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About tashaklikedi

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  1. thanks for the replies! Tchom: it says that the mDisplayBD member of the Render class is null 
  2. oh damn I'll edit this post because obviously I made a lot of errors trying to make it more understandable. The actual name of the Entity class is BAUBackground actually, but for understandability reasons I changed it to Entity. Let me edit   There is no error it just does not render :)
  3. Hello all, I need help with some calling issues. I am trying to create a game engine for my future games in actionscript 3, and I am working on a method called Renderer, which I plan to add as member to all my classes which will be displayed on the screen. I use blitting method. I have a GameLoop method, which is in the Game class, and an Entity class, which incorporates an instance of the Renderer class.   I'll try to give examples with code:   ** EDITED CODE ** //Game.as: package { //import things public class Game extends Sprite { var mDisplay:Bitmap; var mDisplayBD:BitmapData; var mEntity:Entity; public function Game() { //initialize things mDisplayBD = new BitmapData(Constants.SCREEN_WIDTH,Constants.SCREEN_HEIGHT,false,0x000000); mDisplay = new Bitmap(mDisplayBD); mEntity = new Entity(mDisplayBD); this.addEventListener(Event.ENTER_FRAME,GameLoop); this.addChild(mDisplay); } public function GameLoop(e:Event) { mEntity.Render(); } } } //Renderer.as package { //import stuff public class Renderer { var mBitmapData:BitmapData; var mPoint:Point ; var mRect:Rectangle ; var mDisplayBD:BitmapData; public function Renderer(bitmapdata) { mBitmapData = bitmapdata; this.mDisplayBD = bitmapdata; mPoint = new Point(); mRect = new Rectangle(); mPoint.x = 0; mPoint.y = 0; } public function LoadBitmap(URL:String) { var loader:Loader = new Loader(); loader.contentLoaderInfo.addEventListener(Event.COMPLETE, OnComplete); loader.load(new URLRequest(URL)); } private function OnComplete(event:Event) { mBitmapData = event.target.content.bitmapData; } public function Render(posX,posY,clipX,clipY,width,height) { mDisplayBD.lock(); mPoint.x = posX; mPoint.y = posY; mRect.x = clipX; mRect.y = clipY; mRect.width = width; mRect.height = height; mDisplayBD.copyPixels(mBitmapData,mRect,mPoint); mDisplayBD.unlock(); } } } //Entitiy.as package { //import public class Entity extends Sprite { var mPosX; var mPosY; var renderer:Renderer; var input:InputManager; var mDisplayBD:BitmapData; public function Entity (bitmapdata:BitmapData) { mDisplayBD = bitmapdata renderer = new Renderer(mDisplayBD); renderer.LoadBitmap("filename.png"); } public function Render() { renderer.Render(mPosX,mPosY,0,0,Constants.SCREEN_WIDTH,Constants.SCREEN_HEIGHT); } } }    When I create a new renderer instance in the class game, and do something like renderer.Render() in the GameLoop method, it works, but not when I do it as entity.renderer.Render();   I have to solve this until tomorrow, please can anyone help me? I searched a lot on the internet, but found nothing... (maybe I dont know what to look for).   Edit: dont mind the var input:InputManager; line, I forgot to remove it from the sample code
  4. I found the problem: there is a bitwise flag that does not work in the actual exe:   it goes like:    if(CEntityManager::currentMapEntities[i]->flags & ENTITY_GAIA)    this condition is always negative in the original exe, but it works in debug mode. Why could this happen?
  5. I tried 1- and it didn't work. the weird thing is, there is a defaults.sav file which holds all the default settings, which includes an entity which is an electric wire, which is supposed to be a solid body. It loads its sprite as it should, but it does not load its collisions... from the same file
  6. Hello everyone, I have a strange issue ( noob programmer here ) Some of my game's collisions do not work when I click on the exe that is located in the "release" folder from windows explorer, but they work when I do "build and compile" from visual c++. I made sure I compiled in release mode, and the data folder is copy paste in both folders.  I really don't understand. 
  7. several years ago, I had a great game idea. I had a friend who knew how to program in C++, so we started doing it. I did the art, and the music, even if I'm not that great at drawing. But my friend gave up after making the character walk. So a year ago, I decided I would not give up on my project, and started to learn C++. Right now I can get what I want to work in a 2d environment, as long as it is not over complicated. Now a guy with experience would say that my code sucks, and it does, but I dont care that much as long as my game works.    If you really want to develop games, you can. There are a lot of great tutorials on the net, and tools to create games today are awesome. Once you get into it, its great fun, and I can say that its addicting.
  8. How to handle states in a fighting game?

    oh great are you going to do it in 3D?
  9. How to handle states in a fighting game?

      I have my own sprite sheets ^^ I do the art myself for now. I'll transform the ideas above to code and tell you guys if it works^^
  10. How to handle states in a fighting game?

    I forgot direction and type enums: /* the direction enum reads from another secondary buffer which is relative to the direction the user's facing. i.e. left = forward if the user is facing left*/ enum direction { up down forward back } //this is simply to know what kind of attack it is enum type: { hit grab projectile etc... } enum type: { hit grab projectile etc... }
  11. How to handle states in a fighting game?

    Hello again, after all this discussion, I thought about how I can implement a combo system that could be unique for each character. I came up with something like this:   //PSEUDOCODE: class attack: { enum type enum stance //the game will have a lot of stances, this includes running while grabbing a guy, or different weapon styles, figting styles etc.. std::string name //each attack should have a name for the sake of clarity int ID //to be inserted in a vector unsigned int animationID //which animation will be played? std::vector<std::string> vCanComboTo //to which moves it can be comboed to? gameInput inputList[5] /*what input will be querried to the move to be executed? this will be read from a buffer of enums, which will go like below.*/ } //the gameInput struct covers all kinds of commands that can be input to the game. struct gameInput: { enum button enum direction bool bModifier } /*the button enum reads from a secondary buffer, that only records the 3 attack buttons and combinations like "HCF" which means half circle forward ( a street fighter style input)*/ enum button { punch kick grab HCF HCB QCF QCB }     what do you think?
  12. What makes a good beat'em up game?

      I am also trying to develop a beat em up. I think a beat em up is played best with a gamepad. So I use a ps3 style gamepad layout:   D-pad to move square  => punch x            =>kick o           => jump triangle => grab R1        => block  R2        => attack modifier (l1 + punch will result in a different attack from punch only) L1        => use  L2        => inventory (think of use and inventory like in castle crashers)
  13. How to handle states in a fighting game?

    I like the frame class idea^^  Thanks for the long replies and for your effort! I'll try to implement all these things (gonna take me a lot of time since I think I'm gonna reprogram the game from scratch) and let  you know if I succeed^^
  14. How to handle states in a fighting game?

    And what about inputs? Right now, my input function has control over states. For example, when I press punch, it verifies the state I'm in, and if its allowed to do so, it transitions into a new state.   With your system I can think of a solution like this: When I press an attack button (there are a punch, a kick, a grab, and an attack modifier button, and I plan on adding shoryuuken style special inputs), I change state to attack, And then logic in the attack case in the state function will deal with its type.   Am I getting it right?