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Messages - Fat Cerberus

2761
The problem here isn't the technology to use for the serialization, it's the method used to get the info to serialize in the first place.  Scintilla.NET doesn't make it easy to get at the relevant info for what we want to implement (saving code folding info).
2762
This is awesome.  But geez, if I had to try to go back to programming in C++ now I think I'd lose it.  Thanks to Sphere and my work on Spectacles, I've been spoiled by JS's duck typing and overall dynamic-ness and not having to declare everything ahead of time.  I can handle C#, but C++... *shudder*

Out of curiosity, can this be built on Windows?  I know you mentioned Mac in the OP, so I was curious.
2763
Just took a quick look through the Scintilla control's methods (Intellisense is awesome, I don't care what anyone says), looks like you'll have to use the Scintilla.NativeInterface.GetFoldX/SetFoldX methods to implement this.   There don't appear to be any automated methods to do the serialization for you, unfortunately.
2764
@Radnen: I believe VS stores the folding info in the project's .user file, along with the list of open tabs and such (which is why you don't put the .user files in version control, devs on the same project would annoy the hell out of each other :) ).
2765
Give how much Radnen hates the Scintilla.NET control, probably quite difficult. :(. It is a good idea though, even if I never use folding personally (I prefer to see all my code at all times, and if there's too much to sift through then I know it's time to refactor).  I think Visual Studio remembers folding state (even across sessions), but only as long as you don't close the tab.
2766
Game Development / Re: The Screenshot Thread
Target selection in the Spectacles battle engine: The full name of the targeted battler is shown, along with their active status effect(s) and HP/MP.  I may eventually have it show the full compliment of stats (VIT, STR, DEF, etc.) as well.  Seeing enemy info other than name and statuses will require use of Scan, like in FF.  Otherwise, you just get the Boss's lifebar and that's it. :-)
2767
Game Development / Re: The Screenshot Thread
Yeah, I experimented with a more monochromatic "accent color" system for a little while (so I could match the color of the HUD to the environment; I jokingly dubbed it the "AmbiLight battle system" :) ), but ultimately I liked the more colorful version better.
2768
Game Development / Re: The Screenshot Thread
New HP gauges for party members!  The dynamic-size reserve pips are a feature of kh2Bar 1.7, which I haven't released yet.
2769
I'll reserve judgment until it's actually out.  I've been willing to give every new system a chance, including the Wii--which I did like, at least up until it became Shovelware Central (I love my Wii U though).  A console is only as good as its library, hopefully there'll be some decent launch titles.  My only real "complaint" (and it barely qualifies as one) would be that "Xbox One" doesn't sound like the name of a game console to me. :P

As for the detractors, I seem to remember seeing the same blather about buying a new TV before the X360 and PS3 came out, what with them being the first high-definition (read: HDMI) consoles.  Now almost everyone has an HDTV (and if they don't, 1080p sets are a dime a dozen at this point, as are HDMI cables if you know where to look), that argument doesn't really hold water anymore.  If you can afford the console, you can afford the TV.  As for price of the console, admittedly, at least in the case of the PS3, it was waaayyyy too expensive at launch, I actively refused to buy one until it finally came down to $300.  I'd probably be willing to shell out a bit more now, though.

But yeah, no sense complaining about something you haven't actually had the chance to experience firsthand.  That's just idiotic.
2770
Game Development / Re: The Screenshot Thread
@Harry: I've actually already considered that possibility (carrying a bunch of restoratives) and already have a system in place to deal with it: Each battler can only carry a small number of items at a time and every item has a certain number of times you can use it (e.g. 5x for regular Tonics, 1x for Alcohol which fully heals you but makes you drunk), so once those are gone, you have to wait till the fight is over to buy more.

And yes, MP will recover automatically over time. I may not even implement any MP-curing items, actually, but that's up in the air at this point.
2771
Just updated kh2Bar, now the bar shouldn't completely empty until HP is exactly zero.
2772
Game Development / Re: The Screenshot Thread
Here's another Spectacles screenshot showing off my nearly-completed HUD.  The only thing it's missing now is the CTB turn preview! :) (that's what the black bar at the top left is for)

You can't really tell from the screenshot, but the MP display is pretty neat.  As MP is used, the circle inside shrinks (yeah, that's a circle inside the box, you just can't tell here because the gauge is full).  Of course right now it's perpetually full because I haven't implemented attacks using MP yet.  And the reason there's only one MP gauge?  MP is shared amongst all party members (including benched ones).
2773
Game Development / Re: The Screenshot Thread


Showing off my shiny new attack menu. ;D


Nice! I like the multiple colours. Just a question, are the hp for the NPCs and characters going to be insanely high like in Final Fantasy?


I don't think so, wouldn't really work with the story aesthetic I'm going for with Specs. Maximum HP for characters is 999, bosses can have up to 10000.  That's a super-boss though, my final bosses average about 3000-5000 HP.
2774
New version: 1.6.  This implements the show/hide functionality requested by Radnen.
2775
Libraries / Re: Scenario 3.6 (scene manager)
Just released Scenario 3.6.  This will probably be the last update for a while (barring hotfixes, please test this for me so I don't have to find all the bugs myself! :P) while I think about where to go with Scenario 4.0.  3.6 is an awesome release: It doesn't take over control of the map engine anymore (camera changes and screen fades during a scene aren't reverted at the end, you have to do it yourself), which means you can use it for all kinds of stuff, not just cutscenes.  I'm using it in Spectacles for UI animations now, for example. :)

Also, Scenario doesn't require the map engine to be running anymore (unless you use map commands like 'panTo'!), which means if you need to, you can even use Scenario's scene management functionality for your title screen or whatnot.