Angband.oook.cz
Angband.oook.cz
AboutVariantsLadderForumCompetitionComicScreenshotsFunniesLinks

Go Back   Angband Forums > Members List

RogerN is on a distinguished road

RogerN RogerN is offline

Swordsman

Visitor Messages

Showing Visitor Messages 1 to 5 of 5
  1. twknox
    July 25, 2013 11:59
    twknox
    Hi, I just found your game Malastro the other day and am finding it quite enjoyable. I have been looking for a C# game that has these features that I could learn from. I would love to get a chance to gander over your code if you don't mine. I cannot send you a private message so if you send me one with contact info I'll reply with the same.

    Thanks in advance!
  2. jupiter999
    November 17, 2012 04:59
    jupiter999
    Yipee! Great to hear from you!
    You may send your sourcecode to this e-mail:
    jupiter999jupiter999@gmail.com

    But back to serious discussion, I'd been using PARGB32bpp format already since a few months ago (from an article found somewhere in http://stackoverflow.com).
    So far I am facing a few problems as follows:

    1) Redraws the entire map for every movement (player's movement + monsters' movement).
    What goes awkward is when hundreds of monster moved one by one after player's movement. The game screen goes flickering on each monster's movement. Did you have this kind of problem?

    2) I need some delay in my drawing routine, so I use "Thread.Sleep" method. But then UI thread will be frozen by this, so after a long hours of trial and error with research, I used backgroundworker.
    But then my whole coding becomes a havoc to me. It looks to me as if OOP practices breaks down in my coding. I can't separate drawing routine away from my core game routines. So I end up wasting much of my time busy modifying the drawing routines instead of the more important game core routines.

    3) Caught exception "object reference not set to an instance of an object" from time to time. I'm still debugging it, but it seems to me that multi-threading codes started a few drawing calls that "fighting among themselves" to draw on the same bitmap variable. Still investigating...

    I'm totally taken aback when I saw you game runs, especially when the camp fire keep smoking on its own while I'm firing some monsters and others keep moving.
    It's brilliant!
    Everything is drawn smoothly.
    Fast, that I don't see any flickering whatsoever...
    By the way, are you doing a Windows Forms Application project or Console Application project?
    Really curious about this as well.

    I wish that my game core routines are portable, even for the drawing routines. But that will be my final objective, not now.

    Feel free to comment / suggest / advice me. Appreciate all of them.
    Thanks~

    Best regards.
  3. jupiter999
    November 9, 2012 04:52
    jupiter999
    Good day, RogerN.

    I'm totally in awe of your project: Malastro, especially it to be a C#4.0 project!
    I'm kindly request for your source code, because I'm also working on my own baby project in C#4.0 for quite some time ago. But I'm always having problems in UI (struggled for many months without promising result), especially game view rendering (bolt firing, icon animation, sprite drawing, etc.).
    I really appreciate that if you can provide the code of the project. But if you prefer not doing so, could you please enlighten me at least on how to do game view rendering, because I wish to do stuff like magical bolt / beam mechanism (especially when hundreds of magical beasts firing at each other), fast game map update when player moving around, etc..
    Truly appreciate your help, and thanks for the attention. Best wishes for your game, and good health to you~
    Cheers~
    For roguelikes!
  4. camlost
    September 27, 2010 00:46
    camlost
    Any luck finding the source? I could always include it as a build option, which might be useful moving forward.

    Also, can you verify a fix for me? Does the released version work with a find/replace of 127/2 in font-win.prf. I can't seem to find a useful/functioning font editor to do the simple fix of moving character 127 (7F) to 22 (16), which I think might solve the problem.
  5. camlost
    August 25, 2010 06:41
    camlost
    RogerN, do you happen to have the fixes mentioned here: http://angband.oook.cz/forum/showthr...?t=1483&page=3

    I'm currently working on S, so there's a prayer that I could actually manage a fix to this.

Statistics

Total Posts
Visitor Messages
General Information
  • Last Activity: October 14, 2019 15:24
  • Join Date: July 17, 2008
  • Referrals: 1

All times are GMT +1. The time now is 13:05.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2023, vBulletin Solutions Inc.