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Little Coding Fox

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About Little Coding Fox

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  1. I'm sure this has been asked before but unfortunately I'm unable to find any results on Google, so hopefully you won't mind me asking again...   I was wondering, what would one need to create a character creator a la Guild Wars 2/Skyrim? Basically, decide on some characteristics, and have the character model magically generated by the code.   I'm sure some models are used to calculate each different bit but I could use some tips on how I might achieve this, as I have absolutely no idea how I could do the same.   Any Language/API will do, as long as I have an idea on how to do it. Any help would be appreciated!   Thank you for your time.
  2. Creating a reference object without modifying base class - Possible?

    I found a way to solve this. Simply create a new class that inherits from ScriptReferenceTexture and add the new methods there, and if I need to use properties I simply create the Get/Set methods as described by the AS documentation.
  3. I'm working on some AngelScript bindings for a framework I'm working on, and I have created a generic reference countable class that works fine with AngelScript, but I have some problems when I want to interface the properties of the contained class with the scripts.   To give you an idea, let's say I have a class Texture. I have something like this in my Reference class:   class ScriptReferenceTexture { public: SuperSmartPointer<Texture> Object; uint32 ReferenceCount; ScriptReferenceTexture() : ReferenceCount(1) {}; void AddReference() { ReferenceCount++; }; void RemoveReference() { ReferenceCount--; if(ReferenceCount == 0) { delete this; }; }; static ScriptReferenceTexture *Factory() { return new ScriptReferenceTexture(); }; }; So this works fine for containing the Texture object, but let's say I want to connect a regular Texture to a ScriptTexture stored in another script class, or want to add methods that access the Texture's own methods. I can't do that since the reference counting bit isn't in the Texture class, and I'm using a smart pointer to store the texture class so modifying the Texture class is not going to work.   I really don't want to change my resource handling scheme since SuperSmartPointers are too important for the native side (since my framework should be used both with and without scripting), and they also allow for the implicit destruction of their contained object (which goes against the AngelScript reference style).   So does anyone have any idea of how I could solve this?
  4. Need some help developing an universe

    This should help me a lot, thanks. Tho I think there is still some confusion regarding what this post is asking: I can figure out something for economy, but until someone suggested that I should describe how the economy works I wouldn't have thought of that. Basically, there are a lot of things that I am missing that I need help figuring out since I don't really know what to describe!   Done and done! I also updated my original post so things should be a tad less confusing.
  5. Need some help developing an universe

    Sure, that is fine. And thank you very much for taking the time to read it!
  6. Need some help developing an universe

    Hopefully a mod can move this topic to that section then, I didn't even know it existed to be honest...   Regarding whether I have something of my universe that I can bring to my post, I was hoping I didn't have to post this publicly, but I have a google doc with all of the information I have written so far, sort into sections: https://docs.google.com/document/d/1XK9nRByKCZfcX59lm6d0TCQfJmsK_eP1EIech1u5ayE/edit?authkey=CN34wYMM&authkey=CN34wYMM   Basically my problem is that I think this universe doesn't really feel "alive" so I want to add some details to it that will help making it more like a world rather than something made up. This is especially important since I hope to make a sandbox game based on it in a few years.
  7. Need some help developing an universe

    The thing is, I need help thinking about which details to include, not the content of those details. How can I put it in simple terms... I have no trouble thinking about what sort of police force to use, but I had trouble thinking about what details should influence this universe, such as including a police force. Basically, I need help deciding what details I need to include, since I don't have enough experience to know any unless someone tells me some.   Regarding the Help Wanted & Classifieds, I thought that only applied to actual work opportunities, I didn't know this post would need to be posted there. I don't have much experience posting in this site since I barely ever post here tho, so I apologise for the inconvenience..
  8. Need some help developing an universe

    I've been developing a fantasy universe for a while now, about two years. I'm at that point where I need to add all those tiny details that are necessary for making the universe credible - that is, details like how the economy works, what sort of police force it has, etc - but, I'm having trouble coming up with what those details are (not so much about coming up with their actual content). I've been told by several people to check history books and such, but I don't know what to search for so I'm still kind of lost there.   You can find all the information I have developed about this universe at https://docs.google.com/document/d/1XK9nRByKCZfcX59lm6d0TCQfJmsK_eP1EIech1u5ayE/edit?authkey=CN34wYMM&authkey=CN34wYMM   Hopefully this will explain my problem properly: I have no trouble deciding these details, but I have trouble thinking about which details to include. For instance, a friend of mine suggested the police force detail, but before that I had no idea of that detail to include.   I was hoping to get some help to figure out which details I should include to make this feel more like a living world rather than something artificial, any help is appreciated!
  9. Alternative to Node/Grid-based pathfinding for 2D game

    I actually did not consider this. If I combine that with the idea of following to the center of the paths, it might just work. I'll give this a try soon.
  10. Alternative to Node/Grid-based pathfinding for 2D game

    Basically I want to move my characters per pixel rather than per grid item, but when I do the pathfinding that way they'll move incorrectly. Maybe my logic is incorrect, but regardless I no longer have the code that moved my characters that way, so I can't exactly show a sample of my logic. Basically what I did is, for each character with a path to follow, check the next node and move it based on the direction, problem is that in certain cases, such as when there's a sudden turn, the character would get stuck while moving. Any ideas would be appreciated, really. I'm probably just thinking wrongly regarding how to move them.
  11. Hello, I've been working on a 2D tile-based game and due to the way I do the pathfinding (Dijkstra-based) I've had to force my moving entities to be grid-positioned due to all sorts of problems that arised from trying to move them otherwise (such as getting stuck on the player or on the map).   All the entities are positioned in tile coordinates but they can move between tiles, they just won't move properly. I realize that the reason that I'm having so much trouble getting that working is due to the pathfinding algorithm. I've also recently gotten per-pixel collision to work, so now I'd like to know if there are any algorithms for 2D pathfinding that are freeform, so I can release my entities from being stuck on a grid.
  12. Original Journal: https://www.gamedev.net/blog/1062/entry-2255007-heres-a-tiled-converter-just-for-you/ Here's an update to the Tiled Converter: http://www.mediafire.com/?wulvvjc8ju0m5wl This update fixes several issues and adds a couple of features, such as loading the tilesets from multiple possible directories in the loader. You can also specify an output directory by passing -dir to the converter's arguments. I'm also considering rewriting the converter's code so that it works with generic C++ and so I can also release it as full source code under the public domain. If anybody's interested, please let me know!
  13. UPDATE! https://www.gamedev.net/blog/1062/entry-2255173-tiled-converter-update-1/ I've recently developed a format converter for Tiled, the open-source orthogonal and isometric tile map editor! You can download it here, released under the Public Domain: http://www.mediafire...8r1y4b66ohrgm46 It includes has an implementation for a loader, fully working under C++/SFML. It supports TileSets, Layers, and Objects (which is pretty much everything Tiled works with, from what I know). Please notice it only supports Orthogonal tile maps! The converted format has the layers become several slices of geometry, split by tile sets. So you can make a map like this: And the end result will be something like this: The two "Extra Tiles" up top appear due to how we're handling Objects as an example, using them as tile coordinates so certain tiles appear there. Just be sure you convert the map first with convertmap.bat before you try out the sample! It should work relatively well, as it wasn't tested with more complex maps, so please let me know if you spot any bugs!
  14. Here's a video of a game prototype I've been working on for a while: Link This video shows the work of over a year and a half, using the limited time I have after I'm done with my full-time job every day. In this game you can create your own magical spells combining spell fragments, or essences, in order to battle your opponents. The game will have multiplayer, along with much more content, and a story mode where you are Sul, a young girl who has been suddenly thrown into a strange world to fight a corruption that is placing her entire reality in danger! We're hoping to release the game on Steam once it is done. Also, remember, this is a prototype, and is nowhere near finished!
  15. Question regarding Wizards of the Coast patent

    Thank you guys for your help. I've sent a mail to Wizards asking for their licensing possibilities so I'll at least have a starting point should I become unable to work around their claims. I'll also take a better read to their patent soon.
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