05-01-2005, 10:25 PM | #101 | ||
Join Date: Sep 2004
Location: Dentergem, Belgium
Posts: 1,811
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Bloodshed.net, and you'd need the binaries, not the source code, as the source code needs to be compiled (with something like Dev-C++), while the binaries're the compiled version.
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05-01-2005, 10:48 PM | #102 | ||
Join Date: Dec 2004
Location: ,
Posts: 250
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so i need the bineries and not the source code - then what compile the binaries and i get the game to the stage where i can alter it to suit my programming outcomes
Sorry im a complete novice here - just getting started got dev c++ already so now its time to go learn some c++ programming. Am i correct so far. |
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05-01-2005, 10:51 PM | #103 | ||
Join Date: Sep 2004
Location: Dentergem, Belgium
Posts: 1,811
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Hmmm... I'll explain this step by step, to make sure I don't word it confusingly
1) Get the binaries of Dev-C++ 2) Run the binaries (aka install Dev-C++) 3) Start Dev-C++ up 4) Open the source code of the program you want to see or edit in Dev-C++ 5) Edit as you want 6) Compile 7) Test + Debug |
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06-01-2005, 01:43 AM | #104 | ||
Join Date: Dec 2004
Location: ,
Posts: 250
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Thanks for that im up to step 4 - ive got the coltoo source files from sourceforge.net (colonization 2 sequel open source) the project is moving slowly but i want to see the files to get a feel for improvements i could make - sort of like my learning project)
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06-01-2005, 04:25 AM | #105 | ||
Join Date: Jan 2005
Location: ,
Posts: 35
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I have found an open-source strategy game engine at: This Website
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06-01-2005, 03:15 PM | #106 | ||
Join Date: Oct 2003
Location: Telford, England
Posts: 1,303
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thats for RTS games.. we're looking for a Turn based game, right?
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I liked the old forum.. =/ |
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06-01-2005, 04:13 PM | #107 | ||
Join Date: Dec 2004
Location: ,
Posts: 60
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Yup, turn baised keeps it simple.
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06-01-2005, 08:04 PM | #108 | ||
Join Date: Sep 2004
Location: Dentergem, Belgium
Posts: 1,811
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Algorithm problem... can't seem to find one that'll do this:
When the player selects a unit, it'll show the squares it can move on. So if that unit can move 5 squares, it'd mark a field like this: or when the unit is more to the border or when it's 2 squares, it'd mark a field like this: |
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07-01-2005, 08:01 AM | #109 | ||
Join Date: Dec 2004
Location: ,
Posts: 250
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work it around a 2,4,8,16 sceniro that might work but go backwards - incorparate that into a boarder algatheium (*does that help* if within 4 squares of border movement ratio is cut in half or 1/4 if right on board.
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07-01-2005, 09:26 AM | #110 | ||
Join Date: Jun 2004
Location: Jan Mayen, Svalbard and Jan Mayen
Posts: 2,167
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to give you a little hint on how to solve it.
do you know how to solve it if the movement is 1 ? if so try doing first 1 and from those points 1 again.
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Flowing with the stream of life |
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