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Boku San

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About Boku San

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  1. Boku San

    Lounge effect on your rating

    Just going to pop in for a question... Rhino, can you do the same thing you did above (lounge effect on rating), but constricted to the Q4 2004?
  2. Quote:Original post by c-Row I think Morrowind offered the possibility to ask NPCs about other characters, but then again, all you would do is working off the list of names you are provided, which leads to another problem - how would the game decide which names you should be able to ask for? In a small village, figures aren't that high, but in the capital of the kingdom, your list would become quite large. Not to mention that the 40th "No, never heard of him, pal" would be quite annoying to hear. Any good solutions for that one so far? I think this is the best place for a visible distinction between the real world and what's feasible in the real world -- since RPG players don't want "Nope, don't know x, either!" over and over again to find out where the *&%! Cave of Lostitude is, the player would only be given dialogue choices about people the NPC knows, and quests they know about. It wouldn't make much sense to ask the Old Hermit from The Floating City Occupied by Only One Person where you can go for a student loan to get into Subterranean U. Just a thought.
  3. Boku San

    everyone starts somewhere...

    Python is an alright choice, I guess. If you still want to try out using C/++, see Code::Blocks.
  4. Boku San


    @WeirdoFu: Amen.
  5. Boku San

    Visual Studio 2005 Express

    Quote:Original post by Mantear Yes, I installed the platform SDK. I'm still unsure of how to go from my old project to the new one. In VC6, I created a Win32 Application (not a console one). I can't quite find the equivalent in '05, with the stdafx files, etc. If you make a New Project File, you need to set it as a Console Project and check "Empty Project" if you want to exclude the stdafx junk. Hope that helps.
  6. Boku San

    Visual Studio 2005 Express

    Quote:Original post by Mantear It's ok Boku, mistakes happen. And to make up for it, you can help me with another problem related to MSVC8! My project is now compiling, but I'm hitting a whole host of linking errors. Some are OpenGL related, which doesn't surprise me, but others are not. For example, it cannot link DispatchMessage, PeekMessage, PostQuitMessage, MessageBox, etc. I didn't start a new project, rather, just opened the old MSVC6 one. Any ideas as to what I'm missing? This is going to be painful. I promise. But instead of importing the old project, create a new Win32 Application and manually add the files. I had quite a few linker errors when I tried this myself. Alternatively, you could probably try explicitely linking user32.lib, kernel32.lib, etc./whatever, but they'll be linked properly in a new project.
  7. Boku San

    Visual Studio 2005 Express

    Quote:Original post by Mantear Quote:Original post by Boku San Emphasis in bold -- ...How sure are you that you got the right version again? ([lol]) Yes... I am sure. The old way let you declare a variable in a for-loop statement, and you no longer had to declare it again even for a for-loop that came after the previous one. That's how MSVC 6 did it, that's how the other compilers I've used have done it. That's against the standard that SiCrane stated. MSVC 8 does it correctly, in other words, I need to re-declare the variable if I want to use it in the next for-loop. I'm not sure what your point was. My apologies there -- I actually misread your quote that I'd posted there. As posters above said, it's better to redeclare your temp variables per-for-loop.
  8. Boku San

    Monster Classes

    Quote:Original post by Bad Monkey Two words: data-driven. Ahh...Washu's going to be so happy. My second link to his journal today. Bad Monkey, Washu's all about "data-driven", and gives a bit more complete example of what you mentioned above using types of poisons that weapons in RPGs can inflict. I personally wouldn't hardcode the poison types, but, for purposes of showing how to refactor properly (although I have a few qualms about that particular link's so-called "refactoring"), it works well to complement what you posted above. PS. At the moment, that journal link doesn't seem to work for me -- it may for you, but, just in case, his journal is here, and the post linked is about 8th from the top.
  9. Boku San

    OpenGL OpenGL UserInput

    I'll second SiCrane's GLFW suggestion, though. Wonderful, functional, and small. Link here. SDL works as well, but it always seems a little too much for me when choosing a wrapper so, until further notice, I'll stick with GLFW for future projects.
  10. Boku San

    Visual Studio 2005 Express

    Quote:Original post by Mantear Yes, I'm using '05. Just downloaded and installed it. I'm somewhat surprised that the 'old way' is wrong. I've used a few other compilers (Green Hills, Code Composer, Visual DSP), and they all accepted the single declaration. How do most people handle their for-loop variables? Declare them at the top, ala C style? Or re-declare them each time? Quote:Original post by SiCrane According to standard C++, variables declared in for loops go out of scope when the for loop ends. MSVC 6 was broken with respect to this. MSVC 8 does it correctly. Emphasis in bold -- ...How sure are you that you got the right version again? ([lol])
  11. I'm glad you're doing this. I think it'll be helpful to a lot of people, and if the content's right, it might even be stickied. But, as vrok mentioned (subtly), are you certain that the forum is the right place to post all of this as you're writing it? Maybe write it off line, clean it up, format it, and ask us for some review after-or-nearing its completion? Just as a suggestion. It's also good to see that you're editing your post with answers to suggestions given -- shows that you do care what the readers think, which I haven't seen too much recently. ...Admittedly, I haven't been reading as much as I should lately, the last book I've read any of being "Effective STL"; an old version, too. And not mine. *cough* EDIT: Also, your English is fine. It's readable, and formatted into manageable parts. Points :p.
  12. Boku San

    Quick question on High-School equations.

    This won't help you anymore. Well, it might help with memorization...just a bit. We learned quadratic formula with a song -- "X equals opposite b, plus or minus the square root of (b squared minus four-a-c), all over two-a." ...Ok, so it's not much of a song, and it doesn't have much rhythm, but say it enough times and you won't forget it.
  13. Boku San

    Visual Studio 2005 Express

    That's an MS quirk -- you're using '05, right? I'd thought they'd have this cleared up by now. You'll need to redeclare i in that for loop again -- I saw a workaround for it on flipcode, but, as we all know...that place is dead now. You can still search for it, if you like, it detailed a total replacement for for as a macro, which worked properly. EDIT: Found the link to the article -- like SiCrane mentions below, I had thought this problem had been fixed. Workaround is here if you need it -- but, again, are you SURE you're using MSVC8 ('05)?
  14. Boku San

    c++ constructor question

    Quote:Original post by me22 ... ( Despite my CS prof that thinks that's what encapsulation means ) Try telling him this: Quote:From "Encapsulation vs. Inheritance" One of the primary advantages of using objects is that the object need not reveal all of its attributes and behaviors. In good O-O design (at least what is generally accepted as good), an object should only reveal the interfaces needed to interact with it. Details not pertinent to the use of the object should be hidden from other objects. This is called encapsulation. Encapsulation isn't "keeping everything in separate modules" -- I'd call that "modular design", or something similar. Encapsulation is "exposing the controls, but never the internals." If anyone wants to argue that/would like to correct me, I say feel free. To the OP: Why do Balls need to know about owners? Why not just Ragdoll::ball? Typing it out I can almost understand why, but none of the reasons my mind formulate equate to "good practice". Considered refactoring? I hear Washu's journal has some good information once in a while that might help... (/winks at Washu)
  15. Boku San


    Quote:Original post by vr_man What is your definition of fun? Everyone has their own beliefs about what is fun and what is not. A game that is fun to me may be boring or stupid to you. I believe that a larger variety of games should be available to the public so that everyone can play games that they think are fun. A large variety of games, made available to the public so that everyone can play games that they think are fun. I think you've forgotten about "the internet". It's a rather large repository for all types of games, quite a lot of them free or cheap. Yahoo! Games, in fact, tries to cater to all-types of gamers from all age-ranges, and many of the games seem quite good (I prefer faster-paced multiplayer games, and don't visit Yahoo! Games much). Quote:Original post by vr_man I am a twenty-four year old male that does not enjoy playing most videogames because I believe that they are stupid and childish. You should play more games. I've got to say, I wouldn't consider these games childish -- but I wouldn't stop, say, my 8 year old nephew from playing them. Toys 'R' Us might, but if I've got it and he wants to play it, I'm going to take turns with him. If he has a question about something, I'm there to answer it, and if I can't, Google has a Moderate search filter. ([smile]). Also, I'm curious about your opinion on games that may have mature content, but are presented in a lighter atmosphere(see: Warcraft 3, Prince of Persia: TSoT, or the Zelda games*). Do you consider these games "immature", as well? And on what you said about GTA games -- do you really want a realistic gang war? Go play Mafia -- that's what it's all about, right? (I never got around to playing it, was too busy playing GTA). I don't. I think, in real life, gang wars are rather a ludicrous concept. GTA games make light of that (in a rather sordid way, albeit), and, most importantly, make them fun to play. I like playing GTA:VC. It's fun to be able to run around, blow things up, get chased by the police, shoot some of them, get caught by the police, save, and still be able to come back later to an equally entertaining experience. The entertainment in GTA games come from the sheer simplicity on the surface (you're able to pick up and play anytime, accomplishing things but never advancing the story), combined flawlessly with the depth of the stories (which is why my brother fell in love with GTA 3 and VC). If you want, you can do nothing and still get something done. It's a genius gameplay mechanic. * Zelda games all follow a theme of "becoming a man by doing something great", which is arguably a difficult concept to explain to children who don't already understand it.
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