I would let them steal my codes, if there is anyone being able to decrypt my codes, without me being attached to it. he has the full rights to use every byte of it!
I think Google should win the case against Oracle because code is just implementation of an idea. If someone wants to steal my game they don't need my code
For the first case: "WPL used and studied those programs in order to understand their functioning but there is nothing to suggest that WPL had access to or copied the source code of the SAS components." - zdnet.com/blog/btl/…
"the Court holds that neither the functionality of a computer program nor the programming language and the format of data files used in a computer program in order to exploit certain of its functions constitute a form of expression"
@Dave Well, news reporters are often wrong, and I would bet that they are confused about the difference between "Programming Language" and "Source Code"
@Dave its not protection if people are allowed to freely copy code. I know this isn't the ruling. I'm just saying that I have to take back what I said about being ok with it because such a freedom would kill any license where source is available (primarily Open Source applications)
@JohnMcDonald I find their need to blow everything out of proportion the most annoying. "FBI hacked by Anonymous!" aka "Anonymous DDoS some web server which hosts FBI's website".
i take the tile width, and multiply it by the ratio between gameTime.ElapsedGameTime.TotalSeconds and the time it should take for a character to move between 2 adjacent tiles
Umm, ok... so. Really, the only trick to working with spritesheets is figuring out a way to logically store and refer to frames of a particular animation
3-step animation, requires 3 frames
Ok... let's start with something simple
What do you have for a sprite or spritesheet now?
(btw, like 90% of spritesheets you find on the net are a pain to work with because they don't use a grid)
Especially for the first sheet, and I would say always, unless you are making an iPhone game where the RAM is really limited, or if you provide an XML or JSON file with the image that describes each frame
Unless you give me an image, I'm going to describe how to use that one ^
Alright... using this guy: http://www.gameprogrammer.net/pics/outside/spritesheet.jpg It's 400x400, and there are 8 frames per walking animation across, and 8 rotations/orientations: SE, S, SW, W, etc
Long story short: there's a parameter in the spriteBatch.Draw() that allows you to specify the source rectangle. You just need to increment the X or Y in increments of the sprite's width or height
yeah... two solutions: 1) erase the borders when you're done 2) Use something like Paint.Net that allows you to enable a grid view without actually drawing a grid