WingedPuma Games - Makin' Games and Stuff

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Korban3
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WingedPuma Games - Makin' Games and Stuff

Post by Korban3 » Sun Nov 27, 2011 12:31 am

Last edited by Korban3 on Sat Aug 24, 2013 1:17 am, edited 8 times in total.

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Jacktheawesome
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Re: Dominance Development

Post by Jacktheawesome » Sun Nov 27, 2011 12:36 am

Buttsgames?

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Korban3
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Re: Dominance Development

Post by Korban3 » Sun Nov 27, 2011 12:39 am

Harhar, I forget that folk don't know my name. My name is Butts. Shayne Butts. Srsly.

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Jacktheawesome
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Re: Dominance Development

Post by Jacktheawesome » Sun Nov 27, 2011 12:46 am

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Korban3
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Re: Dominance Development

Post by Korban3 » Sun Nov 27, 2011 12:49 am

That made me laugh. A lot.

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Jacktheawesome
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Re: Dominance Development

Post by Jacktheawesome » Sun Nov 27, 2011 12:50 am

Seriously though, with such a straightforward username like "Korban3," I just assumed that was your name. Where did Korban3 come from?

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Korban3
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Re: Dominance Development

Post by Korban3 » Sun Nov 27, 2011 12:53 am

I needed to come up with a username for Runescape. So I picked a letter and thought of a way that no one else would be using it. It would be a cool name though. Actually I lied to all my friends at school once and told them I had legally changed my name to Turok McCloud the night before over the internet. All but one fell for it. It was funny.

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adwuga
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Re: Dominance Development

Post by adwuga » Sun Nov 27, 2011 1:01 am

Korban3 wrote:Harhar, I forget that folk don't know my name. My name is Butts. Shayne Butts. Srsly.
:lol:

I'm immature, sorry, but thats HILARIOUS!!!

No one would ever believe me about that, I cry wolf too often.

EDIT:

Is this Dark Nocturne? If it is, I like the new name better.

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Korban3
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Re: Dominance Development

Post by Korban3 » Sun Nov 27, 2011 1:17 am

Yeah, it is the same project. I just have a more solid idea for just about everything in it now, so a more fitting name was in order. No spoilers on anything yet though. And good news! The missing foot in the sprite. I've almost got it down right. I hate doing pixel art so bad m_m

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adwuga
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Re: Dominance Development

Post by adwuga » Mon Nov 28, 2011 6:21 pm

You should ask for help if you want it, although it seemed fine to me.

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Korban3
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Re: Dominance Development

Post by Korban3 » Mon Nov 28, 2011 6:54 pm

I don't need help! I'm like Arnold near the climax of Predator or like Rambo. I'm a one man design beast. But if someone wants to help I guess they can :P I just have to grind through them, and I'll get better over time.

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adwuga
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Re: Dominance Development

Post by adwuga » Mon Nov 28, 2011 7:54 pm

Yup, although time will get better over you. You live in Soviet Russia, right?

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Korban3
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Re: Dominance Development

Post by Korban3 » Mon Nov 28, 2011 8:02 pm

Yes, Mahther Rassia ees a graet plaec to leev. She provides me vith much potatos to be makeeng dee vodka vith.

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Korban3
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Re: Dominance Development

Post by Korban3 » Tue Nov 29, 2011 12:16 am

Wow, I'm really stumped on this one. I'm writing my animation system right now, and it's almost done. Problem is, I got an issue with new instances of a class being written to the same memory address. It's because they are being written in a for loop, but the call to the constructor is being reached multiple times, as intended. But each time it is reached, the new instance takes the same address as the last time the call was used. Hopefully, I'll have this problem resolved within a few days and can get this new sprite sheet done. After that, I can add more sprites for animating.

Here's some simplified almost-pseudo code if someone can figure it out. The part that causes issues is the beginning of the Animation constructor function where Frame::Frame() is called. It's right in a for loop. This is a really difficult error to find outside of a compiler, I barely found it by using a break point at every line and checking pointer address and crap after each line was run.

Code: Select all

class Frame
{
	public:
	variable declarations; /* X, Y and index */

	pointer to next Frame in linked list;
	pointer to previous frame in linked list;
	
	Frame::Frame(int xx,int yy); /* X and Y indicate coordinate on a sprite sheet */
};

Frame::Frame(int xx, int yy)
{
	X = xx;
	Y = yy;
}



class Animation
{
	public:
	pointer to initial Frame in Animation;

	Animation::Animation(int n);
};

Animation::Animation(int n)
{
	Frame *old = NULL;
	int i = 0;
	for loop(i = 0; i <= n; i++)
	{
		Frame *current = NULL;
		current = &Frame(0,0); /* Each time this is reached, the code gives the new Frame the same address as the last one create here. */
		
		{
			/* Linking procedures are here and all functional */
		}
		
	}
}

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Korban3
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Re: Dominance Development

Post by Korban3 » Tue Nov 29, 2011 6:25 pm

Ok, the problem is solved. I needed to use
"current = new Frame(0,0);"
instead of
"current = &Frame(0,0);"

Now that that is done and my Animations are indexing and linking entirely properly, as far as I can tell, I should have it usable before the night is over.

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