[QUOTE=HubmaN V2;15959019]A note for anyone using SFML, though - creating an array of SFML objects will result in a crash - or has anyone managed do to it? [/QUOTE]
Try a std::vector instead?
[QUOTE=HubmaN V2;15959019]
A note for anyone using SFML, though - creating an array of SFML objects will result in a crash - or has anyone managed do to it?[/QUOTE]
[code]
sf::Image Numero[9];
sf::Sprite SNumber[11];
[/code]
Works for me.
Might be something else? Or do you mean something else?
[QUOTE=zyxxyz;15959840]Try a std::vector instead?[/QUOTE]
Don't work.
[QUOTE=Sasupoika;15959962][code]
sf::Image Numero[9];
sf::Sprite SNumber[11];
[/code]
Works for me.
Might be something else? Or do you mean something else?[/QUOTE]
Nope, making it static doesn't work either.
Super mind fuck:
[img]http://imgkk.com/i/XTVZ1502.png[/img]
Object is split in 3 pieces :derp:
[QUOTE=nullsquared;15962498]Super mind fuck:
[mindfuck]http://imgkk.com/i/XTVZ1502.png[/mindfuck]
Object is split in 3 pieces :derp:[/QUOTE]
what is this I don't even.
Seriously I can't make any sense of that.
[QUOTE=nullsquared;15962498]Super mind fuck:
[i]pic[/i]
Object is split in 3 pieces :derp:[/QUOTE]
:psyduck:
My head, it hurts!!!
[QUOTE=danharibo;15962736]what is this I don't even.
Seriously I can't make any sense of that.[/QUOTE]
The object goes into portal A on the left, comes out of portal B, goes back into portal A on the right, comes out of portal B again.
I see it :D.
[QUOTE=nullsquared;15962498]Super mind fuck:
[img]http://imgkk.com/i/XTVZ1502.png[/img]
Object is split in 3 pieces :derp:[/QUOTE]
if you put the camera between the 2 portals you would see an endless amount of presents :v:
[QUOTE=ZomBuster;15963502]if you put the camera between the 2 portals you would see an endless amount of presents :v:[/QUOTE]
I was going to say wouldn't this kill the computer due to the infinite rendering it would have to do but they did it in portal so I'm guessing either no or they used some sort of limiting system.
[QUOTE=Wickedgenius;15963661]I was going to say wouldn't this kill the computer due to the infinite rendering it would have to do but they did it in portal so I'm guessing either no or they used some sort of limiting system.[/QUOTE]
Limiting system.
[QUOTE=Wickedgenius;15963661]I was going to say wouldn't this kill the computer due to the infinite rendering it would have to do but they did it in portal so I'm guessing either no or they used some sort of limiting system.[/QUOTE]
"Portal render depth". It's snuck into the Options dialog.
[editline]12:40AM[/editline]
Oh, yeah, I'm currently wrestling with bjam, which is being a fucking bitch. Seriously, it's decided not to compile anything because a large bunch of folders which I have no idea why bjam didn't create itself are missing.
[editline]12:40AM[/editline]
I'm seriously tempted to use BoostPro and see if I can mangle it into Code::Blocks.
[editline]12:43AM[/editline]
Oh, no, wait, I'll have to use Microsoft's compiler then. Fuck.
[editline]12:56AM[/editline]
why the [b][i]fuck[/i][/b] are you skipping all of the targets available
[editline]I don't know or care[/editline]
IF YOU KEEP MISBEHAVING I'M GOING TO USE BOOSTPRO AND SWITCH TO MSVC
MAYBE THEY MIGHT JUST HAVE BETTER ERROR NAGS
Last night I was coding and I woke up to this ugly pile of shit:
[code]
def read_map(self):
self.d_level = {}
for y in xrange(len(self.level)):
for x in xrange(len(self.level[0])):
if self.map_defs[(self.level[y][x]+'/n')[0]] == 'tile/n':
image = self.map_defs[(self.level[y][x]+'/n')[1]]
image = image[:(len(self.map_defs[(self.level[y][x]+'/n')[1]]) - 2)]
self.d_level['tile'+str(y)+str(x)] = Tile(image, 16)
[/code]
What was I thinking?!
On another note its my birthday.
[QUOTE=iPope;15963831]Last night I was coding and I woke up to this ugly pile of shit:
[code]
def read_map(self):
self.d_level = {}
for y in xrange(len(self.level)):
for x in xrange(len(self.level[0])):
if self.map_defs[(self.level[y][x]+'/n')[0]] == 'tile/n':
image = self.map_defs[(self.level[y][x]+'/n')[1]]
image = image[:(len(self.map_defs[(self.level[y][x]+'/n')[1]]) - 2)]
self.d_level['tile'+str(y)+str(x)] = Tile(image, 16)
[/code]
What was I thinking?!
On another note its my birthday.[/QUOTE]
Haha happy birthday, sucks you made yourself such a messy present
[QUOTE=iPope;15963831]Last night I was coding and I woke up to this ugly pile of shit:
[code]
def read_map(self):
self.d_level = {}
for y in xrange(len(self.level)):
for x in xrange(len(self.level[0])):
if self.map_defs[(self.level[y][x]+'/n')[0]] == 'tile/n':
image = self.map_defs[(self.level[y][x]+'/n')[1]]
image = image[:(len(self.map_defs[(self.level[y][x]+'/n')[1]]) - 2)]
self.d_level['tile'+str(y)+str(x)] = Tile(image, 16)
[/code]
What was I thinking?!
On another note its my birthday.[/QUOTE]
Can I ask what language that is, it seems rather friendly.
Its python.
Yes it is a messy present, but after rather alot of debugging it works very well :)
[QUOTE=ZomBuster;15963502]if you put the camera between the 2 portals you would see an endless amount of presents :v:[/QUOTE]
Uh sure but that wasn't the point of the screenshot (which was to show an object going through the same portal 2 times, thus getting split into 3 parts).
I know, those damn portals screw with my mind :(
Made a bit more progress on my game, more changes under the hood than visual but here are a few things:
-Got tired of navigating menus using WASD so I've overhauled the UI and now use the mouse to get around.
One screen to get a major update is the map loading screen which now features map previews. This also makes it a lot easier to cope with large numbers of maps in the levels folder.
I'm thinking of how to use the blank space on the sides though, perhaps feature high scores?
-Teleports are now about 90% done, visually they're complete (see second screenshot) but there are a few bugs that stop them from working on some maps for some reason. The way I'm doing it at the moment is when loading maps, whenever it encounters a teleporter in the save file it adds its co-ordinates to an array, and when it finds the second teleporter it will add that to the second part of the array, then whenever the player reaches these co-ordinates, they'll move to the other set of co-ordinates. I guess I just need to carefully debug to see what's causing the problem.
[img]http://filesmelt.com/Imagehosting/pics/5b350fd8dde604e0dec62ca75cbf7123.png[/img]
[QUOTE=MADmarine;15964030]Made a bit more progress on my game, more changes under the hood than visual but here are a few things:[/QUOTE]
Because of you I want to make a 3D game :v:
Eh, I'm taking Garry's advice and going to Torque.
[QUOTE=Overv;15964078]Because of you I want to make a 3D game :v:[/QUOTE]
Haha, go for it. I've had so much fun making this game so far, I've learnt so much.
One thing I always do when making games though is choose something completely different from my previous projects, that way you gain much more skills. After all, making similar programs inevitably use similar code.
My past two games were a desert island survival FPS, that taught me a lot of about inventory management and AI programming. My other game was a 3D paint game, which taught me a lot about managing UI and object manipulation.
[QUOTE=MADmarine;15964223]Haha, go for it. I've had so much fun making this game so far, I've learnt so much.
One thing I always do when making games though is choose something completely different from my previous projects, that way you gain much more skills. After all, making similar programs inevitably use similar code.
My past two games were a desert island survival FPS, that taught me a lot of about inventory management and AI programming. My other game was a 3D paint game, which taught me a lot about managing UI and object manipulation.[/QUOTE]
Are these games available to us?
Also what's easier/better Direct X or SDL?
[QUOTE=HubmaN V2;15963682]"Portal render depth". It's snuck into the Options dialog.
[editline]12:40AM[/editline]
Oh, yeah, I'm currently wrestling with bjam, which is being a fucking bitch. Seriously, it's decided not to compile anything because a large bunch of folders which I have no idea why bjam didn't create itself are missing.
[editline]12:40AM[/editline]
I'm seriously tempted to use BoostPro and see if I can mangle it into Code::Blocks.
[editline]12:43AM[/editline]
Oh, no, wait, I'll have to use Microsoft's compiler then. Fuck.
[editline]12:56AM[/editline]
why the [b][i]fuck[/i][/b] are you skipping all of the targets available
[editline]I don't know or care[/editline]
IF YOU KEEP MISBEHAVING I'M GOING TO USE BOOSTPRO AND SWITCH TO MSVC
MAYBE THEY MIGHT JUST HAVE BETTER ERROR NAGS[/QUOTE]
You should get a twitter account.
[QUOTE=nullsquared;15962498]Super mind fuck:
Object is split in 3 pieces :derp:[/QUOTE]
Have you tried doing it more than just twice? I'm wondering if it would a) lag to hell, or b) physics would shit bricks when the object is hitting its clones making some sort of infinite loop of kookyness.
[QUOTE=jivemasta;15965484]Have you tried doing it more than just twice? I'm wondering if it would a) lag to hell, or b) physics would shit bricks when the object is hitting its clones making some sort of infinite loop of kookyness.[/QUOTE]
Nah, it won't lag or shit bricks. It can just fuck itself in the ass if you end up creating a scenario where parts of the object don't have any space to populate.
Don't know if it's already been asked, but I guess you wrote the physics engine yourself?
[QUOTE=Overv;15966100]Don't know if it's already been asked, but I guess you wrote the physics engine yourself?[/QUOTE]
What am I, crazy?! Of course not. I'm using Newton Game Dynamics (the v2.0 beta).
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