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jcsnider

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Everything posted by jcsnider

  1. According to MSDN: "Auto-implemented properties enable you to quickly specify a property of a class without having to write code to Get and Set the property. When you write code for an auto-implemented property, the Visual Basic compiler automatically creates a private field to store the property variable in addition to creating the associated Get and Set procedures." That is a VB thing, but it doesn't look like you need to worry about gets and sets
  2. I think I would really like it, but I only gave it 5 minutes before going back to my 7 backup.
  3. How about throwing all of the buttons into a single array? Then whenever there is a mouse event iterate through that array and call the respective mouse functions.
  4. There are some graphic libraries that handle most of this for you. http://tgui.net/ https://code.google.com/p/gwen-dotnet/ Both of those are compatible with .Net + SFML. With that said, they are both written in C# so if they don't work out of the box for you, you will have to edit the C# source to make changes. If you don't want to use a third party library then creating your own class or set of classes for rendering GUI elements will work fine, it should save you quite a bit of code in the long run.
  5. 667?
  6. Stop trying to limit it. Instead, make it so that if they reach as certain number of characters, it starts cutting parts off of the beginning of the string (only visually) so it gives a scrolling effect. Then maybe decide to limit it if it gets really obnoxious like 300 characters+ or so.
  7. SFML should have built in measurements for the font based on your own input strings. You can dynamically split them up and stuff based on that. Little more work but it removes the issues you discussed in your previous post.
  8. Render each line separately, replace the new line arguments with a space or a blank and it will work on every font.
  9. Yeah, after you run your word wrap function, split the output by new line characters and one at a time add it to the ChatLine list. That way instead of showing 9 long responses, it shows 9 lines, period.
  10. First off, don't store the strings into a file. If anything use a List. Check this out. Dim ChatLines As New List(Of String) 'Every time you receive a message, add it to the list. ChatLines.Add("jcsnider: hi") ChatLines.Add("jcsnider: hi2") ChatLines.Add("jcsnider: hi3") ChatLines.Add("jcsnider: hi4") ChatLines.Add("jcsnider: hi5") ChatLines.Add("jcsnider: hi6") ChatLines.Add("jcsnider: hi7") Dim renderblock As String = "" Dim i As Integer = ChatLines.Count - 9 If i < 0 Then i = 0 For x = i To ChatLines.Count - 1 renderblock = renderblock & ChatLines(x) & vbNewLine Next MsgBox("Here is the first 7 inputs: " & renderblock) ChatLines.Add("jcsnider: hi8") ChatLines.Add("jcsnider: hi9") ChatLines.Add("jcsnider: hi10") ChatLines.Add("jcsnider: hi11") 'Notice how this is the same thing as above renderblock = "" i = ChatLines.Count - 9 If i < 0 Then i = 0 For x = i To ChatLines.Count - 1 renderblock = renderblock & ChatLines(x) & vbNewLine Next MsgBox("Here are the last 9 inputs: " & renderblock) In reality you would just render off of the list instead of storing into the renderblock/tmpchat variable.
  11. Unless there are big changes in Unity 5, it is easier to accomplish what you want in Visual Studio/SFML and if programmed correctly, it could handle much more than Unity can. (Just something to think about.)
  12. Welcome to the site Peaverin! The game looks like it is off to a great start and your explanation of the HTML5 Canvas rendering was spot on. The use of requestAnimationFrame is great and your rendered buttons work well. Keep it up and keep us informed on your progress! -JC
  13. Following the original announcement by Irokasier I wanted to follow up and make a clearer definition of what we will call a contributor. First and foremost this is a simple way for us to recognize members who are supportive to the community, for the recognition you are rewarded with a gold name like jcsnider This group is just a simple reward for our members who are constantly contributing to our site, but it must be earned. Here are the conditions on becoming a contributor: [*]Contribute over time. Large contributions are great but we want to reward those who are always contributing. [*]You contribute in one or many ways ranging from GitHub pull requests, posting source tutorials, posting resources, answering questions and more! [*]Donate to our site. Help us maintain the costs of hosting and you will be rewarded access to this group. In order to hold our contributors to high standards, the contributor group is temporary and must be earned over time. [*]When you request the group, the admin or mod uses their own judgement to assign you for one to three months. [*]When time has expired you can reapply immediately, but it will be decided based upon recent contributions or lack thereof. [*]These conditions do not apply to donators, anyone that helps us financially will forever be considered a contributor. If you would like to apply to become a contributor feel free to send a PM to anyone below. [*]jcsnider [*]Irokasier Goodluck! JC
  14. Let the homegrown spam bots begin! But for real though, nice tutorial. I find myself looking for this code about once a year lol.
  15. I am too scared to play ranked
  16. Hello everyone, I am announcing the new integration of an articles section on our site. It can be accessed at the top of the page from the articles button. This section allows you to keep up with development blogs about the current engines in development and post your own content. Have any wisdom you want to share with the community? Post it in the game development section. Want cheap free advertising of your game, tell us all about it in the "Post your Game!" section. All articles will be highlighted on the home page when published. We will be posting various topics starting in the next few days and we encourage all of you all to do the same! Best, Ascension Team
  17. Just throwing it out there, without that Murdoc dude this site would look like: Just want to say thanks for all the support, everything is looks great and I'm lovin' these transparency effects!
  18. jcsnider

    Spiral Mech

    Looks solid Sherwin, I'll keep an eye on this.
  19. Looks pretty sweet. Any eta on release?
  20. Lighting/Day Night Cycles Dev Blog Jan. 30th 2015 Short Summary Irokaiser and I are working on this concurrently which means we should be able to get it out in around half the time. He has started working on in game items, I have been working on day night cycles and lighting. Check it out! Moving forward I am going to continue fixing up GUI windows and elements and go from there. Stay tuned! Content/Show Off As always, feel free to post comments and questions below! We are excited to hear your thoughts on our progress!
  21. Probably.
  22. You do need to activate it, but getting the code is free. Just follow the link that it gives you after the 30 days
  23. I won't be too much of a challenge. I already explained it on the site XD Now Irokaiser... that one is.. well.... its just not Kibbelz.
  24. I am too active. Guessing me just isn't fair. Henrik?
  25. Too lazy to go grab individual files but I added an existing screenshot of the graphics in use.
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