I'm in essense trying to make my own interpretation of the NES hardware, so I can make a game that ideally would resemble what a NES game would look like. I'm currently stuck with how to adjust how to draw the playfield to the video memory (back buffer).
Backbuffer: The NES had restrictions on the nametable, or backbuffer. For my example, the backbuffer is 256x240pixels big, or the size of one screen. If I drew this to the TV, it would fill up the screen perfectly. Now, if I drew this to the screen with an offset of X=5, the entire image would be shifted and would wrap around the screen.
For example.....
ORIGINAL, NO OFFSET: DRAWN WITH OFFSET OF X=5:
ABCDEFGHIJK GHIJKABCDEF
DRAWN WITH OFFSET OF X=-5:
FGHIJKABCDE
The screen is split up into squares 8x8 pixels each, totalling 32x30 rows and columns. (256x240 pixels). The offset is represented in pixels - not columns; so in theory, I could offset the screen by 5 pixels and every column would be shifted to the right by five pixels.
Level Design: My stages are made up of screens, containing data that is represented in 16x15 rows and columns, each by 16x16 pixels. This is to emulate how many NES games stored level data - each tile holds info about what should be in each 8x8 block.
E.g.:
AA
BC with A,B,C,D representing what 8x8 graphic should go where
Level design is represented by this as well, with each number being a different screen and - meaning nothing, null.
-----
-123-
---4-
--54-
-----
Character Replacement: This is easy. I already know how I can determine which table, row, and column my characters are on based on their absolute positioning. I can also determine the relative positioning within the screen.
With this info, I can easily figure out which columns are to the left and right of the character, if any (if the character is at the left side of screen 1, thered be no more level left). How do I draw my levels to the screen, so that they scroll from one to the next. It would be relatively easy to draw one full screen at a time, and when the character gets to the edge just flip to another screen. However, the problem I'm conceptually having is that I need to 'stream' the level data onto the screen. That, lets say the character moves 24 pixels to the right. The BG needs to move as well. So, I need to adjust the scrolling of the backbuffer by 24 pixels.
However, just scrolling alone will cause the screen to wrap over, diplsaying old portion of the level. So, while scrolling I need to make sure to draw new pieces of the level to the back buffer. But before I can do that, which tiles need to get drawn first. And if the person goes 24 pixels to the left, I need to redraw tiles onto the backbuffer and change the offset accordingly as well. And let's not forget that if the character moves right and there's no more level data to be drawn, there should be no offset but instead the character gets closer to the side of the screen (instead of being centered in the middle of the screen via the X axis).
I'm having some odd issues with rendering a standard model, the official DX .X model viewer see's it fine but my renderer has some odd face issues.The only thing I could find in searches was to have ZBuffer enabled and I double checked to make sure it was.I'm just using the standard model render style like so:
Code: For i As Integer = 0 To Materials.Length - 1 If Not Textures(i) Is System.DBNull.Value Then
[code].....
EDIT: Also here is the source code so you can get the complete picture:
I am embarking in the wonderous world of 2D animation and using directx9. I am a complete noob in the world of game engine design etc. I find DX quite usefull and in fact easy to use but in my opinion it's the engine design that makes or breaks the application. There are a massive amount of tutorials on the web explaning how to render a single image to a target but not so much for rendering a lot of sprites.
After scouring the articles online I have come up with this design for a winforms based touchscreen app that needs smartphone like scrolling. The app itself will run on a tablet laptop or touchscreen desktop.I put everything I want to scroll on a panel. Set autoscroll to true (which will show scrollbars)Now put this whole panel inside a groupbox.Shrink the groupbox until the scrollbars are hidden (visually hidden, not visible = false)
Now the fun part I am stuck at.I think I have to handle the mousedown, mouseup & mousemove on the panel to set the autoscrollposition so that when someone touches the panel and drags, it does it's scroll magic. Please help fill in the few lines of code in below method stubs. The msdn doc on autoscrollposition is very confusing since it returns negative numbers but needs to be set to positive with abs and what not.
Point mouseDownPoint; Point mouseUpPoint; Point mouseDragPoint;[code]......
I currently have a label scrolling text, But for some reason it only displays Certain song titles/text. Does Anyone know why?!
Private Sub Button3_Click(ByVal sender As System.Object, ByVal e As System.EventArgs) Handles Button3.Click OpenFileDialog1.ShowDialog() AxWindowsMediaPlayer1.URL = OpenFileDialog1.FileName
how can i crop an image based on the size of my picturebox?
my picturebox's size mode is normal, i want to have for example, a 100 x 100 image using a 100 x 100 picture box, also i can drag the the image inside the picturebox so that i can have a focal point, a center of the image that i want to crop on.
how would I allow my screen capture to crop and capture only a particular area of a screen?The user should be able to select the area they want to crop. It would be good if the cursor changers to a plus like other screen captures and also the screen is all paused so the user can select the area they want.v
I'm playing with creating thumbnail images for my photo website using VB rather than Photoshop.[code]However, I'd really like to be able to crop images to a square shape - same width and height - from a starting image that might be 1000 pixels wide x 667 high, 500 wide x 750 high or already square and around 750 x 750. In other words, crop a square from the central area of a jpeg image, irrespective of it's exact size.
I'm playing with creating thumbnail images for my photo website using VB rather than Photoshop. I've found some great code for resizng jpegs whor this one:
Imports System.Drawing.Drawing2D Public Class ImageResizer Public Shared Sub ResizeImage(ByV
In my code I am taking a screenshot of a CAD screen. The image consists of various colored entities on an all-black background. I would like to find the extents of the non-black pixels in all four directions & crop the image to those extents or maybe a few pixels beyond.
How can I build a cropping tool such as the one in Office Picture Manager as seen below? Notice that as soon as the Aspect ratio is selected a cropped area shows on the picture that can be dragged to the perfect position creeping the aspect ratio in tact. This is why I wanted somehow to link my app. to Picture Manager. I want the picture to open in Picture Manager, cropping tool already selected, ready to be dragged to the perfect position. Unless you have some code that can do jut this.
If i wanted to crop an image in VB.net, how would I go about doing it? I am trying to let the user drag out the box they want (system.drawing.rectangle), and it will automatically remove the edges surrounding the box.
My first problem is primarily the fact that I cannot make the system.drawing.rectangle visible. It is not displaying at all, I am setting its location and height programmatically, but nothing is showing up. I know there is probably something fairly obvious I am missing...but I cannot seem to find it.
My larger issue, however, lies with the cropping itself. I cannot find any crop methods, at all. Is there a hidden one I am missing? Or must I code it myself? How would I go about doing this? It ought to be able to output to a bitmap image object.
Ok, I am trying to figure out how to crop a number, from a label, even though that label has text in it.For example: Label3 reads testing 123I would only want the 123 bit straight from the label so I can use it there and then without
I am using IIS 5.1 on server 2000. I have set the asp.net page for custom error in IIS which is directing to C:InetpubwwwrootCustom_ ErrorIIS_Error.aspx. Custom error page appears when user keyin wrong password for 3 times.When i access the error page directly (for testing) from my laptop using following URL then i can see the page text and the text box.
//192.168.0.10/Custom_Error/IIS_Error.aspx
But when user keyin wrong password for 3 times, system shows the custom error page with text only and doesn't show the asp.net controls.Also, is there any way to show the local path from where the user has been redirected to the custom error page? For an example; we have got 10 folders under website called TestWeb, so when the user is accessing folder number (3) called webtest3 and custom error page should show webtest3 on the page.Can i do it either on asp.net or on asp classic page?
im trying to make a game in visual basic in which your character can move around, jump, and kill things. I can get the picture box with the character to move and everything is fine. but i did run into one problem. when the character moves over a tree (or something) you can see the gray backround of the character as i made in paint. how do i make the backround of the picturebox transparent?
I want to make a program that enables a game to have more than one instance running, where it would otherwise be unable to be done. How should I go about this? A sandbox? Hack?
I am working on a poker game and I have the game setup the way I want it in terms of graphics and I have the code programed to deal the cards out exactly how I want them. Granted, the code is very simplistic, but functional for a new programmer like myself. I'm sure there are other more efficient ways to code my game, but I like mine so far because I can at least understand the majority of it. With that being said, here are a few problems and questions that I have.
1. How come when all 12 cards are dealt out I have some cards repeating in the game? For example, I get queen of diamonds in more than one picture box when I only want the card to be dealt once and then removed until the next game.
2. I was hoping to have a button 3 to clear all the boxes, basically resetting the game to the next game. When I hit button 3 it only clears the contents of picturebox 10 and 12.Other notes: I have the deal down the way I want it. It deals the first 10 picture boxes and a second button deals the 11 and 12 picture boxes.
3. I know this is my next step so I want to post it with the code I currently have. I want to start taking my project one step further by evalutating each of the three rows of cards (3 rows of 3 cards each - I'm not worried about the dealers hand (picture box 10, 11, 12 yet). So I want to evaluate a row of pictureboxes against a "pay scale" and display the win in a text box or label next to the 3 card hand. For example, Q of diamonds, Q of Clubs, Q of spades would win 15, etc. ( have a weird feeling I may have to change the names of the cards (I have them named card1, card2, etc. right now) to something that identifies them in order to evaluate the hands.
Here is the code that I currently have. I'm using visual basic.
Public Class Form1 Dim Rndm As New Random Dim myPB(11) As PictureBox Dim HiddenCards As New List(Of String)
I have created a scrabble game that generates random letters. For the user to type in a word using the random letters they have to type it in a text box.
I want my program to prevent users from typing in letters that are not provided in the text box and to allow them to type in the random letters that are provided.
I'm trying to make a simple fruit machine game for windows mobile device.
I can create the game easily enough and flip through pictures in a picture box to display the correct symbol.. but what I'd like to do is do a proper spinning reel, but have no idea where to even start.
What I have is a list of images in an imagelist (or individual files) - what I'd like is them attached to each other and moving downwards, preferably as though it were going around a drum but just them moving would be a start.
I am trying to make a game which basiclly lets you shoot ducks. i have a picture as a background (set as form image) i then have picturebox's with ducks flying flying around you shoot them the disapear etc.
My problem is the image. i have a picture of a duck and a blue square round it. and i would liketo make it transparant because birds dont fly with blue squares.
Below is an image to illistrate my problem
I have tried adding transparent background, transparant key etc
On programming assignment without having any real experience in vb. I guess I don't understand subroutines that well. When the program runs it never goes to the computer's turn and does not update the users score either. This assignment is already in but would like to know what is going wrong. Using VB 2010, and this is windows application.
Code: Public Class Form1 Dim Myturn As Integer Dim Computerturn As Integer
I'm trying to make a 2D platform game and I'm pretty inexperienced at programming. I've coded the player to move left and right and jump, but I can't figure out how to prevent multiple jumps while the player is in the air. Anyone know how to do this?
Check Score: The winner is the one with the highest score less than or equal to 21If both scores(player total and computer total) are over 21, or if both are equal but under 21, the game is declared a draw.
There is something wrong with this line: If intPlayerCardTotal < intScore And intComputerTotal < intScore Then MsgBox "Draw"
Upon changing the field size a game should restart. Upon trying to do so I see the previous grid (e.g. 10x10) displayed on top of the new one (e.g. 4x4). How would I prevent this and indeed start the game fresh?
So here is my problem. I have a vb game with animated sprites and all, and the character even jumps. However it only works in the y direction. So if i'm moving, he stops in place and jumps, instead of jumping forward. I was wondering if someone knew how to make him move at the same speed forward during the jump.
I currently have a who wants to be a millionaire game that I have made in visual basic 2010. Each question is in its own form. Form1 opens at the start, and question 1 is opened by a button click on Form1. The user has to click on the picture box at the side to show the text for the question each time. If they answer incorrectly, it displays a message box, opens an input box asking for their name, and goes to the form with the high score list, Form17.
Upon opening Form17, I want the scores to load and be displayed in the list box. The high scores are saved in a text file at C: est.txt . Upon clicking menu or end, the high scores are saved to the text file.
I m writing a video poker style game. the form consists of the player's 5 cards, a deal button, a hold button for each card, a button to select amount to play that hand. im using Visual Basic 2008 Express Edition.
I'm doing a project for school. I'm trying to make a game similar to the Impossible game. I need a square (picturebox) to jump but I want gravity to effect it.
Working on some UI stuff, but I am having a problem drawing 'Top rounded' rectangles when the two top corners are rounded. I have methods to draw all four corners rounded and bottom rounded rectangles and they render fine.
I have attempted the graphics methods in CreateTopRoundedRect() in a variety of different orders, drawing the other corner first, the bottom line first, the bottom line before the left line, etc. In this function you can see a diagonal line splitting the shape. If you were to switch the bottom and left lines only half of the shape would be filled.