[QUOTE=NorthernGate;31238174][img]http://i54.tinypic.com/jz9ysj.png[/img]
Implemented my panels to my new Framework.
Other than Audio, RenderTargets, Font Rendering, and Shaders I am more or less matched up with SFML in terms of features.[/QUOTE]
Looks interesting. Is it faster than SFML?
[QUOTE=SupahVee;31244621]Looks interesting. Is it faster than SFML?[/QUOTE]
After I finish optimizing it, easily, right now it's on par. I'll make a benchmark between the two to compare speeds in a bit (See: Tomorrow at work).
[editline]21st July 2011[/editline]
Just finished making my Framework run multi-threaded. Coolio.
-snip-
While not exactly programing related, (...at all), this [i]is[/i] what I've been working on.
The final version is going to have a four person band playing this, the mario theme and things like that.
There are some bits that need a little tweaking, but overall I think that it's most of the way there.
[media]http://www.youtube.com/watch?v=xJXA490jNgg[/media]
This is from the Legend of Zelda: Majoras Mask if you don't know.
I recorded myself playing all of the playable notes, then I copied the notes and changed the pitch to make enough of a range, then edited them into the song.
More on this later, if you want it.
Now give me your boxes. Your picky, picky boxes.
[highlight](User was banned for this post ("If you know it isn't programming related, why did you post anyway?" - Overv))[/highlight]
[QUOTE=chimitos;31246907]While not exactly programing related, (...at all), this [i]is[/i] what I've been working on.
The final version is going to have a four person band playing this, the mario theme and things like that.
There are some bits that need a little tweaking, but overall I think that it's most of the way there.
This is from the Legend of Zelda: Majoras Mask if you don't know.
I recorded myself playing all of the playable notes, then I copied the notes and changed the pitch to make enough of a range, then edited them into the song.
More on this later, if you want it.[/QUOTE]
Does this have anything at all to do with programming or are you seriously telling me that this is just video editing that you decided to post in the programming section?
[QUOTE=r4nk_;31247005]Does this have anything at all to do with programming or are you seriously telling me that this is just video editing that you decided to post in the programming section?[/QUOTE]
Yes.
It started out as a programing project, but there were to many things that weren't going to work for me to bother.
You're to picky.
This is a screenshot of the first game I ever made.
It's called Paco the Taco.
It's a platformer.
...and I made it before I went to middle school.
[img]http://img88.imageshack.us/img88/2471/pacor.png[/img]
It seems that I've earned a dumb for all of my posts, instead of just the one. Joy.
I don't think you'll do well here.
[QUOTE=chimitos;31247121]Yes.
It started out as a programing project, but there were to many things that weren't going to work for me to bother.
You're to picky.
This is a screenshot of the first game I ever made.
It's called Paco the Taco.
It's a platformer.
...and I made it before I went to middle school.
It seems that I've earned a dumb for all of my posts, instead of just the one. Joy.[/QUOTE]
This is the what are you working on thread (and unofficially, its somewhat the programmers chat thread for programming). Your first video wasnt even slightly programming related, it could have done much better somewhere else. It probably would have been fine if it had had some programming content, or maybe if it had been for a program that you were actually working on
The second mistake was you posted an already finished project, in the what are you working on. And, you posted absolutely 0 information on it
Maybe you should have a rethink if you want to avoid being showered in dumbs
That said, release-quality projects are pretty okay if you've shown progress earlier and want to tell us it's done, or if the program is really tiny (Made a pong clone? Is it threadworthy?)
finished projects are fine, its content non the less.
That said game maker :suicide:
[QUOTE=Richy19;31248045]That said game maker :suicide:[/QUOTE]
Game Maker is probably pretty good for prototyping but personally I use CoolBasic for that. It's practically designed for 2D game programming so it's got a lot of simplified drawing functionality that can prove useful if you want to test, say, some drawing algorithm without fiddling with native pixel-drawing libraries.
Well I was bored yesterday night and made a simple area generator. Don't think I'm gonna use it for anything though.
Cave Mode:
[thumb]http://puu.sh/3xpH[/thumb]
[thumb]http://puu.sh/3xpO[/thumb]
[thumb]http://puu.sh/3xqm[/thumb]
Dungeon Mode:
[thumb]http://puu.sh/3xpS[/thumb]
[thumb]http://puu.sh/3xq2[/thumb]
[thumb]http://puu.sh/3xqo[/thumb]
Yeah it's pretty simple
[editline]21st July 2011[/editline]
[QUOTE=Richy19;31248045]finished projects are fine, its content non the less.
That said game maker :suicide:[/QUOTE]
Hey I like game maker, hell my highlighted project in the past two threads was made in it.
There's nothing wrong with Game Maker.
But there is something wrong with GML
that horrible, horrible language
it has scarred me even to this day
Game maker's not all bad. It's great for prototyping, and fairly simple games. If you can make something in Game maker identical to what you could do in C++, for example, why not? It'd be much quicker.
Of course it does have it's limitations though.
As for what I'm working on, prototyping a lighting engine in Game Maker that I'm going to attempt to convert to C# for use with an XNA game (But I'll mostly likely fail)
[IMG]http://i51.tinypic.com/2mq69eo.png[/IMG]
It runs at 230 FPS on the highest settings with 20 shadows being cast.
[QUOTE=chaz13;31248368]Game maker's not all bad. It's great for prototyping, and fairly simple games. If you can make something in Game maker identical to what you could do in C++, for example, why not? It'd be much quicker.
Of course it does have it's limitations though.
As for what I'm working on, prototyping a lighting engine in Game Maker that I'm going to attempt to convert to C# for use with an XNA game (But I'll mostly likely fail)
[IMG]http://i51.tinypic.com/2mq69eo.png[/IMG]
It runs at 230 FPS on the highest settings with 20 shadows being cast.[/QUOTE]
I don't think the light from the white dot in the center should be cancelled out by the shadow from the green dot... it makes it look kind of awkward.
[QUOTE=Gbps;31248610]I don't think the light from the white dot in the center should be cancelled out by the shadow from the green dot... it makes it look kind of awkward.[/QUOTE]
It doesn't entirely cancel it, it depends on the alpha the lights are drawn at. It'd probably look better if I fiddled about a bit, but believe it or not I spent ages getting it to do what you just said it shouldn't, oh well!
[QUOTE=chaz13;31248689]It doesn't entirely cancel it, it depends on the alpha the lights are drawn at. It'd probably look better if I fiddled about a bit, but believe it or not I spent ages getting it to do what you just said it shouldn't, oh well![/QUOTE]
But if the green dot wasn't there, it wouldn't be dark like it is right now and that doesn't make any sense.
[QUOTE=Gbps;31248610]I don't think the light from the white dot in the center should be cancelled out by the shadow from the green dot... it makes it look kind of awkward.[/QUOTE]
Ohh right, I should've explained, the green dot is the player in this scenario and works like a torch towards the mouse.. just not very bright so it wasn't obvious. It's a light source pointing down left in that image :smile:
[QUOTE=chaz13;31248806]Ohh right, I should've explained, the green dot is the player in this scenario and works like a torch towards the mouse.. just not very bright so it wasn't obvious. It's a light source pointing down left in that image :smile:[/QUOTE]
Yes we know but the shadow being cast by the box it's shining on is darkening the light created by the circular light source.
[QUOTE=chaz13;31248806]Ohh right, I should've explained, the green dot is the player in this scenario and works like a torch towards the mouse.. just not very bright so it wasn't obvious. It's a light source pointing down left in that image :smile:[/QUOTE]
[img]http://i.imgur.com/oPIQB.png[/img]
Red cone is what I assume to be the torch, and even then, both areas in the green rectangle should have the same brightness because they're both lit by the same lightsource. Yet you can see in the bottom right corner that the right rectangle is lighter.
[QUOTE=Maurice;31248898][img]http://i.imgur.com/oPIQB.png[/img]
Red cone is what I assume to be the torch, and even then, both areas in the green rectangle should have the same brightness because they're both lit by the same lightsource. Yet you can see in the bottom right corner that the right rectangle is lighter.[/QUOTE]
Ah I see what you mean now, sorry for being so derp. Thanks for the image too, shouldn't be hard to fix, it's just a little problem with the order the surfaces are being drawn. Thanks for pointing it out!
[QUOTE=chaz13;31248957]Ah I see what you mean now, sorry for being so derp. Thanks for the image too, shouldn't be hard to fix, it's just a little problem with the order the surfaces are being drawn. Thanks for pointing it out![/QUOTE]
It seems like you could fix it without changing the ordering. Though that would fix it in this circumstance, you could have the same instance where the white dot's shadows overlapped with the green dot's light. I think you should consider thinking about it like overlapping shapes. If a circle and a triangle are the exact same color, and they overlap at a certain part, the part that overlaps will look the same regardless.
But then you get into light brightness and blending and yeah
[QUOTE=Gbps;31249082]It seems like you could fix it without changing the ordering. Though that would fix it in this circumstance, you could have the same instance where the white dot's shadows overlapped with the green dot's light. I think you should consider thinking about it like overlapping shapes. If a circle and a triangle are the exact same color, and they overlap at a certain part, the part that overlaps will look the same regardless.
But then you get into light brightness and blending and yeah[/QUOTE]
Yeah, by the order I mean the way things are subtracted from the darkness. At the moment for some stupid reason I was drawing the lights then subtracting the shadows when it should've been the otherway round. Ah well, it was just a little project for some fun anyway.
[QUOTE=Maurice;31248898][img]http://i.imgur.com/oPIQB.png[/img]
Red cone is what I assume to be the torch, and even then, both areas in the green rectangle should have the same brightness because they're both lit by the same lightsource. Yet you can see in the bottom right corner that the right rectangle is lighter.[/QUOTE]
the two patches you picked also happen to be at different radii from the light source ....
[QUOTE=icantread49;31249228]the two patches you picked also happen to be at different radii from the light source ....[/QUOTE]
I think it's obvious that the brightness is max for a radius of about ~75 pixels, and both my rects are within that.
At least I think it is. My eyes are pretty good.
Let me mspaint the picture up even more.
[img]http://i.imgur.com/0UcPA.png[/img]
Offcenter lightsource is confusing me.
"Hey chaz I found another bug without even looking for one!"
[QUOTE=Maurice;31249255]I think it's obvious that the brightness is max for a radius of about ~75 pixels, and both my rects are within that.
At least I think it is. My eyes are pretty good.
Let me mspaint the picture up even more.
[img]http://i.imgur.com/0UcPA.png[/img]
Offcenter lightsource is confusing me.
"Hey chaz I found another bug without even looking for one!"[/QUOTE]
It's not exactly offcenter, just the alpha to one side is lower than the other. The lights are all images and I just drew them up in a few seconds to testing purposes. Thanks for all the noticing of bugs and images and whatnot, I'll try to get them fixed up.. but for now I'll leave this thread for more talented people to post more interesting work!
[QUOTE=chaz13;31249421]but for now I'll leave this thread for more talented people to post more interesting work![/QUOTE]
I know that feeling.
[QUOTE=Maurice;31249438]I know that feeling.[/QUOTE]
Liar.
I was just wondering, what aspects of maths would be best for games and programming? (more like 2d and 3d programming)
Im going on vacation soon and i was thinking of downloading a load of videos from khanacademy but just wondered which would be best
trig and linear algebra I know would be good but what else?
Richy19: Add quaternions to your linear algebra. Dead useful, and from a technical standpoint, easy to pick up. Rotating around multiple arbitrary axes? Use a quaternion.
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