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		<title>Guardin&#039; the Garden - new forum threads</title>
		<link>http://gtg.wikidot.com/forum/start</link>
		<description>Threads in forums of the site &quot;Guardin&#039; the Garden&quot; - The Constant Gardener</description>
				<copyright></copyright>
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				<guid>http://gtg.wikidot.com/forum/t-2004</guid>
				<title>FINAL PROBS!</title>
				<link>http://gtg.wikidot.com/forum/t-2004/final-probs</link>
				<description></description>
				<pubDate>Tue, 05 Dec 2006 16:00:47 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p>Ok guys… James has an older burn of the game from last night, but he says there's a couple problems</p> <p>1) He says that the level summary that is displayed at the start of each level is oddly seeming to be displayed partly in the "More bugs in:" indicator in the upper right corner. I dunno what would casue this, except maybe buffer overruns? I'll look at the code then.</p> <p>EDIT: ok looks like this just happens at the beginning of the level… as you start… so it's annoying. but not game crashing… I'm working on it.</p> <p>2) this is not as big a problem, but if we can, James would like if wall segments that block hoses would not be drawn. He thinks that the post of the next tile over that blocks it is enough, and that the wall segment that blocks the hose is not necessary and hurts the game a bit.</p> <p>Ok then… see you soon!</p> 
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				<guid>http://gtg.wikidot.com/forum/t-1994</guid>
				<title>Done?</title>
				<link>http://gtg.wikidot.com/forum/t-1994/done</link>
				<description></description>
				<pubDate>Tue, 05 Dec 2006 03:10:55 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p>Sheng tells me there's possibility of music before midnight, but other than that…</p> <p>Are we done? Ready to burn?</p> 
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				<guid>http://gtg.wikidot.com/forum/t-1993</guid>
				<title>8 way mag glass</title>
				<link>http://gtg.wikidot.com/forum/t-1993/8-way-mag-glass</link>
				<description></description>
				<pubDate>Tue, 05 Dec 2006 02:21:36 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p>Ok james… 8 way mag glass is in… now I NEED YOUR ART TO TEST IT AND MAKE SURE IT'S GOOD FOR THE FINAL GAME!!!</p> <p>Deadline is in 45 mins! hope the art is up soon since I'll need at least a little bit of time to make sure it works right!</p> 
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				<guid>http://gtg.wikidot.com/forum/t-1991</guid>
				<title>Attacking target enclosures</title>
				<link>http://gtg.wikidot.com/forum/t-1991/attacking-target-enclosures</link>
				<description></description>
				<pubDate>Tue, 05 Dec 2006 02:16:05 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p>I forget if we said yes or no to this… but I found that if you just build a very long wall out to the three golden hoes in the last level, you cna pretty easily win just because the bugs don't go after goal regions… will this be fixed in AI or forget it?</p> 
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				<guid>http://gtg.wikidot.com/forum/t-1990</guid>
				<title>Broken music code</title>
				<link>http://gtg.wikidot.com/forum/t-1990/broken-music-code</link>
				<description></description>
				<pubDate>Tue, 05 Dec 2006 01:47:29 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p>Muhammad, What problem are you having with that "broken code"?</p> <p>It seems to work just fine for me…</p> 
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				<guid>http://gtg.wikidot.com/forum/t-1989</guid>
				<title>victory/lose music</title>
				<link>http://gtg.wikidot.com/forum/t-1989/victory-lose-music</link>
				<description></description>
				<pubDate>Tue, 05 Dec 2006 01:18:53 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p>For reasons I don't know why, I cannot for the life of me get the victory music to play only once (same with lose music). It always plays twice, then downsizing the window makes it play again, and sometimes bringing it up again plays it again… I checked all "PlayMusic" calls, and they don't seem to be being called. If you can figure out how to fix it, tell me or do so. Otherwise, do we want victory music in or not if it's like that (lose music is longer, so it's not so apparent).</p> 
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				<guid>http://gtg.wikidot.com/forum/t-1981</guid>
				<title>Screenshot issues</title>
				<link>http://gtg.wikidot.com/forum/t-1981/screenshot-issues</link>
				<description></description>
				<pubDate>Mon, 04 Dec 2006 15:21:13 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p>Funny thing… Prnt Scrn function doesn't seem to capture our defense animations, so we can't get nice shots of those going off…</p> <p>What was the screenshot functionality that you had built in, Muhammad? maybe it works better.</p> 
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				<guid>http://gtg.wikidot.com/forum/t-1970</guid>
				<title>Credit info</title>
				<link>http://gtg.wikidot.com/forum/t-1970/credit-info</link>
				<description></description>
				<pubDate>Mon, 04 Dec 2006 00:03:08 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p>Now that I think of it, I'm sure you guys would like some input on what you're given credit for. And while it used to be clear cut, man once things were in place it seemed like anybody would work on anything if they knew enough.</p> <p>So if you would like more than my personal input on what you want after your name in the credits, just tell me here and I'll put em in. Or, if you see how I do it in the code, go ahead and put it in there.</p> 
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				<guid>http://gtg.wikidot.com/forum/t-1968</guid>
				<title>Save load bug</title>
				<link>http://gtg.wikidot.com/forum/t-1968/save-load-bug</link>
				<description></description>
				<pubDate>Sun, 03 Dec 2006 23:44:21 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p>If the user saves the game when there are no bug waves in the queue, the game freaks out on trying to load that save game.</p> <p>I think it is related to a null pointer exception in loading, but I'm lost in that area.</p> 
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				<guid>http://gtg.wikidot.com/forum/t-1967</guid>
				<title>Credit start up</title>
				<link>http://gtg.wikidot.com/forum/t-1967/credit-start-up</link>
				<description></description>
				<pubDate>Sun, 03 Dec 2006 23:21:02 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p>Ok… credits sequence is pretty much in place, minus my actually filling out gordon and sean's info!</p> <p>But, how do we want the credits to cue up? after they finish the final level? Have a button on the menu? What do you think?</p> 
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				<guid>http://gtg.wikidot.com/forum/t-1966</guid>
				<title>Texts</title>
				<link>http://gtg.wikidot.com/forum/t-1966/texts</link>
				<description>In-game texts</description>
				<pubDate>Sun, 03 Dec 2006 22:00:24 +0000</pubDate>
				<wikidot:authorName>muhammad</wikidot:authorName>				<wikidot:authorUserId>1549</wikidot:authorUserId>				<content:encoded>
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						 <p>OK I have moved most major texts used in the game into texts.h so that anyone (with access to the source code) can modify various in-game texts without hunting for them all over the cpp files. If you find other in-game texts that you think should be made accessible the same way please let me know I'll move them there into texts.h. Note that modifying this header file will recompile 4-5 cpp files (but that's better than the effect of modifying global.h :P)</p> 
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				<guid>http://gtg.wikidot.com/forum/t-1960</guid>
				<title>Hose art finalization</title>
				<link>http://gtg.wikidot.com/forum/t-1960/hose-art-finalization</link>
				<description></description>
				<pubDate>Sun, 03 Dec 2006 20:21:32 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p>Not sure how often James checks this site, but James, if you're here…</p> <p>Just give me signal when the hose art is DONE for good, then I'll make it at the right spot. Until then, I'm waiting for your cue.</p> 
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				<guid>http://gtg.wikidot.com/forum/t-1889</guid>
				<title>Design checklist</title>
				<link>http://gtg.wikidot.com/forum/t-1889/design-checklist</link>
				<description>What are left to implement/fix</description>
				<pubDate>Fri, 01 Dec 2006 03:34:56 +0000</pubDate>
				<wikidot:authorName>muhammad</wikidot:authorName>				<wikidot:authorUserId>1549</wikidot:authorUserId>				<content:encoded>
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						 <p>Are we done? Is there anything we put aside before and then forgot or overlooked?</p> 
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				<guid>http://gtg.wikidot.com/forum/t-1854</guid>
				<title>Running garden_debug.exe</title>
				<link>http://gtg.wikidot.com/forum/t-1854/running-garden-debug-exe</link>
				<description>My computer = lame -_-</description>
				<pubDate>Thu, 30 Nov 2006 03:02:43 +0000</pubDate>
				<wikidot:authorName>Sheng</wikidot:authorName>				<wikidot:authorUserId>1588</wikidot:authorUserId>				<content:encoded>
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						 <p>Debug Error!<br /> Run-time check failure #2 - Stack around the variable 'sgf' was corrupted.</p> <p>In our code, this is the only place using variable (char) sgf.</p> <p>/* load savegames definition */<br /> void FileIO::LoadSavegames()<br /> {<br /> savegames.clear();</p> <p>for (unsigned i = 0; i &lt; 10; i++)<br /> {<br /> char sgf[120];<br /> sprintf(sgf, "%s\\Savegames\\__slot%02d.sav", XMLDirectory.c_str(), i);</p> <p>savegames.push_back(GetSaveGameInfo(sgf));<br /> }<br /> }</p> <p>Found a ton of tech forums when I googled "Run-time check failure #2 - Stack around the variable" but it doesn't really mean anything to me.</p> <p>My computer is like the new benchmark for our game.. If it doesn't crash on this baby then we're golden to operate on anything CSUG can throw at us. ^_~</p> 
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				<guid>http://gtg.wikidot.com/forum/t-1806</guid>
				<title>Music</title>
				<link>http://gtg.wikidot.com/forum/t-1806/music</link>
				<description></description>
				<pubDate>Tue, 28 Nov 2006 04:19:56 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p>Just wondering… does anybody know what's going on with our musical friends right now? I haven't heard from them since some time over a week ago. I thought they'd be contacting us to work stuff out, but…?</p> 
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				<guid>http://gtg.wikidot.com/forum/t-1805</guid>
				<title>random wave spawn (on sdai3 level)</title>
				<link>http://gtg.wikidot.com/forum/t-1805/random-wave-spawn-on-sdai3-level</link>
				<description></description>
				<pubDate>Tue, 28 Nov 2006 01:03:55 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p>I've noticed that there is no indication of when the next wave is for sdai3, the rats at 4:50 level.</p> <p>This is because _currWave is apparently null. I think it has something to do with how RandomWaves are spawned in the long period from the first rat wave to the next almost 5 minutes into the game.</p> <p>So those of you who worked on the waves… any idea what is going on?</p> 
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				<guid>http://gtg.wikidot.com/forum/t-1795</guid>
				<title>Dynamic volume</title>
				<link>http://gtg.wikidot.com/forum/t-1795/dynamic-volume</link>
				<description></description>
				<pubDate>Mon, 27 Nov 2006 22:45:05 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p>Volume is now controlled by two tuners… SND_VOLUME and MSC_VOLUME, both of which are in global.xml. Setting the value between 0 and 10 gets you anywhere from nothing to full volume.</p> <p>However, I do not yet have a way for the user to modify this value in game, which would be TOTALLY classy and fun. Any way we can fit that into the interface, muhammad? If it can go on the pause menu, I can try implementing the two volume sliders myself.</p> 
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				<guid>http://gtg.wikidot.com/forum/t-1791</guid>
				<title>hose drawing issue for east</title>
				<link>http://gtg.wikidot.com/forum/t-1791/hose-drawing-issue-for-east</link>
				<description></description>
				<pubDate>Mon, 27 Nov 2006 21:23:28 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p>yeah it's already been noted, but with hoses the eastward direction attack animation does give crazy flashy whiteness over top of the actual drawing.</p> <p>Since I constructed all 4 directions symmetrically, I'm not sure what is causing this. the code is identical nearly for north, south, east, and west.</p> <p>James thought it might be one of those "power of 2" bugs… but anybody have a guess? Some stupid mistake I made that I'm missing?</p> 
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				<guid>http://gtg.wikidot.com/forum/t-1744</guid>
				<title>Levels &amp; Balancing</title>
				<link>http://gtg.wikidot.com/forum/t-1744/levels-balancing</link>
				<description></description>
				<pubDate>Sun, 26 Nov 2006 08:54:19 +0000</pubDate>
				<wikidot:authorName>Sheng</wikidot:authorName>				<wikidot:authorUserId>1588</wikidot:authorUserId>				<content:encoded>
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						 <p>Added 2 levels to CVS. However, I don't know how to integrate them so that you can play them from the "Play" option. The way I've been play testing them is by first loading them with the Editor, hitting Esc to select "Save", cancel the save, and then it asks you if you want to play the level in game mode. The filenames are sdai1, sdai2.</p> <p>Also, since I was exploiting random spawns pretty heavily for both maps, I sort of balanced out all of our pests, so that the rats weren't crazily overpowered, resulting in devastation when you get randomed rats. I think it's a better idea to try to keep the pests equal overall, rather than having an elite-ness chain of Rat &gt; Roach &gt; Termite. If you guys approve of this, I'll update the Pests section of the Wiki. Here's a short summary of what the pests are like now.</p> <p>- Rats: small, agile. Fast SPEED, with mediocre HP and ATK.<br /> - Termites: aggressive. Higher ATK, with mediocre HP and SPEED.<br /> - Roaches: defensive tanks. High HP, with slower SPEED and mediocre ATK.<br /> - Spiders: ranged. Mediocre HP, but slower SPEED and lower ATK to balance for range.</p> <p>I think I might have tweaked Defenses a bit, and also lowered the Wall HP from the inexplicably high values they were before (Stone = 3000hp while pests hit for 15hp??).</p> 
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				<guid>http://gtg.wikidot.com/forum/t-1740</guid>
				<title>Net issues</title>
				<link>http://gtg.wikidot.com/forum/t-1740/net-issues</link>
				<description></description>
				<pubDate>Sun, 26 Nov 2006 03:53:32 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p>I'll be back in Ithaca late tomorrow afternoon, but due to problems with the net at my grandparents, where I'm at, I haven't been able to get my computer online (I'm using grandmother's right now). So I'm not sure if somebody else has said this yet, but if you've thought of your bits for the presentation on tuesday, mail them to me and I can compile the powerpoint.</p> <p>Otherwise, work I've been doing will be uploaded late tomorrow since I can't get CVS going on this.</p> <p>Remember, the three segments are:</p> <ol> <li>Initial ideas</li> <li>Development (big topic, likely)</li> <li>End product (probably will be smaller because we'll describe final decisions in the previous topic)</li> </ol> 
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				<guid>http://gtg.wikidot.com/forum/t-1584</guid>
				<title>Logo</title>
				<link>http://gtg.wikidot.com/forum/t-1584/logo</link>
				<description>New logo</description>
				<pubDate>Sat, 18 Nov 2006 06:53:45 +0000</pubDate>
				<wikidot:authorName>muhammad</wikidot:authorName>				<wikidot:authorUserId>1549</wikidot:authorUserId>				<content:encoded>
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						 <p>Not able to sleep since I slept earlier this evening, I went ahead and made a new logo for our game. You'll see it when our game is loading. Tell me what you think about it.</p> <p>p/s: I'll complete the 't' part to match up with the 'g' when I get bored anytime soon :)</p> 
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				<guid>http://gtg.wikidot.com/forum/t-1561</guid>
				<title>Ah bugger...</title>
				<link>http://gtg.wikidot.com/forum/t-1561/ah-bugger</link>
				<description></description>
				<pubDate>Fri, 17 Nov 2006 22:16:47 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p>Sorry guys, but a bug that I thought I had gotten rid of seems to still be in effect.</p> <p>For some reason, the defense animation drawing throws an error becuase it is trying to point to a non-existent defense. I'm not sure why, but I think this happens when a defense dies in a cycle, but no guarantees. A null check, however, doesn't seem to solve it.</p> <p>This is probably very annoying to you guys, so sorry… for awhile it seemed to be gone, and all of a sudden it's cropping up again.</p> 
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				<guid>http://gtg.wikidot.com/forum/t-1560</guid>
				<title>FileIO Issues</title>
				<link>http://gtg.wikidot.com/forum/t-1560/fileio-issues</link>
				<description>I can&#039;t compile it.</description>
				<pubDate>Fri, 17 Nov 2006 21:52:08 +0000</pubDate>
				<wikidot:authorName>Sheng</wikidot:authorName>				<wikidot:authorUserId>1588</wikidot:authorUserId>				<content:encoded>
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						 <p>I don't get it. This is directly from Garden2/SRC off of CVS, and it seems like everyone else is using it fine. But I can't compile anymore due to the following errors. Please advise.</p> <p>FileIO.obj : error LNK2001: unresolved external symbol <span style="text-decoration: underline;">imp</span>GetOpenFileNameA@4<br /> FileIO.obj : error LNK2001: unresolved external symbol <span style="text-decoration: underline;">imp</span>GetSaveFileNameA@4<br /> Garden_Debug.exe : fatal error LNK1120: 2 unresolved externals</p> 
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				<guid>http://gtg.wikidot.com/forum/t-1552</guid>
				<title>Til next wave indicator</title>
				<link>http://gtg.wikidot.com/forum/t-1552/til-next-wave-indicator</link>
				<description></description>
				<pubDate>Fri, 17 Nov 2006 20:19:40 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p>I'm putting in a time indicator along with the cash and time in level indicators that tells the user when the next wave of bugs is coming… if we end up just making more random waves, this might not be necessary, but for now they come too few and far between… so the user is left wondering when something will happen again.</p> <p>This was part of the original design, if you remember, but sorta got phased out. Tell me if you like it or not.</p> 
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				<guid>http://gtg.wikidot.com/forum/t-1486</guid>
				<title>Trouble with animation</title>
				<link>http://gtg.wikidot.com/forum/t-1486/trouble-with-animation</link>
				<description></description>
				<pubDate>Wed, 15 Nov 2006 03:00:56 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p> When I run animations, all I seem to get is a white flickering. I know that you have working example code for the spider's projectile, but I'm emulating as closely as I can and still I just get this white flicker. </p> <p> Do you know what the usual problem is for this? </p>
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				<guid>http://gtg.wikidot.com/forum/t-1483</guid>
				<title>What is with the art?</title>
				<link>http://gtg.wikidot.com/forum/t-1483/what-is-with-the-art</link>
				<description></description>
				<pubDate>Wed, 15 Nov 2006 01:14:19 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p> I'm not sure if I'm having a bug with CVS or what, but most of the art is in a "New Images" folder, and I'm not really sure what art the game is actually using at this point. Everything is back to looking like that gray gnat for pests. </p> <p> Also, James was telling me that he would have the images split up by now… but I think they're still together (as in, all four directions for pests and defenses are still in one image file). James, please tell me if you still intend to split them. I CANNOT PROGRAM ANIMATION until I have the art! For now I"ll assume you're not splitting and I'll work with those. </p>
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				<guid>http://gtg.wikidot.com/forum/t-1450</guid>
				<title>Splitting up the animation?</title>
				<link>http://gtg.wikidot.com/forum/t-1450/splitting-up-the-animation</link>
				<description></description>
				<pubDate>Mon, 13 Nov 2006 22:18:21 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p> I know James was saying something about it at class today, but… is he going to be separating the animations for each defense into individual columns or not? I'm not sure if it matters either way, but I'd rather know which one he's doing before I go ahead and code everything. </p>
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				<guid>http://gtg.wikidot.com/forum/t-1396</guid>
				<title>Class CapturePoint</title>
				<link>http://gtg.wikidot.com/forum/t-1396/class-capturepoint</link>
				<description>For off screen indicator stuff.</description>
				<pubDate>Sun, 12 Nov 2006 04:40:10 +0000</pubDate>
				<wikidot:authorName>Sheng</wikidot:authorName>				<wikidot:authorUserId>1588</wikidot:authorUserId>				<content:encoded>
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						 <p> I don't want to break anything, so I'll leave this to the creator(s). Class CapturePoint is currently a tile type, not a sprite type. </p> <p> Question:<br /> How do I fetch the tile associated with each capturepoint, mainly interested in the victorypoint right now, so that I can restrict calculating and drawing of off screen indicators to only when said tile-&gt;IsVisible() = false? </p> <p> The code can pretty much be copy/pasted from the pest and board source files otherwise. But without the IsVisible() check, indicators will most likely display at the edge of screen along the straight line path between the center of the screen and the flag even if the flag is visible. </p>
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				<guid>http://gtg.wikidot.com/forum/t-1215</guid>
				<title>Defense build time</title>
				<link>http://gtg.wikidot.com/forum/t-1215/defense-build-time</link>
				<description></description>
				<pubDate>Sun, 05 Nov 2006 02:33:43 +0000</pubDate>
				<wikidot:authorName>goro36</wikidot:authorName>				<wikidot:authorUserId>1575</wikidot:authorUserId>				<content:encoded>
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						 <p> Should defense have build time? It seems this would add to the game rather than placing a lot when the bugs are attacking. But this alos add to the micromangament stuff. So what do people think? </p>
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				<guid>http://gtg.wikidot.com/forum/t-1178</guid>
				<title>Defense data structure</title>
				<link>http://gtg.wikidot.com/forum/t-1178/defense-data-structure</link>
				<description>Changes needed urgent!</description>
				<pubDate>Fri, 03 Nov 2006 21:33:40 +0000</pubDate>
				<wikidot:authorName>muhammad</wikidot:authorName>				<wikidot:authorUserId>1549</wikidot:authorUserId>				<content:encoded>
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						 <p> I noticed during today's class that our game has a bug in the defense targeting and target tiles. I looked up in the code and realized a bad design decision in the way target tiles are stored in the class. The way I understand it, the moment player finalizes the target tiles, the code stores all the tiles within the region in a vector. That worked before but now we have tunable defense ranges in XML but with the target tiles being already finalized in the vector there's little we can do to change add/remove tiles to the target region. And what worse is that we store those tiles coordinates in level XML files one tile by one tile. </p> <p> Here is perhaps a better way to organize the targeting: </p> <ul> <li>Instead of just storing all the tiles in a vector, also store the center tile. all defenses has center tiles — they are the tiles that the player clicks to finalize the defense. in case of magnifying glass it's the tile the glass is on itself. </li> <li>keep and use the <tt>targetTiles</tt> and <tt>potentialTargets</tt> like before but the next point is the trick </li> <li>store an integer that has the value of the size/range value you use to fill up <tt>targetTiles</tt> </li> <li>every cycle in Defense::Run() compare that integer values with the variable that holds the range value loaded from XML <ul> <li>if they are the same then do nothing (and use the tiles pointers in the vectors) </li> <li>if they are not the same, well the fun part, empty and rebuild <tt>targetTiles</tt> using the stored center tile info and the new range value. then update the integer in the previous point to the new value </li> </ul> </li> <li>that's all it takes .. it shouldn't be too complicated :) </li> </ul> <p> apart from allowing range changes from XML to be applied to defenses on the board during a gameplay, it also allows the changes to apply to defenses stored in level XML .. and yes, the level XML would be smaller because we don't have to store all the target tiles coordinates there — simply store the target center tile coordinate and … that's it, just one coordinate since the other tiles would be deduced from the range value from global.xml </p> <p> and wait! there's more! (wow now I really sound like a telemarketer) did anyone notice that hoses loaded from level XML point in the wrong directions? that is because we don't set the direction when we load them but with current way of storing all target tiles, it might be hard to deduce the direction because we have all bunch of tiles there .. but with only one target center tile to look at when we change the defense data structure like I explained above it would be a piece of cake! (an easier alternative is to store the direction in the level XML since target center tiles are fixed) </p> <p> owh btw, I decided that I won't be the one implementing the changes .. I'm pretty tied up with level editor plus the defense classes look so fragile that if someone that knows little about them tinker with them they will break and we'll get the real post-apocalyptic garden game in no time … </p> <p> so, anyone up to the challenge? </p>
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				<guid>http://gtg.wikidot.com/forum/t-1157</guid>
				<title>Converting char * (or string) to variable names</title>
				<link>http://gtg.wikidot.com/forum/t-1157/converting-char-or-string-to-variable-names</link>
				<description>Idea for global values</description>
				<pubDate>Fri, 03 Nov 2006 00:00:32 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p> Since recompiling the code every time we want to change a global.h tuner value (which will be often since it holds all the game parameters) takes forever since global.h is included in every file pretty much, I thought it'd be a good idea if we offloaded all the values to an XML file, then parsed them into the game on loading up. This would allow us to simply modify the XML without needing to recompile every time. </p> <p> Plus, it leaves open the possibility of modifying the XML file <em>while we're playing</em> and then reloading it to change the game in real time. Twould be very sweet. </p> <p> All we need to do is load in the XML values, then set them to what will be global variables in global.h (just change all the #define statements to global vars). </p> <p> The only problem is (similar to my enum question), how do we convert from a char * that we get from XML parsing into a variable definition. For example, if I parse an XML attribute with name "GLASS_ATTACK_POWER" and value "56", how would I assign that value in global.h without simply calling a big switch statement to find the GLASS_ATTACK_POWER variable? Is there a way to lookup variables based on a character input? Don't want to embark on a lot of work if there's an easy solution, so thanks for the help! </p>
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				<guid>http://gtg.wikidot.com/forum/t-1153</guid>
				<title>Playtesting tomorrow</title>
				<link>http://gtg.wikidot.com/forum/t-1153/playtesting-tomorrow</link>
				<description>It&#039;s happening!</description>
				<pubDate>Thu, 02 Nov 2006 22:49:16 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p> Gasp! Our game goes on preliminary showing tomorrow! </p> <p> Since I won't be there on account of a family matter, I thought I might at least contribute some by making the balancing a bit more reasonable and constructing a small sequence of levels for them to play through (as in not just our 3 levels right now). Did anybody else plan to do this or is it safe for me to do it after my prelim tonight? </p>
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				<guid>http://gtg.wikidot.com/forum/t-1141</guid>
				<title>Sub-toolbar</title>
				<link>http://gtg.wikidot.com/forum/t-1141/sub-toolbar</link>
				<description>We now have sub-toolbar supports!</description>
				<pubDate>Thu, 02 Nov 2006 05:32:47 +0000</pubDate>
				<wikidot:authorName>muhammad</wikidot:authorName>				<wikidot:authorUserId>1549</wikidot:authorUserId>				<content:encoded>
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						 <p> Now on CVS, our game now supports sub-toolbar, meaning that we can now have drop-down toolbar should we need more space for more icons, especially for the level editor. </p> <p> Anyway, download the latest CVS copy and run the game yourself, in both game level and level editor, there is an extra arrow icon at the bottom of the toolbar on the left. Click and hold down the mouse button on that icon and see what pops up :) Play around with it until you get bored. </p> <p> note to Ben:<br /> I made this interface feature with level editor in mind. would you please list down what kind of icons you want on the toolbar? give me a list that looks like: </p> <ul> <li>Icon/Tool 1 </li> <li>Icon/Tool 2 </li> <li>[Subtoolbar] <ul> <li>Icon/Tool 3 </li> <li>Icon/Tool 4 </li> <li>Icon/Tool 5 </li> </ul> </li> <li>Icon/Tool 6 </li> <li>Icon/Tool 7 </li> <li>[Subtoolbar] <ul> <li>Icon/Tool 8 </li> <li>Icon/Tool 9 </li> </ul> </li> </ul> <p> Unfortunately, we can't have sub-toolbars of depth more than one since it's much more complicated and we won't probably need that many icon holders anyway. </p>
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				<guid>http://gtg.wikidot.com/forum/t-1088</guid>
				<title>Level editor leaking memory</title>
				<link>http://gtg.wikidot.com/forum/t-1088/level-editor-leaking-memory</link>
				<description></description>
				<pubDate>Wed, 01 Nov 2006 08:29:16 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p> In certain combinations of messing with the level attribute editor, you can cause a memory leak, mostly by removing a wave from a list, then pressing remove again before selecting another wave. </p> <p> I'm working on it, but as it's 3:30 in the morning, I'm off to other things for now. </p>
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				<guid>http://gtg.wikidot.com/forum/t-1086</guid>
				<title>Storyline</title>
				<link>http://gtg.wikidot.com/forum/t-1086/storyline</link>
				<description>What&#039;s a game without at least a premise?</description>
				<pubDate>Wed, 01 Nov 2006 01:27:49 +0000</pubDate>
				<wikidot:authorName>Sheng</wikidot:authorName>				<wikidot:authorUserId>1588</wikidot:authorUserId>				<content:encoded>
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						 <p> Just came up with a more concrete idea for the premise of our game. James, feel free to object, you have rule over what the story should be since the opening and any other cut scenes will likely be your department. </p> <p> Some bimbo landowner has this plot of land, recently discovered to be bug infested like crazy. Even in desperation, these businessmen manage to sell to you and your family at ripoff price for all your wealth. It was you and your family's dream to own their own land and establish a house and make a peaceful living in the countryside. Now you're stuck battling it out against pests to succeed in the garden/crops business, or you and your family starve to death… well maybe the gameover won't be that terrible, you have to live with your parents or something. </p> <p> ***<br /> Some more details because I'm on fire. Our goal each level will be capture point because these will be nests/dens of evil, but if the beauty of garden is revived to the land the dens collapse in the wake of such goodness. </p>
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				<guid>http://gtg.wikidot.com/forum/t-1077</guid>
				<title>New design element... Garden types</title>
				<link>http://gtg.wikidot.com/forum/t-1077/new-design-element-garden-types</link>
				<description>Yes a new game element even now!</description>
				<pubDate>Tue, 31 Oct 2006 16:19:50 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p> I'm going to talk to you guys a in a bit about this at the meeting, but I think we have a design implementation that needs doing (yes even at this very late stage!) </p> <p> Since after playing our game we found that it feels more like a constructino management game than an RTS, I think we should implement a feature that promotes building on what you have, rather than just striking out to get the goal tiles to win the game. The way I propose this is to add another type of capture point… SEED PACKETS </p> <p> Capturing seed packets will upgrade your gardens to a better crop that will yield more money per garden. I think it underscores our garden aspect, as we currently do not actually have anything to do with gardening (just building them), yet our very strong theme is that of gardening. Plus, it emphasizes the garden aspect and not so much the "'kill bugs!" aspect. So it complements and adds to the idea that you're building a garden/gardening. </p> <p> Plus, it goes along well with the overall design of capturing points. We capture defenses on the board in order to use them, we'll be capturing points for a victory condition, so why not capture points to upgrade your garden? </p> <p> Now, implementation should not be so bad. Since we already have capture points, we just add an array of garden upgrades rather than defense upgrades. If you have that capture point, you have better gardens. If you don't, it downgrades to the next best capture point you have, or to the basic garden type if you have none. You would need to have the "sequence" captured, so suppose that corn is better than wheat, which is better than flowers. You would need to have both the corn and wheat capture points in order to have corn as your garden type. </p> <p> Gardens would need minimal modification. Just add a type and money amount, and change it based on your current best captured seed type. Gardens would all change together, so when you capture a point all of them change to corn/wheat/etc. This should make programming it easy enough, which would be a very nice thing as the alpha game is due tomorrow! </p> <p> I'm going to finish up the level editor today (hopefully), but after that I could do this, since it uses the very handy capture points. </p> <p> I really think it adds a nice element to the game that does not complicate it, only enriches it. Your thoughts? Since tomorrow is the alpha build, it's now or never probably. </p>
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				<guid>http://gtg.wikidot.com/forum/t-1061</guid>
				<title>no problem really</title>
				<link>http://gtg.wikidot.com/forum/t-1061/no-problem-really</link>
				<description>Just some shmoozing</description>
				<pubDate>Mon, 30 Oct 2006 20:18:17 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p> Just wanted to say.. </p> <p> OMG what a difference a bit of a UI makes! Nice job on that Muhammad! That'll definitely help with the tutorial and it makes the game feel SO MUCH MORE COMPLETE. </p> <p> Looking great… it's a big jump from last I saw it on friday! Now to get a better editor… that is forthcoming. </p>
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					<item>
				<guid>http://gtg.wikidot.com/forum/t-1056</guid>
				<title>CVS Restructured</title>
				<link>http://gtg.wikidot.com/forum/t-1056/cvs-restructured</link>
				<description></description>
				<pubDate>Mon, 30 Oct 2006 16:01:16 +0000</pubDate>
				<wikidot:authorName>muhammad</wikidot:authorName>				<wikidot:authorUserId>1549</wikidot:authorUserId>				<content:encoded>
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						 <p> Changes on CVS: </p> <ol> <li>I have moved all the cpp and h files into a folder "SRC" and I also edited the vcproj file to reflect these changes. </li> <li>Our game will now compile as "Garden_Debug.exe" and "Garden.exe" for debug and release build respectively in the Garden2 folder, and not Garden2/Debug or Garden2/Release like before .. this would solve the need to copy XML, Sounds and Images folder to those folder before running the game. </li> </ol>
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				<guid>http://gtg.wikidot.com/forum/t-1034</guid>
				<title>Bugs found by friend who tested game</title>
				<link>http://gtg.wikidot.com/forum/t-1034/bugs-found-by-friend-who-tested-game</link>
				<description></description>
				<pubDate>Sun, 29 Oct 2006 20:07:17 +0000</pubDate>
				<wikidot:authorName>goro36</wikidot:authorName>				<wikidot:authorUserId>1575</wikidot:authorUserId>				<content:encoded>
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						 <p> Here are some bugs my friend foudn when playing the game:<br /> 1)in release mode the first pest doesn't die<br /> 2)u can't build walls on preexisting gardens </p>
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				<guid>http://gtg.wikidot.com/forum/t-1012</guid>
				<title>Bug positions and hoses</title>
				<link>http://gtg.wikidot.com/forum/t-1012/bug-positions-and-hoses</link>
				<description></description>
				<pubDate>Sat, 28 Oct 2006 21:09:19 +0000</pubDate>
				<wikidot:authorName>Sheng</wikidot:authorName>				<wikidot:authorUserId>1588</wikidot:authorUserId>				<content:encoded>
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						 <p> In fooling around trying to figure out why the hose crashes the game, I made it so that the hose would push the bug all the way to the edge of the screen if the bug walked in. Funny thing is, in the next cycle, the bug instantly transported back to its next natural tile as if it were never pushed by the hose. And then the game would crash, complaining about setting _lastPos or something. </p> <p> So is this an AI bug? I haven't looked at all the code thoroughly, so I'm not sure where exactly the bug positions and newpositions get updated. I think that AI waypoints would be the natural place to look though. </p>
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				<guid>http://gtg.wikidot.com/forum/t-1009</guid>
				<title>Hose Pushing Bugs</title>
				<link>http://gtg.wikidot.com/forum/t-1009/hose-pushing-bugs</link>
				<description></description>
				<pubDate>Sat, 28 Oct 2006 18:28:21 +0000</pubDate>
				<wikidot:authorName>goro36</wikidot:authorName>				<wikidot:authorUserId>1575</wikidot:authorUserId>				<content:encoded>
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						 <p> Do we want it so that as bug is being pushed by the hose it can move out of the stream or against it all together for a bit? If not then the hose is going to have to tell the bug when it isn't pushing. </p>
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				<guid>http://gtg.wikidot.com/forum/t-1002</guid>
				<title>incomplete defense bug</title>
				<link>http://gtg.wikidot.com/forum/t-1002/incomplete-defense-bug</link>
				<description>incomplete defense gets destroyed -&gt; crash</description>
				<pubDate>Fri, 27 Oct 2006 21:27:52 +0000</pubDate>
				<wikidot:authorName>muhammad</wikidot:authorName>				<wikidot:authorUserId>1549</wikidot:authorUserId>				<content:encoded>
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						 <p> if a pest comes and destroyed your defense when you are about to select target tiles for that defense, the moment you select the targets the game will crash. </p> <p> reason: the code does not check if a destroyed defense is a new incomplete defense, in which case appropriate action should be taken to nullify the pointer _newG/_newSP/_newH/_newSC in Board and also to exit "select targets" mode </p>
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				<guid>http://gtg.wikidot.com/forum/t-997</guid>
				<title>Flying Bugs</title>
				<link>http://gtg.wikidot.com/forum/t-997/flying-bugs</link>
				<description></description>
				<pubDate>Fri, 27 Oct 2006 16:17:45 +0000</pubDate>
				<wikidot:authorName>goro36</wikidot:authorName>				<wikidot:authorUserId>1575</wikidot:authorUserId>				<content:encoded>
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						 <p> Well as the code is now the bugs move with their individually speed and continuisly but they fly off the screen evry now and then. If anyone can figure out why this happens tell me since im lost at the moment. </p>
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				<guid>http://gtg.wikidot.com/forum/t-982</guid>
				<title>Hey first bug thread! About available defenses</title>
				<link>http://gtg.wikidot.com/forum/t-982/hey-first-bug-thread-about-available-defenses</link>
				<description></description>
				<pubDate>Fri, 27 Oct 2006 00:52:48 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p> I know it's a work in progress, but just noting for the record: </p> <p> If a defense is set to true in _available_defenses array, but is not yet captured, the player is still able to select the grayed out defense icon and place that defense. I think that it is supposed to be that the defense is still not available until it is captured? Muhammad? </p>
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				<guid>http://gtg.wikidot.com/forum/t-939</guid>
				<title>Way to convert from char * to enum?</title>
				<link>http://gtg.wikidot.com/forum/t-939/way-to-convert-from-char-to-enum</link>
				<description></description>
				<pubDate>Tue, 24 Oct 2006 22:24:35 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p> Is there any nice way to convert from const char * (which is what XML parsing spits back for non-number stuff) directly to enums? Or is it necessary to have a bunch of if statements, such as: </p> <p> const char * type = elem-&gt;Attribute("type");<br /> TILE_TYPE t;<br /> if (!strcmp(type, "ROCK")) t = ROCK;<br /> else if (!strcmp(type, "WATER")) t = WATER; </p> <p> This seems really odd and outdated, but I don't know how else to convert a string to an enum </p>
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				<guid>http://gtg.wikidot.com/forum/t-935</guid>
				<title>Include subdirectories?</title>
				<link>http://gtg.wikidot.com/forum/t-935/include-subdirectories</link>
				<description>How does one do it?</description>
				<pubDate>Tue, 24 Oct 2006 20:45:43 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p> While it's easy enough to include header files in the same windows folder, it seems that it's not so easy to do this in subfolders. So far I'm only able to do it by modifying the project options to have the include folders "include" the subdirectory with the xml parser header files that I need, but wish to keep separate from our game files. </p> <p> For now I'll just have the files in the same directory. It's cluttered but should let you compile for now </p>
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				<guid>http://gtg.wikidot.com/forum/t-874</guid>
				<title>Selection</title>
				<link>http://gtg.wikidot.com/forum/t-874/selection</link>
				<description>Will we have it?</description>
				<pubDate>Sun, 22 Oct 2006 23:09:37 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p> While it's nice to have other visual cues, the user will probably want to be able to select a certain tile and see info about the thing on it (pest, wall, etc). What's our plan interface wise for this? Will we just have a tile be selected if we mouse over it for long enough? Or will there be a mode for selection (that'd be a pain)? Otherwise, I'm not sure what selection would use (right mouse button is taken for now). </p>
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				<guid>http://gtg.wikidot.com/forum/t-873</guid>
				<title>Hoses a&#039; Moses</title>
				<link>http://gtg.wikidot.com/forum/t-873/hoses-a-moses</link>
				<description>Can they only fire along straight lines?</description>
				<pubDate>Sun, 22 Oct 2006 23:05:31 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p> As in, no diagonals? just want to be sure on it… I'm assuming they only fire in straight lines. </p> <p> You'll also notice that defenses are kinda in… but don't try messing with them too much… like switching the interface while targeting… theyr'e still FRAGILE (still need to implement checks to remove the defense if the ISTATE_TARGETING state is interupted). </p>
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				<guid>http://gtg.wikidot.com/forum/t-864</guid>
				<title>Back to work!</title>
				<link>http://gtg.wikidot.com/forum/t-864/back-to-work</link>
				<description>It&#039;s SUNDAY...SUNDAY SUNDAYYYYYY....
just a minor note to programmers</description>
				<pubDate>Sun, 22 Oct 2006 17:48:33 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p> I'm tackling the defenses again in hopes of having them working and nice before other people have to deal with that code. But just so you know, the hose class is way outdated now so just remove it from your VS projects, as it'll probably give compiling errors. </p> <p> Oh and hey… we have a menu! Hallelujah we are now more than a one screen game! Nice job! </p>
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				<guid>http://gtg.wikidot.com/forum/t-783</guid>
				<title>Implemented design/features</title>
				<link>http://gtg.wikidot.com/forum/t-783/implemented-design-features</link>
				<description>Let&#039;s put up updates on what game design/features we have implemented</description>
				<pubDate>Wed, 18 Oct 2006 03:03:51 +0000</pubDate>
				<wikidot:authorName>muhammad</wikidot:authorName>				<wikidot:authorUserId>1549</wikidot:authorUserId>				<content:encoded>
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						 <p> <strong>Oct 17</strong> </p> <ol> <li>Wall building is pretty much complete </li> <li>Garden creation is done but we still need to implement the wave-like destruction of garden </li> <li>Pests movement is working so cutely </li> <li>Basic AI seems working (head to a spot while destroying anything in the way) </li> <li>Defense placement seems working for magnifying glass. Things might get complicated when we start implementing defenses that require setting the target tile(s) </li> </ol>
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				<guid>http://gtg.wikidot.com/forum/t-779</guid>
				<title>No more defenses tomorrow</title>
				<link>http://gtg.wikidot.com/forum/t-779/no-more-defenses-tomorrow</link>
				<description>Sorry guys but...</description>
				<pubDate>Wed, 18 Oct 2006 00:10:45 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p> CVS wasn't working on the lab computer, so I spent about 3 hours programming on my own, then finally I got CVS working again, and I noticed you changed a lot of stuff. So I decided to just copy my stuff into the local folder, call Update, then merge the supposedly large differences by hand (WinCVS marks them for you to resolve). </p> <p> Unfortunately I've instead spent the past additional 2 hours banging my head on the wall as CVS refuses to let me merge the two different file types. It says that permission to the files is denied, but if I'm not trying to merge them I can check them out just fine. </p> <p> Point is, too much work on CVS, not enough on the code, and I have other work that needs doing now. Sorry to dissapoint, but hopefully I can figure out how to merge later then, as I basically restructured the whole defense/wall interaction to be more akin to the sprite/tile interaction, and I'm really not looking forward to doing it all again. </p>
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				<guid>http://gtg.wikidot.com/forum/t-758</guid>
				<title>Note on Defenses for now</title>
				<link>http://gtg.wikidot.com/forum/t-758/note-on-defenses-for-now</link>
				<description>Why they&#039;re ugly as all heck</description>
				<pubDate>Tue, 17 Oct 2006 00:56:13 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p> Since I'm having trouble casting from Defense to any derived class (not familiar with C++ casting really, and hard cast doesn't seem to be allowed, as in (Glass)defense ), I'm mostly putting in the code for the magnifying glass (Glass) in the Defense class, so that you can add magnifying glasses, and run it's Defense code, and that is all for now. </p> <p> If we can clear up how to cast tomorrow, I can move all that ugly code back to Glass and have other Defense derived classes. </p> <p> So if Defense seems oddly hardcoded for the magnifying glass, it is. </p>
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				<guid>http://gtg.wikidot.com/forum/t-757</guid>
				<title>AnimationX</title>
				<link>http://gtg.wikidot.com/forum/t-757/animationx</link>
				<description>animation support for sprites</description>
				<pubDate>Mon, 16 Oct 2006 22:11:17 +0000</pubDate>
				<wikidot:authorName>muhammad</wikidot:authorName>				<wikidot:authorUserId>1549</wikidot:authorUserId>				<content:encoded>
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						 <p> First, sorry for jumping ahead of everyone :P </p> <p> I added a new class AnimationX that will take care the animation of a sprite. In the latest CVS copy I added some code to demonstrate the use of the new class. Run the program and take note of the 'pest' animation :) </p> <p> I'll write a documentation on AnimationX in the Programming Notes section before class tomorrow. </p>
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				<guid>http://gtg.wikidot.com/forum/t-755</guid>
				<title>Tile objects</title>
				<link>http://gtg.wikidot.com/forum/t-755/tile-objects</link>
				<description>walls in particular</description>
				<pubDate>Mon, 16 Oct 2006 21:00:02 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p> Since the Defenses require things like their position and such for drawing and calculation, I thought I'd let them have a pointer to the wall that they're on. However, in between giving the wall location in the Defense constructor and drawing, the wall would seem to move so that the pointer is no longer good. I thought that objects where relatively sedentary now, as in, they are created and stay where they are until we call one of the sprite move methods. And yeah I wouldn't think that happens with walls…. so suggestions? I'm gonna try having the defense know it's tile instead for now. </p>
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				<guid>http://gtg.wikidot.com/forum/t-730</guid>
				<title>Smart AI actions</title>
				<link>http://gtg.wikidot.com/forum/t-730/smart-ai-actions</link>
				<description></description>
				<pubDate>Sun, 15 Oct 2006 22:36:49 +0000</pubDate>
				<wikidot:authorName>goro36</wikidot:authorName>				<wikidot:authorUserId>1575</wikidot:authorUserId>				<content:encoded>
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						 <p> I got the stupid AI up and running i think though it need to actually be called yet and spawning done. I was wondering since we all agree that there is going to be multiple AI types, what do people thing the smart AI should do? </p>
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				<guid>http://gtg.wikidot.com/forum/t-728</guid>
				<title>CVS</title>
				<link>http://gtg.wikidot.com/forum/t-728/cvs</link>
				<description>All about CVS here</description>
				<pubDate>Sun, 15 Oct 2006 21:49:00 +0000</pubDate>
				<wikidot:authorName>muhammad</wikidot:authorName>				<wikidot:authorUserId>1549</wikidot:authorUserId>				<content:encoded>
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						 <p> Important: just before you commit, do an update first. Merge any differences and only commit afterwards. </p>
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				<guid>http://gtg.wikidot.com/forum/t-725</guid>
				<title>Cuteness of the game</title>
				<link>http://gtg.wikidot.com/forum/t-725/cuteness-of-the-game</link>
				<description>regarding sheng&#039;s music concern, now I think more of an art concern</description>
				<pubDate>Sun, 15 Oct 2006 20:06:14 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p> Do we think that the initial mockup is generally indicative of our style? It's kinda dark and gritty, in a way, and I guess I saw the game as really light (mood-wise) and less realistic in art style. </p> <p> I know James has been saying we'll have realistic art, but I mean would we prefer actual scary looking bugs, or would it be better if they were more comical, less detailed? I'd vote for the latter. </p>
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				<guid>http://gtg.wikidot.com/forum/t-711</guid>
				<title>Music</title>
				<link>http://gtg.wikidot.com/forum/t-711/music</link>
				<description>Help me get some group-wide input about our music ideas in here plox, thanks.</description>
				<pubDate>Sat, 14 Oct 2006 22:49:45 +0000</pubDate>
				<wikidot:authorName>Sheng</wikidot:authorName>				<wikidot:authorUserId>1588</wikidot:authorUserId>				<content:encoded>
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						 <p> Current Format: </p> <ol> <li>Peaceful construction theme. </li> <li>Fade into faster paced hostile theme. </li> <li>Each enemy gets its own theme that will be folded into the hostile theme when its type is on the map. </li> </ol> <p> Current Mood/Genre:<br /> I have no idea. I posted the music I readied from the week of our first prototype. After looking at our mockup, though, I think I overestimated the cuteness of our game. Since we don't really have an explicit setting or story/premise (as far as I'm aware) I'm currently basing my music on the art mockup. </p> <p> Any input on the preferred mood/genre that our music should be going for would be appreciated. I put up a notes.txt in the music folder on CVS so you can leave comments there too. </p>
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				<guid>http://gtg.wikidot.com/forum/t-707</guid>
				<title>Isometric mayhem!</title>
				<link>http://gtg.wikidot.com/forum/t-707/isometric-mayhem</link>
				<description>What&#039;s going on with the drawing code?</description>
				<pubDate>Sat, 14 Oct 2006 17:32:22 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p> I know it's a work in progress, but what's going on with our drawing code? Gardens aren't drawing (or maybe htey're not there?) and defenses and walls don't always seem to pop in right. Not that I'm saying shame on somebody, but we should probably have stable code by wednesday for the prototype, and testing is easier for both defenses (and I assume pests too) if we have working drawing code. </p> <p> So I guess what I'm saying is… we probably don't want to worry about any possible drawing frills for now… we just need basic working drawing for wed. Colored squares still works instead of art I think, just so long as people can tell what's going on. We mostly wanna demo defenses, wall building (with the contstraint), and pest AI at work, or that's how I saw it, since we already proved how gardens work. </p>
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				<guid>http://gtg.wikidot.com/forum/t-642</guid>
				<title>Updating Intellisense... soooooooooo slow</title>
				<link>http://gtg.wikidot.com/forum/t-642/updating-intellisense-soooooooooo-slow</link>
				<description>anybody else have this problem?</description>
				<pubDate>Wed, 11 Oct 2006 02:21:41 +0000</pubDate>
				<wikidot:authorName>BenHumberston</wikidot:authorName>				<wikidot:authorUserId>1601</wikidot:authorUserId>				<content:encoded>
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						 <p> Whenever I save the source code files, first off… saving seems kinda slow… but then VS proceeds to hog my whole pc for a LONG time as it claims that it is "Updating Intellisense". Oddly enough, it never seems to actually use intellisense anyways… </p> <p> I think this might have to do with using CVS and changing the user profile/project file as we update the files. Anybody else experiencing this and have a solution? </p>
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