• What are you working on? v19
    6,590 replies, posted
Woops, that was an accident, I actually pasted in the GL code from a LuaGL example, just pasted it in the wrong place. [editline]21st July 2011[/editline] Also ignore the funky naming, right now I'm using everything straight from alien, eventually I'm going to wrap things to do them in more 'Lua ways'.
Anybody know how I could make a sprite fade from top to bottom?
[QUOTE=Loli;31257459]Anybody know how I could make a sprite fade from top to bottom?[/QUOTE] A shader ('effect' if you're using XNA), pass in a time value and use the Y value on the texture with the time to fade the alpha from 0 to 1
Richy19: I don't think quaternions are under linear algebra (albeit the underlying math between quaternions and rotation matrices are probably provably equivalent). However, [url=http://www.flipcode.com/documents/matrfaq.html]this FAQ[/url] has helped me quite a bit with them. I use quaternions because I find them easier to work with (calculate rotation between two angles, interpolate a rotation). If you like matrix rotations better, go with those.
[QUOTE=Loli;31257459]Anybody know how I could make a sprite fade from top to bottom?[/QUOTE] I remember the Facewound HLSL page had an effect like that. All you have to do is pass the texture you want to fade to the fragment shader and multiply the Texture by the Texture's Y. [b]As seen on the Facewound HLSL tutorial page[/b] [code] Color = tex2D( g_samSrcColor, Tex.xy)*Tex.y; [/code]
[IMG]http://dl.dropbox.com/u/9317774/another%20one.PNG[/IMG] Implemented (proper) inventories, displaying inventories, dead bodies, font (obviously) and err.. crap. Fixed several irritating bugs, one involving the npcs self harming. Maybe they just hate my coding that much? :v: I wrote a piece of organ music as well, and in the unlikely event it turns out to be better than the other organ music a bloke is writing, and i end up putting a church into the game (hopefully :v:), i might use it. Anyone want a listen? (Its crap)
After almost a month of really low activity CodeGame finaly has a build that worked, I am building this brand new packet validation system but it is really anoying to code, now after 10 minutes of hacks I have my first build in a long time and it is looking like it is going to work, i have just run 2 bacic tests and all is working. Expect a releace withen 8 hours.
[QUOTE=NovembrDobby;31257601]A shader ('effect' if you're using XNA), pass in a time value and use the Y value on the texture with the time to fade the alpha from 0 to 1[/QUOTE] I'm so bad with shaders, could you post a simple example or tutorial?
[url=http://eagle.undo.it:8083/img/kintel_56.png][img]http://eagle.undo.it:8083/img/kintel_56_rs.jpg[/img][/url] Everything has been going so smoothly lately, except for the fact that I keep getting distracted. I think I need to get off the keyboard and get back on to the paper and pen, because I'm having a hard time figuring out what the next hardest thing to do is.
That did'nt take as long as expected: [url]http://www.facepunch.com/threads/1109673-CodeGame-Lets-try-this-Again[/url]
[QUOTE=Night-Eagle;31258640][url=http://eagle.undo.it:8083/img/kintel_56.png][img]http://eagle.undo.it:8083/img/kintel_56_rs.jpg[/img][/url] Everything has been going so smoothly lately, except for the fact that I keep getting distracted. I think I need to get off the keyboard and get back on to the paper and pen, because I'm having a hard time figuring out what the next hardest thing to do is.[/QUOTE] This is like the classic example of terrible JPEG compression. Good project, though.
[media]http://www.youtube.com/watch?v=cou_tVcgT38[/media] Latest puzzle I made. :D
[QUOTE=Jawalt;31258767]This is like the classic example of terrible JPEG compression. Good project, though.[/QUOTE] Links to a PNG, JPG as a thumbnail. Can't blame him for not wanting to waste bandwidth.
[QUOTE=Spoco;31258824]Links to a PNG, JPG as a thumbnail. Can't blame him for not wanting to waste bandwidth.[/QUOTE] :D He uses the same FreeDNS URL I do! undo.it!
Could I have some feedback on a block creation algorithm I just sketched up? *** User enters the block (rectangular prism) creation mode by holding the block key. User can suspend creation by releasing the block key (state is saved). Stage 1 Player cycles through the XZ, XY, YZ planes with the mouse wheel (or other bind). Player moves the mouse to move the plane where they want (we have one degree of freedom, so this is really simple) (positioning is relative at this stage; no mouse cursor is shown). Player clicks to lock the plane in place. Stage 2 The cursor is displayed. Player clicks where they want the first vertex of the base of the rectangular prism to be (a preview dot is shown) (possibly use a translucent grid near the preview dot to give depth perception) (two degrees of freedom) Stage 3 A preview line is drawn to the cursor to show the first edge of the prism. Player clicks where they want the adjacent vertex of the first rectangle to be. This allows the player to build the block with an arbitrary rotation. (Use a modifier key to lock to 5 and 15 degree increments from a grid) (two degrees of freedom) Stage 4 Player determines length and height (with preview) by moving the mouse and clicking. (two degrees of freedom) At all stages, the player is allowed to strafe (WASD). To pan the camera: release block key, pan with mouse, and depress block key to resume. To revert to a previous stage, while the block key is depressed, right-click. *** I'm concerned that it might not be intuitive. Also, would it be better to make stage 4 use relative positioning? Say, move mouse side to side to adjust length, forward and back to adjust height. This way, we don't have to worry about having the cursor tied to a single vertex; the player can look at the block from any angle and still be able to adjust it precisely. Additionally, should stage 4 be split in two?
[QUOTE=Spoco;31258824]Links to a PNG, JPG as a thumbnail. Can't blame him for not wanting to waste bandwidth.[/QUOTE] I thought pngs were, for a majority of images, smaller than JPG? Edit: Apparently its a mix, depending on what your image is "JPEG (Joint Photographic Experts Group) format can produce a smaller file than PNG for photographic (and photo-like) images, since JPEG uses a lossy encoding method specifically designed for photographic image data, which is typically dominated by soft, low-contrast transitions, and an amount of noise or similar irregular structures. Using PNG instead of a high-quality JPEG for such images would result in a large increase in filesize (often 5–10 times) with negligible gain in quality. By contrast, when storing images that contain text, line art, or graphics – images with sharp transitions and large areas of solid color – the PNG format can compress image data more than JPEG can, and without the noticeable visual artifacts which JPEG produces around high-contrast areas. Where an image contains both sharp transitions and photographic parts a choice must be made between the two effects. Note that JPEG does not support transparency."
A couple of screenshots of some stuff I'm pretty excited about: [img]http://puu.sh/3ysN[/img] [img]http://puu.sh/3yt0[/img] [img]http://puu.sh/3yt8[/img] I'll probably add more variations to artwork down the road.
The player looks so cute.
I request your player as an avatar :3
You should add some texture to the rock tiles, at the moment when I see them it looks like a void.
[QUOTE=Jawalt;31260294]You should add some texture to the rock tiles, at the moment when I see them it looks like a void.[/QUOTE] You're probably right. Hopefully the artwork will all be improved once the game is more done.
I'm working on this: [media]http://www.youtube.com/watch?v=uFSTSxRYi58[/media] I don't know what it is yet but I hope it gets good soon. :ohdear:
[QUOTE=Night-Eagle;31259272]Could I have some feedback on a block creation algorithm I just sketched up? *** User enters the block (rectangular prism) creation mode by holding the block key. User can suspend creation by releasing the block key (state is saved). Stage 1 Player cycles through the XZ, XY, YZ planes with the mouse wheel (or other bind). Player moves the mouse to move the plane where they want (we have one degree of freedom, so this is really simple) (positioning is relative at this stage; no mouse cursor is shown). Player clicks to lock the plane in place. Stage 2 The cursor is displayed. Player clicks where they want the first vertex of the base of the rectangular prism to be (a preview dot is shown) (possibly use a translucent grid near the preview dot to give depth perception) (two degrees of freedom) Stage 3 A preview line is drawn to the cursor to show the first edge of the prism. Player clicks where they want the adjacent vertex of the first rectangle to be. This allows the player to build the block with an arbitrary rotation. (Use a modifier key to lock to 5 and 15 degree increments from a grid) (two degrees of freedom) Stage 4 Player determines length and height (with preview) by moving the mouse and clicking. (two degrees of freedom) At all stages, the player is allowed to strafe (WASD). To pan the camera: release block key, pan with mouse, and depress block key to resume. To revert to a previous stage, while the block key is depressed, right-click. *** I'm concerned that it might not be intuitive. Also, would it be better to make stage 4 use relative positioning? Say, move mouse side to side to adjust length, forward and back to adjust height. This way, we don't have to worry about having the cursor tied to a single vertex; the player can look at the block from any angle and still be able to adjust it precisely. Additionally, should stage 4 be split in two?[/QUOTE] Check out Microbrush.
Going to start learning OpenGL so I can get working on my 2D top down Lost Villagers/Alchemy game. [editline]21st July 2011[/editline] [QUOTE=Nigey Nige;31260595]I'm working on this: [media]http://www.youtube.com/watch?v=uFSTSxRYi58[/media] I don't know what it is yet but I hope it gets good soon. :ohdear:[/QUOTE] Made in XNA? Make it into an Age of War/Swords and Soldiers clone. There need to be more of those. [editline]21st July 2011[/editline] [QUOTE=foszor;31259888]A couple of screenshots of some stuff I'm pretty excited about: I'll probably add more variations to artwork down the road.[/QUOTE] Wtf, that's like so close to the art style for the Lost Villagers/Alchemy clone :smith: I suppose you have coding seniority over me :v: time to adjust.
[QUOTE=AgentBoomstick;31261131]-snip-[/QUOTE] Afaik he made it in java and used slick2d(default font, and he asked for help with it)
[img]http://www.facepunch.com/fp/emoot/buddy.gif[/img] [img]http://localhostr.com/files/YHuTykp/Untitled.png[/img]
[QUOTE=Map in a box;31262891]Afaik he made it in java and used slick2d(default font, and he asked for help with it)[/QUOTE] Different game, but yeah, Slick2D.
[QUOTE=Jawalt;31260294]You should add some texture to the rock tiles, at the moment when I see them it looks like a void.[/QUOTE] Personally I think the art style as it is is really good, I like the simplicity of it contrasted against the slight textured look of the terrain that can be walked on.
[QUOTE=foszor;31259888]A couple of screenshots of some stuff I'm pretty excited about: I'll probably add more variations to artwork down the road.[/QUOTE] Was I the only one who noticed it looked exactly like Realm of the Mad God? :D
Hooray for shaders! I can now draw circles in XNA [img]http://gyazo.com/99b95d1e485b62dd3c387f03a6df3d35.png[/img] [editline]22nd July 2011[/editline] With NovembrDobby's help.
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