• What are you working on? v19
    6,590 replies, posted
[QUOTE=RebelSlug;30763429]Well, the "Pong" game that i have been working on with my friend is finished. We don't want to make anything big out of it. [media]http://www.youtube.com/watch?v=IK22igikj1U[/media] Using the "Audio Visualizer", instead of just a black background gives a nice touch.[/QUOTE] It is pretty confusing and distracting this way. You could at least change the color of the audio visualizer to something other than blue.
[QUOTE=RebelSlug;30763429]Well, the "Pong" game that i have been working on with my friend is finished. We don't want to make anything big out of it. [media]http://www.youtube.com/watch?v=IK22igikj1U[/media] Using the "Audio Visualizer", instead of just a black background gives a nice touch.[/QUOTE] That's nice but the backgrounds far to harsh, try to soften it up a bit.
[QUOTE=RebelSlug;30763429]Well, the "Pong" game that i have been working on with my friend is finished. We don't want to make anything big out of it. [media]http://www.youtube.com/watch?v=IK22igikj1U[/media] Using the "Audio Visualizer", instead of just a black background gives a nice touch.[/QUOTE] Was expecting [url=http://www.facepunch.com/threads/1101672-The-Sexually-Exhilarating-Music-Visualizer]this[/url] in the background. I am disappoint :saddowns: [editline]28th June 2011[/editline] Spent 1.5 hours trying to compile PDCurses in cygwin, only to realise that cygwin has NCurses preinstalled :downs: [img]http://f.cl.ly/items/0i3i452c421h3j461k0s/arse.PNG[/img] [editline]28th June 2011[/editline] Facepunch slow for anyone else?
Back up now. [img]http://i.imgur.com/qYzEr.png[/img] Source: [url]https://github.com/i300/TweetBotTabBar[/url]
[QUOTE=i300;30764480]Back up now. [img]http://i.imgur.com/qYzEr.png[/img] Source: [url]https://github.com/i300/TweetBotTabBar[/url][/QUOTE] Why exactly did they make you take it down? Because you used their icons?
[QUOTE=Richy19;30764578]Why exactly did they make you take it down? Because you used their icons?[/QUOTE] Yeah. No huge problem or anything.
[quote][url=http://i.imgur.com/sQb1z.png][IMG]http://i.imgur.com/sQb1z.png[/IMG][/url][/quote] Edit: Got resizing to work
[QUOTE=RebelSlug;30763429]Well, the "Pong" game that i have been working on with my friend is finished. We don't want to make anything big out of it. [media]http://www.youtube.com/watch?v=IK22igikj1U[/media] Using the "Audio Visualizer", instead of just a black background gives a nice touch.[/QUOTE] Just a thought for something you could do, look around the frequency spectrum in a range that's usually used for synth melodies and the like, and pick out the most predominant frequency. Tune the ball bounce sound to that pitch and you'll have a pong game that sort of plays with the music! :v: I dunno how well it'd work, if at all... just a random thing I thought of while watching that.
-snip-
Success! Success! I have done it! [IMG]http://img834.imageshack.us/img834/776/commonqt4.png[/IMG] When the text input is not empty, it enables the Find Button!
No pictures or anything but getting places with my Sourcemod WebSockets extension, using boost asio library.
[QUOTE=robmaister12;30758806]are you using shaders yet or did you get that lighting with glLight?[/QUOTE] just using glLight baby steps :kiddo:
woop de doo [IMG]http://jimbomcb.net/files/06_2011/img_0103_2325.png[/IMG]
Should I base what OpenGL I use off of what is on the machine? Because I hope not. Like if the computer has 1.1, use 1.1, if it has 3.0, use 3.0 etc etc
I want to play with websockets, what do you use in the backend - as the server? I've seen examples using PHP in an infinite loop - is that how it's done? How portable is it? I mean I know only chrome properly supports it out of the box - but I hear there's some script that emulates it using flash? Does the backend just remain pure websockets or do you have to have some special script?
[QUOTE=garry;30766018]I want to play with websockets, what do you use in the backend - as the server? I've seen examples using PHP in an infinite loop - is that how it's done? How portable is it? I mean I know only chrome properly supports it out of the box - but I hear there's some script that emulates it using flash? Does the backend just remain pure websockets or do you have to have some special script?[/QUOTE] Websocket servers-- I never thought PHP would be good for it. I would have a standalone program. And I think Safari supports websockets out of the box along with Firefox. There is a script that emulates it using flash. Websockets is basically the same HTTP thing but streams. [url]http://dev.w3.org/html5/websockets/[/url] might help you more
According to wikipedia, websockets are working out of the box with Chrome, Safari (and mobile Safari iOS 4.2+), they're disabled by default in Firefox and Opera. Not heard of any of the flash stuff emulating it. For all my previous stuff, I was using a node.js websockets server, though there's many different servers, APIs etc out there. I'm not too sure on how the backend works yet as that's what I'm looking into at the minute, I'm currently trying to implement with boost asio. There's a few servers already out there, I'm currently digging through them and seeing how they're done, quite a few listed at [url]http://stackoverflow.com/questions/1530023/do-i-need-a-server-to-use-html5s-websockets[/url] and I'm hearing good things about [url=http://git.warmcat.com/cgi-bin/cgit/libwebsockets/]libwebsockets[/url], a C websockets library, however there generally just seems to be a lack of documentation for it all. I hadn't tried node.js before but looked into it and ended up using it for a standalone websocket server, quite liked it. [url]http://laktek.com/2010/05/04/implementing-web-socket-servers-with-node-js/[/url] This is all coming from someone who has barely touched upon networking and I'm just trying to pick up what I can from what other people have done but apparently "WebSockets are pretty easy to implement in a language that has plain socket libraries already. It's just a special handshake to begin and '\x00...\xff' framing of each packet."
[QUOTE=Map in a box;30766000]Should I base what OpenGL I use off of what is on the machine? Because I hope not. Like if the computer has 1.1, use 1.1, if it has 3.0, use 3.0 etc etc[/QUOTE] If you want to support a wide target and still offer superior features or speed to users with more sophisticated hardware, then pretty much, yeah. Abstract it and hide the stuff behind an interface, so it's just a pain to setup, but not a pain to use it. And note that with lower profiles you can still sometimes get more features via extensions.
Also you should probably try to use the lowest possible version for shaders so you'll retain compatibility without having to rewrite shaders for each OpenGL version supported.
Hurry up overv with open.gl <:( [editline]28th June 2011[/editline] OpenGL is so confusing :(
I'm using XNA, is OpenGL better? I'm absolutely loving how easy xna is to use, though.
[QUOTE=Mr. Smartass;30767369]I'm using XNA, is OpenGL better? I'm absolutely loving how easy xna is to use, though.[/QUOTE] XNA is a framework that uses directx, whereas openGL is comparable to directx itself. It'll be easier to use XNA but more beneficial to learn openGL.
[media]http://www.youtube.com/watch?v=NT70rGeY0BA[/media] Slimes. They try to move towards you, climb walls. When you're too high to reach or too low, they INVERT GRAVITY. Like motherfucking Captain Viridian.
Going to start on my level editor/maker for my platformer game, also going to implement some proper physics most likely.
[QUOTE=Mr. Smartass;30767369]I'm using XNA, is OpenGL better? I'm absolutely loving how easy xna is to use, though.[/QUOTE] That depends on who the game is targeting. But remember, XNA is a framework, not a graphics or sound or networking library. It'd probably be easier to compare XNA to SFML. I chose OpenGL (via SFML) because it's cross-platform, and the engine that I'm developing is going to be open source and running on all platforms using 100% MIT-license compatible software. What you chose to use, could be anything. But you can get quite far very easily on Windows with XNA, just look at games like Terraria.
[img]http://i.imgur.com/pZeAb.jpg[/img] No longer naked :) Also added backgrounds and fully fixed up the collisions (still needs optimizing though).
that's amazing. what does your team look like, and how did you form it?
Can anyone explain to me what structures do in C++? I just started learning them, and I'm not sure how you implement them, or why you would. Someone mind explaining?
[QUOTE=icantread49;30768048]that's amazing. what does your team look like, and how did you form it?[/QUOTE] And why don't I have an artist who knows what he's doing?
[QUOTE=Zally13;30768130]Can anyone explain to me what structures do in C++? I just started learning them, and I'm not sure how you implement them, or why you would. Someone mind explaining?[/QUOTE] The only difference between a struct and a class is the default visibility (struct: public vs class: private).
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