• What are you working on? v19
    6,590 replies, posted
What about bullets? Or Health/Ammo packs?
[QUOTE=vepa;30994718]No. Use the fonts defined by Windows UI guidelines. This means Tahoma for Windows XP and Segoe UI for Vista & 7. (For .NET, see [url=http://stackoverflow.com/questions/297701/default-font-for-windows-forms-application]this[/url].)[/QUOTE]What if I don't want my application to look like the Windows UI guidelines? What if I want to follow my own style? :v:
[QUOTE=vepa;30994718]No. Use the fonts defined by Windows UI guidelines. This means Tahoma for Windows XP and Segoe UI for Vista & 7. (For .NET, see [url=http://stackoverflow.com/questions/297701/default-font-for-windows-forms-application]this[/url].)[/QUOTE] Rules were meant to be broken
[IMG]http://imgkk.com/i/xam1.png[/IMG] anyone who has read the opengl superbible (fifth edition) knows what a total baller I am for getting this to work oh, and despite the cornflower blue, this isn't xna
[QUOTE=thelinx;30995337][IMG]http://imgkk.com/i/xam1.png[/IMG] anyone who has read the opengl superbible (fifth edition) knows what a total baller I am for getting this to work oh, and despite the cornflower blue, this isn't xna[/QUOTE] Now try to get it to work without using that glTools lib's manager classes, and you will find out its a 100x worse.
I got my application to read from my MySQL database :v: [img]http://gyazo.com/cab5e4d4a142673b7a918ee3620d2ec9.png[/img]
[QUOTE=Downsider;30993695]Does anybody know anything about doing realtime lighting from an overhead perspective with tiles? I've seen some games get it right, but I'm not sure how to deal with walls.[/QUOTE] You could explore something similar to Deffered Rendering where you do all the lighting in a 2D effect? Perhaps have a prepass where the tiles get rendered to a "Depth Map" then use a pixel shader. That way drawing lights would be really efficient.
[QUOTE=Quark:;30995146]What if I don't want my application to look like the Windows UI guidelines? What if I want to follow my own style? :v:[/QUOTE] No offence but 90% of the applications which I've seen which don't conform to a standard set of UI guidelines aren't intuitive at all and look horrible. Those documents have had vast quantities of time put into researching them and you might think you can do it better but the chances are to an average end user they'll think its worse. Some applications completely do away with OS-dependant UI guidelines by changing the entire look of the window but once again all of the applications I've used which just don't use any Windows UI elements at all perform pretty poorly compared to applications which look like native windows programs (Looking at you Steam, iTunes, Spotify) Adobe AIR seems to be an exception
[QUOTE=VGS_Devs;30995908]You could explore something similar to Deffered Rendering where you do all the lighting in a 2D effect? Perhaps have a prepass where the tiles get rendered to a "Depth Map" then use a pixel shader. That way drawing lights would be really efficient.[/QUOTE] Some of my target devices don't support shaders, so I can't really do that, unfortunately. It would be nice to have some per-pixel 3D lighting from the sprites, but I can't alienate certain devices. If you have a depth map and normal map, though, you can do full shadow-mapping and lighting in a 2d environment, which looks really nice. In other news, the server works, and sends any level of the world the client requests back to the user :) [IMG]http://img43.imageshack.us/img43/9645/screenshot2011070818383.png[/IMG] Extra points if you recognize where my placeholder character is from. And rate me winner; I survived an OS upgrade to Windows 7 without losing compatibility with any of my projects. That's a miracle for me; I love using old-ass and shitty software in my development pipeline.
[QUOTE=ColdFusionV2;30995625]Now try to get it to work without using that glTools lib's manager classes, and you will find out its a 100x worse.[/QUOTE] I made it through 2 chapters but then the annoying helper shit was too much for me. I wanted to learn OpenGL not some shitty OpenGL wrapper[img]http://www.facepunch.com/fp/emoot/arghfist.gif[/img][img]http://www.facepunch.com/fp/emoot/saddowns.gif[/img]
don't you learn opengl without the wrapper in chapter 3
I've made a poor decision and wrote a not-entirely-trivial script for LoL entirely in batch. If I ever have to edit it down the line it will take forever! On the plus side it's really helpful: [img]http://thefwcentral.com/upload/content/images/lolAuto_12ac1d5c.png[/img] It automatically launches a few other useful programs with LoL and, after waiting for you to close the game, uploads all your log files to LoLBase. Since Riot makes weird choices your match details are lost if you don't do that frequently :v: It even has good error detection: [img]http://thefwcentral.com/upload/content/images/lolAuto_31b8609c.png[/img] (it also remakes its config file if it's lost, which is nice) Since I plan to release this, robust error detection is actually important. Especially with the LoL community.
[img]http://i52.tinypic.com/2rejdeh.png[/img] [img]http://i52.tinypic.com/hvxk6u.png[/img] [img]http://i55.tinypic.com/6icw07.png[/img] Slowest day at work. Worked a bit more on my "Back2Work" rip-off. I'm not going to release it though, it's more of a keeping-myself-from-going-insane project than a this-is-super-practical-and-I'll-become-THE-ladie- man project.
Fucking hell. I had a whole post typed up here and then I tried to automerge something, and it made a fake second post. I tried editing this one, and it deleted it. The general gist of what I said was is there a library of random useful functions that you don't know you need until you need them, but are really useful? For example, a function to delegate responces from a question such as [code] Would you like to [A]ccept permanently, Accept [t]emporarily, or [n]ever? [/code] and the function would call delegates for a, t and n. C# and/or C++? Edit (fuck you automerge): Why the informatives?
[QUOTE=Downsider;30996842]Some of my target devices don't support shaders, so I can't really do that, unfortunately. It would be nice to have some per-pixel 3D lighting from the sprites, but I can't alienate certain devices. If you have a depth map and normal map, though, you can do full shadow-mapping and lighting in a 2d environment, which looks really nice. In other news, the server works, and sends any level of the world the client requests back to the user :) [IMG]http://img43.imageshack.us/img43/9645/screenshot2011070818383.png[/IMG] Extra points if you recognize where my placeholder character is from. And rate me winner; I survived an OS upgrade to Windows 7 without losing compatibility with any of my projects. That's a miracle for me; I love using old-ass and shitty software in my development pipeline.[/QUOTE] If anybody wants to follow this project, that's pretty much what my Google+ is going to be used for since nobody I know in real life has the balls to make the switch from Facebook. Look for a Joseph Delgado :] If you have a project too, I'll watch your development too. It'll be fun :D
[QUOTE=NorthernGate;30998645]Worked a bit more on my "Back2Work" rip-off.[/QUOTE] Or I could give you a copy of Back2Work :v:
Ironically, I'm not using the program to get back to work, I'm doing it to keep myself from doing work at work :v:
[QUOTE=Quark:;31000213]Or I could give you a copy of Back2Work :v:[/QUOTE] Did you release Back2Work yet? I haven't seen a download link
first attempt at generating a sphere, made a mistake in getting the height, for some reason I though that the height was constant between all the segments when it's really the sine of the angle of the vertex multiplied by the radius. [img]http://i.imgur.com/aqVlU.png[/img] also note, this isn't XNA, it's OpenTK with "GL.ClearColor(Color.CornflowerBlue);" [editline]8th July 2011[/editline] also ignore the incorrect phong specular highlight, I'm working on fixing that, something about camera space isn't working for me...
[QUOTE=Downsider;30999087]If anybody wants to follow this project, that's pretty much what my Google+ is going to be used for since nobody I know in real life has the balls to make the switch from Facebook. Look for a Joseph Delgado :] If you have a project too, I'll watch your development too. It'll be fun :D[/QUOTE] oh man graal online
fixed the height, everything else broke somehow? [img]http://i.imgur.com/7FoXD.png[/img] [editline]8th July 2011[/editline] turns out that bottom part being larger was a result of an off-by-one error, I still have some triangles in the middle, and some outer triangles, that's going to take a while to figure out...
[QUOTE=Parakon;31002680]oh man graal online[/QUOTE] :v: my childhood (unfortunately)
[QUOTE=Downsider;30996842] [IMG]http://img43.imageshack.us/img43/9645/screenshot2011070818383.png[/IMG] Extra points if you recognize where my placeholder character is from. [/QUOTE] [img]http://images4.wikia.nocookie.net/__cb20090713184830/awesomecharacter/images/0/07/A_Link_to_the_Past_Link.png[/img] Is it an edit of the "Link to the Past" Link?
[QUOTE=chimitos;31004143][IMG]http://images4.wikia.nocookie.net/__cb20090713184830/awesomecharacter/images/0/07/A_Link_to_the_Past_Link.png[/IMG] Is it an edit of the "Link to the Past" Link?[/QUOTE] I guess you could say that. It's from Graal Online, an MMORPG that used to be known as Zelda Online.
[QUOTE=Downsider;31004172]I guess you could say that. It's from Graal Online, an MMORPG that used to be known as Zelda Online.[/QUOTE] That just makes me 10x cooler for still recognizing it.
[QUOTE=Downsider;31003490]:v: my childhood (unfortunately)[/QUOTE] mine too wanna cyber
[QUOTE=Downsider;31004172]I guess you could say that. It's from Graal Online, an MMORPG that used to be known as Zelda Online.[/QUOTE] Graal online was fucking awesome [editline]9th July 2011[/editline] And gscript was the first language I ever programmed with to make fancy NPCs and bosses
[QUOTE=Parakon;31004438]mine too wanna cyber[/QUOTE] I can't believe how stupid I was as a child. Ever play the Era server? Right after the game went pay to play, I played Era and for some reason I vividly remember thinking a boner was a nickname for an AK47. [editline]9th July 2011[/editline] [QUOTE=r4nk_;31004522]Graal online was fucking awesome [editline]9th July 2011[/editline] And gscript was the first language I ever programmed with to make fancy NPCs and bosses[/QUOTE] Mine too! And I still participate a bit in the server emulation project. Here's some stuff I made a few years ago. Lightmapping: [media][URL]http://www.youtube.com/watch?v=zzF2EgN9XHM[/URL][/media] Raycasting: [media][URL]http://www.youtube.com/watch?v=Hjr-ou10Hi8[/URL][/media] A Megaman remake: [media][URL]http://www.youtube.com/watch?v=rdqdgjIkW4g[/URL][/media] I loved that game and still do.
You are my hero Seriously that's some badass stuff, well done. I've always wanted to make a game like graal (might start on a project like this sometime).
Is it bad that I have a variable in my code called "indicesIndex"? Does it make it better that I have this comment above it: "//TODO get this checked by the Department of Redundancy Department"? But wait, it gets better! Look at my steam profile!
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