T-ACT new GUI - Easy Multilingual Support

Posted by Goodlookinguy on 08/31/2010 at 12:52AM  •  Comments (0)  •  Category: ,

I accidentally erased the post that was here. Woopsy. Sent blank POST data to the database by accident. So, uh, here, I'll kind of rewrite it.

Old GUI (Demonstration GUI, Download Here




New GUI (Still May Change)



----------------
Multilingual Features

Language is set by this ini (ini file can be altered to another language available in the GUI)

settings.ini

[Settings]
Lang=en-US
Mode=2

[Languages Available]
LangList=en-US,ja-JP,es-MX

; To add a language just write the locales code

; English
en-US=English

; japanese
ja-JP=日本語

; Spanish
es-MX=Español(Méxican)

; --
...

 

T-ACT Engine: Oh ho ho

Posted by Goodlookinguy on 08/30/2010 at 11:13PM  •  Comments (0)  •  Category: ,

Yeah, so I decided to draw this picture in paint to explain the process of the T-ACT Engine and how it works. For anyone with a semi-understanding of how the application process works, they should understand what this means.

Scrambled Eggs

File: nrgs.dll
This files contains the API for T-ACT Engine. The API consists of functions that either refer to the database or refer drawing modules from DirectX and use them in very specific manors. The reason I'm bothering to mention this is because in Advanced mode, as stated early on, you'll be allowed to directly modify the source before it's output. HOWEVER, there is a large drawback to this functionality I've devised. The drawback is that if you modify the code before output, my system will not save those changes. On a positive note, though, you can take the source code out and reference "nrgs.dll" and modify the game as much as you want outside of the program and compile it however you want. I actually heavily support this because I'd like to see what other things can be created using the Engine's API if you really wanted to.

I'll be including outside of the main program's GUI a tool for editing the databases. For those who, as I stated above, wish to go outside my program and design their own thing.

---------------------------
The reason for stating all of this is because I'm coming out with the first official release of this program fairly soon. What does that mean? Not much actually. If you think you'll be able to get anywhere with it, you're dead wrong. It's going to consist of the early T-ACT API, new GUI, and compiler. Merely to demonstrate it's use.

Now, as much as I want to work a lot on this, I'm terribly busy. Especially with my college classes which are packed. I'm surprised I even came on and wrote all of this. So...'til the time I release it.

 

T-ACT Engine - Name and Enemy AI

Posted by Goodlookinguy on 04/14/2010 at 11:46PM  •  Comments (0)  •  Category: ,

Now that I bother to think about it, I don't think I've mentioned what "T-ACT" Engine stands for. I guess I should tell you it stands for, "Tactical Action Engine." Yeah, that's all it stands for. Nothing real fancy or anything.

Anyways, besides that, the logic for the enemy AI has been created. So, wow, that's a pretty big milestone.

It works as explained below.

Monsters have 3 people priorities. This means that you set up 3 classes that the monster will have a much more likely chance to go after than all of the other. You will set up the percentage of their priorities to attack these people other than other players. So that does not mean if the enemy is in range of all 3 priorities that it will definitely attack one them. It just simply means that if you set it up, that they will have a much greater chance to attack the guys who have higher priorities than the other classes.

More on this and other things to come. Anyways, I'm off! Zoom!

 

 

PAGE [1 2 3 4]
 
 
Quick Links