I can't highlight single words in a StringGadget
What do you mean? By using the mouse, or by code? Both can certainly be done.
Well, selecting isn't what I mean by highlighting. I can't change the color of a single word or draw a thin red line below it. I could probably do that with winapi, but ...
Search found 13 matches
- Mon Apr 30, 2012 8:43 pm
- Forum: Feature Requests and Wishlists
- Topic: Spelling checking
- Replies: 6
- Views: 1695
- Mon Apr 30, 2012 11:22 am
- Forum: Feature Requests and Wishlists
- Topic: Spelling checking
- Replies: 6
- Views: 1695
Re: Spelling checking
I can't highlight single words in a StringGadget, so how would someone implement that from the user side of PB?
I don't think too much options would be the problem. Precision could just be a standard value, i have yet to encounter a Program that lets users select that.
A PB Program could just use ...
I don't think too much options would be the problem. Precision could just be a standard value, i have yet to encounter a Program that lets users select that.
A PB Program could just use ...
- Mon Apr 30, 2012 9:55 am
- Forum: Feature Requests and Wishlists
- Topic: Spelling checking
- Replies: 6
- Views: 1695
Spelling checking
It would probably be a bigger task to implement, but what would really be a nifty feature would be integrated (but optional!) spelling checking support for StringGadget and EditorGadget maybe in the form of a #PB_String_Spellcheck flag.
There are free dictionaries available from the open source ...
There are free dictionaries available from the open source ...
- Fri Sep 02, 2011 9:39 am
- Forum: Game Programming
- Topic: Tilemaps, etc..
- Replies: 12
- Views: 6279
Re: Tilemaps, etc..
Be careful with these resources though... a lot of them are ripped from commercial games. Now, I don't think there is a lot reason for companies to defend 15 year old sprite resources, but you never know.
- Thu Sep 01, 2011 9:56 pm
- Forum: Game Programming
- Topic: Tilemaps, etc..
- Replies: 12
- Views: 6279
Re: Tilemaps, etc..
Actually, using the
Engine3D commands to create a 3d environment and having 2D figures in it might work. You could even have all the game logic be 2d and even use Tilemapping with 3d objects. However, I'd have to look into that myself which I don't really have time for right now, so I will stick to ...
Engine3D commands to create a 3d environment and having 2D figures in it might work. You could even have all the game logic be 2d and even use Tilemapping with 3d objects. However, I'd have to look into that myself which I don't really have time for right now, so I will stick to ...
- Thu Sep 01, 2011 12:24 am
- Forum: Game Programming
- Topic: Tilemaps, etc..
- Replies: 12
- Views: 6279
Re: Tilemaps, etc..
The 2D side of things is actually quite nice already. I probably wanted to do the example code with Canvas/software 2d for my convenience, though.
I wouldn't bother thinking about OpenGL/Directx, you don't need to know about those if you use Sprite3D, which works very fine.
Those shouldn't create ...
I wouldn't bother thinking about OpenGL/Directx, you don't need to know about those if you use Sprite3D, which works very fine.
Those shouldn't create ...
- Tue Aug 30, 2011 1:34 pm
- Forum: Game Programming
- Topic: Tilemaps, etc..
- Replies: 12
- Views: 6279
Re: Tilemaps, etc..
I still managed to figure out Isometric tilemapping with a pencil and paper(those are some of the most important tools for a programmer - pencil, paper and an eraser), so I don't think it is much harder.
It poses some slightly more difficult challenges though, like drawing order, screen to map ...
It poses some slightly more difficult challenges though, like drawing order, screen to map ...
- Mon Aug 29, 2011 11:41 pm
- Forum: Game Programming
- Topic: Tilemaps, etc..
- Replies: 12
- Views: 6279
Re: Tilemaps, etc..
Tile mapping is really a very easy to do technique. I'm sure if you invest some thinking time you will figure it out yourself. I did.
To get you started:
per frame, you draw every tile that is visible on the buffer. The math is really easy.
Lets say you have a screen that is 800*600 pixels and ...
To get you started:
per frame, you draw every tile that is visible on the buffer. The math is really easy.
Lets say you have a screen that is 800*600 pixels and ...
- Sun Jun 12, 2011 11:51 pm
- Forum: Game Programming
- Topic: Game Coder Needed
- Replies: 13
- Views: 5892
Re: Game Coder Needed
Oh, I didn't know that. It certainly doesn't have much mainstream appeal 
- Sun Jun 12, 2011 7:48 pm
- Forum: Game Programming
- Topic: Game Coder Needed
- Replies: 13
- Views: 5892
Re: Game Coder Needed
Have you heard of Minecraft? That is a game made by an Amateur and Notch didn't have a team until after his breakthrough. Granted, it is unlikely that he will have that kind of success, but a lot of Amateurs made good games and started living of it. You can't succeed if you don't try and even if you ...
- Wed Jul 21, 2004 3:36 pm
- Forum: Game Programming
- Topic: Dungeon Master Clone *with source now*
- Replies: 26
- Views: 9686
- Wed Jul 21, 2004 2:12 pm
- Forum: Game Programming
- Topic: hmm game programming
- Replies: 35
- Views: 9885
there are plenty of free 3d engines, but you will need to know how to program in c to use them, since c is the standard gameprogrammers language.
google for crystelspace or irrlicht for example.
if you are serious about learning how to programm 3d games i would recommand reading some books about c ...
google for crystelspace or irrlicht for example.
if you are serious about learning how to programm 3d games i would recommand reading some books about c ...
- Thu Feb 19, 2004 1:29 pm
- Forum: Feature Requests and Wishlists
- Topic: [Implemented] dynamic variable creation toogle
- Replies: 4
- Views: 2044
[Implemented] dynamic variable creation toogle
i can't remember how often this created difficult locatable bugs. a mistyped variablename. i would much more prefer the compiler was shouting at me for beeing such a schmock to use an undecleared variable than to create a new one by accident.
(Implemented as 'EnableExplicit')
(Implemented as 'EnableExplicit')