[QUOTE=Asgard;31846409]Farsight is an awesome idea. Did you think of that yourself?[/QUOTE]
Acually cannot decode if you are serious or not :P
I've worked for 10 hours now, and I got 20 seconds of gameplay. Woop-da-doo
Terrain from a bumpmap.
[t]http://i.imgur.com/axhw7.png[/t]
Neat, I finally got it working.
[QUOTE=RyanDv3;31846181] Often on the first step; "run build.bat". [/QUOTE]
Well [i]there's[/i] yer problem!
I wouldn't even try to use the raw tools on Windows. The environment just isn't suited for it.
In Linux I'll write my own Makefiles and whatnot because you've got standard directory structures for libraries/includes and because you have lots of helper utilities like pkg-config to spit out CFLAGs and linker flags, but in Windows it's far easier to just use Visual Studio or Code::Blocks.
Since WDYNHW appears to be broken, I'll ask here.
I have an array of arguments, right?
Whenever I parse a string, the extra arguments the string used up(args seperated by spaces), are nulls. How would I make a new array with those nulls stripped out? I want to preserve any other nulls in the array, is the thing.
What language is this?
[media]http://www.youtube.com/watch?v=TsCf8qe8xc8[/media]
Music was accidently catched on video.
My Ludum Dare entry
The magic of perlin noise + animated gif's
[img]http://dl.dropbox.com/u/3695360/perlin%20noise/animated3.gif[/img]
I love how it evolves. Add colors, the farther out it is the more of a hue it has
[editline]20th August 2011[/editline]
[QUOTE=Staneh;31847599][media]http://www.youtube.com/watch?v=TsCf8qe8xc8[/media]
Music was accidently catched on video.
My Ludum Dare entry[/QUOTE]
I always thought Dajoh's head was big!
[editline]20th August 2011[/editline]
[QUOTE=thelinx;31847479]What language is this?[/QUOTE]
Who?
[IMG]http://localhostr.com/files/1cVnD1W/Log%20Jump.png[/IMG]
In the process of adding lava and fun stuff.
[QUOTE=Map in a box;31847930]
Who?[/QUOTE]
[QUOTE=Map in a box;31847431]Since WDYNHW appears to be broken, I'll ask here.
I have an array of arguments, right?
Whenever I parse a string, the extra arguments the string used up(args seperated by spaces), are nulls. How would I make a new array with those nulls stripped out? I want to preserve any other nulls in the array, is the thing.[/QUOTE]
[QUOTE=Maurice;31842137]You should animate the pictures with particles, like the smoke from the burning town, or magic fizzle at the magic rod.[/QUOTE]
I literally made those in GIMP in 10 seconds, so I'm going to completely redo it today.
Hi there, i've recently decided to try and learn java, can anyone suggest any good books/resources for me please?
Well, my Ludum Dare is probably done. I'll deposit it tomorrow.
[img]http://img819.imageshack.us/img819/1131/ditheringo.png[/img]
Generalized dithering.
The first generic type is the data type for the palette, the second for the error. The idea was that the palette could have a smaller accuracy but it doesn't really work, it's best for the error propagation for the palette to be as accurate as the error.
Is it even worth it to continue with the OpenGL Superbible even though open.gl is, partially, here? And OpenGL Superbible uses GLUT and GLtools which seem to be unrecommended for game development. I don't want to learn it wrong, but I do want to learn.
[QUOTE=Asgard;31848868]Is it even worth it to continue with the OpenGL Superbible even though open.gl is, partially, here? And OpenGL Superbible uses GLUT and GLtools which seem to be unrecommended for game development. I don't want to learn it wrong, but I do want to learn.[/QUOTE]
If you dont want to use glut then dont, use SFML, SDL, GLFW. all you need is to create a window and then forget about it.
As for GLtools it is only the first few chapters that use it.
I see. So I'll just continue then. Thanks.
[QUOTE=ThePuska;31848681][img]http://img819.imageshack.us/img819/1131/ditheringo.png[/img]
Generalized dithering.
The first generic type is the data type for the palette, the second for the error. The idea was that the palette could have a smaller accuracy but it doesn't really work, it's best for the error propagation for the palette to be as accurate as the error.[/QUOTE]
A small change:
[csharp] interface Palette<T, S>
{
S FindClosest(T x);
T PropagateError(T orig, T x, S repl, double factor);
}[/csharp]
The result type can differ from the original type, e.g. one could dither from a normal bitmap into a mosaic of smaller images.
[img]http://i.imgur.com/gwjOA.png[/img]
Some basic lighting which somehow magically emits itself from the ceiling.
I've confused myself a little, If I'm doing this:
[code]
z * CHUNK_WIDTH * CHUNK_HEIGHT + y * CHUNK_WIDTH + x[/code]
how do I get the individual components back out?
[img]http://i.imgur.com/tKPmF.png[/img]
All it needs are some spooky noises...
[editline]21st August 2011[/editline]
And some glowing red eyes
[QUOTE=thomasfn;31850647][img]http://i.imgur.com/tKPmF.png[/img]
All it needs are some spooky noises...
[editline]21st August 2011[/editline]
And some glowing red eyes[/QUOTE]
OoOOoOoOooooOoo!
[highlight]O[/highlight].[highlight]O[/highlight]
[editline]20th August 2011[/editline]
[QUOTE=thelinx;31847479]What language is this?[/QUOTE]
java
[editline]20th August 2011[/editline]
I could probably solve my problem by making a tokenizer, but meeeehh
[QUOTE=thelinx;31847479]What language is this?[/QUOTE]
English
[QUOTE=danharibo;31850579]I've confused myself a little, If I'm doing this:
[code]
z * CHUNK_WIDTH * CHUNK_HEIGHT + y * CHUNK_WIDTH + x[/code]
how do I get the individual components back out?[/QUOTE]
Why would you need to?
[QUOTE=Map in a box;31851314]Why would you need to?[/QUOTE]Because I need the position?
[QUOTE=danharibo;31850579]I've confused myself a little, If I'm doing this:
[code]
z * CHUNK_WIDTH * CHUNK_HEIGHT + y * CHUNK_WIDTH + x[/code]
how do I get the individual components back out?[/QUOTE]
Here's how you can do it in 2d:
[cpp]
Vector2i NumToVec2(int num, int width)
{
return Vector2i(int(num % width), int(num / (float) width));
}
[/cpp]
After a long hard day of work...
[img]http://i3software.org/s/SS-2011-08-20_18.45.56.png[/img]
[img]http://i3software.org/s/SS-2011-08-20_18.46.22.png[/img]
You use your Mouse to press the buttons.
Did a couple tweaks and my first game in XNA is done.
[IMG]http://i.imgur.com/yEem1.png[/IMG]
I'm pretty happy with it, though the code started to get a little messy at the end.
Its up for download if you want to try it.
[url]http://www.mediafire.com/?bqud37p0muzpupb[/url]
[QUOTE=reevezy67;31852838]Did a couple tweaks and my first game in XNA is done.
[IMG]http://i.imgur.com/yEem1.png[/IMG]
I'm pretty happy with it, though the code started to get a little messy at the end.
Its up for download if you want to try it.
[url]http://www.mediafire.com/?bqud37p0muzpupb[/url][/QUOTE]
Oh god no. Dont ever use Visual Studio's publish thing. Just send us over the exe and content folder. Should be somewhere like this:
C:\Users\<yourname>\Documents\Visual Studio 2010\Projects\Falling Faces\Falling Faces\Falling Faces\bin\x86\Debug\
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