• What are you working on? v19
    6,590 replies, posted
In even less waywo related news, the video has just surpassed 1 million views! Maybe I'll get an invite into the secret "1M youtube society". And [url=http://www.giantbomb.com/]Giantbomb[/url] will have some sort of live gameplay of Mari0 (including coop) on their site sometime between 4 and 5 PST. That's in about 25 minutes! I hope the game doesn't crash a lot.
If I were making a game that had a huge amount of success and publicity I would surely release a WAYWO exclusive (through PMs) demo of my game *hint hint*
[QUOTE=neos300;32081857]If I were making a game that had a huge amount of success and publicity I would surely release a WAYWO exclusive (through PMs) demo of my game *hint hint*[/QUOTE] Well waywo did get an exclusive of Illusionary engine iirc
We did? I must have missed that.
[QUOTE=T3hGamerDK;32079941]If I were to be using the id Tech 4 engine ("The doom 3 stuff") when it's GPL'd, would I be able to make games and sell them, and would I be required to give out the source code?[/QUOTE] You can sell GPL'd stuff, but it remains under the GPL. This means that if you sell someone a copy of your game, they can (legally) make a copy for their friends without paying you. You also have to make the modified source code available. I [i]think[/i] you can keep your assets (textures, models, etc.) under an all-rights-reserved license, or any other license of your choosing. Any code that directly links with GPL code, however, must also be GPL'd (this is the main difference between the LGPL and regular GPL). I'm not a lawyer nor do I consider myself particularly well informed about legal issues, etc. [editline]2nd September 2011[/editline] [QUOTE=neos300;32080802]Which model formats would be good for supporting in my 3D game?[/QUOTE] Wavefront OBJ or ASE for static models. IQM for player models, etc. IQM is really awesome, as you can basically just mmap() it and load the whole damn thing (or whatever chunks of data you're interested in) right into the appropriate vertex buffers without much processing. It also supports modern features like adjacency information for tessellation and other geometry shader effects. [editline]2nd September 2011[/editline] [QUOTE=thomasfn;32081200]Hooray, my mesh smoothing code worked first time! -- epic landscapes -- Normals are still a bit dodgy, need a better way to calculate them.[/QUOTE] Is this marching cubes/tetrahedra? Storage in a flat 3-D array or an octree? I really want to do my terrain that way, but it looks a little intimidating, particularly issues that arise with level-of-detail.
Git. [quote][jookia@jookia-arch trainscroller-MSVC]$ git log fatal: bad default revision 'HEAD' [jookia@jookia-arch trainscroller-MSVC]$ git branch fatal: Failed to resolve HEAD as a valid ref. [jookia@jookia-arch trainscroller-MSVC]$ git checkout config Segmentation fault[/quote] :v:
Your repository is borked. It's not like git can do shit if there's no valid HEAD. (Well, okay, I suppose you could somehow try to switch HEAD to point to an earlier rev)
[QUOTE=esalaka;32082305]Your repository is borked. It's not like git can do shit if there's no valid HEAD. (Well, okay, I suppose you could somehow try to switch HEAD to point to an earlier rev)[/QUOTE] [quote][jookia@jookia-arch trainscroller-MSVC]$ git reflog --all 8941024 refs/heads/config@{0}: commit: findConfigFolder now supports Windows. .. snip .. [jookia@jookia-arch trainscroller-MSVC]$ git checkout 8941024 Segmentation fault [jookia@jookia-arch trainscroller-MSVC]$ git fsck error: Invalid HEAD fatal: loose object c8beae2d34f9e07d7f48a0de891bd6b7a1efc9ea (stored in .git/objects/c8/beae2d34f9e07d7f48a0de891bd6b7a1efc9ea) is corrupt [jookia@jookia-arch trainscroller-MSVC]$[/quote]
[QUOTE=Maurice;32081716]In even less waywo related news, the video has just surpassed 1 million views! Maybe I'll get an invite into the secret "1M youtube society". And [url=http://www.giantbomb.com/]Giantbomb[/url] will have some sort of live gameplay of Mari0 (including coop) on their site sometime between 4 and 5 PST. That's in about 25 minutes! I hope the game doesn't crash a lot.[/QUOTE] Just tuned in, for everyone else here its literally starting right now Edit: That was goddam awesome
How do you break git? :v:
[QUOTE=ROBO_DONUT;32082081]Is this marching cubes/tetrahedra? Storage in a flat 3-D array or an octree? I really want to do my terrain that way, but it looks a little intimidating, particularly issues that arise with level-of-detail.[/QUOTE] The voxel-to-mesh algorithm is marching cubes, but [url=http://thermite3d.org/joomla/]PolyVox[/url] takes care of that for me. It's stored in a 3D array whilst the mesh generation process takes place, but in terms of serialising to disk etc, only altered voxels are stored - everything else is generated from a seed on-the-fly. As for LOD, the only thing you can do really with the current setup is generate the mesh as normal and strip out a few polys to increase FPS. Or try and adapt the system to use octrees, but I have no idea how you'd do that and it works fine as is so meh.
Maurice: [QUOTE=From the project page]i will sue you anyway[/QUOTE] Assuming you haven't actually copied his code or his artwork, he shouldn't have any grounds to sue you personally for copying the "idea" of his game. [QUOTE=From the project page]And i'm really serious, you cant use all mario stuff in your games As i'm employee of Nintendo of America, i'm really asking you to stop development, and delete all info from your website[/QUOTE] If I were you I'd tell him I'll remove all Nintendo copyrighted material if and when I receive a valid request from Nintendo's legal department. Random employees aren't authorized to make such demands (though he can notify the legal department in case they aren't already aware). If Nintendo does complain, you don't have to stop development entirely, you just have to replace the graphics, music, etc. with alternatives that don't infringe Nintendo's rights. They have no right to forbid you from writing a generic sidescroller game with portals.
GiantBomb knows so little about it. :v:
That giantbomb live 4 player gameplay was the greatest thing I've ever seen.
Normally I'd stick with lurking unless I had content, but congrats Maurice and Murkrow!
[QUOTE=ROBO_DONUT;32082571]How do you break git? :v:[/QUOTE] Well, I was porting a function to a certain operating system which is prone to breaking.
[QUOTE=Wyzard;32082692]If Nintendo does complain, you don't have to stop development entirely, you just have to replace the graphics, music, etc. with alternatives that don't infringe Nintendo's rights. They have no right to forbid you from writing a generic sidescroller game with portals.[/QUOTE] Super Tux0
[QUOTE=Wyzard;32082692]Maurice: Assuming you haven't actually copied his code or his artwork, he shouldn't have any grounds to sue you personally for copying the "idea" of his game. If I were you I'd tell him I'll remove all Nintendo copyrighted material if and when I receive a valid request from Nintendo's legal department. Random employees aren't authorized to make such demands (though he can notify the legal department in case they aren't already aware). If Nintendo does complain, you don't have to stop development entirely, you just have to replace the graphics, music, etc. with alternatives that don't infringe Nintendo's rights. They have no right to forbid you from writing a generic sidescroller game with portals.[/QUOTE] He lied and he was a prick. If he'd approach us with a different attitude I'd probably link to his project saying "Hey look this guy also got the same idea so he tried making it on his own, check it out". But nope. We'll be fine. (In unrelated news, watching 4 guys aperture sciencing on a live stream was the best thing.)
If I was Miyamoto and some dude went to the legal depatment withthat I'd respond by commissioning a proper NDS. Port. The touch-screen interface really seems ideal for it.
[img]http://i.imgur.com/2vDYb.png[/img] Fixed up my blending. Next big task that's looming ahead, proper lighting. Anyone got any ideas? Should I try Notchian lighting with a 3d texture (I lose normal mapping)? Ambient occlusion (will hit loading times of the segments pretty bad, and also lose normal mapping)? As many dynamic lights as a pixel shader can hold (Normal mapping and good performance, but very low light limit on any given mesh)?
[QUOTE=ROBO_DONUT;32082842]If I was Miyamoto and some dude went to the legal depatment withthat I'd respond by commissioning a proper NDS. Port. The touch-screen interface really seems ideal for it.[/QUOTE]Still Alive DS already proved that it would be doable, too.
[QUOTE=ROBO_DONUT;32082842]If I was Miyamoto and some dude went to the legal depatment withthat I'd respond by commissioning a proper NDS. Port. The touch-screen interface really seems ideal for it.[/QUOTE] Speaking of NDS dev, I got devkit pro not to long ago for nds devving for fun
What what what? You can get an NDS dev kit?
Is this 3DS or just DS?
He's talking about the homebrew dev kit.
Afaik only the nds as there isn't a 3ds emu(afaik)
[QUOTE=thomasfn;32083038][img]http://i.imgur.com/2vDYb.png[/img] Fixed up my blending. Next big task that's looming ahead, proper lighting. Anyone got any ideas? Should I try Notchian lighting with a 3d texture (I lose normal mapping)? Ambient occlusion (will hit loading times of the segments pretty bad, and also lose normal mapping)? As many dynamic lights as a pixel shader can hold (Normal mapping and good performance, but very low light limit on any given mesh)?[/QUOTE] Depends on what you want to do with the engine. If you wanna make a RTS-style game, you could go with a forward rendering if you only want one dominant light source (Sunlight), or you could go deferred (unlimited dynamic lights) and do a bunch of small local lights at low-cost. [b]Edit:[/b] May have misinterpreted what you were asking.
[IMG]http://i944.photobucket.com/albums/ad281/andrewmcwatters/Half-Life%202%20Sandbox/niggawhatthefuck.png[/IMG] nigga, what the fuck
[img]http://puu.sh/57J7[/img] i am a MASTER at pygame [editline]3rd September 2011[/editline] [code]import pygame import sys pygame.init() screen = pygame.display.set_mode((640,480)) running = True black = (0, 0, 0) white = (255, 255, 255) background = pygame.Surface(screen.get_size()) background = background.convert() background.fill(white) font = pygame.font.Font(None, 36) text = font.render("i am a LOT better than you at pygame", 2, (50, 50, 50)) textpos = text.get_rect() textpos.centerx = background.get_rect().centerx textpos.centery = background.get_rect().centery background.blit(text, textpos) font2 = pygame.font.Font(None, 100) text2 = font.render(":D", 54, (55, 55, 55)) textpos2 = text.get_rect() textpos2.centerx = background.get_rect().centerx+100 background.blit(text2, textpos2) font3 = pygame.font.Font(None, 100) text3 = font.render(":D", 54, (55, 55, 55)) textpos3 = text.get_rect() textpos3.centerx = background.get_rect().centerx+100 textpos3.centery = background.get_rect().centery-50 background.blit(text3, textpos3) screen.blit(background, (0, 0)) pygame.display.flip() while running: event = pygame.event.wait() if event.type == pygame.QUIT: running = False pygame.quit() [/code]
My python knowledge is extremely limited so you are better at pygame than I am. Much much better. So much better that I'll make a better one wiiith blackjack and hookers.
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