Zodiac.
Flannary Returns!
- 53
- Posts
- 12
- Years
- Wherever I drift off to next...
- Seen Sep 25, 2014
Well dont know why that happens. It works with me thought:
Spoiler:![]()
Do you think it could be because of Windows 8?
Well dont know why that happens. It works with me thought:
Spoiler:![]()
It is possible. Currently I use my old notebook with vista on it and it works fine.Do you think it could be because of Windows 8?
According to him he hasn't edited it but made it from scratch.To be honest if it's an open source then it means that anyone can take and edit it, meaning that technically it isn't stealing.
And if this is a lie he actually is trying to steal it.oxysoft said:everything in my project (or almost) has been written by myself and from scratch.
It is possible. Currently I use my old notebook with vista on it and it works fine.
According to him he hasn't edited it but made it from scratch.
And if this is a lie he actually is trying to steal it.
And according to your logic i can post here any open source project i can find and claim it as mine as long as i add minor changes? :shocked:
Now I am curious how you guys would react if someone would do the same thing with Essentials.
Never claimed the opposite.What I mean is that taking, editing, giving credits, etc aren't stealing.
^This is what he did. As long as he can't prove the opposite there is no need for further discussion don't you agree?To take something and claim as your own is preposterous; especially for something as big as essentials.
It is possible. Currently I use my old notebook with vista on it and it works fine.
According to him he hasn't edited it but made it from scratch.
And if this is a lie he actually is trying to steal it.
And according to your logic i can post here any open source project i can find and claim it as mine as long as i add minor changes? :shocked:
Now I am curious how you guys would react if someone would do the same thing with Essentials.
It opened so he can explain it. His explanation wasn't satisfying. Additionally he claimed again that he has done most of the work from scratch. Asking for prove is reasonable.why are you pressing the issue, it clearly was re opened for a reason. DROP IT.
There is a big difference between "similar" and "exactly the same". If he really didn't stole it there is nothing wrong by showing evidence right?As for my earlier post, I'm glad to know it was just a coincidence, I figured it might. The thing with coding similar games is the code/features are gonna end up being very similar...
It is Ok to discuss if the thread creator wants to right? It is his thread after all.I told you guys not to blow this up. This is your last warning.
The__End, you clearly did not read my post did you? I noted what I have taken, anyone can make a windows form that looks exactly the same, does it mean it's the same program? no
It is Ok to discuss if the thread creator wants to right? It is his thread after all.
I did and you said you did the code yourself. But if the features ARE the same and the appearance is the same, asking for evidence that you made it is reasonable. Just saying that you made it from scratch proves nothing you know. The whole map editing features you claim you did yourself is already made by Pokemon Dawn. It is exactly the same. And it is not just the appearance! The features like entities and the amount of tiles you can have in your tileset are all copied. If you still claim "you have written everything in your project yourself" show us your code to prove it. Or are you afraid of anything? :tired:
Just because you changed a few things doesn't mean you have done everything yourself. It is obvious that you took the Dawn Engine, added a few changes and tried to claim the whole thing as your own. I don't like to repeat myself but how about showing evidence that you made it yourself? We have the source code of Pokemon Dawn so comparing with yours is not hard. Of course if you are not afraid... :tired:Can you copy and paste entities in Dawn? Is there any logic tiles? Can you move your view freely? I've reprogrammed the map editor they have made and then started adding a few new stuff like the Move view tool and logic brush. I liked how they had trees and building part of the entities so I decided to bring it back as well. It's worth noting that they have their own UI rendering code aswell, while I used DevExpress instead because I suck at making nice UIs and I did not want it to be 100% exact.
It is actually funny how you try to satisfy your theft with the availability of the icons. The icons are not the problem but the code you stole. If not prove the opposite.The icons they are using are not theirs, they can be found everywhere on the web. I could of gotten new icons if I wanted but the one they chose work nice I find.
Just because you changed a few things doesn't mean you have done everything yourself. It is obvious that you took the Dawn Engine, added a few changes and tried to claim the whole thing as your own. I don't like to repeat myself but how about showing evidence that you made anything yourself? We have the source code of Pokemon Dawn so comparing with yours is not hard. Of course if you are not afraid... :tired:
It is actually funny how you try to satisfy your theft with the availability of the icons. The icons are not the problem but the code you stole. If not prove the opposite.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
using System.Windows.Forms;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using AeonEditor.States;
using General.Common;
using AeonEditor.Actions.Tile;
using AeonEditor.Actions;
using Engine.Tiles;
using Engine.Common;
namespace AeonEditor.EngineDefinition.States.TileEditor {
public class PencilTool : State, IState {
private MultiAction action;
public static PencilTool Instance {
get {
return Static<PencilTool>.Value;
}
}
public override void Initialize(FrmMainEditor mainForm) {
base.Initialize(mainForm);
}
public string Name {
get {
return "PencilState";
}
}
public void Enter(IFiniteStateMachine stateMachine, IState oldState) {
EditorForm.tPencil.Checked = true;
EditorForm.editorcontrol.MouseDown += new MouseEventHandler(onMouseMove);
EditorForm.editorcontrol.MouseMove += new MouseEventHandler(onMouseMove);
EditorForm.editorcontrol.MouseUp += new MouseEventHandler(onMouseUp);
}
public void Leave(IFiniteStateMachine stateMachine, IState newState) {
EditorForm.tPencil.Checked = false;
EditorForm.editorcontrol.MouseDown -= new MouseEventHandler(onMouseMove);
EditorForm.editorcontrol.MouseMove -= new MouseEventHandler(onMouseMove);
EditorForm.editorcontrol.MouseUp -= new MouseEventHandler(onMouseUp);
}
public void Draw(GameTime gameTime) {
}
public void Update(GameTime gameTime) {
}
int lxt = -1;
int lyt = -1;
private void onMouseMove(object sender, MouseEventArgs e) {
if (e.Button == MouseButtons.Left) {
if (action == null) action = new MultipleSetTileAction();
bool ok = false;
int xt = (e.X + EditorEngine.Instance.xCam) >> 4;
int yt = (e.Y + EditorEngine.Instance.yCam) >> 4;
if (xt != lxt || lyt != yt) {
ok = true;
}
lxt = xt;
lyt = yt;
if (ok) {
if (TileEditorState.Instance.SelectedRegion != Rectangle.Empty) {
MultiAction multiAction = new MultiAction();
Rectangle selection = TileEditorState.Instance.SelectedRegion;
for (int x = 0; x < selection.Width; x++) {
for (int y = 0; y < selection.Height; y++) {
int currentX = selection.X + x;
int currentY = selection.Y + y;
int tilesetIndex = TileEditorState.Instance.SelectedTileset;
Tilesheet tilesheet = EditorEngine.Instance.CurrentMap.Tilesets[tilesetIndex].Tileset;
int tileIndex = tilesheet.t2d.GetIndex(currentX, currentY);
int zt = EditorEngine.Instance.SelectedLayer;
MockupTile t = EditorEngine.Instance.CurrentMap.getTile(xt + x, yt + y, zt);
if (t != null) {
SetTileAction tileAction = new SetTileAction(
xt + x, yt + y,
tilesetIndex,
tileIndex,
t.spritesheetindex,
t.spriteindex);
multiAction.actions.Add(tileAction);
}
}
}
multiAction.Execute();
action.actions.Add(multiAction);
}
}
}
}
private void onMouseUp(object sender, MouseEventArgs e) {
if (e.Button == MouseButtons.Left) {
ActionManager.Instance.Execute(action);
action = null;
}
}
}
}
Why? There is nothing you need to worry about. If you are innocent people can actually help you with better advise after seeing the code.I'm not sure about showing the whole source code until it's actually released. Would you like to see some parts of the code?
Why? There is nothing you need to worry about. If you are innocent people can actually help you with better advise after seeing the code.
PencilTool.cs for your own amusement
PHP:using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.IO; using System.Windows.Forms; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using AeonEditor.States; using General.Common; using AeonEditor.Actions.Tile; using AeonEditor.Actions; using Engine.Tiles; using Engine.Common; namespace AeonEditor.EngineDefinition.States.TileEditor { public class PencilTool : State, IState { private MultiAction action; public static PencilTool Instance { get { return Static<PencilTool>.Value; } } public override void Initialize(FrmMainEditor mainForm) { base.Initialize(mainForm); } public string Name { get { return "PencilState"; } } public void Enter(IFiniteStateMachine stateMachine, IState oldState) { EditorForm.tPencil.Checked = true; EditorForm.editorcontrol.MouseDown += new MouseEventHandler(onMouseMove); EditorForm.editorcontrol.MouseMove += new MouseEventHandler(onMouseMove); EditorForm.editorcontrol.MouseUp += new MouseEventHandler(onMouseUp); } public void Leave(IFiniteStateMachine stateMachine, IState newState) { EditorForm.tPencil.Checked = false; EditorForm.editorcontrol.MouseDown -= new MouseEventHandler(onMouseMove); EditorForm.editorcontrol.MouseMove -= new MouseEventHandler(onMouseMove); EditorForm.editorcontrol.MouseUp -= new MouseEventHandler(onMouseUp); } public void Draw(GameTime gameTime) { } public void Update(GameTime gameTime) { } int lxt = -1; int lyt = -1; private void onMouseMove(object sender, MouseEventArgs e) { if (e.Button == MouseButtons.Left) { if (action == null) action = new MultipleSetTileAction(); bool ok = false; int xt = (e.X + EditorEngine.Instance.xCam) >> 4; int yt = (e.Y + EditorEngine.Instance.yCam) >> 4; if (xt != lxt || lyt != yt) { ok = true; } lxt = xt; lyt = yt; if (ok) { if (TileEditorState.Instance.SelectedRegion != Rectangle.Empty) { MultiAction multiAction = new MultiAction(); Rectangle selection = TileEditorState.Instance.SelectedRegion; for (int x = 0; x < selection.Width; x++) { for (int y = 0; y < selection.Height; y++) { int currentX = selection.X + x; int currentY = selection.Y + y; int tilesetIndex = TileEditorState.Instance.SelectedTileset; Tilesheet tilesheet = EditorEngine.Instance.CurrentMap.Tilesets[tilesetIndex].Tileset; int tileIndex = tilesheet.t2d.GetIndex(currentX, currentY); int zt = EditorEngine.Instance.SelectedLayer; MockupTile t = EditorEngine.Instance.CurrentMap.getTile(xt + x, yt + y, zt); if (t != null) { SetTileAction tileAction = new SetTileAction( xt + x, yt + y, tilesetIndex, tileIndex, t.spritesheetindex, t.spriteindex); multiAction.actions.Add(tileAction); } } } multiAction.Execute(); action.actions.Add(multiAction); } } } } private void onMouseUp(object sender, MouseEventArgs e) { if (e.Button == MouseButtons.Left) { ActionManager.Instance.Execute(action); action = null; } } } }
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
using System.Windows.Forms;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Dawn.Engine;
using Dawn.Engine.World.TileEngine;
using Dawn.MapEditor.Core;
using Dawn.MapEditor.Core.States;
using Dawn.MapEditor.Core.Actions;
using Dawn.MapEditor.Core.Actions.TileEditor;
using Dawn.MapEditor.Forms;
namespace Dawn.MapEditor.States.TileEditor
{
public class PencilTool : State, IState
{
#region Fields
private MultipleAction action;
#endregion
#region Properties
public static PencilTool Instance
{
get { return Static<PencilTool>.Value; }
}
#endregion
#region Methods
public override void Initialize(frmMain mainForm)
{
base.Initialize(mainForm);
}
#endregion
#region IState Member
public string Name
{
get { return "PencilState"; }
}
public void Enter(IFiniteStateMachine stateMachine, IState oldState)
{
this.MainForm.tPencil.Checked = true;
this.MainForm.editor.MouseDown += new MouseEventHandler(onMouseMove);
this.MainForm.editor.MouseMove += new MouseEventHandler(onMouseMove);
this.MainForm.editor.MouseUp += new MouseEventHandler(onMouseUp);
}
public void Leave(IFiniteStateMachine stateMachine, IState newState)
{
this.MainForm.tPencil.Checked = false;
this.MainForm.editor.MouseDown -= new MouseEventHandler(onMouseMove);
this.MainForm.editor.MouseMove -= new MouseEventHandler(onMouseMove);
this.MainForm.editor.MouseUp -= new MouseEventHandler(onMouseUp);
}
public void Draw(GameTime gameTime)
{
}
public void Update(GameTime gameTime)
{
}
#endregion
#region Event Handler
private void onMouseMove(object sender, MouseEventArgs e)
{
if (e.Button == MouseButtons.Left)
{
if (this.action == null)
{
this.action = new MultipleSetTileAction();
}
int tileX = (e.X + EditorEngine.Instance.HorizontalScrolling.Value) / Tile.Width;
int tileY = (e.Y + EditorEngine.Instance.VerticalScrolling.Value) / Tile.Height;
if (TileEditorState.Instance.SelectedRegion != Rectangle.Empty)
{
MultipleAction multiAction = new MultipleAction();
Rectangle selection = TileEditorState.Instance.SelectedRegion;
for (int x = 0; x < selection.Width; x++)
{
for (int y = 0; y < selection.Height; y++)
{
int currentX = selection.X + x;
int currentY = selection.Y + y;
int tilesetIndex = TileEditorState.Instance.SelectedTileset;
Tileset tileset = EditorEngine.Instance.Map.Tilesets[tilesetIndex].Tileset;
int tileIndex = tileset.TileableTexture.GetIndex(currentX, currentY);
SetTileAction tileAction = new SetTileAction(
tileX + x, tileY + y,
TileEditorState.Instance.SelectedLayer,
tilesetIndex,
tileIndex);
multiAction.Actions.Add(tileAction);
}
}
multiAction.Execute();
this.action.Actions.Add(multiAction);
}
}
}
private void onMouseUp(object sender, MouseEventArgs e)
{
if (e.Button == MouseButtons.Left)
{
ActionManager.Instance.Push(this.action);
this.action = null;
}
if (e.Button == MouseButtons.Right)
{
int tileX = e.X / Tile.Width;
int tileY = e.Y / Tile.Height;
int tileZ = TileEditorState.Instance.SelectedLayer;
TileReference reference = EditorEngine.Instance.Map.Tiles[tileX, tileY, tileZ];
Rectangle sourceRectangle = reference.Tileset.TileableTexture.GetSource(reference.TileIndex);
TileEditorState.Instance.SelectedTileset = reference.TilesetIndex;
TileEditorState.Instance.SelectedRegion = new Rectangle(
sourceRectangle.X / Tile.Width,
sourceRectangle.Y / Tile.Height,
1, 1);
}
}
#endregion
}
}
Oh yeah I almost forgot that you plan to collect donations for the work of someone else. Actually it is more like selling because only donators will be able to get "full version". And you don't release the source code because it is stolen. That is so pathetic.oxysoft said:I actually have no plans to release the source code at this point, in case I make some features available only for pro users.
Well i wanted to support you and now it looks like you fooled everyone including me. Besides that you refuse to prove the opposite. How should anyone believe you with the evidences against you? And the .gif extractor is most likely another open source project that you claimed as your own.oxysoft said:It's also funny how you were crying to me over PM wanting me to be part of your pokemon essentials forum and now you can't even trust me. You saw the .gif extractor utility I wrote last week, you know I can program.
^This is almost the same as the code in Pokemon Dawn:
Did you really thought your little changes make it yours? Your changes did actually changed nothing in the code itself. It is just simple renaming. :laugh:PHP:using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.IO; using System.Windows.Forms; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Dawn.Engine; using Dawn.Engine.World.TileEngine; using Dawn.MapEditor.Core; using Dawn.MapEditor.Core.States; using Dawn.MapEditor.Core.Actions; using Dawn.MapEditor.Core.Actions.TileEditor; using Dawn.MapEditor.Forms; namespace Dawn.MapEditor.States.TileEditor { public class PencilTool : State, IState { #region Fields private MultipleAction action; #endregion #region Properties public static PencilTool Instance { get { return Static<PencilTool>.Value; } } #endregion #region Methods public override void Initialize(frmMain mainForm) { base.Initialize(mainForm); } #endregion #region IState Member public string Name { get { return "PencilState"; } } public void Enter(IFiniteStateMachine stateMachine, IState oldState) { this.MainForm.tPencil.Checked = true; this.MainForm.editor.MouseDown += new MouseEventHandler(onMouseMove); this.MainForm.editor.MouseMove += new MouseEventHandler(onMouseMove); this.MainForm.editor.MouseUp += new MouseEventHandler(onMouseUp); } public void Leave(IFiniteStateMachine stateMachine, IState newState) { this.MainForm.tPencil.Checked = false; this.MainForm.editor.MouseDown -= new MouseEventHandler(onMouseMove); this.MainForm.editor.MouseMove -= new MouseEventHandler(onMouseMove); this.MainForm.editor.MouseUp -= new MouseEventHandler(onMouseUp); } public void Draw(GameTime gameTime) { } public void Update(GameTime gameTime) { } #endregion #region Event Handler private void onMouseMove(object sender, MouseEventArgs e) { if (e.Button == MouseButtons.Left) { if (this.action == null) { this.action = new MultipleSetTileAction(); } int tileX = (e.X + EditorEngine.Instance.HorizontalScrolling.Value) / Tile.Width; int tileY = (e.Y + EditorEngine.Instance.VerticalScrolling.Value) / Tile.Height; if (TileEditorState.Instance.SelectedRegion != Rectangle.Empty) { MultipleAction multiAction = new MultipleAction(); Rectangle selection = TileEditorState.Instance.SelectedRegion; for (int x = 0; x < selection.Width; x++) { for (int y = 0; y < selection.Height; y++) { int currentX = selection.X + x; int currentY = selection.Y + y; int tilesetIndex = TileEditorState.Instance.SelectedTileset; Tileset tileset = EditorEngine.Instance.Map.Tilesets[tilesetIndex].Tileset; int tileIndex = tileset.TileableTexture.GetIndex(currentX, currentY); SetTileAction tileAction = new SetTileAction( tileX + x, tileY + y, TileEditorState.Instance.SelectedLayer, tilesetIndex, tileIndex); multiAction.Actions.Add(tileAction); } } multiAction.Execute(); this.action.Actions.Add(multiAction); } } } private void onMouseUp(object sender, MouseEventArgs e) { if (e.Button == MouseButtons.Left) { ActionManager.Instance.Push(this.action); this.action = null; } if (e.Button == MouseButtons.Right) { int tileX = e.X / Tile.Width; int tileY = e.Y / Tile.Height; int tileZ = TileEditorState.Instance.SelectedLayer; TileReference reference = EditorEngine.Instance.Map.Tiles[tileX, tileY, tileZ]; Rectangle sourceRectangle = reference.Tileset.TileableTexture.GetSource(reference.TileIndex); TileEditorState.Instance.SelectedTileset = reference.TilesetIndex; TileEditorState.Instance.SelectedRegion = new Rectangle( sourceRectangle.X / Tile.Width, sourceRectangle.Y / Tile.Height, 1, 1); } } #endregion } }
And this proves that you really just edited the source code of Dawn and didn't have done it from "scratch" like you claim.
Oh yeah I almost forgot that you plan to collect donations for the work of someone else. Actually it is more like selling because only donators will be able to get "full version". And you don't release the source code because it is stolen. That is so pathetic.
Well i wanted to support you and now it looks like you fooled everyone including me. Besides that you refuse to prove the opposite. How should anyone believe you with the evidences against you? And the .gif extractor is most likely another open source project that you claimed as your own.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
using AeonEditor.Actions;
using AeonEditor.Actions.Tile.Logic;
using AeonEditor.Forms.Form_Selectors;
using AeonEditor.States;
using DevExpress.XtraBars;
using Editor.Selections;
using General.Common;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace AeonEditor.EngineDefinition.States.TileEditor.Logic {
public class LogicPathTool : State, IState {
int size = 3;
public static LogicPathTool Instance {
get {
return Static<LogicPathTool>.Value;
}
}
public string Name {
get {
return "Logic Path";
}
}
public void Enter(IFiniteStateMachine stateMachine, IState oldState) {
FrmLogicTileSelector.Instance.barCheckItem4.Checked = true;
FrmLogicTileSelector.Instance.l_size.Visibility = BarItemVisibility.Always;
FrmLogicTileSelector.Instance.b_minus.Visibility = BarItemVisibility.Always;
FrmLogicTileSelector.Instance.d_size.Visibility = BarItemVisibility.Always;
FrmLogicTileSelector.Instance.b_plus.Visibility = BarItemVisibility.Always;
FrmLogicTileSelector.Instance.d_tools.Caption = "Tool: Path";
EditorForm.editorcontrol.MouseDown += new MouseEventHandler(onMouseDown);
EditorForm.editorcontrol.MouseMove += new MouseEventHandler(onMouseMove);
EditorForm.editorcontrol.MouseUp += new MouseEventHandler(onMouseUp);
FrmLogicTileSelector.Instance.d_size.EditValue = "" + size;
}
public void Leave(IFiniteStateMachine stateMachine, IState newState) {
FrmLogicTileSelector.Instance.barCheckItem4.Checked = false;
FrmLogicTileSelector.Instance.l_size.Visibility = BarItemVisibility.Never;
FrmLogicTileSelector.Instance.b_minus.Visibility = BarItemVisibility.Never;
FrmLogicTileSelector.Instance.d_size.Visibility = BarItemVisibility.Never;
FrmLogicTileSelector.Instance.b_plus.Visibility = BarItemVisibility.Never;
EditorForm.editorcontrol.MouseDown -= new MouseEventHandler(onMouseDown);
EditorForm.editorcontrol.MouseMove -= new MouseEventHandler(onMouseMove);
EditorForm.editorcontrol.MouseUp -= new MouseEventHandler(onMouseUp);
size = Int32.Parse((string)FrmLogicTileSelector.Instance.d_size.EditValue);
}
private void onMouseDown(object sender, MouseEventArgs e) {
if (e.Button == MouseButtons.Left) {
xt = (e.X + EditorEngine.Instance.xCam) >> 4;
yt = (e.Y + EditorEngine.Instance.yCam) >> 4;
}
}
int xt = -1, yt = -1;
List<LogicPathSquare> path = new List<LogicPathSquare>();
List<Vector2> points = new List<Vector2>();
private void onMouseMove(object sender, MouseEventArgs e) {
if (e.Button == MouseButtons.Left) {
int rxt = (e.X + EditorEngine.Instance.xCam) >> 4;
int ryt = (e.Y + EditorEngine.Instance.yCam) >> 4;
if (rxt != xt) {
int dir = 0;
if (rxt - xt == -1) dir = 2;
if (rxt - xt == 1) dir = 3;
if (!points.Contains(new Vector2(rxt, ryt)))
path.Add(new LogicPathSquare(rxt, ryt, dir));
} else if (ryt != yt) {
int dir = 0;
if (ryt - yt == -1) dir = 0;
if (ryt - yt == 1) dir = 1;
if (!points.Contains(new Vector2(rxt, ryt)))
path.Add(new LogicPathSquare(rxt, ryt, dir));
}
xt = rxt;
yt = ryt;
}
}
private void onMouseUp(object sender, MouseEventArgs e) {
if (e.Button == MouseButtons.Left) {
int l_index = FrmLogicTileSelector.Instance.logicViewerSelectorControl1.SelectedLogicIndex;
for (int i = 0; i < path.Count; i++) {
LogicPathSquare sq = path[i];
LogicPathSquare sqm1 = null;
if (i != 0) sqm1 = path[i - 1];
if (sqm1 != null) {
if ((sq.dir == 0 || sq.dir == 1) && (sqm1.dir != 0 || sqm1.dir != 1) || (sq.dir == 2 || sq.dir == 3) && (sqm1.dir != 2 || sqm1.dir != 3)) {
path.Insert(i, new LogicPathSquare((sqm1.dir == 2 ? sqm1.x - 1 : sqm1.dir == 3 ? sqm1.x + 1 : sqm1.x), (sqm1.dir == 0 ? sqm1.y - 1 : sqm1.dir == 1 ? sqm1.y + 1 : sqm1.y), sqm1.dir));
i++;
}
}
}
int _size = Int32.Parse((string)FrmLogicTileSelector.Instance.d_size.EditValue);
LogicPathAction act = new LogicPathAction(path, l_index, _size);
ActionManager.Instance.Execute(act);
path.Clear();
}
}
public void Draw(Microsoft.Xna.Framework.GameTime gameTime) {
SpriteBatch batch = EditorEngine.Instance.Region.viewdata.SpriteBatch;
if (batch != null) {
foreach (LogicPathSquare sq in path) {
SelectionUtil.DrawRectangle(batch, Color.Black * .8f,
new Rectangle(sq.x * 16 + 1 - EditorEngine.Instance.xCam, sq.y * 16 + 1 - EditorEngine.Instance.yCam, 16, 16));
SelectionUtil.DrawRectangle(batch, Color.LimeGreen * .7f,
new Rectangle(sq.x * 16 - EditorEngine.Instance.xCam, sq.y * 16 - EditorEngine.Instance.yCam, 16, 16));
}
}
}
public void Update(Microsoft.Xna.Framework.GameTime gameTime) {
}
}
}
And? Like i said you added some changes to the ORIGINAL Pokemon Dawn. You didn't made everything from scratch like you claimed. That makes you a liar and a thief. That is all i wanted to prove. :DI don't see this nowhere in pokemon dawn
![]()
nor any copy pasting capability
I understand why you say you're not gonna release the source (and by the way I have no doubts this is your work...) but can I please beg that you do when you release the final version? The level of closed source on PC is ridiculous, and also if you don't then you're preventing developers from adding unique features to their games (unless you go for a plugin system which IMO is wayyyy too much effort).
And, seriously, I hope people let this rest now. Before you create a project on this scale of course you're gonna study every attempt you can find the source from before you dive in and make a ton of mistakes... That's one of the best things about open source code :)
Oh, and if you need new tiles I suggest using Kyledove's, they're awesome and many are public. WesleyFG also has some great public tiles.