Small update:
[img]http://localhostr.com/files/0s6AvQx/capture.png[/img]
I love shaders :v:
[img]http://foxprods.net/experimentalists/grids.gif[/img]
At the moment I've got two ArrayLists, each holding a bunch of sword dudes from one of the two teams. I iterate through them to check for collisions, but it's pretty unstable. Is there a better way to do it?
Also, content:
[img]http://i.imgur.com/e6hru.png[/img]
Art is hard :(
[QUOTE=Nigey Nige;31268514]At the moment I've got two ArrayLists, each holding a bunch of sword dudes from one of the two teams. I iterate through them to check for collisions, but it's pretty unstable. Is there a better way to do it?
Also, content:
Art is hard :([/QUOTE]
Define unstable and maybe we can help you fix it?
[media]http://www.youtube.com/watch?v=dcucWVFfQr4[/media]
Content :D
Effect I'm working on for my Comp Entry.
Added fading now.
[QUOTE=Icedshot;31268597]Define unstable and maybe we can help you fix it?[/QUOTE]
It likes to freeze when a character falls down onto another character, and often misses collisions when there are several characters onscreen.
I've cleaned up my networking in Lewt, but haven't tested it on anything more remote than my laptop.
If anyone has the time, could you download my latest build ([url]http://anyhub.net/file/3E73-release.7z[/url]), then using Hamachi try to join my server at 5.229.7.233? It will be up for about an hour or so.
My Hamachi group is:
[code]Name: LewtTesting
Pass: itwillneverwork[/code]
It should work for older cards now, but to a point. nVidia cards will probably still have the weird sprite rendering glitch.
[editline]22nd July 2011[/editline]
Controls are WASD to move, C to cast a spell, and T to chat.
[QUOTE=AgentBoomstick;31261131]Made in XNA? Make it into an Age of War/Swords and Soldiers clone. There need to be more of those.[/QUOTE]
Good idea! I'll see what I can do.
Some more-or-less conceptual stuff on the portalgun UI for my Mari0
[img]http://i.imgur.com/l1htP.gif[/img]
Not sure how happy I am with it. Any suggestions?
[img]http://dl.dropbox.com/u/3724424/Various/tilesetimprov.png[/img]
Now my game supports labeled tilesets. You can define labels in an external file and the engine will load them automatically.
[QUOTE=SupahVee;31269872]Some more-or-less conceptual stuff on the portalgun UI for my Mari0
Not sure how happy I am with it. Any suggestions?[/QUOTE]
[QUOTE=Maurice;31269877]Now my game supports labeled tilesets. You can define labels in an external file and the engine will load them automatically.[/QUOTE]
Brain switch?
Haha! The experiment worked! I have successfully switched two human brains! (Sorry Maurice and Vee, I had to pick random subjects..)
[QUOTE=Quark:;31270058]Haha! The experiment worked! I have successfully switched two human brains! (Sorry Maurice and Vee, I had to pick random subjects..)[/QUOTE]
Couldn't you merge them instead? The things they would make...
A lua programmer combined with a C# programmer?
What language would it program in?
In html.
[QUOTE=NorthernGate;31270216]A lua programmer combined with a C# programmer?
What language would it program in?[/QUOTE]
Lua#
[URL="http://en.wikipedia.org/wiki/Malbolge"]Malbolge[/URL]
[b]Edit:[/b]
Although I've read into Malbolge, I'd never tried to program with it.
Until now..
[IMG]http://dl.dropbox.com/u/1179448/gifs/Zl1S4.gif[/IMG]
[QUOTE=NorthernGate;31270216]A lua programmer combined with a C# programmer?
What language would it program in?[/QUOTE]
Both I guess?
My first attempt of Tilemap rendering in sfml2 and C++.
[QUOTE]
[IMG]http://dl.dropbox.com/u/35961021/screen1.PNG[/IMG]
[IMG]http://dl.dropbox.com/u/35961021/screen2.PNG[/IMG]
[/QUOTE]
Working on a pixel shader editor for 2D XNA 4 games. You edit the text file in notepad or any other text editing program, and when you tab back to the editor it automatically recompiles the shader. It gives you error output as well. It sends a lot of information into the shader, such as the texture's position, origin, rotation, scale, etc. You can load your own images and whatnot.
[editline]22nd July 2011[/editline]
Unfortunately it requires you to have the full XNA 4 developer's...package thing? The content processor workaround I'm using isn't available in the redistributable.
[QUOTE=SupahVee;31269872]Some more-or-less conceptual stuff on the portalgun UI for my Mari0
[img]http://i.imgur.com/l1htP.gif[/img]
Not sure how happy I am with it. Any suggestions?[/QUOTE]
Not Maurice :v:
Also... I added enemies to my game. Only a turret so far...
[img]http://dl.dropbox.com/u/4081391/stealth.gif[/img]
Basically, when it sees you, it shoots at you. Quite straight forward isn't it?
[QUOTE=Dlaor-guy;31270897]Also... I added enemies to my game. Only a turret so far...
Basically, when it sees you, it shoots at you. Quite straight forward isn't it?[/QUOTE]
I'm really liking the progress on your game.
How can I check for existing .txt files in a specified folder using C++ and then open it?
I know how to open it with std::ifstream, but only when I know the exact name of the file.
[QUOTE=Dlaor-guy;31270897]Also... I added enemies to my game. Only a turret so far...
[img]http://dl.dropbox.com/u/4081391/stealth.gif[/img]
Basically, when it sees you, it shoots at you. Quite straight forward isn't it?[/QUOTE]
I take that you're just casting a ray from the turret to the player?
[QUOTE=Deco Da Man;31270266][URL="http://en.wikipedia.org/wiki/Malbolge"]Malbolge[/URL]
[b]Edit:[/b]
Although I've read into Malbolge, I'd never tried to program with it.
Until now..
[IMG]http://dl.dropbox.com/u/1179448/gifs/Zl1S4.gif[/IMG][/QUOTE]
[url]http://99-bottles-of-beer.net/language-malbolge-995.html[/url]
I get so bored while working on things.
[img]http://i.imgur.com/7aNJV.gif[/img]