vic he descubierto 2 bugs de DIV2 asi los pones en la lista ^^ okey di :D pues 1) DIV hace declarar la region 0 con define_region (la cual no se deberia porque es la pantalla completa) ej: define_region(0,0,0,320,480); cuando en vez las regiones da declarar van desde 1 hasta 31 2) cuando se declara una regione de 0,0 DIV da error y sale, pero eso deberia ser posible (por cierto se puede en fenix, mirar: test_define_region.prg hecho por mi xD ) todo aqui ^^ Don't say there will never be a div3. But if there's a div3 what new statements should be in it? I have some: Refresh_screen(); redraws the screen, handy if you use splitscreen and restore_type=no_restore. Then if you erase one of the scrollwindows you could use refresh_screen() to restore the screen only one frame Save_world(filename); saves the world made in Mode 8 Start_tilescroll(offset structure,width,height,tilewidth,tileheight) start a tilemapbased scrolling. Much faster than using map_put/map_xput Darkmap(file,graph) makes a map darker Lightmap(file,graph) makes a map lighter Recolourmap(file,graph,%red,%green,%blue); makes map more red, green etc. save_pal(file); saves current pallette new extras for flags: 16: anti-aliase with background,32: no transparent colour, so colour 0 is just visible set_trans_perc(percentage) if flags=4 you can change how visible the object is. ____________________ ----------- Even though you would Beat Me Up, I'm still a really cool player too(My gamenames are hidden in this text) -------- Dazzy DIV MANIAC Status: Offline   posted on 4/11/01 at 12:13 PM well if I'd like to see hardware accelerated 2D, the DLL writing process cleaned up, ie to allow use of dll's writeen in VB , delphi C/c++, probably have to be rewritten but so be it! theres alot of things but I don't see the point of dissusing them until at least DIV2 makes an appearence!! ____________________ Dazzy MikeH DIV Regular Status: Offline   posted on 4/11/01 at 10:57 PM I would be for a complete rewrite of the div engine. Limited Support for OOP (Object Orientated Programming). DirectX based (of course) Support for mp3 \ midi files. Unlimited color depth and unlimited food ____________________ <> <> MikeH's Lore: Never cast finger of death when scratching your bottom <> <> Visit InnerEdge Games Homepage at http://WWW.InnerEdgeGames.com Mike_S DIV Regular Status: Offline   posted on 6/11/01 at 09:57 AM I'm with that (the food part anyway) Er_Makina DIV Junior Status: Offline   posted on 6/12/01 at 05:16 AM if you don't mind, i'm collecting these suggestions for implementing them (or some of them) in eDIV. byez.. Er_Makina WINDOWS... I like the flags=(4,40%) ; idia i think you can alrady change map collor's in div one... don't know exacly how, but i'm sure if done it. ____________________ sent me an e-mail, or just fissit my (old, but totally flash based) home page ;-) futgiz DIV Senior Status: Offline   posted on 8/12/01 at 13:09 ..semi-transperency.. ____________________ Behind you.. [ MystiqGames.cjb.net ] [ Email ] [ Lone Wolf ] [ Rally Forever ] [ Hostile Contact ] [ RTS Tutorial ] [ Bomber Brothers 1.01 ] [ Super Space ] [ Doesnt have an name actually.. ] [ Airplane Attack 2 ] Tovi DIV MANIAC Status: Offline   posted on 8/12/01 at 18:22 Here's some random stupidity: New Commands: -------------------------------------------------------------------------------------------- Compress(filename) Compresses everything to one bit, for easy storage Hack(gamename) This automaticly hacks into any game from div-arena, and de-compiles it so you can use it for evil purpouses. Explosion(x,y,size,speed,length,red,blue,green) Creates a totally random explosion from nowhere, works real fast. Destroy_OS(name of OS) Destroys any type of OS worldwide, so if you would say 'destroy_os(windowsXP)' WindowsXP would stop existing Heal_my_game() Auto-debugs your game, so you don't have to deal with nasty bugs yourself. New globals: ----------------------------------------------------------------------------------------------- [None] New Locals: ----------------------------------------------------------------------------------------------- Blur=value (0-100) [default=0] Makes a process blurry. x_size=value (0-256) [default=100] stretches a graphic on the x axis y_size=value (0-256) [default=100] stretches a graphic on the y axis END ____________________ futgiz DIV Senior Status: Offline   posted on 8/12/01 at 18:31 A really cool particly explosion would be something like "AAAAAAAAAAAAAHHH". Hmm well i like explosions. ____________________ Behind you.. [ MystiqGames.cjb.net ] [ Email ] [ Lone Wolf ] [ Rally Forever ] [ Hostile Contact ] [ RTS Tutorial ] [ Bomber Brothers 1.01 ] [ Super Space ] [ Doesnt have an name actually.. ] [ Airplane Attack 2 ] Mike_S DIV Regular Status: Offline   posted on 10/12/01 at 15:45 I want the following function added in: make_game(game genre,game coolness); game coolness being an integer from 1 to 100. X_stream DIV Junior Status: Offline   posted on 10/12/01 at 21:59 quote: I want the following function added in: make_game(game genre,game coolness); game coolness being an integer from 1 to 100. Lol, It would make the manual a hack of a lot easyer ____________________ sent me an e-mail, or just fissit my (old, but totally flash based) home page ;-) antzrhere DIV Regular Status: Online   posted on 10/12/01 at 22:46 dont_randomly_crash_on_me(); tear_my_hair_out_for_me(); feed_me(); ____________________ The Future is Today...Worry about it tomorrow.... Mike_S DIV Regular Status: Offline   posted on 11/12/01 at 09:47 Some old people actually have life support systems with those functions built in. [jeDIVe] oye yo tengo una sugerencia pal ediv [19:38] > pues dimela hombre :) [19:39] [jeDIVe] estaria bien k pudieras compilar los PRG a un bytecode con extension LIB o algo asi, y k hubiera una seccion LINKER para k se linkeara ese archivo al bytecode dle juego cuando se fuera a formar el EXE [19:39] [jeDIVe] de esta forma [19:39] [jeDIVe] se podria programar, por ejemplo, un engine 3D de bajo nivel con, por ejemplo [19:39] [jeDIVe] las funciones basicas de opengl [19:40] [jeDIVe] y k desde ediv [19:40] [jeDIVe] se creara un engine completo [19:40] [jeDIVe] despues [19:40] [jeDIVe] podrias distribuir con un LIB el engine [19:40] [jeDIVe] puediendo proteger el source asi [20:11] [CicTec] crear funciones avanzadas de write y write_int [20:11] [CicTec] o anadir en las normales unos parametros [20:12] > cuales? [20:12] [CicTec] los parametros son: region,flags,size [20:12] [CicTec] exspecialmente region [20:13] [CicTec] para visualizar o mover un texto en una region sin crear procesos [20:13] [CicTec] y utilizar write_in_map [20:13] [CicTec] las funciones nuevas pueden ser: [20:13] [CicTec] xwrite [20:13] [CicTec] xwrite_int [20:13] [CicTec] y tb [20:13] [CicTec] xwrite_in_map xD // bucles con procesos al estilo de los objetos de VB, Blitz, etc [16:49] [CicTec] for each VAR of PROCESO; [16:49] [CicTec] end [23:03] [CicTec] son funciones [23:03] [CicTec] mas que otro para comodidad [23:04] [CicTec] una que se puede llamar tipo qclear o qreset [23:04] [CicTec] que limpia uan estructura, tabla,o campo de estructura [23:04] [CicTec] sin necesidad de crear un loop o un elenco largo de declaraciones [23:04] [CicTec] funciona tipo asi: [23:05] [CicTec] tenemos una estructura... [23:05] [CicTec] struct str[99] [23:05] [CicTec] string txt; [23:05] [CicTec] int x; [23:05] [CicTec] int y; [23:05] [CicTec] byte color[255]; [23:05] [CicTec] end [23:06] [CicTec] digamos que ya es inicializada a caso [23:06] [CicTec] y quieremos poner todo a 0 y "" [23:06] [CicTec] hacemos asi: [23:06] [CicTec] qclear(&str); [23:07] [CicTec] si quieremos en vez hacer solo un campo tipo del color hacemos: [23:07] [CicTec] qclear(&str.color); [23:07] [CicTec] solo de un index: [23:07] [CicTec] qclear(&str[9].color); [23:07] [CicTec] etc... [23:08] [CicTec] y otra funcione siempre de comodidad es: [23:08] [CicTec] qassign [23:08] [CicTec] copia una estructura,tabla o campo en otra [23:08] [CicTec] claro que tiene que haber la misma dimencion [23:08] [CicTec] un ej: [23:08] [CicTec] qassign(&str,&strtemp); [23:09] [CicTec] un campo [23:09] [CicTec] qassign(&str.color,&strtemp.color); [23:09] [CicTec] etc...etc...etc... [18:58] [rst] tu imaginate lo que ayudaria en un compilador [18:58] [rst] bueno [18:58] [rst] en el editor [18:58] [rst] cuando hacemos un for o un loop [18:58] [rst] cualquier bucle bamos [18:58] [rst] pues [18:58] > sip [18:58] [rst] que el editor nos colorease esa zona [18:58] [rst] comprendes pòr donde voy ? [18:59] [rst] facilidad de visualizacion del codigo [18:59] > hmm mas u menos [18:59] > si [18:59] [rst] hay editores que usan eso [18:59] > el visual studio 7 hace algo asi [18:59] [rst] por ejemplo [18:59] [rst] vrmlpad [18:59] > cuando cerramos un parentesis, o un if [18:59] > indica en negrita [18:59] > que sentencia estamos cerrando [18:59] [rst] ajam [18:59] [rst] de eso se trata [18:59] [rst] asi luego siempre visualizando ligeramente vemos el alcanze del bucle [19:00] [rst] creo ayudaria un monton [@Daijo] todos los compiladores ke aparecen empiezan a utilizar recolectores de basura ke kedan mu monos x'D [@Daijo] no te suena 'garbage collector'? [@Daijo] te suena eso de que asignas memoria y no liberas? ( ver dmgc60a8.zip ) http://www.cs.ukc.ac.uk/people/staff/rej/gc.html screen_color(int color) rellena el fondo con un color