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About pimple

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  1. hi... i'm working on a 2d street fighter clone sort of thing, but i wanted to design my own characters... so i was wondering what the best [free] alternative was for a program that i could use to design my characters, and make my sprites off of that... i've messed around with bryce once, but it was probably a little too much for what i need right now... thanks!
  2. Button Combos ?

    yeah, that's sort of what i've got... the demo i posted on my other post only has one combo available, which is somewhat hard coded, so i do need a combo class... thanks again!
  3. Button Combos ?

    cool... thanks guys! i've messed around with what you suggested, and this is what i got for now: clicky my code is kind of messy, but it's working, so i'm happy... i'll be implementing it and making it for functionable, but thanks for pointing me in the right direction! oh, this is a C# app. so you need .net, or course... peace...
  4. Button Combos ?

    hi... i'm working on a fighting game (a street fighter clone, may i call it) and i'm wondering how in the world i can detect input from the user in the form of a combo... you know, like, ← + → + X or something like that... i'm using C# btw... thanks!
  5. PlaySound() question

    well, if anything, you cold edit the sound in some sound editing program (audacity or something), and make it so the shooting sound file has a gun firing with a reloading sound following it.. that way you just play one sound and it does what you want...
  6. How can I implement collision detection?

    if(paddle.Y < 0) { // paddle hit top of screen } if(paddle.Y > Screen.Height - paddle.Height) { // paddle hit bottom of screen } [Edited by - pimple on October 14, 2004 4:40:47 PM]
  7. my scrolling engine...

    i get the theory, but i can't figure out how to code that... thanks agian...
  8. my scrolling engine...

    right, i've been trying to do that, but i'm having a hard time figuring that out... here's how i'm printing my map: // prints world X = -1; Y = -1; for(int x = xStart; x < xEnd; x++) { X++; for(int y = yStart; y < yEnd; y++) { Y++; imgTiles.Draw(gWorld, X * 32, Y * 32, LEVEL01[y,x]); } Y = -1; } } that X and Y are the coords of where the tiles are printed onto the screen... that's what's throwing me off... if i change that to a smaller number, it'll scroll the page by that much at a time, but i'll also print each tile that far apart (and each tile is 32x32)... o_O anyone?!
  9. my scrolling engine...

    http://www.geocities.com/antigatez/RigoLib/testMap.zip it's in C# (.net required to run my app)... just use the arrow keys to scroll through the map (up, down, left, right) and press 'q' or 'e' to quit/exit... anyhoo, as you can see, the scrolling looks a bit stiff... i'm not sure if that's because i'm scrolling the screen by moving the offsets a tile at a time, or if it's because winForms are that slow... my code is kind of messy since i just thought this out, so i'm sure there are more effective ways of doing this... anyhoo, this is what i got, basically: const int WIDTH = 40, // WORLD's width HEIGHT = 20, // WORLD's height ScreenWidth = 20, // SCREEN's width ScreenHeight = 15, // SCREEN's height XSTART = 5, YSTART = 3; int yStart = YSTART, xStart = XSTART, yEnd = (ScreenHeight + YSTART), xEnd = (ScreenWidth + XSTART), X, // prints tile at proper screen x-coord Y; // prints tile at proper screen y-coord // my OnPaint event (bStart is set to // true when you click the Start button protected override void OnPaint(PaintEventArgs pea) { if(!bStart) { return; } base.OnPaint(pea); Graphics gWorld = pea.Graphics; // prints world X = -1; Y = -1; for(int x = xStart; x < xEnd; x++) { X++; for(int y = yStart; y < yEnd; y++) { Y++; imgTiles.Draw(gWorld, X * 32, Y * 32, LEVEL01[y,x]); } Y = -1; } } // when each key is pressed, i call // the appropriate function: public void scrollLeft() { if(xStart > 0) { xStart--; xEnd--; } } public void scrollRight() { if(xEnd < WIDTH) { xStart++; xEnd++; } } public void scrollDown() { if(yEnd < HEIGHT) { yStart++; yEnd++; } } public void scrollUp() { if(yStart > 0) { yStart--; yEnd--; } } // my map int[,] LEVEL01 = { {0,1,2,3,4,0,1,2,3,4,0,1,2,3,5,6,6,7,6,7,6,8,2,3,4,0,1,2,3,4,0,1,2,3,4,0,1,2,3,4}, {3,2,4,1,0,3,2,1,4,0,3,2,1,2,9,10,10,10,10,10,10,11,2,3,0,2,3,4,1,0,4,3,2,1,0,4,2,3,1,0}, {1,2,3,0,1,2,3,0,1,2,3,0,1,2,0,3,1,2,0,3,1,2,0,3,1,2,0,3,0,1,2,3,3,2,1,3,2,1,3,3}, {3,2,4,1,0,3,2,1,4,0,3,2,1,2,4,3,0,1,3,2,4,1,2,3,0,2,3,4,1,0,4,3,2,1,0,4,2,3,1,0}, {0,4,3,2,1,4,2,1,3,4,0,2,1,3,4,2,1,0,3,2,1,4,2,3,0,1,3,4,2,0,1,3,2,4,0,1,3,2,1,0}, {3,2,4,1,0,3,2,1,4,0,3,2,1,2,4,3,0,1,3,2,4,1,2,3,0,2,3,4,1,0,4,3,2,1,0,4,2,3,1,0}, {1,2,3,0,1,2,3,0,1,2,3,0,1,2,0,3,1,2,0,3,1,2,0,3,1,2,0,3,0,1,2,3,3,2,1,3,2,1,3,3}, {0,1,2,3,4,0,1,2,3,4,0,1,2,3,5,6,6,7,6,7,6,8,2,3,4,0,1,2,3,4,0,1,2,3,4,0,1,2,3,4}, {3,2,4,1,0,3,2,1,4,0,3,2,1,2,9,10,10,10,10,10,10,11,2,3,0,2,3,4,1,0,4,3,2,1,0,4,2,3,1,0}, {1,2,3,0,1,2,3,0,1,2,3,0,1,2,0,3,1,2,0,3,1,2,0,3,1,2,0,3,0,1,2,3,3,2,1,3,2,1,3,3}, {3,2,4,1,0,3,2,1,4,0,3,2,1,2,4,3,0,1,3,2,4,1,2,3,0,2,3,4,1,0,4,3,2,1,0,4,2,3,1,0}, {0,4,3,2,1,4,2,1,3,4,0,2,1,3,4,2,1,0,3,2,1,4,2,3,0,1,3,4,2,0,1,3,2,4,0,1,3,2,1,0}, {3,2,4,1,0,3,2,1,4,0,3,2,1,2,4,3,0,1,3,2,4,1,2,3,0,2,3,4,1,0,4,3,2,1,0,4,2,3,1,0}, {1,2,3,0,1,2,3,0,1,2,3,0,1,2,0,3,1,2,0,3,1,2,0,3,1,2,0,3,0,1,2,3,3,2,1,3,2,1,3,3}, {0,4,3,2,1,4,2,1,3,4,0,2,1,3,4,2,1,0,3,2,1,4,2,3,0,1,3,4,2,0,1,3,2,4,0,1,3,2,1,0}, {3,2,5,6,7,6,7,6,7,6,7,6,7,6,7,6,7,6,7,6,7,6,7,6,7,6,7,6,7,6,7,6,7,6,7,6,8,4,3,2}, {0,1,9,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,10,11,2,3,4}, {1,2,3,0,1,2,3,0,1,2,3,0,1,2,0,3,1,2,0,3,1,2,0,3,1,2,0,3,0,1,2,3,3,2,1,3,2,1,3,3}, {3,2,4,1,0,3,2,1,4,0,3,2,1,2,4,3,0,1,3,2,4,1,2,3,0,2,3,4,1,0,4,3,2,1,0,4,2,3,1,0}, {0,1,2,3,4,0,1,2,3,4,0,1,2,3,4,0,1,2,3,4,0,1,2,3,4,0,1,2,3,4,0,1,2,3,4,0,1,2,3,4}}; any thoughts on how to improve this and make it scroll smoother? thanks!
  10. Lines in tic-tac-toe

    my first ttt was about 300 lines (always including comments and blank spaces), but i just had to make it more effective just to have soemthing to talk/brag about... heh... anyhoo, i got it down to just over a hundred (can't remember actual figure, but i don't think it was more than 120)... they can be found at http://www.geocities.com/antigatez/pimplesttt.html
  11. C# - time.ticks

    those kernel calls... heh, thanks! that's just what i was looking for...
  12. C# - time.ticks

    hello... here's what i'm working on: http://www.geocities.com/antigatez/RigoLib/running.zip anyhoo, that's just the animation part of my project, but i'm both moving the character and animating the sprite based on my counter (using standard Borland C# Builder's counter)... i know how to do both of these things based on time, but i'm not sure what the best way to get the time in C# is... anyone? thanks!
  13. C# full screen/change res...

    thanks! that was just what i needed... it worked fine!
  14. hello... how would i go about setting my application (C#) to full screen mode and have it run at a certain resolution (640x480)? i'm just using Borland's C# Builder (windows forms)... thanks!
  15. System class in C#!

    or if you're using a handy IDE like i do (borland C# builder), you can just type in the object name and follow it by a '.' (dot)... wait about a sec or so and a scroll box should appread with all of the properties/members/etc available for that object...
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