[img]http://m.yey.nu/cd6db8.png[/img]
Checks if there's four in a row in diagonals and straight lines - works beautifully! Going to implement AI tomorrow. What do you guys think about this? Easy: completely random. Medium: checks if there's a four in a row to block, if not, random. Hard: check several turns forward depending on what the player does, nearly impossible to win against!
I'M PROGRESSING! btw, it's all C++
[QUOTE=Ziks;30825634]And for my next trick...
[img]http://anyhub.net/file/3mOv-spells.gif[/img][/QUOTE]
That looks great. Fade out the fire particles as they near their end of life and it's golden, IMO.
Welp, I'm back. And the next time I'm banned it's permanently permanent so that's good for you guys I guess.
Content:
I've been working on a game engine. Or rather, been working on the UI part of the game engine.
[img]http://foxprods.net/experimentalists/coolterface.gif[/img]
[QUOTE=geel9;30843767]Welp, I'm back. And the next time I'm banned it's permanently permanent so that's good for you guys I guess.
Content:
I've been working on a game engine. Or rather, been working on the UI part of the game engine.
[img]http://foxprods.net/experimentalists/coolterface.gif[/img][/QUOTE]
And you spent all your time working on a UI toolkit!
[QUOTE=DevBug;30843889]And you spent all your time working on a UI toolkit![/QUOTE]
To be fair, I have a very rudimentary Entity system working...
Actually wait a minute, I am working on a tower defense game! Duh. I have enemy paths and waves and shit worked out.
[img]http://foxprods.net/experimentalists/paths.gif[/img]
Also, because I wanted to try that mosaic generator Dlaor did:
[quote]
[img]http://foxprods.net/experimentalists/newgif.gif[/img]
[/quote]
Don't know why it chose a yellow icon, but hey, GIF support!
I've got a good little file library going with fstream, but now when I read from a file 15 upside down U's are appended to the end :v:
[editline]2nd July 2011[/editline]
Also welcome back geel. I have always thought of you as an alright guy.
[QUOTE=ZenX2;30844113]
Also welcome back geel. I have always thought of you as an alright guy.[/QUOTE]
You're not so bad yourself
[sp]nohomo[/sp]
[QUOTE=ZenX2;30844113]now when I read from a file 15 upside down U's are appended to the end :v:[/QUOTE]
you mean "n"?
[QUOTE=geel9;30843906][quote][img]http://foxprods.net/experimentalists/newgif.gif[/img][/quote][/QUOTE]
I get the weirdest feeling I recognise that from somewhere...
Also, welcome back geel :)
[QUOTE=Chris220;30844883]I get the weirdest feeling I recognise that from somewhere...
Also, welcome back geel :)[/QUOTE]
Except it's yellow for some reason :v:
the programming king has returned!
I'm making a party-based RPG game in C# with xna. Multiple clients can connect to the server, the problem is just that the clients fail at rendering correctly. When one client moves, it gets the "looking to the right" sprite, but so does every other client on the screen. For every client connected.
The problem is that the "PlayerCharacterSkin" class that the PlayerCharacter gets passed as a constructor isn't a new instance. (If that makes any sense...)
So when an Animation class in the PlayerCharacter's PlayerCharacterSkin is modified, the original PlayerCharacterSkin's Animation is also modified. As they are connected both ways. So when one PlayerCharacter's PlayerCharacterSkin is modified, so is the "template" that gets passed to every new PlayerCharacter, and appearently also the one that every other PlayerCharacter possesses.
TL;DR
I pass a class through a constructor and they are magically connected as one class. What can I do?
[QUOTE=no-named;30845468]I'm making a party-based RPG game in C# with xna. Multiple clients can connect to the server, the problem is just that the clients fail at rendering correctly. When one client moves, it gets the "looking to the right" sprite, but so does every other client on the screen. For every client connected.
The problem is that the "PlayerCharacterSkin" class that the PlayerCharacter gets passed as a constructor isn't a new instance. (If that makes any sense...)
So when an Animation class in the PlayerCharacter's PlayerCharacterSkin is modified, the original PlayerCharacterSkin's Animation is also modified. As they are connected both ways. So when one PlayerCharacter's PlayerCharacterSkin is modified, so is the "template" that gets passed to every new PlayerCharacter, and appearently also the one that every other PlayerCharacter possesses.
TL;DR
I pass a class through a constructor and they are magically connected as one class. What can I do?[/QUOTE]
I think that you should, instead of passing the class, make a copy of the class and then pass that one. See [url]http://en.csharp-online.net/CSharp_Canonical_Forms%E2%80%94Cloneable_Object[/url] for a nice explanation of this.
[QUOTE=Dlaor-guy;30845778]I think that you should, instead of passing the class, make a copy of the class and then pass that one. See [url]http://en.csharp-online.net/CSharp_Canonical_Forms%E2%80%94Cloneable_Object[/url] for a nice explanation of this.[/QUOTE]
Thank you so much! This worked.
Started working on a little game, progress so far :)
[img]http://ploader.net/files/b28097a9cf165d87cbe0f3799a21611b.png[/img]
[QUOTE=CallumE;30846077]Started working on a little game, progress so far :)
[img]http://ploader.net/files/b28097a9cf165d87cbe0f3799a21611b.png[/img][/QUOTE]
U MAED A GAEM WITH ZOMBIES INIT?
bro i think those r slimez
zip zam zoom
I'm almost done writing a decent wrapper for SlimDX, just need to make sending vertices simpler and more automated.
[QUOTE=NorthernGate;30846215]bro i think those r slimez
zip zam zoom
I'm almost done writing a decent wrapper for SlimDX, just need to make sending vertices simpler and more automated.[/QUOTE]
Wish I could do some programming while I'm at my dads. However, 2 things:
1 - Last night was my high school leavers do and I haven't slept for 2 days now :v:
2 - This computer is so bad it forgets where files are. For example, I was running chrome before and then it decided that a load of DLL's didn't actually exist and forced me to restart the computer. So I wouldn't even trust this with my family, let alone myself.
So umm. To try and re-rail things, I'm doing more experiments into my concept of Infra-sound in games.
Can't wait to get a concept game for the Infra-Sound idea.
[img]http://i.imgur.com/wodLz.jpg[/img]
Finished wrapping some of the simpler bits of SlimDX to make my life easier. It's nowhere near perfect, but I'm getting there, just wrapping features as I need them.
[csharp]
namespace Annex
{
class Game : Root
{
Shader Basic;
Pass Pass;
Geometry Triangle = new Geometry();
public Game(String caption)
: base(caption)
{
Basic = new Shader("basic.fx");
Pass = Basic.Techniques[0].Passes[0];
Triangle.Add(new Vertex(new Vector4(-1, 1, 0, 1), new Vector4(1, 0, 0, 1)));
Triangle.Add(new Vertex(new Vector4(1, -1, 0, 1), new Vector4(0, 1, 0, 1)));
Triangle.Add(new Vertex(new Vector4(-1, -1, 0, 1), new Vector4(0, 0, 1, 1)));
Triangle.Add(new Vertex(new Vector4(1, -1, 0, 1), new Vector4(0, 1, 0, 1)));
Triangle.Add(new Vertex(new Vector4(-1, 1, 0, 1), new Vector4(1, 0, 0, 1)));
Triangle.Add(new Vertex(new Vector4(1, 1, 0, 1), new Vector4(0, 0, 1, 1)));
Input.Signature = Pass.Signature;
Input.PrimitiveTopology = PrimitiveTopology.TriangleList;
Triangle.Bind();
}
public override void Render()
{
Canvas.Clear(new Color4(0.5f, 0.5f, 1.0f));
Pass.Apply();
Triangle.Render();
}
public override void Dispose()
{
Input.Dispose();
Triangle.Dispose();
Basic.Dispose();
base.Dispose();
}
}
}
[/csharp]
I remember a while back a few of you made some games/applications which analysed music files and then spawned enemies, did diferent things with the beat or bass or stuff.
Just wondering if anyone has a good tutorial/article on sound analysing
I can at least tell you to use the FFT Algorithm. As for implementation, it's a lot of trial and error. What framework you thinking of using?
[QUOTE=Loli;30847889]I can at least tell you to use the FFT Algorithm. As for implementation, it's a lot of trial and error. What framework you thinking of using?[/QUOTE]
I was hoping i could make due with just the .Net stuff
I could use other stuff if needed, however they would have to be open source/free to use
C# btw
Made a lot of progress:
*Editor now supports all the tiles
*Tile preview in the editor greatly improved
*Editor is now layer-based (can place multiple objects on the same tile)
*Added decorations (fast-rendering entities without physical bodies)
The flickering sprites in the video have been fixed right after uploading.
[media]http://www.youtube.com/watch?v=iOr_BTZ5U28[/media]
Wow, I'm really impressed. Loving the art style. This looks to have a ton of potential
Looks great. Just implement fun gameplay and that's it.
any libraries you would suggest?
[QUOTE=Loli;30847889]I can at least tell you to use the FFT Algorithm. As for implementation, it's a lot of trial and error. What framework you thinking of using?[/QUOTE]
[QUOTE=Icedshot;30850460][IMG]http://dl.dropbox.com/u/9317774/lolwhat.PNG[/IMG]
Err..[/QUOTE]
Zoom in a bit.
Or give download link?
I need a new wallpaper.
Now you can laugh at my pathetic coding techniques and sloppy style!
blamo: [url]https://github.com/Foda/Tide[/url]
I use Segoe Light, so you might want to find that somewhere too
I'm not done for today :D
Added a dynamic system that lets you add a list of arguments to any object in the editor. Maximum flexibility for any future in-game entity.
And to test that, I created a customizable text banner.
[media]http://www.youtube.com/watch?v=wgbDdcRc23g[/media]
Sorry, you need to Log In to post a reply to this thread.