18 June 2008
| A WinForms missing method |
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I'm sure I can't be the only person to need this so here is a function I couldn't find :- private Control FindControl(string strControlName) Usage :- for (int p = 0; p < CurrentMap.Depth_Tiles; p++) If anyone has a better solution let me know :-) Labels: Home, Windows forms |
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posted by Dave Henry at
15:12
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| NEW JOB! |
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| After only 5weeks of looking I've managed to get a job yay me! I'll be working in Bristol city center, so train or car both will be expensive. It's working for a company called Innogistic Software Plc, apparently I'll be working on something to do with distribution of Fire fighting hardware?? It pays better than the last place which it has to because of the distance I'll be traveling, and it's a six month contract but then again so was Source and I stayed there for 18 months. so once again... YAY ME!!! Labels: Work |
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posted by Dave Henry at
13:02
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09 June 2008
| Map-Ed v0.0.1.16569 |
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I've been hard at work trying to get a new job and working on the Map Editor of Bert, screen shot right.The thing that has proven to be tricky is that the Bert Higgins uses over 1900 blocks at 16x16 and over 1500 Sprites at 24x24 this makes for rather a large overhead in the map editor writing this as a windows forms application with the standard objects is impossible because the application slows down too much with all those objects, so I wrote a new component to view them based on this article by Marc Clifton. As a whole I'm using the work done in Nick Gravelyn's series "The Tile Engine Tutorials" as a bases for my editor, the problem with this is that the way I'm storing my map data and nick's method differ massively and he is using individual sprites for his tutorial(I'm only up to part 4), there are also other things that I'm doing differently to nick and features that were outside the bounds of his tutorials, like I want to have an auto wall feature so you select your wall tile and just draw with it the connecting sprites are inserted where two or more blocks are next to each other, and I'm using a group system to insert objects larger than a single tile, and the random select to reduce the repeating effect, I'm also trying to come up with a way to add in the auto edging for grass meets water or dirt meets concrete. All in all The Map Editor is shaping up to be far more complex than the game, but I should end up with something that can be used for far more than just Bert. Until next time... Labels: Game Dev, Home, MapEd, Screenshot, XNA |
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posted by Dave Henry at
10:08
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