• What are you working on? v19
    6,590 replies, posted
Maybe buildings should be higher towards the middle?
Atleast have that random.
[IMG]http://i.imgur.com/f96HD.png[/IMG] Yay shadow mapping and normal mapping! (directx9/HLSL)
[QUOTE=NorthernGate;31410197]Can any folks run this: [url]http://www.mediafire.com/?x6njlxjo3cx6cat[/url] And tell me if the output is correct? I'm looking mostly for Unix and Mac people to try it out though, but it'd be nice to know if it's error free on most other windows machines.[/QUOTE] Ran with mono on Fedora 15, got this: [code] -- Cloud.Hardware.Computer -- System.TypeInitializationException: An exception was thrown by the type initializer for Cloud.Hardware.Computer ---> System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2[System.String,System.Collections.Generic.Dictionary`2[System.String,System.Object]].get_Item (System.String key) [0x00000] in <filename unknown>:0 at Cloud.Hardware.Rake.Pick (System.String table, System.String property, Int32 index) [0x00000] in <filename unknown>:0 at Cloud.Hardware.Rake.Pick (System.String table, System.String property) [0x00000] in <filename unknown>:0 at Cloud.Hardware.Computer..cctor () [0x00000] in <filename unknown>:0 --- End of inner exception stack trace --- at Fleo.Program.Main (System.String[] args) [0x00000] in <filename unknown>:0 [/code] Thanks for building with mono though :)
[QUOTE=Xeon06;31367040]That's exactly was I was gonna say. JavaScript is way more C like than Lua. It has brackets, + as concatenation operator, shorthand operators, etc. I really wish more people would use JS as a scripting language, especially with V8 being so fast. Just check the huge following that Node is getting.[/QUOTE] Syntax is -hardly- indicative of the similarities between language, in Lua "then" and "end" are literally exactly where brackets would be. Lua and C are both imperative programming languages as well, both of them allow non-classbased OOP, as well. Javascript shares some similarities with Lua in that both languages support prototype oo, but it seems to enforce this a bit more, having 'new' in the language, and seems to focus more on objects. I don't think either of them are like C, Javascript's relation is skin-deep at best, and Lua only shares it being mostly procedural, really. I mean I guess you could argue that the small amount of language constructs in C and Lua are a similarity.
[img]http://img268.imageshack.us/img268/794/screenshot2011072914094.png[/img] Outdoor scenes are getting better and better looking.. My artist's good and I actually do some of it too.
The shadows on the cars look weird, why are they lighter?
Unless...it's been raining and that's dry road :D
[QUOTE=NovembrDobby;31411952]Unless...it's been raining and that's dry road :D[/QUOTE] Yet there's no dry spot beneath the "hanger" above the door.
[QUOTE=ColdFusionV2;31410663]Maybe buildings should be higher towards the middle?[/QUOTE] Instead of doing that I was thinking of having zones with different building-sizes/height and road parameters a la simcity, so there would be like a residential zone with lots of small roads and houses, or industrial zones with big low buildings, and business centers with skyscrapers and stuff.
[QUOTE=Downsider;31411674][img]http://img268.imageshack.us/img268/794/screenshot2011072914094.png[/img] Outdoor scenes are getting better and better looking.. My artist's good and I actually do some of it too.[/QUOTE] I'd kill to have that kind of art done for me.
They're missing side mirrors.
[QUOTE=iPope;31411897]The shadows on the cars look weird, why are they lighter?[/QUOTE] The editor's written in C and because of lazyness can only load 8-bit images, and when we started using 32-bit images in game, I just hacked in 32-bit -> 8-bit downsampling, so it displays things with alpha incorrectly. I really should get to rewriting the editor.. lul. [editline]29th July 2011[/editline] [QUOTE=T3hGamerDK;31412046]Yet there's no dry spot beneath the "hanger" above the door.[/QUOTE] The overhang actually has some nice shadowing effects too, but they also show up incorrectly in the editor.
[QUOTE=Downsider;31411674][img]http://img268.imageshack.us/img268/794/screenshot2011072914094.png[/img] Outdoor scenes are getting better and better looking.. My artist's good and I actually do some of it too.[/QUOTE] Can I get in contact with your artist after he's finished with you?
Bezier curves, and nicer gates, whoop whoop! Making it look nice before making it better, lol :D [IMG]http://img231.imageshack.us/img231/6348/beziers.png[/IMG]
Is there a way to post WM_PAINT to the message queue, while not processing it immediately? It's quite annoying if you want to draw again next frame but if you post another WM_PAINT message it goes into an infinite loop.
[QUOTE=Jawalt;31411638]Syntax is -hardly- indicative of the similarities between language, in Lua "then" and "end" are literally exactly where brackets would be. Lua and C are both imperative programming languages as well, both of them allow non-classbased OOP, as well. Javascript shares some similarities with Lua in that both languages support prototype oo, but it seems to enforce this a bit more, having 'new' in the language, and seems to focus more on objects. I don't think either of them are like C, Javascript's relation is skin-deep at best, and Lua only shares it being mostly procedural, really. I mean I guess you could argue that the small amount of language constructs in C and Lua are a similarity.[/QUOTE] I find there's two ways I approach using Javascript as a script language, firstly from an 'end-user' perspective I find that while it may work like Lua, it's syntax is easier to follow for me, as I prefer symbols to words for language syntax. From a developer point of view however, I think V8's API gives it the upper hand, especially coupled with the fact I prefer it's syntax.
Programmer art incoming: [img]http://i.imgur.com/CrANn.png[/img] New stuff: -huge ladies -knockback on little dudes -working hitboxes and collision -critical hits ("POW!") -polite queuing while they wait to be killed -main menu -victory and defeat screens -increased nakedness
A lot of people recently have been contacting me about getting some simple AABB collisions working. I was thinking of writing up a small example project (commented to explain what each bit does) to show how this stuff is done, and drawing up a bunch of diagrams to explain the bits that are hard to show through words. Shall I bother? Would anyone actually use this? Or is there something better I could do for you guys.
[QUOTE=Chris220;31413851]A lot of people recently have been contacting me about getting some simple AABB collisions working. I was thinking of writing up a small example project (commented to explain what each bit does) to show how this stuff is done, and drawing up a bunch of diagrams to explain the bits that are hard to show through words. Shall I bother? Would anyone actually use this? Or is there something better I could do for you guys.[/QUOTE] YES! A thousand times yes!
Isn't there already lots of material on AABB tests?
[QUOTE=s0ul0r;31412767]Making it look nice before making it better, lol :D[/QUOTE] the [I]best[/I] way
AABB is really, really bad for tilemaps. Tiles can be looked up in mem
[QUOTE=Downsider;31411674][img]http://img268.imageshack.us/img268/794/screenshot2011072914094.png[/img] Outdoor scenes are getting better and better looking.. My artist's good and I actually do some of it too.[/QUOTE] I'd love to see a CRT/retro mode (scanlines, phosphor ghosting, bloom, tonemapping, CRT bevel, blah blah). I think it would really complement the art style.
AABB is really, really bad for tilemaps. Tiles can be looked up extremely fast in memory if you store them in an array or some kind of similar data container and simply jump to the proper byte(s) that represent the tilemap. Just transform the coordinates of the entity into values relative to the tilemap's memory.
[QUOTE=Chris220;31413851]A lot of people recently have been contacting me about getting some simple AABB collisions working. I was thinking of writing up a small example project (commented to explain what each bit does) to show how this stuff is done, and drawing up a bunch of diagrams to explain the bits that are hard to show through words. Shall I bother? Would anyone actually use this? Or is there something better I could do for you guys.[/QUOTE] Words cannot express how much this would benefit me.
[QUOTE=Downsider;31414397]AABB is really, really bad for tilemaps. Tiles can be looked up extremely fast in memory if you store them in an array or some kind of similar data container and simply jump to the proper byte(s) that represent the tilemap. Just transform the coordinates of the entity into values relative to the tilemap's memory.[/QUOTE] Ya dont say?
[QUOTE=Downsider;31414397]AABB is really, really bad for tilemaps. Tiles can be looked up extremely fast in memory if you store them in an array or some kind of similar data container and simply jump to the proper byte(s) that represent the tilemap. Just transform the coordinates of the entity into values relative to the tilemap's memory.[/QUOTE] So true that it required posting twice, huh? :v: Also I never said anything about doing it for a tile-based game, AABBs are incredibly useful for a lot of things. It seems a lot of people would like this so I might as well go ahead and do it... it's not like I have anything better to do :v:
[img]http://dl.dropbox.com/u/1106779/polls_farnsworth_4820_962081_poll_xlarge.jpg[/img] Good news everyone I've invented a program that makes any screenshot look like a photograph of a screen. [t]http://dl.dropbox.com/u/1106779/test.png[/t][t]http://dl.dropbox.com/u/1106779/test2.png[/t][t]http://dl.dropbox.com/u/1106779/testFarn.png[/t]
I'm calling shenanigans.
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