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Author Topic: INP() keyboard handling  (Read 9690 times)
jony_basic
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« Reply #30 on: December 15, 2005, 05:04:12 AM »

I think I'll stick with file loading for each picture, even if this means that the user can change anything he/she wishes, it's there choice really.
I always found that I never really cared to edit sprites/maps on any game I downloaded, they're usually fine the way they are.

Another thing, what about quests and such?
should they be in a file that's editable externaly, or hard coded into the source?
the files would be more managable, but hard coding is harder to mess up by the user.

axifer, if you wouldn't mind sharing, I'd like to know the way you did flood filling  Cheesy

I guess I could put the editer in the game or as an external EXE,
doesn't really matter to me.

stylin: I can't really tell who's sprite program you're talking about, but if your talking about mine, and the learning, I don't mind the critisism, I guess it's constructive.
Besides, I can always use some help in knowing what I need to work on.
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jony_basic
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« Reply #31 on: December 15, 2005, 05:16:41 AM »

stylin: I did make my own file format for QB, the reasons being that
1. I can load 200+ sprites, maps, and fonts in just a few seconds
2. the file format is simple to use, and easy to understand
3. I don't like the wheel, someone's got to reinvent it  :roll:

I'm not saying that I should spend all of my time creating the creator, but It's definatly fun for me. Cheesy

I think I'll go into driver programming. Cool
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axipher
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« Reply #32 on: December 15, 2005, 12:08:27 PM »

Well i'll PM you the floodfill method I used, it's a SUB, so it is prtty easy to implrment like I did with user input, I'll include the entire part that is related to floodfilling.
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