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Chokboyz

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Everything posted by Chokboyz

  1. Following some requests/reports here : http://www.ironycentral.com/forum/ubbthreads.php?ubb=showflat&Number=179512&page=5 (see Taslim) and on the Google Code site, i've uploaded a quick revision of the Classic Blades of Exile code. Changelog : Blades of Exile : Corrected the Skill and Giant Strength abilities handling so that they actually increase the chances of hitting instead of decreasing it (damages were correctly handled). Now trying to enter a blocked space multiple times won't produce a lot of message but add a (xX) suffix to the "blocked:" message (X number of tries to enter the space) Minor Editor changes : When opening a new town or assigning a new town to a town entry on outdoor map, the input field is already selected (extended the basic function for flexibility). Code-wise : Added a custom makefile for DevCpp which solves the ressources multiple- definitions problem (only Game and Editor, the Character Editor wasn't affected). Readded legacy monster skill constants to CONSTS.h, to make the original code easier to understand for newcomers. Chokboyz
  2. Originally Posted By: Celtic Minstrel I wonder if Windows laptop users can move diagonally, then... They can (although it may be awkward if Home, Page Up/Down and End keys are oddly placed). Chokboyz
  3. Originally Posted By: Celtic Minstrel As previously mentioned, navigation is with the numeric keypad, not the arrow keys. I suppose that should probably be changed sometime, though, to support Macbook players... in which case I'd probably use the following mapping: [...] This mapping has already been succesfully implemented in the Windows code, with the nice side effect that numeric keypad movement works whatever the num_lock position (even diagonal) ... So, i'd say using this mapping is a good idea (on the other hand, i wasn't aware that the Mac version didn't use arrows movement ) Originally Posted By: Celtic Minstrel Allowing the player to select their own keys is fairly unlikely to be implemented... Seconded. Chokboyz
  4. Originally Posted By: Taslim as soon as I can get Dev-Cpp to compile correctly. (any help with that would be nice, but this prolly isn't the best topic to bring it up in). Quick answer : CBoE compiles correctly on Dev-Cpp, but the compiler throws a general error (your code is messed up etc) because too many warnings occurs while linking (the executable is produced anyway). The problem lies in the way Dev-Cpp handle windows ressources compiling/linking : it fuses all availaible .rc into one big ressource file and windres/link using it. Other IDE (Code::Blocks for citing only one) don't do such a thing, thus to be able to compile, ressources files have to be interwened (using mutual inclusions). The problem is that, with those inclusions, when Dev-Cpp fuse the differents .rc into the big file, there's multiple redefinitions of every ressources (because of the inclusions) making the compiler spits lots of warning finally making Dev-Cpp throws a general error. To make the general error go away, just delete the following block on each .rc file : #ifndef _INCLUDED_RC ... #endif Hope it helps, Chokboyz Edit : Originally Posted By: Taslim Scenario Editor: When opening a new town it would be nice if the input field was already selected. By the way, are you speaking of the "Load Another Town" option ? If so, the focus is on the input field already in my version ...
  5. Sorry about the delay, lots of things to do ... Originally Posted By: Celtic Minstrel Does it have a way to change the cursor though? Yes, there is (but i haven't done it yet). Originally Posted By: Kelandon When you do your cross-platform stuff, will that solve the age-old problem that Win-BoE can display more text in dialogue than Mac-BoE could, so Windows designers sometimes overflowed the dialogue box and we couldn't actually read everything they wrote? It all depends on wxWidget well handling of the cross-platformability (if this word even exists ) ... but even if it doesn't (i.e fonts size differs from platform to another), a simple conditional compilation with different sizes would solve the problem. I don't exactly know when the problem occurs, but if it's in dialogs then it would be solved with the new dialog construction, if it's while talking, the above solution would do the job. Originally Posted By: Celtic Minstrel I have been toying with the idea of adding a scrollbar to the dialogue screen, which would solve the problem. That's definitely another possibility ... Chokboyz
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