The quality of this thread is going into rapid decline :v:
This is the worst page I've seen in WAYWO in quite a while.
Regular Milk
[media]http://www.youtube.com/watch?v=A_86IFaB2LQ[/media]
Oh look actual content.
Next up in my feature list:
Spells orbs that affect the ball when used, and are found in the levels on optional paths, or bought from a later area in the game. Monsters will sometimes even drop the spell orbs they use for instance bats will soon get a spell orb named sonic which sends the ball BLAZINGLY fast in a straight line towards the player. Slimes will get one which makes the balls velocity randomize when it hits the paddle.
Equipment, a shield item that you can use to slow down the ball when it hits if the battle is getting too fast, and improved shields do this better. More weapons that shorten/lengthen your paddle and affect speed and strength of the hit. Armour to give you more HP.
And finally new content/levels/monsters in general. I plan to make this a freeware game :)
I have to stop lurking to tell you all to stop making shit posts.
There is actually a music track that goes with that level and sounds when the text shows up, but it recorded my mic too so I cut out audio :P. (Thanks Irtmid for the music, it's awesome.)
[QUOTE=Jawalt;31917339][media]http://www.youtube.com/watch?v=A_86IFaB2LQ[/media]
Oh look actual content.
Next up in my feature list:
Spells orbs that affect the ball when used, and are found in the levels on optional paths, or bought from a later area in the game. Monsters will sometimes even drop the spell orbs they use for instance bats will soon get a spell orb named sonic which sends the ball BLAZINGLY fast in a straight line towards the player. Slimes will get one which makes the balls velocity randomize when it hits the paddle.
Equipment, a shield item that you can use to slow down the ball when it hits if the battle is getting too fast, and improved shields do this better. More weapons that shorten/lengthen your paddle and affect speed and strength of the hit. Armour to give you more HP.
And finally new content/levels/monsters in general. I plan to make this a freeware game :)[/QUOTE]
Would you consider making a different minigame for each of the different monster types? Pong might become pretty repetitive after a while.
[QUOTE=Rayjingstorm;31917409]Would you consider making a different minigame for each of the different monster types? Pong might become pretty repetitive after a while.[/QUOTE]
No, it's going to be pong but it's going to be -awesome- pong. As I said in the post there's going to be all kinds of spells and effects, trust me it's not going to be just back and forth pong. There'll be spells that turn the ball into fireballs and you have to AVOID it and stuff like that. :D
my textures disappear on the android emulator but not when i simulate a suspend/resume in the marmalade ARM emulator
argh
[QUOTE=icantread49;31917566]my textures disappear on the android emulator but not when i simulate a [b]suspend[/b]/resume in the marmalade ARM emulator
argh[/QUOTE]
Sounds like.... the suspense is killing you.
[editline]24th August 2011[/editline]
Someone is a mite grumpy today, who pissed in your coffee :(?
[editline]24th August 2011[/editline]
no fun allowed in waywo apparently
I even gave you a <3
I think... I caused this. :saddowns:
[QUOTE=sim642;31916450]
Dotmister rating everybody dumb whose coding style he doesn't like.[/QUOTE]
More like rating everybody dumb who continues derailing the topic
Just ran into this issue that I didn't see but makes sense.
short low = 0xDEAD
short high = 0x5;
int combined = (high << 16) | low;
Was expecting combined to be 0x0005DEAD but it actually is 0xFFFFDEAD. The arithmetic is done as int. So 0xDEAD which is -8531 as an int is 0xFFFFDEAD.
-snip-
Okay I bought C++ Primer Plus so I can learn C++. Good choice Y/N?
[QUOTE=Mr.T;31920662]Okay I bought C++ Primer Plus so i can learn C++. Good choice Y/N?[/QUOTE]
That's something you should ask before buying, not after :v:
I did read a couple of reviews on it, it seemed good. :v:
Im having abit of coders block, wha do you guys think I should do?
can I have [B]heart[/B] for a 3d game with the same sort of style as edge but where your a ball(and other changes as well of course)
[img]http://i.imgur.com/bVdgs.png[/img]
Or [b]tool/useful[/b] for a 2d platformer kinda like a mixture between super meat boy and cobalt
cobalt for those of you that dont know what it is - [url]http://www.youtube.com/watch?v=y_fVcmtN3vw[/url]
the 3d game would be better as I would learn openGL in the process and the artwork/models would be pretty simple(cubes and balls)
but I think the platformer would be much more fun.
I've found that when I write code I usually end up tweaking other parts of the codebase. So with Git I just commit my big commit and then go back and recommit bits of it in smaller commits.
Before (a commit is one line):
[quote]Simplified program_options code.
MAKE A SMALLER COMMIT.[/quote]
After:
[quote]Simplified program_options code.
Public interface for stateManager now uses shared pointers.
Moved all the state setting logic to setState.
Documentation![/quote]
[QUOTE=r4nk_;31915819]Although I have a feeling you could achieve the same thing in a much simpler way just by adjusting the weights of the path nodes based on how far they are from officers. But yeah wouldn't be as fun as also implementing a GA, just wondering if you had thought about this.[/QUOTE]
In theory it could work, but using genetic algorithms is a guaranteed solution.
Plus it was for a class so I didn't have much of a choice. :v:
[QUOTE=Jookia;31921992]I've found that when I write code I usually end up tweaking other parts of the codebase. So with Git I just commit my big commit and then go back and recommit bits of it in smaller commits.[/QUOTE]
How exactly do you do this?
I do the same thing (small tweaks and bugfixes when I'm adding a major feature) and I just pretend all the little stuff didn't happen and commit it in a big lump.
Finally got the two integral libraries to my project working: libtorrent and libvlc.
Oi ve, libtorrent was a headache. I seriously had be sherlock holmes to solve the last compiler bug. I'd type it out, but it'd probably be long and boring even for programmers; I can say, however, that it involved editing the source of boost in order to overcome a oversight by the libtorrent devs. You'll just have to trust me when I say it was the most incredible deduction work I've ever done as a programmer.
[QUOTE=Richy19;31921028]Im having abit of coders block, wha do you guys think I should do?
can I have [B]heart[/B] for a 3d game with the same sort of style as edge but where your a ball(and other changes as well of course)
[img]http://i.imgur.com/bVdgs.png[/img]
Or [b]tool/useful[/b] for a 2d platformer kinda like a mixture between super meat boy and cobalt
cobalt for those of you that dont know what it is - [url]http://www.youtube.com/watch?v=y_fVcmtN3vw[/url]
the 3d game would be better as I would learn openGL in the process and the artwork/models would be pretty simple(cubes and balls)
but I think the platformer would be much more fun.[/QUOTE]
Make a 2.5D platformer where you play as a ball.
:effort:
[QUOTE=ROBO_DONUT;31923136]How exactly do you do this?
I do the same thing (small tweaks and bugfixes when I'm adding a major feature) and I just pretend all the little stuff didn't happen and commit it in a big lump.[/QUOTE]
A combination of git reset HEAD^, git stash -p and committing and unstashing for each feature.
Not sure exactly if this was web dev or not, but It seemed more fitting here :V
I'm working on some webserver software. Using Node.JS to do what apache does, except more lightweight. It's more of a learning experience, and getting to know Node.JS, than something I'll probably end up using.
Currently it's EXTREMELY simple, and only uses JSON for settings, in several files.
[code]
<!DOCTYPE HTML>
<html>
<head>
<title><!--$doc_TITLE--></title>
<!--$HEAD_STYLE-->
<!--$HEAD_SCRIPT-->
</head>
<body>
<p class='doc_TITLE' id='doc_TITLE'><!--$doc_TITLE--></p>
<p class='doc_SUBTITLE' id='doc_SUBTITLE'><!--$doc_SUBTITLE--></p>
<div id='container_navigator'>
<!-- The ids of the navigation button will be Nav_FILENAME -->
<!--$BODY_NAVIGATORS-->
</div>
<div class='content' id='content'>
<!-- The ids of the pages will be page_FILENAME without extension. -->
<!--$BODY_PAGES-->
</div>
<div class='footer' id='footer'>
<!--$BODY_FOOTER-->
</div>
<!-- Below script will control the navigation on the site, amongst other things. -->
<!--$BODY_SCRIPT-->
</body>
</html>
[/code]
Above code is a (VERY) simple template that the server populates. The $HEAD_STYLE and $HEAD_SCRIPT will be filled with css ref tags and <script src>, respectively. That means if I have a file "base.css" in the css root folder (say, "css"), then it'll look like this:
[code]
<head>
<link rel='stylesheet' type='text/css' href='css/base.css' />
</head>
[/code]
And then of course the server sends the required files to the client.
I'm also implementing a blacklist system, where the server admin can blacklist files (files that are NOT allowed to be sent)
Same goes for the $BODY_PAGES thing, except it will be replaced with html code from html files located in the html/body root folder (which can, like the css folder, be specified in the settings), and the navigation will also be populated with navigations to these parts, as well as the javascript to navigate between these will be generated.
But as previously mentioned, it's still VERY early in the development stages.
I'm also planning on using serverside Javascript embedding in the source files that are being sent to the client.
Example settings.json file:
[code]
{
"ROOT": {
"HTML_ROOT":"html",
"HTML_BODY_ROOT":"html/body",
"HTML_CSS_ROOT":"css",
"HTML_JS_ROOT":"js"
},
"HTML": {
"HTML_TEMPLATE":"template.html",
"HTML_doc_TITLE":"Hub",
"HTML_doc_SUBTITLE":"@Engine"
},
"blacklist":"blacklist.json",
"port":2542
}
[/code]
[QUOTE=BlkDucky;31923418]Make a 2.5D platformer where you play as a ball.
:effort:[/QUOTE]
inb4 froid 2.5
[QUOTE=T3hGamerDK;31923500]Not sure exactly if this was web dev or not, ... I'm working on some webserver software.[/QUOTE]
Who made the program that hides windows borders? I'm in need of it and can't remember the name of the program or the person who made it.
[editline]asdf[/editline]
[url=http://www.facepunch.com/threads/1082035-What-are-you-working-on-v17?p=29550888&viewfull=1#post29550888]oh i found it[/url]
For people working on learning non-deprecated OpenGL (like me), I found this useful resource: [url]http://www.opengl-tutorial.org/[/url]
Progress!
[img]http://dl.dropbox.com/u/3715122/Coding/TankWars.PNG[/img]
All the crates and tanks are physically simulated with my physics engine :) I'm amazed how stable the whole thing is. You can crash into a system of about 10 crates without any jittering, which is pretty good considering how don't handle contact points very well.
@chimitos: Yer I know they look pretty bad, I will redo them when I work on more artwork.
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