code for my my map editor using System; using System.Collections.Generic; using System.ComponentModel; using System.Data; using System.Drawing; using System.Linq; using System.Text; using System.Windows.Forms; using Microsoft.DirectX.DirectDraw; using Microsoft.DirectX; using Microsoft.DirectX.PrivateImplementationDetails; using Microsoft.DirectX.Direct3D; //using Microsoft.Xna.Framework.Graphics; namespace UltimateActionRPGMaker { public partial class frmMain : Form { private SoundEditor soundEffect = new SoundEditor(); private TileSet tileset; private int weCanResize = 0; private int intTileHeight = 0; private int ActivateTileID = 0; private int m_ActiveTileXIndex; private int m_ActiveTileYIndex; private Rectangle m_LibRect; public frmMain() { InitializeComponent(); } private void SMTclassEditor_Click(object sender, EventArgs e) { soundEffect.WindowOpenSound(); Form frmclass = new frmClassEditor(); frmclass.ShowDialog(); } private void frmMain_Load(object sender, EventArgs e) { // By default during loading period all the menus are set to false // except the New Project and Open Project and Exit to Windows EnableMenu(true); undoToolStripMenuItem.Enabled = false; cutToolStripMenuItem.Enabled = false; copyToolStripMenuItem.Enabled = false; pasteToolStripMenuItem.Enabled = false; deleteToolStripMenuItem.Enabled = false; m_LibRect = new Rectangle(-1, -1, -1, -1); tileset = new TileSet("c:\\testtile.JPG", 16, 16); tileset.TILEHEIGHT = 16; tileset.TILEWIDTH = 16; weCanResize = 1; this.Refresh(); picTileSet.Refresh(); testPic.Refresh(); } protected override void OnResize(EventArgs e) { if (weCanResize == 1) { Close(); } } private void EnableMenu(Boolean menu) { SMTanimationEditor.Enabled = menu; SMTarmorEditor.Enabled = menu; SMTbookEditor.Enabled = menu; SMTclassEditor.Enabled = menu; SMTfactionEditor.Enabled = menu; SMTitemEditor.Enabled = menu; SMTmapEditor.Enabled = menu; SMTnonPlayerEditor.Enabled = menu; SMTpaperdollEditor.Enabled = menu; SMTPlayerEditor.Enabled = menu; SMTportriateEditor.Enabled = menu; SMTraceEditor.Enabled = menu; SMTscheduleEditor.Enabled = menu; SMTskillEditor.Enabled = menu; SMTsoundEditor.Enabled = menu; SMTspriteEditor.Enabled = menu; SMTtileEditor.Enabled = menu; SMTvehcileEditor.Enabled = menu; SMTweaponEditor.Enabled = menu; SMTweatherEditor.Enabled = menu; musicEditorToolStripMenuItem.Enabled = menu; saveAsToolStripMenuItem.Enabled = menu; saveToolStripMenuItem.Enabled = menu; windowsXPToolStripMenuItem.Enabled = menu; xBox360ToolStripMenuItem.Enabled = menu; testProjectToolStripMenuItem.Enabled = menu; } private void testProjectToolStripMenuItem_Click(object sender, EventArgs e) { } private void exitToolStripMenuItem_Click(object sender, EventArgs e) { this.Close(); } private void SMTfactionEditor_Click(object sender, EventArgs e) { soundEffect.WindowOpenSound(); Form frmfaction = new frmFaction(); frmfaction.ShowDialog(); } private void SMTsoundEditor_Click(object sender, EventArgs e) { soundEffect.WindowOpenSound(); Form frmsound = new Sound_Editor(); frmsound.ShowDialog(); } private void SMTskillEditor_Click(object sender, EventArgs e) { } private void musicEditorToolStripMenuItem_Click(object sender, EventArgs e) { soundEffect.WindowOpenSound(); Form frmMusic = new frmMusicEditor(); frmMusic.ShowDialog(); } private void newProjectToolStripMenuItem_Click(object sender, EventArgs e) { soundEffect.WindowOpenSound(); Form frmnewProject = new frmNewProject(); frmnewProject.ShowDialog(); } private void pictureBox1_Click(object sender, EventArgs e) { } private void testPic_Click(object sender, EventArgs e) { } private void picTileSet_Click(object sender, EventArgs e) { label1.Text = m_ActiveTileYIndex.ToString(); ActivateTileID = tileset.TileToTileID((m_ActiveTileXIndex)/2, (m_ActiveTileYIndex)/3); testPic.Refresh(); } private void picTiles_MouseMove(object sender, System.Windows.Forms.MouseEventArgs e) { if (e.X < 0 || e.Y < 0) return; if (e.X < m_LibRect.Left || e.X > m_LibRect.Right || e.Y < m_LibRect.Top || e.Y > m_LibRect.Bottom) { label2.Text = Convert.ToString(e.X); label3.Text = Convert.ToString(e.Y); tileset.PointToTile(e.X, e.Y, ref m_ActiveTileXIndex, ref m_ActiveTileYIndex); tileset.PointToBoundingRect(e.X, e.Y, ref m_LibRect); picTileSet.Refresh(); testPic.Refresh(); } } private void picTileSet_OnPaint(object sender, PaintEventArgs e) { if (tileset != null) { //tileset.Draw(e.Graphics, e.ClipRectangle); //tileset.DrawTile(e.Graphics, 0, 0, intTileHeight); vScrollBar2.Enabled = true; //if (tileset.DrawTileXY(e.Graphics, e.ClipRectangle, 0, intTileHeight) == 1) //{ // e.Graphics.FillRectangle(Brushes.Red, m_LibRect); //picTileSet.Image = tileset.Draw(e.Graphics, e.ClipRectangle, 0, intTileHeight); //vScrollBar2.Maximum = tileset.getTileScrollHeight(); //} //else //{ // vScrollBar2.Enabled = false; //} //tileset.Draw(e.Graphics, e.ClipRectangle); label3.Text = intTileHeight.ToString(); tileset.Draw(e.Graphics,e.ClipRectangle , 0, intTileHeight); } } private void testPic_OnPaint(object sender, PaintEventArgs e) { Rectangle destrect = new Rectangle(0, 0, testPic.Width, testPic.Height); tileset.DrawTile(e.Graphics, ActivateTileID, destrect); } private void vScrollBar2_Scroll(object sender, ScrollEventArgs e) { intTileHeight = e.NewValue; picTileSet.Refresh(); } private void tmRefresh_Tick(object sender, EventArgs e) { this.Refresh(); picTileSet.Refresh(); testPic.Refresh(); } } } Any help would be greatly appreciate it. [Edited by - foody1200 on June 12, 2010 9:35:40 PM]
  4. foody1200

    I have a DirectX and C# question....

    THANK YOU SO MUCH! It is not the full solution BUT IT IS A PERFECT learning tool!! I can finally learn and understand the whole concept instead of looking at people's code and get soooo INTIMIDATED and think EVERYONE else figured it out except me!! Now with this I can know why this happens and how it is stored in memory, the best part you have them separated as objects (which is a great learning experience) and with this I can learn how the event of a mouse click and it's location determines the tile I have selected on a grid and how it stores the information and why it is store it like that! Also I never understood why it is stored like this in an Array {11,23,0,0,0,4,2,0,12,0,45,2,0,12,3,40,31} and what these numbers actually means and why not just have them stored like this {1,1,1,1,0,0,0,1,1,1,0,1,1,0,0,0,0,1,1}! Your source code would help me grasp everything a lot in the concept of map editor. Perhaps when I learn from your code and I will do a final exam and build my own Map Editor from scratch and optimize it better instead of copying code and modifying. It would make my life so much easier in the long run and perhaps even do a good half-decent job on my own map editor instead of where it is currently standing. In fact that is what I will do right now! I will take my big project and say you are going in pause mode now, because "I need to learn my fighting Kung Fu, before I challenge you!" Can I ask one question? Is it possible you can join with me in my team with this project?? I promise you will be rewarded financially at the end of the project! If you are I will give you my personal email address and you can login to my MSN and we can chat live, I can ask you question if I am stuck somewhere and the best we can work together finish the project (you will have my source code you do part of the project and I do another part and then we merge our project as one). What do you say?
  5. foody1200

    I have a DirectX and C# question....

    Alright, I will ask my question in a simple form. I want to be able to make a map editor using Windows form (programming in C#) and have the user the ability to plot tiles on their maps and select tiles from the tilesheet and I want the user to be able to plot objects on top of tiles (where it doesn't destroy the original tile). Say I put an object called table, I want to be able to plot it on top of a tile called grass and the grass remains under the table. Then on top of the table I want to be able to put another object and it is called book and if I want I can plot another (object) book on top of the first book, so they start to stack on top of each other, i.e, they raise a little bit higher from the grass tile (depending on the graphics of the object). That is what I want, any help in this regard?
  6. foody1200

    I have a DirectX and C# question....

    Can anyone help me or further information needed? :)
  7. foody1200

    I have a DirectX and C# question....

    Quote:Original post by nobodynews I'm not going to answer your questions directly but instead rephrase them and ask you questions to be sure I, and others, can understand what you're even asking a little better. Thank you, this is the best approach :) Quote:Original post by foody1200 I have a form with a good size picturebox object in the form. I want using DirectX to loadQuote:How much DirectX do you already know? You don't say. The fact that you mention picturebox object in a form in one sentence and then DirectX in the next suggests you probably don't know much if any DirectX. There are today basically two (decent) ways to use DirectX with C#. The first is to use DirectX indirectly via the XNA development environment. The second is to use SlimDX which is a thin managed wrapper around DirectX. Additionally, DirectX is not the only way to display graphics in windows; a picturebox is another way that you seem to be using. Please elaborate on what you actually know. You are right, my knowledge with DirectX is very limited if any at all. I am reading lots of online DirectX tutorial to get me more better grasp at it. Here is what I am doing, I am developing my own personal RPG maker, I have already used DirectX for sound and BASS.DLL for music (those are easy, really). My next goal is the map editor, with the map editor I want a good size view for the actual drawing of the map and on the left side of it a tileset display. I don't know if you can actually integrate directX in Windows without taking the entire Windows form, I have not done that yet to know how that works but from the tutorial I am working at it doesn't seem to be the case. So I want to draw my tiles on the map editor and select different tiles to draw on the map. I know XNA but XNA uses content pipline management it does not allow me to display beyond content management which is not good for editors but great for making hard coded xBox 360 games. Someone mentioned that I can use Texture2D.FromFile to load tiles but it is asking for GraphicsDevice and I don't know how to display that in the form like this: http://tkool.jp/products/rpgxp/eng/capt01.gif. You see how in the center there is the place to draw and on the left side you get to pick your tile, I thought to do this I need a picturebox with certain size on the middle of the form and it's left side another picturebox for the tiles (like the screenshot). So the Texture2D.FromFile(GraphicsDevice, Stream) for the XNA is not working for me because I don't what to integrate the GraphicsDevice. So I thought I could get the GraphicsDevice for Texture2D.FromFile to be use the picturebox (that did not work naturally and here I am showing you more my increase ignorance from the whole thing). So by reading all of this you can understand where I am coming from and newbie I am in this whole regard with DirectX, PictureBox and tileset, but I am NOT A NEWBIE ON THE CONCEPT of programming the concept of Object Oriented or static, void etc, or even how to code period. I thought to myself perhaps the best way is to get the tiles appearing first and from there I can grow slowly, slowly to a complete functioning map editor. Now, can you tell me if with DirectX I can have something like the screenshot I showed you without the use of picturebox and still have menu, etc, etc and not take the entire form for one DirectX display screen? If that is the case, then can you help me at that? Quote:1st question is, how do I load the each tiles using DirectX and store them in a variable or textureQuote:To be clear, you want to know how to load your red.jpg, blue.jpg, and green.jpg files and be able to access them with a variable of some sort so that you can then copy them to your picturebox object? I just want to be clear that I do know how to store variables and use them in a program, and I do know that storing things in XNA for tileset I need to use Texture2D and not Texture3D (for 3D games) if I am planning on programming to 2D games. So for example in XNA to load a tile I would do something like this: tileset = Content.Load<Texture2D>(@"Content\tile"); and tileset is declared as Texture2D, but what if I want to load the red.jpg and store it in a variable using DirectX I cannot use texture2D and I cannot use int, string or boolean. What do I need for DirectX? Is it plain Texture? Quote:2nd question how do I integrate the tiles in iMain and have them appear in the picturebox according to the plot of iMain?Quote:So, given a)tiles and b)the given array you want to c)plot the tiles into a corresponding location based on that array? Yes. Can it be done through picturebox? Can a picturebox represent a graphical screen and the picturebox have it's on X,Y coordinate and I can plot something in the picturebox that is located at 25, 98 in the picturebox? Quote:Finally the most important question of them all when I use the mouse button and click on 1 I want a dialog box saying it is red and I press 2 to say blue and when I press 3 to say green but in the screen if the mouse is hovering over the red tile and I press it, it would prompt red in the dialog box regardless of the location of the red in the picturebox. All this be done on the Windows form and not full screen however, without removing multitasking system from Windows, meaning I can open menus, watch movies etc without performance effect. Anyone can help me in this would I would be greatly appreciate it.Quote:You will probably need to start showing code so we can offer suggestions to your situation. I'm not even sure what you mean when you say "use the mouse button and click on 1". Are you saying that you want to click on a tile in your picturebox and have a dialog box pop up saying what color the tile you clicked on was? If picturebox is not the best solution for map editor what would be for map editor in Windows form that allows a person to click anywhere in the coordinate of the map and plot a tile of selected choice from the tileset? Do you guys still need my code or you guys could help me without it?
  8. foody1200

    I have a DirectX and C# question....

    Thank you, I do hope someone in the beginner's section can help me.
  9. Hello, I need help in this important topic for me and I am not going to let it intimidate me to a point that I cower in the corner and say no I cannot do it! I am asking a junior question. I have a form with a good size picturebox object in the form. I want using DirectX to load 3 different separate tiles each size of 48 X 48, let us say 1st tile is 48 X 48 filled red, the 2nd tile is 48 X 48 filled blue and the 3rd tile is 48 X 48 filled green. I call each tile red, blue and green.jpg, respectively. Using int [,] iMain = new int[0,0,0,1,0,0,0,2,0,0 1,1,0,2,0,0,3,0,0,1 0,1,1,1,1,1,1,2,0,0 0,0,0,0,0,0,0,0,0,0 3,2,0,0,0,1,0,0,2,0 0,0,0,0,2,3,0,0,1,0]; 0 in the iMain is blank, no tiles draw, 1 represents the red, 2 represents the blue and 3 represents the green tile. 1st question is, how do I load the each tiles using DirectX and store them in a variable or texture and 2nd question how do I integrate the tiles in iMain and have them appear in the picturebox according to the plot of iMain? Finally the most important question of them all when I use the mouse button and click on 1 I want a dialog box saying it is red and I press 2 to say blue and when I press 3 to say green but in the screen if the mouse is hovering over the red tile and I press it, it would prompt red in the dialog box regardless of the location of the red in the picturebox. All this be done on the Windows form and not full screen however, without removing multitasking system from Windows, meaning I can open menus, watch movies etc without performance effect. Anyone can help me in this would I would be greatly appreciate it.
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