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12:05 AM
is there a way to push (add) a value to a dynamic array?
like vector::push_back in c++?
 
AFAIK yup
 
and how can I?
 
ArrayList
System.Collections.ArrayList
 
do you think 32x32 tiles are large enough?
 
yeah :D
Btw, better u use
System.Collections.Generic.List
List isnt a linked list, it is actually a dynamic array heh
System.Collections.Generic.LinkedList is a Linked list
 
12:12 AM
new commit
 
new commit, buffs and towers added
ah, conflict, let me solve and commit again
conflict in the .suo, its binary lol
Ok, commiting
 
just delete .suo file, it's not needed for VC to compile project
 
it seems that i broke your code, commiting again.
ok, commited, revision 13 and compilable
to avoid conflicts, do you still working on the gameMap?
 
Do u guys need sprites now o:
 
we already have ;)
 
12:21 AM
Makes me feel unappreciated! RAGEQUIT
Actually.. it would be pretty cool, if we held events like these every Saturday or something
Or is there already a chat-room for this? XD
 
comited a new code
now you can draw a gamemap after calling generatemap!
 
heh nice!
 
@CodeAssasssin I like the idea
@CodeAssasssin anyway, sprites so far are pretty immature, so feel free if you think you can make them look better.
so far we need some tower sprites, some land sprites, and some enemy sprits
 
k, Ill see what I can do lol. Is there a theme?
 
Good night, guys. I expect an AAA title tomorrow.
 
12:25 AM
@Damir GoodNight :D
 
@Damir Good night :)
 
@Damir good night
@CodeAssasssin do as you please
 
it's a game where everyone is doing everything they can as fast as they can!
 
Tile Sizes?
 
12:27 AM
@GustavoGtoknu going to implement enemy class;
@CodeAssasssin doesn't matter, so far 64x64
 
@Gajet drawing map on gamescene
 
it is not setting
the mTexture together with the mType :o, even with that if
well, i'll fix that
want me to commit for u to test?
@Gajet Hello :o
 
mType is used for different purpose,
now I got what you meant
WHAATT?
 
i dunno, but it is not setting
i'll commit, so you can test
 
12:36 AM
Grass Tile Complete, where should I upload this?
 
k, revision 15 update pls
 
TopDown btw
 
upload on tinypic or imgur and send here :o
 
It kinda looks like wooden planks but o-o
 
is this grass? LOL
 
12:38 AM
:3
Try it
Hey, these were different styles so bear with me :/
 
the problem is somewhere else
it goes inside there but texture bank is returning null.
 
thought of that too
 
fixed that problem
 
how?
commit pls heh
brb 1 min
 
now I'm wondering about some other thing
 
12:42 AM
Use my tile -_-
Or perish
 
@CodeAssasssin let's first compile the code completely then we'll use your tiles!
 
:D I just want to see if they look good lol
 
mTiles is an 11x10 array, why can I get access to mTiles[10,0]?
 
yup
but im aware its going 10x11
wondering if its going 10x11*
 
new commit, it's working but why I tiles are drawing over each other?
 
12:47 AM
let me try
 
@Gajet ScreenShot Bug plz
 
done heh, commiting
i was assuming you werent calculating its position
commited
 
 
Noob.
Let me see the codez
P+P
My dirt tile
>_>
lol, whats it doing in there :D
 
12:51 AM
my bad
2
 
will you work on entity?
i'll look for towers then
 
I'm going to finish enemy
plus game map features
 
How much time do u guys have left?
 
I guess 3 hours itself is finished
 
12:57 AM
we have 1 hour and 3 minutes?
 
good
 
need tower sprites to test
go make it, tweak!
i will make some for test
 
yeah
 
Going to find towers - brb
 
@GustavoGtoknu found the bug with tiles being 10x10, commited now.
 
1:04 AM
Btw, better not create one Random obj for every createEnemy call
make just one Random in the GameMap class
 
I know, I just didn't know where to put that generic random object.
how can I use System.Collections.Generic.Queue<VectorI2>
 
If you guys want buildings I need to make those my self
 
you want to push Vector2 in the queue?
Queue<Vector2> q = new Queue<Vector2>();
q.Enqueue(new Vector2(x, y));
Vector2 first = q.Dequeue();
tower positioning done
new commit.
Ah, dont stare my ground tower sprite, im kinda crazy
 
w8
good towers
now I'm a bit over thinking about the path finding algorithm :(
 
1:23 AM
>.>
 
well for the current map I won't have any problem but promise you won't change it, until I get it fixed!
 
ask on the gdse chat heh
i wont :>
 
I guess I'm the one doing all pathfindings in GD.SE, so I'll be the one answering myself there!
:D
 
haha
can i increase the window size? lol
 
I was going to ask you to
 
1:29 AM
1024x768 is okay?
@Gajet And we'll need a camera class, for panning and zooming, should i start implementing it now?
 
yeah,
and I'm going to finish enemy in about 10 mins
then I'll go start implementing buffs
no, three hours passed.
 
:G
20 minutes left
 
I'm using site's timer,
anyway, I'm going to hardcode passfinidng for now!
 
1:46 AM
Ok, camera done
commiting
 
and pathfinding done here.
 
well, zoom is crazy, let me fix first lol
 
going to implement enemy movement now;
so you didn't commit?
commiting
 
comitted lol
Just dont use zoom, the panning is fine
 
is it me or does the map look like a pirate?
 
1:53 AM
haha it does!
 
it's 6AM here, i guess I'll go sleep
 
it's really sad I didn't complete unit movement tonight, but I've got some real good ideas to implement tomorrow.
ok, ok. don't be mad, I'll finish enemy now!
 
cya then :D
oh, right !
 
:D
just out of curiosity, how can an entity get access to gameMap?
in this case enemy specifically?
 
1:58 AM
I didnt stop to think of it..
new commit
camera centralizing the map
does the entity need access to the gameMap or just the tiles data?
 
it needs access to game map
and it's gamemap which creates/initialize enemies.
 
well, let they have a instance of gameMap then?
 
I was thinking of same thing
 
this is definetely not the way it should be done, but we're out of time heh
 
now everyone else is waking up in home, and I don't like to seen awake at this hour.
so I really am going to sleep.
night
 
2:04 AM
good night heh
 
2:37 AM
Hmm
Overall Good Stuff so far :D
 
 
6 hours later…
8:48 AM
well I'm back now
 
9:14 AM
room topic changed to 3 hours game development maraton "Gajet + Gustavo": 10x extended! (no tags)
 
 
1 hour later…
10:23 AM
basic enemy implemented,
but there is a a bug I'm not sure what's causing it, I can't draw enemy can gameMap at same time.
 
10:50 AM
seems we can open structure diagram to public :cacoo.com/diagrams/eb7q9NjW6ertIXpl
 
 
6 hours later…
5:01 PM
since all the effect might be active at same time, I prefer using list<Buff> for mActingBuffs.
 
5:33 PM
added basic bullet class, also change some mechanics about buffs.
now whenever you need to cast a buff, you just call "buff.initiate" function
also base entity class has a function to add a buff to it's active list entity.castBuff(new buff)
and the last change is now Update function in Entity class returns a boolean indicating if it need any further updating (for example if bullet hit the target or not)
 
 
6 hours later…
11:27 PM
cough
@Gajet >_> Wake up lol
 

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