Anything related in any way to game development as a whole is welcome here. Tell us about your game, grace us with your project, show us your new YouTube video, etc.
I did run into a little hiccup. Creating stage objects had been smooth as butter until I made the pipes. I named the class "pipe" and whenever I created an instance of it I'd get an odd error about missing a parenthesis when clearly I had not. It baffled me for quite some time. I then thought to myself, "Hey, maybe it's in the name." Sure enough, pipe is a function in the C++ standard library.
xp++;
As for the inconsistency in style... I didn't even notice it till you pointed it out. I rushed through that code like a coke fiend.
I'll post a video of the level rendering here in a bit.
Small girl at the harbor wrote:Look Brandon, that crab's got ham!
It baffled me for quite some time. I then thought to myself, "Hey, maybe it's in the name." Sure enough, pipe is a function in the C++ standard library.
What, seriously? Haha, that's intense.
I don't recall that I've ever run into a situation where I was conflicting with the standard namespace...xD
I'll post a video of the level rendering here in a bit.
How's that coming along? Can't wait to see it. xD
<qpHalcy0n> decided to paint the office, now i'm high and my hands hurt
Damnit... I'm experiencing the oddest thing. I can load my stage and push new stage objects into the list just fine. The crazy thing is, when I run my program the stage objects are either updated, some updated, or none updated. And it's different every time I run my program. It appears to be random. I guess I have some crazy issue with my lists... but I don't know what. This may take some time to figure out. It's also why I haven't posted the video yet.
EDIT: Nevermind.
Small girl at the harbor wrote:Look Brandon, that crab's got ham!
Thanks Mar. I have both but I'm rarely on. AIM screen name "JS Lemming". (I'm really sick of having a space in my name everywhere.)
Sorry for not updating guys. I've been away from my computer lately. Other personal reasons too. I don't foresee anymore problems (haa) except for actually having to think how I'm going to handle difficult collisions like pipes running into each other with things getting crushed between.
I'll get that video up asap, eatcomics. Just don't get your expectations up too high. =p
Small girl at the harbor wrote:Look Brandon, that crab's got ham!
Oh I'm sure we will all be amazed
Anytime is cool though don't rush through personal matters because some stranger wants to see the videogame you work on in your freetime
Ayyy thanks. Heh, no he can't jump. I just haven't implemented climbing or pipe-hector collision yet so I had to improvise to get around.
EDIT: OH! Almost forgot, I'm going to convert everything over to SFML. There's a certain simplistic beauty to sfml that I cannot deny. I think competition with SDL will be a good thing.
Small girl at the harbor wrote:Look Brandon, that crab's got ham!
Thanks, glad you like the art. I'm trying to give Gyromite an all around proper upgrade. Hopefully I can pull it off.
I was struck by how clean and simple SFML was. It appears well thought out and organized from some of the examples I've read through. Other than that, I have very little experience with it. OH, and the author listens to his users. Someone mentioned how both SDL and SFML don't seamlessly loop ogg files and he made the fix in no time. I'll be using that feature in New Gyromite.
Small girl at the harbor wrote:Look Brandon, that crab's got ham!