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12:10 AM
WHOOT! It's working!!
 
Hooray!
 
HOORAY
 
Ahh, that's a relief. It's been nagging me for about 8 months, I finally got around to trying to solve it a couple days ago.
lol
Who are you guys?
 
You were talking with me earlier.
 
yes, you and I were, heh
 
12:12 AM
@Mana is my fellow moderator over at Gaming.
(I think he's stalking me)
 
Ah, ok
Well, I'm glad you're both excited with me
 
I was just trying to spread the joy, yo!
 
:)
 
Does java have a 2-d Vector data type?
 
hah, before the edit, I was gonna say... what kind?
They have a "Point" class, somewhere, I think
 
12:16 AM
I guess I'm just wondering if there's any reason to do something more fancy than store xvelocity and yvelocity as two floats.
 
Ah, well... for a platformer with limited physics, I would say no
A "vector" class just might have some niceties like: position += velocity; for example
(and don't forget delta time!)
 
Yea.
Oh, bother. I need to brush up on my inheritance syntax.
 
Java?
 
I think it's just:
class myClass extends otherClass
 
12:20 AM
class stuff extends otherstuff
 
:)
 
John and his proper capitalization
 
Processing's IDE/Compiler is giving me an error about how my class needs to be either abstract itself or final.
 
hah
 
shakes fist
 
12:20 AM
lol
 
although I think MyClass is the proper way for class names
 
@Mana prob
 
to differentiate from myMethod
 
@RavenDreamer Well, do you have an abstract function?
 
Yeah, I was hoping Processing would have a "generate stubs for all abstract methods" button, like Eclipse does.
I thought that might be the issue.
 
12:22 AM
Yeah, if you have an abstract function, you need to declare the class as abstract
 
Oh, no, you don't understand. I haven't written anything inside the class.
It just extends the abstract class.
 
The idea is that an abstract function needs to be defined by a derived class, and therefore the class in question can't be instantiated on its own and must be "abstract"
Oh
Then you either need to define the methods from the abstract class, or make yourself abstract
 
Yeah. I just finished doing the former. That fixed it.
 
Ok... but... that may have made it compile, but your last comment makes me think that maybe it's not what you want
heh... came out wrong. Of course you want it to compile
:p
What I mean is that maybe you don't want your derived class to be abstract
 
Yeah. That's correct. :)
 
12:27 AM
An abstract class is an incomplete idea, and you expect that other derived classes will implement the holes
You can not make an instance of an abstract class (MyAbstractClass instance = new MyAbstractClass(); will cause a compile error)
 
Now why would it be complaining that my constructor lacks a return type...
 
hahah
Umm...
What?
Does it actually think it's a constructor? (same function name as the class name?)
And... it's "Function" in Java right? Or is it "Method"?
 
It is method.
I've been using too much C#, I guess.
Wait, no, that's not right either.
I've been using too much Matlab, I guess.
 
heh
Engineer?
 
Computer Scientist
 
12:33 AM
Really?
 
I'm taking a "multimedia" course this semester
 
I never touched Matlab
 
Which is all about the difference between analog / digital signals
Matlab is handy for convolution
Which is a thing that you need to often do on Signals, apparently.
 
My brother (an engineer) uses matlab all the time
yes, he was doing signal processing
Trying to find gear faults?
I donno
 
Aha! My "StaticPlatform" was a "SaticPlatform".
 
12:34 AM
heh, yes
Like I was saying "Does it actually think it's a constructor? (same function name as the class name?)"
ps, I should be able to reference my own posts
brb
hahaha
:( yeah
It just means that you are a little OCD, and you need that for comp. sci.
 
I'm also getting a minor in creative writing
and it never ceases to amaze me
how much better I am at grammar
 
Oh cool
 
than the english majors.
-_-
 
heh
English follows a regex, right?
:p
 
I learned Ruby so I could mod Dwarf Fortress with the help of a regex!
 
12:39 AM
hahah, Awesome
 
Then I found out that what I was trying to mod was basically impossible, because the parts of the game I needed to mod were hardcoded.
So a bit of a letdown, haha.
 
:(
 
Same "bug" / "feature" that makes it possible for dwarves in that game to have preferences for foods like... "ant brain" and strange items like, "cardinal leather".
Hm. Collision code in the platforms or the actor objects.
 
heh, interesting. I haven't actually played much of the game myself, but I remember hearing about it from Notch
@RavenDreamer Typically the things that move
So... in the actor object(s)
 
I'm amused.
 
12:43 AM
The update for a wall should be like: Update(){}
 
I have two chat windows open, one on the laptop (on which I'm programming) and one on the PC (which is serving as a ridiculously opulent music system)
I heard a ping come from the PC, went over to look at it, and found the other chat window reporting your response here.
Nothing like a bit of redundancy, I suppose.
 
:p
 
//platforms don't need to update
void update(){
}
 
Pretty much
It's better to have the 'few' moving objects check to see if they are colliding with other things, rather than each brick checking to see if someone has collided with them
 
Yeah. I think I may even not check vertical collisions when the actor doesn't have the "in-air" flag.
 
12:47 AM
By "vertical", you mean "roof"?
You still need to look for a floor
Or... maybe not?
 
Oh, I didn't mean to not look for a floor.
There's a thousand different ways to achieve the same result.
 
yup
 
Hm. How best to work moving platforms' update method...
 
:/ yeah... a moving platform, in my opinion, should not extend from the regular "static" object class you may have
So, it should be in the "movable" class, and should do some of the same processing as your actor(s)
 
Yeah, I just extended from the GameObject itself.
I'm still low-tech-ing it atm.
 
12:55 AM
yeah, as for what the actual update method should do, it really depends on how you want it to react
What if something gets in the way? Does it have a set path? etc.
 
Well, atm, I don't have any reason for platforms to care if they intersect each other. I think I'll just use a boolean: goingLeft and flip it when it reaches the left edge of its path.
 
cool
ohh man, you have no idea how nice it feels to have that question closed and off my back
 
I. Hm?
 
You don't have to read it all, but: gamedev.stackexchange.com/questions/17015/…
that question
 
ah thanks, I was looking for it
hi
 
1:05 AM
Neat. Way beyond my skill, but neat!
 
heheh
yeah... it's hard to conceptualize
like: "wtf is he asking?"
 
D'oh.
 
Was wondering why it wouldn't let me assign a new instance of a class to the name of the class instead of a variable...
Answer: Because that's not how variables work.
You need to actually use them for them to be of any use.
In other news: Moving Platform success!
 
yay
 
1:11 AM
Yay!
Now what's the command to have larger default windows in processing...
Aha. It's just "size(int,int)"
Hm.
 
hmm is right, where's my badge!! "Question score of 10 or more "
:(
Maybe it's because I selected a correct answer when there were only 9 votes?
 
StackExchange runs "update()" more rarely than "every second".
Give it a day :)
 
heh, there it is, :)
I remember it being pretty quick, as in very quick
 
@JohnMcD No, it's just delayed
 
I was wondering if for the GUI elements I should use an aspect ratio instead of width/height
 
1:21 AM
It'll come earlier than a day but it'll still possibly take time.
 
@GraceNote Thanks, it came around the time I said "heh, there it is, :)"
Meh, only bronze
Although I suppose it also means that my Game Dev account has surpassed my SO account
 
@GraceNote was spreading scandalous rumors about how nice everyone in here is.
 
@PabloAriel I... don't know, It really depends on how you want it to look
For my game, I haven't even scaled my GUI (like EVE Online or Terraria)
 
Hm. my moving platform is showing up, but my static platforms are not.
I wonder if they are simply off the edge of the display.
 
hmm
 
1:26 AM
Considering I copied the "draw" code from the static to the moving platforms...
 
ic
and: eeehhhhhh, now the fix for one graphical glitch causes an other, :(
When will it end!?
I need to be able to draw ovals, :(
 
Yeah, they're just off screen. Which is... weird, but okay.
ellipse(int, int, int, int)!
 
in XNA
 
Processing has a nice circle/ellipse / rectnagle draw-er.
 
ovals on the screen or the isometric plane?
 
1:28 AM
My other class is in XNA. :P
 
not so easy... a friend and I had to make an entire library to draw simple primitive shapes in XNA
:/
@PabloAriel Yes, ovals on... wait... CIRCLES on an isometric plane that look like ovals
heh
@RavenDreamer Get the class to use: sourceforge.net/projects/primitives2d
:D
It's awesome
 
Okay, how the heck did I not realize I was setting the position of my platforms outside my view bounds? :/
 
they have fixed or discrete size? as in tiles? or they can be any size?
 
Umm... I don't have tiles in my game, so.. any size. Although they are pretty much defined at run-time (except for the scale factor)
Ehhh, holds head, I... don't want to make yet an other method to handle manual drawing of an ellipse
 
ok so you need something to transform texture with a circle to the isometric view?
it could be easily achieved that way, just a circle in a texture with alpha background
 
1:34 AM
Yeah... I should really just make a stupid texture
sigh
So much easier
 
and it may even look better, because you can use 2d tools and such
it doesn't even need to deal with rotations...it's a circle
 
maybe eh? I was planning on using the primitives library I made only for debugging, but I suppose I've grown fond of it and am starting to use it as a core game mechanic
 
yes you could use them for rendering a quad with a texture (of a circle)
 
The circle radius' haven't changed in forever, so I could realistically make a texture and be done with it
yeah... I'd just use Paint.NET
Awesome app btw
As far as free stuff comes
I guess it's just that I have to get the oval just right
That'll be fun.... (not)
 
>_<
 
1:41 AM
You're telling me, :(
Remind me why I'm doing Iso again?
 
use a textured quad and use your code to make it isometric, you do that with the ship, don't you? but in this case you will need just 1 sprite frame, so you wouldn't need to do anything else that making a quad with some 3d tool
 
hmm... I'm wondering if there's still a way to fix my sprite sheet without altering my world -> screen stuff
I know there's a way, and I was close
arrrg
 
fix? how? as in scaling?
 
Fix, as in make the sprite sheet frames slightly different so that where the frames look like they are facing match where the game thinks they are facing
I figured out the opposite, so... I can take a screen-angle and convert it to a sprite angle, but I can't figure out what sprite angle looks like XYZ Screen angle
 
I should probably update out of the processing IDE and into the Eclipse with processing plug-in.
My program is approaching unwieldly lengths, just because everythings all in the same file.
 
1:47 AM
@RavenDreamer What?
 
As in, I have 157 lines of the code-that-is-my-engine.
And it's all in a single file.
 
it would be easier to transform everything to the sprite transform instead of rebuilding all sprites!
 
It's getting long. I should split it up.
 
Oh, only 157, ok, nm
ahahah
 
and you could even make a function for the transform to be built
 
1:49 AM
@JohnMcD I think I wrote a 300 line program once. :P
 
@RavenDreamer Oh, ok
 
lucky dude, mine es 180 files long
 
:O
Files, wow
Actually...
 
@PabloAriel I'm betting yours is slightly more interesting than "watch this platform oscillate back and forth indefinitely".
 
and it's just a hello world branch, it provides an abstraction layer for 3d and input, a base framework, still rudimentary but
no no actually
i have no experience with making games =(
 
1:50 AM
Me neither!
Let's go on a journey of discovery and knowledge together!
 
:D yes that's why I like this site :)
 
@PabloAriel heh, actually... now that I've measured what goes into mine, that's not as humongous as it seemed. I have 176 files myself
 
yes you have some really neat features I wish I had
just I've focused more on 3d
 
26,361 lines, 16,966 (64%) of which is code. And this includes libraries that I wrote, and my sprite maker
 
dude it's a lot of code
 
1:53 AM
It's... been a while
yeah... lots of code
 
----------------------------- Total Files: 184
----------------------------- Total Lines: 45574

Comments: 4411
Code: 25661
Compiler directives: 1327
Blanks: 14175
Total bytes: 1185266
yea I know it's a lot
 
Since we're whippin' it out:
Total Files : 176
Total Lines : 26361
Comment Lines : 5254 (20%)
Blank Lines : 4141 (16%)
Code Lines : 16966 (64%)
Code w/ Comment : 97 (0%)
Oh... and this includes testers for some components, like the quad tree and primitives
 
hah I got a lot of blanks XD but my code analyzer takes a lot of lines as blanks such as those with only with // or }
 
ahh, ic. Mine takes "}" as being "code"
and "//" as being a comment
 
Ah... much better.
 
1:57 AM
i wrote my script for this so I can modify it to fit
you were working with file formats and that is a lot of code
 
Programming while standing up had sort of worn on me.
 
and work
 
@PabloAriel lol, same here
@RavenDreamer :p
 
what did you use to count the code? C#?
yea I hate standing up (?)
 
@PabloAriel Umm, yes. I used C# to count lines of C# code
@PabloAriel Sometimes I wish I had a desk that allowed me to stand up
 

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