i think you guys are right, if it's implemented then it's probably worth demonstrating
[img]http://i.imgur.com/VZ5o7.gif[/img]
that's a mockup of one of the introductory levels of my unnamed game set to be released by the end of this summer
i gotta say, level design is [i]very[/i] hard (for me, at least) - it makes a lot of sense that the Big Guys have specialized level designers, modelers, etc. :eng101: i mean, level design is even harder than actually [i]making[/i] the level :v:
[QUOTE=CawldFussuian;30643053]I know its integrated in many language but i was never aware of the existence in C[/QUOTE]
Generally, gotos are discouraged (especially for beginners), so tutorials wont talk about their use. Probably for fear of seeming stupid that they are suggesting there might be a use for them.
[QUOTE=ryandaniels;30634583]I was thinking: often, I will recognize the need for a method as I am writing another method, so I write up the definition, but leave it unimplemented for completion later. What's great is, you can define an entire, compilable solution to a problem without writing any real code.
What I'm wondering is, would it be feasible to simply spend a few days writing up all the method/ class definitions for a project, and then use that as an ultra-concrete specification? It would be amazing for group projects, because there would be almost no need for oversight, everyone would just attack an unimplemented method, and sign it with their name.[/QUOTE]
That's sort of what Test Driven Development is like.
[QUOTE=icantread49;30643415]i think you guys are right, if it's implemented then it's probably worth demonstrating
[img]http://i.imgur.com/VZ5o7.gif[/img]
that's a mockup of one of the introductory levels of my unnamed game set to be released by the end of this summer
i gotta say, level design is [i]very[/i] hard (for me, at least) - it makes a lot of sense that the Big Guys have specialized level designers, modelers, etc. :eng101: i mean, level design is even harder than actually [i]making[/i] the level :v:[/QUOTE]
So much winner.
[QUOTE=icantread49;30643415][img]http://i.imgur.com/VZ5o7.gif[/img][/QUOTE]
I could look at this forever.
I'm only a bit bothered about all the triangles being clearly visible. (How did you carve that hole in the block?!?)
[QUOTE=esalaka;30643534]How did you carve that hole in the block?!?[/QUOTE]
Probably with a carving tool.
[QUOTE=esalaka;30643534]I could look at this forever.
I'm only a bit bothered about all the triangles being clearly visible. (How did you carve that hole in the block?!?)[/QUOTE]
Sorta agree; I think it's a cool effect now, but I can see it getting ugly when you start making more content. I think it might be better to implement some sort of controllable edge drawing feature rather than rely on the actual mesh structure.
Obviously one way to go would be simple edge detection, but if you like the current look, you could just limit how many edge lines can be drawn on a flat face.
Yeah I think you should go with a simplified mesh. On that note, I don't think you should do just edges, because that makes it generic. I say go simplified enough to put a line to each corner of the inset hole, etc, instead of just plain edges on boxes.
[QUOTE=esalaka;30643534]I could look at this forever.
I'm only a bit bothered about all the triangles being clearly visible. (How did you carve that hole in the block?!?)[/QUOTE]
It's great for debugging thought.
[QUOTE=AtomiCasd;30644192]It's great for debugging thought.[/QUOTE]
More like seeing problems with your models, but the modeling tool should show them already.
[QUOTE=icantread49;30643415]i think you guys are right, if it's implemented then it's probably worth demonstrating
[img]http://i.imgur.com/VZ5o7.gif[/img]
that's a mockup of one of the introductory levels of my unnamed game set to be released by the end of this summer
i gotta say, level design is [i]very[/i] hard (for me, at least) - it makes a lot of sense that the Big Guys have specialized level designers, modelers, etc. :eng101: i mean, level design is even harder than actually [i]making[/i] the level :v:[/QUOTE]
Wow way to pull that one out of fucking no where. Did anyone know you were making a portal game?
Nice work man. Are you using a physics engine or are blocks always going to be axis aligned?
[QUOTE=r4nk_;30644518]Wow way to pull that one out of fucking no where. Did anyone know you were making a portal game? [/QUOTE]
He's posted about the portals earlier.
[QUOTE=esalaka;30644561]He's posted about the portals earlier.[/QUOTE]
Yeah, didn't he make another [url=http://www.pseudoform.org/]portal game[/url] already?
[QUOTE=icantread49;30643415]i think you guys are right, if it's implemented then it's probably worth demonstrating
[img]http://i.imgur.com/VZ5o7.gif[/img]
that's a mockup of one of the introductory levels of my unnamed game set to be released by the end of this summer
i gotta say, level design is [i]very[/i] hard (for me, at least) - it makes a lot of sense that the Big Guys have specialized level designers, modelers, etc. :eng101: i mean, level design is even harder than actually [i]making[/i] the level :v:[/QUOTE]
Build good level design tools/workflows (more importantly workflows) that let you iterate quickly. Like this: [img]http://cubicintellect.com/dump/images/editor2.jpg[/img] the sections of the level snap together allowing us to quickly create complex large areas and completely alter the level flow if we need to. Obviously this style of work is tailored for our game genre and probably wouldn't suit yours. But think of level design like programming, make everything componentised and then the actual building/designing phase is as simple as just plugging lego bricks together. A good starting point for a level design tool for your kinda work is Google Sketchup ;)
edit:
OH MY FUCKING MASSIVE IMAGE EYES...
[QUOTE=LouisD;30645742]Build good level design tools/workflows (more importantly workflows) that let you iterate quickly. Like this: [img]http://cubicintellect.com/dump/images/editor2.jpg[/img] the sections of the level snap together allowing us to quickly create complex large areas and completely alter the level flow if we need to. Obviously this style of work is tailored for our game genre and probably wouldn't suit yours. But think of level design like programming, make everything componentised and then the actual building/designing phase is as simple as just plugging lego bricks together. A good starting point for a level design tool for your kinda work is Google Sketchup ;)
edit:
OH MY FUCKING MASSIVE IMAGE EYES...[/QUOTE]
Nice default application icon. :v:
[QUOTE=Legend286;30645837]Nice default application icon. :v:[/QUOTE]
Developer only editors don't need icons. I mean, why bother? No-one else is going to see it.
[QUOTE=Legend286;30645837]Nice default application icon. :v:[/QUOTE]
It took a team of Arts subject graduates almost 6 months to come up with the idea ;)
Exe: [url]http://www.mediafire.com/?vd3i5ipgumvcxa1[/url]
Source: [url]http://www.mediafire.com/?144r8euzct61xun[/url]
Sprite.h: [url]http://pastebin.com/nCQwQzqv[/url]
AnimatedSprite.h: [url]http://pastebin.com/0M3NpnfT[/url]
SceneManager.h: [url]http://pastebin.com/eWB6WH9y[/url]
Engine.h: [url]http://pastebin.com/gvY0gUc7[/url]
Base.h(This was created to fix a problem >_>): [url]http://pastebin.com/zCrUZnvp[/url]
main.cpp: [url]http://pastebin.com/n2wnvFKF[/url]
Engine.cpp: [url]http://pastebin.com/Df69MaNy[/url]
AnimatedSprite.cpp: [url]http://pastebin.com/t8G0nrTy[/url]
SceneManager.cpp: [url]http://pastebin.com/1TqpfDUv[/url]
Sprite.cpp: [url]http://pastebin.com/gWfCJ8xr[/url]
Base.cpp: [url]http://pastebin.com/yhs1ErdZ[/url]
You're going to need Box2D and Allegro 5 to compile it.
You'll also need an PNG image file called "box" which is size 30x30 and another PNG file called "ground" that is 800x20 to run the program.
All it is is just a box falling onto something with Box2D handling the physics and Allegro handling the drawing because it's at the moment main is just used for me testing all the classes and functions I'm creating that I MAY use to create a simplistic game one day. I'm mainly just writing it for practice. The SceneManager and Scene node class are influenced by Ogre3D(Though I have ABSOLUTELY no idea how ogre work, I just looked what kind of functions it had xD since this is my first time trying to code anything besides the stuff in my C++ books).
Criticism would be nice :P Though this is a rough version of what it'll be once I have the prototype for all the classes I may want implemented.
You should put it in a zip file
[QUOTE=NaturalDre;30645865]Sprite.h: [url]http://pastebin.com/nCQwQzqv[/url]
AnimatedSprite.h: [url]http://pastebin.com/0M3NpnfT[/url]
SceneManager.h: [url]http://pastebin.com/eWB6WH9y[/url]
Engine.h: [url]http://pastebin.com/gvY0gUc7[/url]
Base.h(This was created to fix a problem >_>): [url]http://pastebin.com/zCrUZnvp[/url]
main.cpp: [url]http://pastebin.com/n2wnvFKF[/url]
Engine.cpp: [url]http://pastebin.com/Df69MaNy[/url]
AnimatedSprite.cpp: [url]http://pastebin.com/t8G0nrTy[/url]
SceneManager.cpp: [url]http://pastebin.com/1TqpfDUv[/url]
Sprite.cpp: [url]http://pastebin.com/gWfCJ8xr[/url]
Base.cpp: [url]http://pastebin.com/yhs1ErdZ[/url]
You're going to need Box2D and Allegro 5 to compile it.
You'll also need an PNG image file called "box" which is size 30x30 and another PNG file called "ground" that is 800x20 to run the program.
All it is is just a box falling onto something with Box2D handling the physics and Allegro handling the drawing because it's at the moment main is just used for me testing all the classes and functions I'm creating that I MAY use to create a simplistic game one day. I'm mainly just writing it for practice. The SceneManager and Scene node class are influenced by Ogre3D(Though I have ABSOLUTELY no idea how ogre work, I just looked what kind of functions it had xD since this is my first time trying to code anything besides the stuff in my C++ books).
Criticism would be nice :P Though this is a rough version of what it'll be once I have the prototype for all the classes I may want implemented.[/QUOTE]
A binary would be nice. I'm certainly not going through the effort of compiling it myself.
[editline]23rd June 2011[/editline]
[QUOTE=LouisD;30645904]You should put it in a zip file[/QUOTE]
Also this
Content and such!
Put in a floor so the light looks less crappy. Also added a repair button.
[img]http://dl.dropbox.com/u/19301242/Pics/zombies34.png[/img]
[QUOTE=BlkDucky;30645919]A binary would be nice. I'm certainly not going through the effort of compiling it myself.
[editline]23rd June 2011[/editline]
Also this[/QUOTE]
Right. Should have thought of that >_<. Done :P
Edit; Actually, you guys still don't have the dll's for Allegro to run the exe. Lemme see if I can include them.
Edit x2: Putting them in the zip folder makes it run but it crashes :( Dunno how I'd fix that.
Source: [url]http://www.mediafire.com/?yacaffn9qfrwmqd[/url]
Exe: [url]http://www.mediafire.com/?vd3i5ipgumvcxa1[/url]
[QUOTE=NaturalDre;30646066]Right. Should have thought of that >_<. Done :P
Edit; Actually, you guys still don't have the dll's for Allegro to run the exe. Lemme see if I can include them.
Edit x2: Putting them in the zip folder makes it run but it crashes :( Dunno how I'd fix that.
Source: [url]http://www.mediafire.com/?yacaffn9qfrwmqd[/url]
Exe: [url]http://www.mediafire.com/?144r8euzct61xun[/url][/QUOTE]
Links are the wrong way around.
[editline]23rd June 2011[/editline]
[QUOTE=NaturalDre;30646066]Edit x2: Putting them in the zip folder makes it run but it crashes :( Dunno how I'd fix that.[/QUOTE]
You're, uh, remembering to extract them first, right? Because otherwise the program won't know where to look for the dlls (at a guess).
Edit: Wait, I mean the image, not the dlls.
Oh, I see you're edit. It worked. Sec. Uploading. Also *facepalm*
Edit: Ok, done: [url]http://www.mediafire.com/?vd3i5ipgumvcxa1[/url]
[QUOTE=LouisD;30645742]Build good level design tools/workflows (more importantly workflows) that let you iterate quickly. Like this:
...[/QUOTE]
Neat looking editor. On an unrelated note, I've seen lots of people writing number of draw calls into their editors.
Are you just incrementing a count for each object that gets drawn, and then storing it and resetting the count at the end of the draw call?
[QUOTE=esalaka;30643534]
I'm only a bit bothered about all the triangles being clearly visible.
[/quote]
it bothers me too a bit. i'm experimenting with other methods of drawing the lines. the biggest benefit to the current way of doing it is that AA is very easy
[quote]
(How did you carve that hole in the block?!?)[/QUOTE]
sketchup :v: my workflow goes like this: sketchup -> export OBJ -> game editor, and sometimes there's an intermediate step in there to unwrap the UV's in blender and create an AO map in my AO tool
speaking of tools, the game release will include the entire editor as well as the AO tool. the editor includes a built-in script editor too, and the game will be delivered unobfuscated to make it easier to mod and such (besides, the level scripting adds the game itself as an assembly :v:)
[QUOTE=r4nk_;30644518]Wow way to pull that one out of fucking no where. Did anyone know you were making a portal game? [/quote]
:v: no one really knew, when i posted my [i]very[/i] early implementation i passed it off as being someone else's work so i could get unbiased views on the idea itself
but anyways thanks a bunch everyone, you were right, it really does help motivate me even more!
[editline]23rd June 2011[/editline]
this got me thinking about the whole lines thing.........
i think i'm going to write a tool that takes an OBJ, converts all the triangles into polygons such that the number of polygons is minimized while the area of each polygon is maximized, and save a new OBJ containing all of the edges of each polygon
result? all of the desired edges, without any of the undesired triangles
[editline]23rd June 2011[/editline]
actually forget making a tool for it, i'm just gonna generate these meshes at run-time
[QUOTE=icantread49;30646911]
this got me thinking about the whole lines thing.........
i think i'm going to write a tool that takes an OBJ, converts all the triangles into polygons such that the number of polygons is minimized while the area of each polygon is maximized, and save a new OBJ containing all of the edges of each polygon
result? all of the desired edges, without any of the undesired triangles[/QUOTE]
You don't have to change the model itself, you could just calculate the angle of an edge and if it's less than a threshold, not draw it.
I'm thinking that simplifying your geometry would be a lot more complex than a aesthetic modification. In this circumstance.
[QUOTE=RyanDv3;30647239]You don't have to change the model itself, you could just calculate the angle of an edge and if it's less than a threshold, not draw it.[/quote]
that's true. the problem is that i'm not drawing the edges separately, i'm just redrawing the mesh in wireframe
[quote]
I'm thinking that simplifying your geometry would be a lot more complex than a aesthetic modification. In this circumstance.[/QUOTE]
i don't think so because i'm using a library which has a polygonize function :v:
[QUOTE=BlkDucky;30645850]Developer only editors don't need icons. I mean, why bother? No-one else is going to see it.[/QUOTE]I can see it just fine. :colbert:
[QUOTE=icantread49;30643415]that's a mockup of one of the introductory levels of my unnamed game set to be released by the end of this summer[/QUOTE]
Reminds me of Portal and of Alice in Wonderland at the same time.
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