• What are you working on? v19
    6,590 replies, posted
[img]http://dl.dropbox.com/u/1093888/ZScreen/2011-08/Screenshot-2011-08-13_10.08.03.png[/img] File reading.
[QUOTE=kraffslol;31706395][img]http://dl.dropbox.com/u/1093888/ZScreen/2011-08/Screenshot-2011-08-13_10.08.03.png[/img] File reading.[/QUOTE] Should be: Social/news/tech/custom: reddit forum: facepunch
[QUOTE=yumi_cheese;31704695]I'll be (maybe brutally) honest, and hope it helps. -Does it run? Yes -Does it continue to work after several playthroughs? maybe? (I had to close it then reopen to start a new game) -Is it in any way fun? no. Unfortunately it is just clicking. -If not, what do you think could make it fun? I'm not sure exactly, but there isn't any strategy involved. There is unlimited resources, and doesn't seem to be any reason not to train axewomen. Perhaps instead of just clicking buttons over and over again, at the beginning of the round you choose each lane and how many units go there. Then the round starts and you get to see it play out. Axewomen costing more than swordsmen of course. Unfortunately the idea seems rather limited, unless you can add some depth somewhere, or add some unique gameplay element/twist. (also axewomen stack up on each other, while swordsmen line up behind each other) -Would you like to make me some less shitty art? No. I think you should focus more on gameplay first.[/QUOTE] Thanks, that was a lot less harsh than I was expecting. :v: I think I'll just plough into headlong and add shitloads of unnecessary features until watching it crash and burn in a flood of killstreaks and interactive weather effects is entertaining enough to justify playing it.
[QUOTE=Nigey Nige;31708305]Thanks, that was a lot less harsh than I was expecting. :v: I think I'll just plough into headlong and add shitloads of unnecessary features until watching it crash and burn in a flood of killstreaks and interactive weather effects is entertaining enough to justify playing it.[/QUOTE] Sounds just like the Call of Duty series.
[QUOTE=Torrunt;31701914]Cheers. Been using it for a bit over a year now, can always hear someone complaining about something in it XD.[/QUOTE] Ecks Dee
Version 1.0. Implemented a typing tutor. [B][url=http://dl.dropbox.com/u/3188768/warbuild.jar]TEST ME![/url][/B] Main points: -little dudes are cheaper and worth more points if they reach the other side -big gals are more expensive but can stop an enemy advance dead for ~10 seconds -beserk button makes a random unit go mental. Speed and damage increase, and they no longer politely queue behind allies If anyone manages to get to Hardcore mode, can you post a screenshot please? It's a 1/50 chance and I haven't been able to test it properly yet. [img]http://i.imgur.com/igxIH.png[/img]
[QUOTE=awfa3;31703933]So Overv, are you writing a releasing per day? That's what it seems like so far[/QUOTE] No, drawing is definitely going to take longer to do right.
By the way, you misspelled "berserk". I've been waiting for someone to point this out for ages.
Reposting for new page. Version 1.0. Implemented a typing tutor. [B][url=http://dl.dropbox.com/u/3188768/warbuild.jar]TEST ME![/url][/B] Main points: -little dudes are cheaper and worth more points if they reach the other side -big gals are more expensive but can stop an enemy advance dead for ~10 seconds -beserk button makes a random unit go mental. Speed and damage increase, and they no longer politely queue behind allies If anyone manages to get to Hardcore mode, can you post a screenshot please? It's a 1/50 chance and I haven't been able to test it properly yet. [img]http://i.imgur.com/igxIH.png[/img] [editline]13th August 2011[/editline] [QUOTE=BlkDucky;31709672]By the way, you misspelled "berserk". I've been waiting for someone to point this out for ages.[/QUOTE] Godfuckingdammit. Thanks for pointing it out, I don't think refactoring it broke anything. [editline]13th August 2011[/editline] LOOKS LIKE I COULD USE A TYPING TUTOR MYSELF RIGHT LOL
[QUOTE=Nigey Nige;31709717]Reposting for new page.[/QUOTE] Don't.
[QUOTE=thelinx;31709839]Don't.[/QUOTE] But what about all the delicious new page publicity i'm going to get
Facepunch Isle [IMG]http://i51.tinypic.com/2ia3fqc.png[/IMG] I'm going to learn how to texture it today, as well as try and work out shaders so the water can be reflective, have ripples, reflect the sun etc.
Are we going to carry on forever with this thread?
Well, its a start. [IMG]http://i.imgur.com/qIC6F.png [/IMG]
I've just finished writing the code for Linux (X11). It's baffling how much easier it is to use OpenGL on Linux, but I'm guessing that is a result of its importance as the only hardware accelerated graphics API on that platform. For the impatient ones, [url=http://codepad.org/s6RkMWO5]Linux code[/url]. You need to download glxext.h from the OpenGL registry and link against X11 and GL. [editline]bla[/editline] [t]http://i.imgur.com/sok8W.png[/t]
Maybe we should make some collaboration project about writing a simple OpenGL wrapper, just for the sake of open.gl being awesome
[QUOTE=esalaka;31710551]Maybe we should make some collaboration project about writing a simple OpenGL wrapper, just for the sake of open.gl being awesome[/QUOTE] Lets be honest nothing could come out from it that was as good glfw,sfml,sdl...
[QUOTE=esalaka;31710551]Maybe we should make some collaboration project about writing a simple OpenGL wrapper, just for the sake of open.gl being awesome[/QUOTE] so everyone could then argue over API designs, and what should or should not be included? (And let's not even talk about what language said wrapper should be written in. Because the only answer is OCaml :v:)
[QUOTE=Chandler;31710643]so everyone could then argue over API designs, and what should or should not be included? (And let's not even talk about what language said wrapper should be written in. Because the only answer is OCaml :v:)[/QUOTE] [B]All of the languages[/B]. Or just the basic method of C interface, internals in whatever. [editline]13th August 2011[/editline] Although I was mostly joking since we know what happened to every FP collaborative project ever
I already have my own wrapper, which (in its simplest use) just looks like this: [cpp] #include "window/window.hpp" int main(){ wm::window win("Hi there!", 600, 400); while(wm::HasActiveWindows()) wm::Main(); return 0; } [/cpp]
I also started working on OOGL a while ago, an object-oriented front end for OpenGL that also handled your window and events.
Oh yeah. But then you stopped working on it to make open.gl, didn't you? :v:
Been researching rigid body dynamics all day, was daunted by the maths but after sitting down with several pages of diagrams I've managed to get torque forces working on my game. Probably not a huge feat but I am really happy that I managed to figure it out without just copying and pasting a formula: [img]http://dl.dropbox.com/u/3715122/RigidBody.PNG[/img] The blue square follows the mouse around, the longer red line is following the mouse. The angle in the line is the point the force is acting onto and the square rotates around to follow the mouse like its being dragged. I know I'm reinventing the wheel and I could just use a physics library but I am having a lot of fun solving all the problems in physics simulation myself, my end goal with the physics side of things is just some solid collision detection and reactions. Maybe make the tanks simulation a bit more realistic as well.
I just think it's good training to try to make your own physics functions, even if you end up using a library. Also, I'm not entirely sure how the line thingy works. Is the blue square attached to the "void" in it's middle, and the small red line is "welded" to it? While the longer line only has the requirement that the first end is attached to the short line and the other one to the mouse pointer?
[QUOTE=Overv;31710519][url=http://codepad.org/s6RkMWO5]Linux code[/url][/QUOTE] For future reference, you should try XCB - it's an alternative to Xlib, and will make you hate your life a bit less. Although you still need to create the context with Xlib.
Crumbly 32^3 cube! (With text rendering!) [img]http://www.1337upload.net/files/20110813-133241-1.png[/img] It doesn't draw or depth sort voxels that are surrounded by other voxels, but it's not as fast as i'd hoped. I need to figure out how optimize it more.
[QUOTE=Naelstrom;31712524]Crumbly 32^3 cube! (With text rendering!) [img]http://www.1337upload.net/files/20110813-133241-1.png[/img] It doesn't draw or depth sort voxels that are surrounded by other voxels, but it's not as fast as i'd hoped. I need to figure out how optimize it more.[/QUOTE] That looks awesome.
Remaking Star Trek: Armada / Armada II because, why not. [b]Meshes are not mine they are ripped straight from Armada II.[/b] [hd]http://www.youtube.com/watch?v=UEa4PUX8E7w[/hd] Got working: - Basic camera; panning, zooming, rotating about a point. - Classes set up for buildings, ships, etc. They load their own model and draw it at the world co-ordinates. - Picking in 3D space - Selecting Items - UI with feedback on selected items. Pretty pleased with it so far. [editline]13th August 2011[/editline] Also Tropico 3, or any RTS music really is awesome to code to
I applied one final update to the [url=http://open.gl/?page=context#Creating the forward compatible context]Windows context creation[/url] section. Instead of using the latest version, it's more convenient if we're all using OpenGL 3.1.
[QUOTE=CarlBooth;31712649]stuff[/QUOTE] Don't forget the poly-by-poly unit/building construction. that was amazing
Sorry, you need to Log In to post a reply to this thread.