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  • Node.js MMO - process and/or map division

    - by Gipsy King
    I am in the phase of designing a mmo browser based game (certainly not massive, but all connected players are in the same universe), and I am struggling with finding a good solution to the problem of distributing players across processes. I'm using node.js with socket.io. I have read this helpful article, but I would like some advice since I am also concerned with different processes. Solution 1: Tie a process to a map location (like a map-cell), connect players to the process corresponding to their location. When a player performs an action, transmit it to all other players in this process. When a player moves away, he will eventually have to connect to another process (automatically). Pros: Easier to implement Cons: Must divide map into zones Player reconnection when moving into a different zone is probably annoying If one zone/process is always busy (has players in it), it doesn't really load-balance, unless I split the zone which may not be always viable There shouldn't be any visible borders Solution 1b: Same as 1, but connect processes of bordering cells, so that players on the other side of the border are visible and such. Maybe even let them interact. Solution 2: Spawn processes on demand, unrelated to a location. Have one special process to keep track of all connected player handles, their location, and the process they're connected to. Then when a player performs an action, the process finds all other nearby players (from the special player-process-location tracking node), and instructs their matching processes to relay the action. Pros: Easy load balancing: spawn more processes Avoids player reconnecting / borders between zones Cons: Harder to implement and test Additional steps of finding players, and relaying event/action to another process If the player-location-process tracking process fails, all other fail too I would like to hear if I'm missing something, or completely off track.

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  • 2D non-tile based map editor

    - by Jonesy
    I am currently developing a relatively simple 2D, topdown oriented adventure game for the iPhone and was wondering what would be the easiest way to create the maps for my game. I figured I would need some kind of visual editor that would give me immediate feedback and would allow me to place all objects in the world exactly where I want them. I could then load the saved representation of the world I create in the editor in my game. So, I am looking for a simple map editor that allows me to do this. All the objects in my game are simply textured rectangles build up from two triangles. All I need to be able to do is position different rectangles/objects in the map, and give them a texture. I am using texture atlases, so it would be useful to be able to assign portions of textures to the objects. I then need to be able to extract all the objects from the saved representation of my maps, together with the name/identifier of the texture(atlas) they use, and the area of the texture atlas. I have looked at some tile-based map editors like Tiled and Ogmo, but they don't seem to be able to do what I want. Any suggestions? EDIT: a more concrete example: something like the GameMaker level editor, but then with added export functionality in a handy format.

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  • 2D non-tile based map editor

    - by user5468
    I am currently developing a relatively simple 2D, topdown oriented adventure game for the iPhone and was wondering what would be the easiest way to create the maps for my game. I figured I would need some kind of visual editor that would give me immediate feedback and would allow me to place all objects in the world exactly where I want them. I could then load the saved representation of the world I create in the editor in my game. So, I am looking for a simple map editor that allows me to do this. All the objects in my game are simply textured rectangles build up from two triangles. All I need to be able to do is position different rectangles/objects in the map, and give them a texture. I am using texture atlases, so it would be useful to be able to assign portions of textures to the objects. I then need to be able to extract all the objects from the saved representation of my maps, together with the name/identifier of the texture(atlas) they use, and the area of the texture atlas. I have looked at some tile-based map editors like Tiled and Ogmo, but they don't seem to be able to do what I want. Any suggestions? EDIT: a more concrete example: something like the GameMaker level editor, but then with added export functionality in a handy format.

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  • 2D map/plane with nodes overlayed that supports panning, scaling and clicking on nodes

    - by garlicman
    I'm trying my hand at Android development and seem to be running into an invisible ceiling in trying to get what I want accomplished. Basically I'm trying to create an app that renders a 2D surface map that I can (pinch) zoom and pan. I'll have to place nodes on the surface of the map that will scale/zoom and pan in relation to the surface. I started out with a 2D ImageView approach and got as far as pinch zoom, pan and laying nodes as relative ImageViews, but all the methods I tried to get X,Y,W,H for the 2D surface were always off for some reason. Additionally, I was never able to scale the node ImageViews correctly, and as a result never got far enough to try and work out their X,Y scaled offset. So I decided to get back to 3D rendering. Conceptually pan/zoom is camera manipulation, so I don't have to mess with how to scale the 2D map or the nodes. But I need a starting point or sample to get me going that's close to what I'm trying to achieve. A sample on a translucent spinning cube isn't helping as much as I need it to. Any tips? Links, insults and sympathy are all welcome!

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  • Restrict Tile Map to its boundaries

    - by Farooq Arshed
    I have loaded a tmx file in cocos2dx and now I am trying to implement panning. I have successfully implemented the panning first part where the map moves. Now I want to restrict the map so it does not display the map beyond its boundary where it shows black screen. I am confused as to how to implement it. Below is my code any help would be appreciated. bool HelloWorld::init() { if ( !CCLayer::init() ) { return false; } const char* tmx= "isometric_grass_and_water.tmx"; _tileMap = new CCTMXTiledMap(); _tileMap->initWithTMXFile(tmx); this->addChild(_tileMap); this->setTouchEnabled(true); return true; } void HelloWorld::ccTouchesBegan(CCSet *touches, CCEvent *event){ CCSetIterator it; for (it=touches->begin(); it!=touches->end(); ++it){ CCTouch* touch = (CCTouch*)it.operator*(); CCLog("touches id: %d", touch->getID()); oldLoc = touch->getLocationInView(); oldLoc = CCDirector::sharedDirector()->convertToGL(oldLoc); } } void HelloWorld::ccTouchesMoved(CCSet *touches, CCEvent *event) { if (touches->count() == 1) { CCTouch* touch = (CCTouch*)( touches->anyObject() ); this->moveScreen(touch); } else if (touches->count() == 2) { this->scaleScreen(touches); } } void HelloWorld::moveScreen(CCTouch* touch) { CCPoint currentLoc = touch->getLocationInView(); currentLoc = CCDirector::sharedDirector()->convertToGL(currentLoc); CCPoint moveTo = ccpSub(oldLoc, currentLoc); moveTo = ccpMult(moveTo, -1); oldLoc = currentLoc; this->setPosition(ccpAdd(this->getPosition(), ccp(moveTo.x, moveTo.y))); }

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  • Character movement on a 2D tile map

    - by Chris Morris
    I'm working at making a HTML5 game. Top down, closest thing I can equate it to is the gameboy zeldas, but open world and no rooms. What I have so far is a procedurally generated map in a multi dimensional array. And a starting position on the map. Along with this I have an array of movable and non movable tile ID's. I also have a class for my player and have him being rendered out in the center of the starting tile. My problem however is getting the movement sorted out for the player. I want to be able to have the character free move around the map (pixel by pixel essentially) ontop of this 2D generated world. Ideally this would allow the user to move around the walk able area of the canvas. this is simple enough for me to do, but I am having problems now moving the world. If the user is 20% from the edge of the screen i want the world to start panning in the direction the player is heading. But I'm rather lacking in ideas of how to do this. I've looked around for some tutorials, but am coming up blank on ideas of how to generate the playable area (zoomed in) and to then move this generated area under the player when they reach near the end of the screen. My current idea was to generate a certain amount of tiles full size to fill the screen and place the player i the middle. Then when the user approaches the edge of the screen start generating the tiles offset by the distance moved and the direction. I can kind of see this working but I really have no idea if this is the best or easiest to code of methods for generating the world. sorry for the lack of code but I'm still just in the theory stages of working this all out.

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  • Collision checking problem on a Tiled map

    - by nosferat
    I'm working on a pacman styled dungeon crawler, using the free oryx sprites. I've created the map using Tiled, separating the floor, walls and treasure in three different layers. After importing the map in libGDX, it renders fine. I also added the player character, for now it just moves into one direction, the player cannot control it yet. I wanted to add collision and I was planning to do this by checking if the player's new position is on a wall tile. Therefore as you can see in the following code snippet, I get the tile type of the appropriate tile and if it is not zero (since on that layer there is nothing except the wall tile) it is a collision and the player cannot move further: final Vector2 newPos = charController.move(warrior.getX(), warrior.getY()); if(!collided(newPos)) { warrior.setPosition(newPos.x, newPos.y); warrior.flip(charController.flipX(), charController.flipY()); } [..] private boolean collided(Vector2 newPos) { int row = (int) Math.floor((newPos.x / 32)); int col = (int) Math.floor((newPos.y / 32)); int tileType = tiledMap.layers.get(1).tiles[row][col]; if (tileType == 0) { return false; } return true; } The character only moves one tile with this code: If I reduce the col value by two it two more tiles. I think the problem will be around indexing, but I'm totally confused because the zero in the coordinate system of libGDX is in the bottom left corner of the screen, and I don't know the tiles array's indexing is similair or not. The size of the map is 19x21 tiles and looks like the following (the starting position of the player is marked with blue:

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  • LibGDX drawing map using tiles without space

    - by Enayat Muradi
    I am making a board game. To draw the map on the board I use different tiles. On some screen the map looks good but on some other screens there is a space between the tiles. How can I do so there won't be any space between the tiles? I am designing my game with the size 480x800. To fit other screens I stretch it. My tiles looks like this: I draw the map using a for loop to draw the tile in different (x,y) position on screen. Here is what I mean with space between tiles: Screen with 240x400 Screen with 360x600, here there is no spacing between tiles. I use camera and the screen to draw I don't use stage. I have also tried to use Viewport but I get the same results. cam = new OrthographicCamera();cam.setToOrtho(true, gameWidth, gameHeight); batcher = new SpriteBatch(); batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); How can I do to solve the problem?

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  • Map Ctrl and Alt to mouse thumb buttons

    - by murphyslaw
    I'm running Ubuntu 12.04 and have a multi-button Microsoft mouse. I would like to map the CTRL and ALT modifier keys to the left and right thumb buttons of my mouse, respectively, so I can ctrl-click and alt-click without touching the keyboard. My thumb buttons are buttons 8 and 9. I tried the solution in this question: How do I configure a mouse thumb button? which explained how to map a double click to a thumb button - this worked for the double-click but I couldn't figure out how to modify the solution for CTRL and ALT I also tried this: How to map Ctrl/Shift to thumb buttons of Mouse? which used xdotools and xbindkeys. I modified the script to this: ~/.xbindkeysrc: "xdotool keydown alt" b:9 "xdotool keyup alt" release + alt + b:9 "xdotool keydown ctrl" b:8 "xdotool keyup ctrl" release + control + b:8 Which ALMOST works. It simulates a CTRL-key press when I click the left thumb button, but I can't actually hold the button and click at the same time - holding the thumb button seems to prevent it from listening to other input until it is released. Does anyone know how I can make my mouse thumb button actually work as a modifier key, so I can use thumb_button+click instead of CTRL-click?

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  • Software architecture map to aid cross team communication?

    - by locster
    I work in a company where multiple teams each work on different parts of a software product in a vaguely agile/scrum manner. Mostly the organisation works well but there have been instances where a team may make a change without realising its impact on other teams. Where dependence is known communication has been good, and where dependence is suspected then 'broadcast' emails and informal conversations have also worked well. But there exists a sub-set of tasks that fall between the cracks. Broadcast emails are likely not the solution as they would become too numerous such that the email signal/noise ratio would fall. I'm contemplating a solution that involves a sort of map of the software, which details all of the various parts of the system and loosely tries to place interacting and dependent parts near to each other. Each developer then updates their position on the map (today I'm working on X and Y), and therefore if two or more developers happen to be co-located (or proximate) on the map then we can see this each day and this could form the trigger for further discussion on possible overlap and conflict. Is such a method out there and in use? If so what is it and does it work? Otherwise, do you think such a scheme has merit?

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  • Provide A Scrolling "Camera" View Over A 2D Game Map

    - by BitCrash
    I'm in the process of attempting to create a 2D MMO type game with Kryonet and some basic sprites, mostly for my own learning. I have the back end set up great (By my standards) and I'm moving on to actually getting some things drawn onto the map. I cannot for the life of me figure out a solid way to have a "Camera" follow a player around a large area. The view pane for the game is 640 x 480 pixels, and each tile is 32x32 pixels (Thats 20 tiles wide and 15 high for the viewpane) I have tried a couple things to do this, but they did not seem to work out so well. I had a JScrollPane with 9 "Viewpane"-sized canvases in it, and tried to have the JScrollPane move in accordance with the player. The issue came when I reached the end of the JScrollPane. I tried to "Flip" canvases, sending the canvas currrently drawing the player to the middle of the 9 and load the corresponding maps onto the other ones. It was slow and worked poorly. I'm looking for any advice or previous experience with this; any ideas? Thank you! Edit and Clarification: I did not mean to mention Kryonet, I was merely providing peripheral information in case there was something that would help which I could not foresee. Instead of having an array of 9 canvases, why not just have one large canvas loading a large map every once in a while? I'm willing to have "load times" where as with the canvas array I would have none (in theory) to give the user a smooth experience. I could just change the size and location of the map with a modified setBounds() call on the canvas in a layered pane (layered because I have hidden swing items, like inventories and stuff) I'll try it out and post here how it goes for people asking the same question.

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  • Getting the first image elements id within an unordered list using JQuery

    - by Roland
    I'm trying to get the id of the first element of an unordered list using JQuery. Here's the list <ul class="list"> <li><img id="1" src="image1.jpg" name="image1" /></li> <li><img id="2" src="image2.jpg" name="image2" /></li> <li><img id="3" src="image3.jpg" name="image3" /></li> <li><img id="4" src="image4.jpg" name="image4" /></li> <li><img id="5" src="image5.jpg" name="image5" /></li> </ul> JQuery var id = $('.list li img'):first.attr('id');

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  • right-to-left unordered list

    - by Crippletoe
    hi all, i am trying to make an unordered list to behave in different browsers. i have a 2 level list which i am trying to display horizontally in one line. on safari and firefox everything looks good. on IE (7) everything goes nuts for some reason, and only when i am trying to make the list go right-to-left. when i try displaying it left to right, all browsers behave. a simple example of what i was doing is here: http://www.g6pdrecords.com/svk/test.html the CSS is found in the . any ideas anyone? thanks

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  • Unordered list navigation - hovered element moves 1px left

    - by rodrigo
    I have unordered list navigation like this. When anchor is hovered navigation list moves 1px left. How to fix that ? Here is my code <ul id="nav"> <li><a href="#">First</a></li> <li><a href="#">Second</a></li> <li><a href="#">Third</a></li> </li> Here is my css: ul#nav li { float: left; margin: 0; padding: 0; } ul#nav li a:hover { -moz-border-radius:3px; border: 1px solid #ccc; }

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  • jQuery: Setting 'style' attribute of element with object

    - by JamesBrownIsDead
    I saw this in our codebase the other day: link.attr('style', map({ color: '#9a4d9e', cursor: 'default' })); map is defined as: function map(map) { var cssValue = []; for (var o in map) { cssValue.push(o + ':' + map[o] + ';') } return cssValue.join(';'); } Is map necessarily? Is there a shorter way to do this? It's important to note that the "style" attribute overrides any styles set by a class added/defined in the "class" attribute.

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  • GIS-based data visualization and maintenance tool

    - by Dave Jarvis
    Background Looking to leverage an existing GIS system for exploring organizational data. Architecture The following figure represents a high-level overview of the system's desired features: The most basic usage would be as follows: The user visits a web site. The system presents a map (having regions, cities, and buildings). The user drills-down on the map to a particular building. The system provides a basic CRUD interface. The user can view and modify information about personnel (e.g., their assigned teams), equipment (e.g., network appliances), applications, and the building itself (e.g., contact and phone numbers). Ideally, all the components should be open-source (or otherwise free). Problem This must be a small project that needs a quick (but functional) prototype, mostly to confirm whether or not such a system would be useful in the long term. Questions What software components would you use to quickly develop a working prototype? What open-source solutions already exist, if any? Ideas Here is what I am thinking: PostGIS - Define the regions, cities, and sites Google Maps - Display an interactive, clickable map geoJSON - Protocol between PostGIS and Google Maps Seam - CRUD interface Custom Development For example, this would entail: Installation and configuration Configure SSH for remote logins Subversion (or git) PostgreSQL PostGIS Java Tomcat Seam JasperReports Enter GIS information into PostGIS Aggregate data sources into PostgreSQL database Develop starting page for map interface Develop clickable Google Maps interface Develop summary reports Develop CRUD interface using Seam for data maintenance Surely something like this already exists? Thank you!

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  • What can I do in order to inform users of potential errors in my software in order to minimize liability?

    - by phobitor
    I'm an independent software developer that's spent the last few months creating software for viewing and searching map data. The software has some navigation functionality as well (mapping, directions,etc). The eventual goal is to sell it in mobile app markets. I use OpenStreetMap as my data source. I'm concerned about liability for erroneous map data / routing instructions, etc that might result when someone uses the application. There are a lot of stories on the internet where someone gets into an accident or gets stuck or gets lost because of their GPS unit/Google Maps/mapping app... I myself have come across incorrect map data as well in a GPS unit I have in my car. While I try to make my own software as bug free as possible, no software is truly bug free. And moving beyond what I can control, OpenStreetMap data (and street map data in general) is prone to errors as well. What steps can I take to clearly inform the user that results from the software aren't always perfect, and to minimize my liability?

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  • Convert a (nested)HTML unordered list of links to PHP array of links

    - by Klark
    Hi, I have a regular, nested HTML unordered list of links, and I'd like to scrape it with PHP and convert it to an array. The original list looks something like this: <ul> <li><a href="http://someurl.com">First item</a> <ul> <li><a href="http://someotherurl.com/">Child of First Item</a></li> <li><a href="http://someotherurl.com/">Second Child of First Item</a></li> </ul> </li> <li><a href="http://bogusurl.com">Second item</a></li> <li><a href="http://bogusurl.com">Third item</a></li> <li><a href="http://bogusurl.com">Fourth item</a></li> </ul> Any of the items can have children. (The actual screen scraping is not a problem, I can do that.) I'd like to turn this into a PHP array, of just the links, while keeping the hierarchical nature of the list. Any ideas? I've looked at using htmlsimpledom and phpQuery, which both use jQuery like syntax. But, I can't seem to get the syntax right. Thanks.

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  • unordered lists as columns

    - by Ben
    I am trying to use unordered lists as columns something setup like the following: <ul> <li>word 1</li> <li>word 1</li> <li>word 1</li> <li>word 1</li> <li>word 1</li> </ul> <ul> <li>word 2</li> <li>word 2</li> <li>word 2</li> <li>word 2</li> <li>word 2</li> </ul> What would I need to do as far as css these to lineup side by side as vertical lists with no bullets. I'm sure I'm missing something simple but I can't seem to figure it out. I specifically need this to work in IE7. Thanks in advance, Ben

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  • Populating form fields with comma seperated strings in unordered list onclick with jQuery/Javascript

    - by RyanP13
    Hi, I have an address lookup system which returns addresses in an unordered list like so: <p>Please select your address from the list below</p> <div id="selectAddress"> <ul> <li>HNO 412,addressLine2,addressLine8</li> <li>HNO 413,addressLine2,addressLine8</li> <li>HNO 414,addressLine2,addressLine8</li> </ul> </div> When someone clicks on an li containing the address i use the folloqing jQuery to split it and populate the following form fields. var $customerAddress = $("form#detailsForm input[name*='customerAddress']"); $("div#selectAddress ul li").click(function(){ $(this).removeClass("addressHover"); $("li.addressClick").removeClass("addressClick"); $(this).addClass("addressClick"); var $splitAddress = $(this).text().split(","); $($customerAddress).closest("tr").removeClass("hide"); $($customerAddress).each(function(){ var $inputCount = $(this).index($customerAddress); $(this).val($splitAddress[$inputCount]); }); $.cookies.set('cpqbAddressInputs', 'visible'); }); Form fields: <tr> <th> <label for="customerAddressLine1">Address&nbsp;*</label> </th> <td colspan="3"> <input type="text" name="customerAddressLine1" maxlength="40" value="" id="customerAddressLine1" class="text" /> </td> However it only seems to populate the first line of the address and not lines two and three. I could easily do this manually but i wanted to abstract it so that it could be expanded to cater for any amounts of address lines.

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  • Rhino Mocks and ordered test with unordered calls

    - by Shaddix
    I'm using Rhino.Mocks for testing the system. I'm going to check the order of calling .LoadConfig and .Backup methods. I need .LoadConfig to be the first. Currently the code is like this: var module1 = mocks.Stub<IBackupModule>(); var module2 = mocks.Stub<IBackupModule>(); module1.Expect(x => x.Name).Return("test"); module2.Expect(x => x.Name).Return("test2"); using (mocks.Ordered()) { module1.Expect(x => x.LoadConfig(null)); module2.Expect(x => x.LoadConfig(null)); module1.Expect(x => x.Backup()); module2.Expect(x => x.Backup()); } mocks.ReplayAll(); The problem is, that there's also a call to .Name property, and i'm not interesting when it'll be called: before .LoadConfig or after the .Backup - it just doesn't matter. And when I run this I'm getting Exception: Unordered method call! The expected call is: 'Ordered: { IConfigLoader.LoadConfig(null); }' but was: 'IIdentification.get_Name();' Is there a way to deal with this? Thanks

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  • closing an unordered list

    - by snorpey
    On a website, I want to display the main navigation as an unordered list. After 3 items I want to close that list and open a new one, so it eventually looks something like this: <div id="navigation"> <ul> <li>1</li> <li>2</li> <li>3</li> </ul> <ul> <li>4</li> <li>5</li> <li>6</li> </ul> </div> The navigation is dynmically generated using jQuery + Ajax. This is what the code I'm using looks like: $.getJSON("load.php", { some: value }, function(data) { $.each(data.items, function(i, item) { $('#navigation').find('ul').append('<li>' + i + '</li>'); if(i % 3 == 0) { $('#navigation').find('ul').append('</ul><ul>'); } }); }); Unfortunately, the browser doesn't interpret this right and treats the closing ul tag as a nested object of the first ul. How do I fix this?

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  • Return unordered list from hierarchical sql data

    - by Milan
    I have table with pageId, parentPageId, title columns. Is there a way to return unordered nested list using asp.net, cte, stored procedure, UDF... anything? Table looks like this: PageID ParentId Title 1 null Home 2 null Products 3 null Services 4 2 Category 1 5 2 Category 2 6 5 Subcategory 1 7 5 SubCategory 2 8 6 Third Level Category 1 ... Result should look like this: Home Products Category 1 SubCategory 1 Third Level Category 1 SubCategory 2 Category 2 Services Ideally, list should contain <a> tags as well, but I hope I can add it myself if I find a way to create <ul> list. EDIT 1: I thought that already there is a solution for this, but it seems that there isn't. I wanted to keep it simple as possible and to escape using ASP.NET menu at any cost, because it uses tables by default. Then I have to use CSS Adapters etc. Even if I decide to go down the "ASP.NET menu" route I was able to find only this approach: http://aspalliance.com/822 which uses DataAdapter and DataSet :( Any more modern or efficient way?

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  • Fancy Box to Popup an HTML Page from One List Item in an Unordered List

    - by nicorellius
    I have an unordered list: <ul> <li><a id="fancy_popup" href="popup.html" class="fancybox"> Popup HTML Link</a></li> <li><a href="other.html">Other HTML Link</a></li> <li><a href="other.html">Other HTML Link</a></li> </ul> And I have a jQuery script: <script type="text/javascript"> $(document).ready(function() { $("#fancy_popup").fancybox({ transitionIn : 'elastic', transitionOut : 'elastic', easingIn : 'easeInSine', easingOut : 'easeOutSine', speedIn : 400, speedOut : 200, titlePosition : 'inside', titleFormat : 'document.write("Fancy Box Title");', cyclic : true }); }); </script> This jQuery Fancy Box script works elsewhere, with a div that has the id="fancy_popup" so I thought why not add it to the anchor directly in this case... I'm trying to figure out how to apply Fancy Box so that when someone clicks the Popup HTML link above, a Fancy Box window pops up, according to the script. I've tried variations with placing the id on the li, on the ul and manipulating the script for these selectors to no avail. Any help is appreciated.

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  • Unordered list appears higher than div

    - by LordArmadillo
    I am trying to create a simple page, which I normally can without any trouble. However, the unordered list appears higher up the page than the div. I do know a solution for this, however I cannot remember it. The page goes like this: <style> ul.menu { list-style-type: none; margin:150; margin-bottom:30px; padding:0; display: block; width: 708px; margin-left: auto; margin-right: auto; } li.menu { float:left; display: block; width: 118px; } a.menu:link,a.menu:visited { color:black; display:block; border:1px solid black; background-color:#FFFF00; width:118px; text-align:center; text-decoration:none; font-family:"Courier New", Courier, monospace } a.menu:hover { background-color:#FFBB11; } </style> <div id="head"> My images here & such</div> <ul class="menu"> <li class="menu"> <a class="menu">Main</a> </li> </ul> Normally I welcome suggestions to change my code, but I have a deadline today! So, quick & simple help would be appreciated! Thanks! LordArmadillo

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