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Recoil

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  1. I don't really know what exactly I am looking for so I am hoping someone here knows how this works together. I am working to port everything for Revamped over to using a MySQL database instead of flat files. Currently I have XAMPP setup and running Apache and MySQL modules on my computer. I do not have a database setup (yet), and am working on a basic schema for it. The client and server both work, but I am not really sure how to make the server work on a test server...like where does it go, and how to start it? I would like to set the client up so it checks the status of the server on the website, then is able to connect to the server when it is up and running like normal. Possibly show the players online on the test website at some point...but I want to stick with the basics of getting some interaction working at this time and am lost on what to do.
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    Introduce Yourself Thread!

    Hello everyone...again. The new forums look great! You guys have been busy and the community looks solid. It's been a minute though. Just stopping by to check out things. I recently got some time to start working on programming projects again. I fixed several issues in the Revamped engine, including the timing and poor lighting I had before. I upgraded from VS 2013 to 2019, as well as the latest SFML so things will be a bit more current. I'm probably going to start a scratch engine, porting over my code from Revamped and the Tabletop app I was working on...like in 2016. Currently looking into going with MySQL instead of flat files this time, as well as a working particle system, physics, and shaders. I was never able to get the custom control library to work like intended, so I may check into what new options are around that would be better.
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    Custom SFML Control Library

    Okay, so here is a better idea of what I am having trouble with. Because a label has only text and no images, this is easy: TestLabel = New OGCLabel() Combobox on the other hand has the image for the back panel, as well as the header. This is not too bad: TestGroupbox = New OGCGroupbox(bmp1, bmp2) Button, however, have 3 images (normal/hover/down). They have an auto highlight feature, so all 3 images can be the same: TestButton = New OGCButton(bmp1, bmp1, bmp1) Here is where it is getting annoying at. The NumericUpDown has a back image for the textbox, and 3 images each for the up and down buttons. This allows people to use custom images for this control: TestNud = New OGCNumericUpDown(bmp0, bmp1, bmp1, bmp1, bmp1, bmp1, bmp1) The scrollbar has 3 images each for the up/left, bottom/right, and thumb buttons, plus an image for the scrollbar back image: TestHorzScrollbar = New OGCScrollbar(OGCScrollbar.ScrollType.Horizontal, bmp2, bmp1, bmp1, bmp1, bmp1, bmp1, bmp1, bmp1, bmp1, bmp1) Which follows that standard here, with the multiline textbox. 10 images just for the scrollbar, plus one for the back of the textbox: TestChatbox = New OGCTextbox(bmp0, bmp2, bmp1, bmp1, bmp1, bmp1, bmp1, bmp1, bmp1, bmp1, bmp1, True) And because regular and multiline textboxes are the same bloody class, a regular textbox MUST have all 11 images, even if they are set to Nothing: TestTextbox = New OGCTextbox(bmp0, bmp0, bmp0, bmp0, bmp0, bmp0, bmp0, bmp0, bmp0, bmp0, bmp0) Now, the whole point of going through all this trouble is to create something that can be easily customized for a plug-n-play control library. Skinning would be great, and I have some ideas for it, but will still require needing to include a folder with images in it, or a custom filetype with all the images in there (would require additional theme editor). Additional folders can be created with custom images in them, and when the control is initialized have a property that sets the name for the folder it should look for it's graphics for...but this also may cause issues if people don't have every image in there. My last idea is to do away with images altogether, and just draw all rectangle shapes, with optional parameters to set the color scheme of the shapes. So there is what I am running into...please feel free to offer some ideas. I'd prefer to stay away from stashing stuff in the resources, because that is a bugger to work with.
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    Ascension Z

    This looks like you are getting off to a great start Whitespirits! I was personally never into the DBZ series, so I have no idea about the gfx, but IMO it looks good
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    Custom SFML Control Library

    Controls Preview So here is the latest update. Listbox has issues with the number of items it displays, and the number is a set value in the control itself...which is not bad as long as you want every listbox to be like that. Also, if you will notice the initial starting point for the listbox displays the last section instead of at the top...so my maths are off on those, which has not been the easiest to figure out. Scrollbars need an autoshow property because right now they are always there. Chatbox (textbox with multiline set to true) is down at the bottom. I ripped word wrap functions from revamped and threw it in. I would like to have scrollbars autoshow on this as well, but it isn't even worked in. There is still so much I have to do to this. For right now I am going to concentrate on fixing the maths with the scrollbars, listbox, and textbox. Then I should be able to move on to the combobox and checkbox. I'd still like to figure out a way to bypass needing so many image ByVal's on the initialization of a few of the controls...those are to set the normal/up/down images for the buttons. Hopefully I will think of something.
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    Custom SFML Control Library

    Making slight progress on this, but scrollbar maths are still screwey, so passing on that for now. Those values can still be changed by clicking the left/right or up/down buttons. I have been unable to locate any information on custom drawn control objects, and handling their events. Currently when I initialize the control, then draw it, I have to send mouse methods through when it checks the location of those controls. There is no simple way to use one of the controls and have it handle it's own mouse methods (like: mouseup/mousedown/mousemove). While what I currently have going on is a bit simpler to use than the gfx control from Revamped, they are still tedious to use. I've reached out for some help on the SFML forums but I don't believe I speak the native language of "KnowWhatTheFuzzImTalkingAbout", so it's about like trying to get help with stuff here. Listbox is next up on my list-o-things-to-do, because I require it before I can make the combobox. Anyways, just an update on the progress so far. Any questions, thoughts or feature requests just let me know.
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    Introduce Yourself Thread!

    What he^^^ said
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    Custom SFML Control Library

    In Revamped I created a control that was able to be used as both a button and a panel, which greatly reduced chunks of code. With my current project I am extending this to be a full control library that can be used for most of the Orion sources, and may be able to be used with most SFML projects. For everyone who hasn't been following along with our antics in the shoutbox, here is what I have so far: Preview Video Currently I have a Panel, Button, NumericUpDown, Groupbox, Horz/VertScrollbar(1 control). Been having some issues getting the scrollbar thumb button to adjust properly, so I will come back to it. Next in the lineup is going to be a combobox and a checkbox. This is going to be another open source project once it is done, but I would also like to include a dll that can be used easily with projects. That means I would ahve to include some gfx for all the stuffs (so if someone wants to volunteer some work with this that would be great XD ). Anyways, I wanted to get an idea of what everyone thinks so far, and any suggestion for this package.
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    Why Trademark?

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    Why Trademark?

    I may not be on when you get around to the shoutbox again...so why trademark? And should I trademark any of the code I have written since I have replaced/rewritten 99% of it? Seriously, I have no idea.
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    Gwen and Multiline textboxes

    I could never get Gwen to work, so all my text was actually being drawn to the screen at the coordinates. Changing the font worked for what I was doing, but as far as Gwen goes it could be doing something different in the code that still inserts a [] when there is a line return char. I believe Damian was able to bypass that issue and just create a new string to draw for each line of text. It works too, so there may be a solution you could look into. All of the word wrap stuff for that is on Revamped and Orion+ though.
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    Gwen and Multiline textboxes

    Try either ShareTechMono-Regular or Lucida Console (lucon). One of those did it for me I believe.
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    Gwen and Multiline textboxes

    The [] is only because of the font you are using. I had to switch fonts with Revamped because of this same issue. You will have to either change the font or make a new line with the remaining text.
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    [WIP] Human Base and Tiles

    You know the old saying, If they have big hands, and they have big feet,...
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    [WIP] Human Base and Tiles

    I like it, and it looks pretty good IMO. The shadows give it more depth, don't remove them.
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