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Foot Soldier

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About Foot Soldier

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  1. Anyone tried GameTutorials

    I also used them when they were free, and I thought they were really good. Because each lesson is all ready to compile, you can play around with the code and figure it out without making a new project every time. I think scets comment is misguided, because it's basically the tutorial is in comments in the code file. If it gets longer then the actual code, I don't see the problem. It might be a little steep what they're charging, but I'd definatly keep it as an option. You'll learn a hell of a lot.
  2. help getting started

    My first piece of advice, is don't be intimidated. Just dive right in, whats the worst that could happen? But anyway, I HIGHLY reccomend SDL (http://www.libsdl.org/). You will be drawing bitmaps on the screen in no time at all, and that is very rewarding. Once you get a bitmap to draw on the screen, the rest will come avalanching in. Here is a wonderful tutorial to start with: http://cone3d.gamedev.net/cgi-bin/index.pl?page=tutorials/gfxsdl/index Some people might say start with directX, but ignore them. It takes too much experience to set up and understand. Good luck!
  3. tip for share.

    I'm not "dissing" him, I'm just pointing out how inane it is to share every random tidbit of bungled logic you come to realize.
  4. (C++) Creating Homing Missiles

    y = mx + b 8)
  5. Reading from file problems

    You're really just going to have to debug the program, step through it, and see where it is going wrong. I can only say so much because I don't have to full program, and really have no interest in debugging it if I did. Just set a break point and figure out what is going wrong. The only thing I can see, it what is %i for? Use %d for integers.
  6. tip for share.

    I think calling it, "research" is going a little overboard.
  7. function object

    1) why don't you try and compile it and see what happens? 2) why would you do something like that? It solves nothing and complicates everything.
  8. 3D Modeling

    I think the root of your problem is that you're looking for an easy way out. There is no such thing. 3D modeling is no less difficult of an art then animating 2D sprites. Both are going to take mountains of time to get proficient at. In response to the last question you asked, the answer is the same for any subject, PRACTICE Learning to program 3D is a whole new host of problems and solutions from 2D, and worrying about one microcosm such as 3D collision detection is worthless. Obviously 3D objects can collide, they just do it much much differently then 2D sprites do. One last thing, saying 2D is not an option is naive. I could give a million reasons why.
  9. Reading from file problems

    Instead of reading the name character by character, just use fgets. It reads in a string until it hits a newline of end of file. http://www.cplusplus.com/reference/clibrary/cstdio/fgets.html char * fgets ( char * str, int num, FILE * stream ); So just nix the j loop and use this function. Hope that helped.
  10. Visual Studio AppWizard

    It used to be pretty easy to create a custom code wizard, but with .NET it appears to have gotten a bit confusing. Good luck: http://www.codeguru.com/cpp/v-s/devstudio_macros/customappwizards/article.php/c9647
  11. Reading from file problems

    You have to step through the logic. You seemed to have ignored my advice about binary structs and strtok, so I guess I'll explain what is wrong with the logic. Lets step through the code for the file with the name, "braves", and all stats at 0: - Opens the file - numTeams is 1, only the braves are in the file - the for j loop goes the first time, getting the letter B into temp, the first to ifs fail - mystems[0].name[0] = 'B' - The loop does that 5 more times - The fscanf reads in a newline character - (j is 6), j is set to 20 - The loop breaks out (the name never recives a delimeter '\0') - It reads in a bunch of ints. Because I do not know what the actual file looks like, I can't say what else could be causing a problem. Do you have the [ and ] around each item? Let me paraphrase the tutorial I linked already: //substitute your team struct struct OBJECT { int number; char letter; } obj; //set the values inside of the program obj.number = 15; obj.letter = ‘M’; //with file out, write the object out fout.write((char *)(&obj), sizeof(obj)); The line (char *)(&obj) may be confusing, but don't worry about the specifics. Do you understand how this is much easier then parsing text? Here is how simple your load function will be if you write out to a binary file: for(int i = 0; i < numTeams; i++) { fin.read((char *)(&tempTeam), sizeof(TEAM)); myTeams[i] = tempTeam; }
  12. MFC Question

    I don't think you can. I could be wrong, obviously, but devc++ doesn't have the files required. Just get the free version of visual studio, and then compile it with that.
  13. Reading from file problems

    That code is ungodly. It is very poorly written, and has unclear comments. The first mistake is writing to and from text files. To do that, you need to translate from data to text, and back again. You said you had a list of 12 structs, why not just write the whole struct to a binary file? Read this very helpful tutorial, and pay attention to when he writes and reads structs: http://www.gamedev.net/reference/articles/article1127.asp The second mistake is the poorly thought out logic of the function. Spend more time clarifying exactly what you are trying to do before doing it. Thirdly, and this one fits with the second, the code formatting makes it even harder to read. If, for some reason, you need to use plain text files, please look into the strtok function: http://www.cplusplus.com/reference/clibrary/cstring/strtok.html It will make your life (and code) much easier. Hope this helped.
  14. I would basically have a conditional statement in the SDL_KEYDOWN message, that goes off if they just hit a button to set a key. Here is the example: - User presses GUI button to set the "foreward" key. Pressing this button sets a varible "foreward_key_check" to true; - In the message loop, in the keydown section, you check if "foreward_key_check" is true. If so, you set the key that is being dealt with as the foreward key. - Once you set the foreward key, set "foreward_key_check" to false. - In the code for handling the key press to move foreward, instead of checking a constant, you check for if the key == a variable that holds the key the user chose. Of course, wrap this up in tidy classes or functions or whatever, but this is the general idea. Do the same check in mouse code as well.
  15. Has the discrimination started yet?

    In response to the OP: The way you justified introversion was a delusion. It is only like that because of fear. I have all respect for someone who chooses to be alone rather then hides away from people, but ask yourself honestly, is that the reality?
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