Jump to content
  • Advertisement

Raisor

Member
  • Content Count

    32
  • Joined

  • Last visited

Community Reputation

125 Neutral

About Raisor

  • Rank
    Member
  1. Raisor

    Requesting Constructive Criticism

    Thanks for the pointers Gage64. I took your suggestions and made some changes to the code. Any suggestions on how to fix the timing issue? Here is some information about the game: Scoring: 1 - 3 lines cleared = 1 point per line 4 lines cleared = 5 points Clear 10 * level lines and the level goes up Block speed increases every 3 levels after the third level Normal Controls: Left Arrow - Move piece left Right Arrow - Move piece right Down Arrow - Move piece down 1 line Up Arrow - Rotate piece clockwise Space Bar - Rotate piece counter-clockwise Pause - Pause or un-pause the game Escape - Exit the game Debug Controls: F12 - Turn debug mode on F1 - Change the current piece to the next piece F2 to F9 - Change the current piece to a specific piece Shift - Move piece up one line Home - Increase the row count by 1 End - Decrease the row count by 1 Page Up - Increase the level by 1 Page Down - Decrease the level by 1 Cheat Controls: Tab - Turn cheat mode on F1 - Change the current piece to the next piece Shift - Move piece up one line While cheat mode is active the block does not automatically move down the screen I am always open to more discussion so keep it coming everyone. :D [Edited by - Raisor on June 30, 2008 8:57:53 AM]
  2. I just started getting back in to programming after taking a brief hiatus and to refresh my memory I decided to write a tetris like game. I was wondering if I could get some feedback from the community here. Please download the game itself and/or download the source and let me know what you think. Edit: I cleaned up the code a bit and cleared out some unecessary files in the source code download so it isnt so large now. [Edited by - Raisor on June 27, 2008 1:48:42 AM]
  3. Raisor

    Help with keyboard input

    that works like a charm experiment, thanks!
  4. I'm sorry if this has been asked before but I couldnt find it searching (probably due to my search terms) but I was wondering how I allow someone to exit a for loop by pressing the esc key without interrupting the for loops output in c++. Basically I would like to know how to allow the for loop to continue running until the escape key is pressed and then exit if it is. example: for ( i = 0; i < 100; i++ ) { cout << i; cin >> keyboard_input; if ( keyboard_input = 27 ) break; } Using cin or getch stops the output and waits for a key to be pressed... Any help would be appreciated.
  5. Does anyone know of any good DirectX 2D (top down) Tile Engine Tutorials? I have searched and can only find stuff for Isometric and Side Scrolling tutorials and am apparently stupid enough to not know how to convert them over to top down. I just want a basic tutorial that shows how to blit the graphics and how to add collision detection. I know the theory behind the code but can not translate it in to actual code. I've looked at a few of the SDL tutorials I have found and have even been able to expand on them but DirectX is so much more different from SDL that I can't get it. Oh well, enough rambling and whining. Any help would be appreciated.
  6. Anyone notice that with the spiffy new site upgrade at GameTutorials.com, they are charging for their tutorials now? Can we say bubye GameTutorials?
  7. Raisor

    HTML Stealer - ready for download!

    Yes, I have .net 1.1. I am using Windows XP professional. It is running on a P4 1.7 w/512Mb RAM and the only thing I have out of the ordinary installed on it is MS Visual Studio .NET 2003 Enterprise Architect.
  8. Raisor

    HTML Stealer - ready for download!

    Interesting idea for a program. However, it doesn't work with my site, or any site I go to as a matter of fact. Everytime I try to go to it I get the following error: See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.Net.WebException: The underlying connection was closed: Unable to connect to the remote server. at System.Net.HttpWebRequest.CheckFinalStatus() at System.Net.HttpWebRequest.EndGetResponse(IAsyncResult asyncResult) at System.Net.HttpWebRequest.GetResponse() at System.Net.WebClient.OpenRead(String address) at HTML_Stealer.MainForm.BtnDisplayClick(Object sender, EventArgs e) at System.Windows.Forms.Control.OnClick(EventArgs e) at System.Windows.Forms.Button.OnClick(EventArgs e) at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ButtonBase.WndProc(Message& m) at System.Windows.Forms.Button.WndProc(Message& m) at System.Windows.Forms.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ************** Loaded Assemblies ************** mscorlib Assembly Version: 1.0.5000.0 Win32 Version: 1.1.4322.2032 CodeBase: file:///c:/windows/microsoft.net/framework/v1.1.4322/mscorlib.dll ---------------------------------------- HTML Stealer Assembly Version: 1.0.1842.3878 Win32 Version: 1.0.1842.3878 CodeBase: file:///C:/Documents%20and%20Settings/Tom/Desktop/HTMLStealer/HTML%20Stealer.exe ---------------------------------------- System.Windows.Forms Assembly Version: 1.0.5000.0 Win32 Version: 1.1.4322.2032 CodeBase: file:///c:/windows/assembly/gac/system.windows.forms/1.0.5000.0__b77a5c561934e089/system.windows.forms.dll ---------------------------------------- System Assembly Version: 1.0.5000.0 Win32 Version: 1.1.4322.2032 CodeBase: file:///c:/windows/assembly/gac/system/1.0.5000.0__b77a5c561934e089/system.dll ---------------------------------------- System.Drawing Assembly Version: 1.0.5000.0 Win32 Version: 1.1.4322.2032 CodeBase: file:///c:/windows/assembly/gac/system.drawing/1.0.5000.0__b03f5f7f11d50a3a/system.drawing.dll ---------------------------------------- System.Xml Assembly Version: 1.0.5000.0 Win32 Version: 1.1.4322.2032 CodeBase: file:///c:/windows/assembly/gac/system.xml/1.0.5000.0__b77a5c561934e089/system.xml.dll ---------------------------------------- ************** JIT Debugging ************** To enable just in time (JIT) debugging, the config file for this application or machine (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled. For example: <configuration> <system.windows.forms jitDebugging="true" /> </configuration> When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the machine rather than being handled by this dialog.
  9. Raisor

    Ron Penton Data Structures book

    To add to the subject, I agree with Yann, it is all in how you use the array that matters... Quote:Original post by Luctus ... In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move ... ROFLMFAO!!!!! This is the funniest quote I have ever heard! Has replaced my favorite from Einstein... "Only two things are infinite, the universe and human stupidity, and I'm not sure about the former."
  10. Raisor

    UAT

    UAT is where I will be going. Here in the Phoenix Metro area there are really only two choices. UAT or Collins College and everything I have learned so far shows that UAT is the best in the US for Gaming degrees. Then again, that is from the information I have been gathering through the internet. :)
  11. Raisor

    MIMAX and C++

    Thanks for those links. They helped a bit but I am still having issues. Here is what I think I need to do in psuedo code ( because that is all I seem to be able to find in any explanation of MINMAXing ) void MinMax( char board[3][3] ) { int Moves[9]; for ( int r = 0; r < 3; r++ ) for ( int c = 0; c < 3; c++ ) { switch ( r ) { case 0: if ( board[r][c] != ' ' ) Moves[c] = 0; else { //not sure what needs to be done here! }; break; case 1: if ( board[r][c] != ' ' ) Moves[c + 3] = 0; else { //not sure what needs to be done here! }; break; case 2: if ( board[r][c] != ' ' ) Moves[c + 6] = 0; else { //not sure what needs to be done here! }; break; default: break; } } // Not sure if anything else needs to be done after this other // Than playing the move discovered above. } I am not even sure that I am off to a right start but that is what I have so far. I am using the 2D Array board[3][3] because this is a game I created to learn with and wanted to play around with arrays. I know that makes the code a little more complicated and probably isn't the most efficient way to code a tic-tac-toe game but I am not out to create a best seller here, just to learn. Can anyone please help with this as it is annoying me a little that I can not seem to figure this out. Just a gentle nudge in the right direction would be appreciated but I will accept any help greatfully!
  12. Raisor

    MIMAX and C++

    Ok, I have done some searches here and through google and all I seem to be able to find is an explanation of the theory and mathematics behind the MINMAX alogrithm. What I am looking for is a C++ code example of it in action. I am trying to implement the algorithm in to my tic-tac-toe game but am having issues wraping my brain around the code necessary. Any help will be appreciated.
  13. Raisor

    My first game written in C++

    Moved to appropriate forum... [Edited by - Raisor on December 20, 2004 1:42:33 PM]
  14. Raisor

    I WILL BE THE BEST

    Quote:Original post by JimPrice...and there can only be one... What is this? Highlander! Seriously though to be the best is not all that hard. Be who you are and do what you want and there you are! IMHO!
  15. Raisor

    My first game written in C++

    Yeah, apparently I am a dumb arse and forgot to upload the new zip file. Check out the link above again. Should be updated to the latest version! :)
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!