• What are you working on?
    1,001 replies, posted
Then there is the colors and sizes... [img]http://imgkk.com/i/SpxKnE9U.png[/img][img]http://imgkk.com/i/LYWadqO2.png[/img] I like this one: [img]http://imgkk.com/i/wj1BUBFO.png[/img] So many options... Edit: Ah, I think this is good: [IMG]http://i26.tinypic.com/2yucb5w.png[/IMG]
finally fixed it! It doesn't Like google chrome, So for all the people with the same people just use ff or IE (*shudder*)
[QUOTE=wingless;15996484]finally fixed it! It doesn't Like google chrome, So for all the people with the same people just use ff or OE (*shudder*)[/QUOTE] Outlook Express? FUCK YEA
[QUOTE=Sasupoika;15996416]Then there is the colors and sizes... *images* I like this one: *huge image* So many options...[/QUOTE] Looks gorgeous. You could try varying the size and colour (white-yellow-orange-red) of each explosion.
[QUOTE=HubmaN V2;15996503]Outlook Express? FUCK YEA[/QUOTE] God damnit, I fixed it right as you posted this XD
[QUOTE=Robber;15996372]Blend looks much better. Thanks a lot! I'll try that. [B]Edit:[/B] New version up: [url]http://files.getdropbox.com/u/1106779/Tetris.jar[/url] Someone with a small screen please test that.[/QUOTE] Yup works fine for me :)
[QUOTE=MADmarine;15996688]Yup works fine for me :)[/QUOTE] Great! Now I only have to make a preview for the next Tetromino (piece) and scoring and a under-the-hood change. Then I'll work on the visuals.
Well I finally got the physics for my game working, this is just a test. It's not much, but I wrote the physics by myself, so I'm proud of it. [media]http://www.youtube.com/watch?v=U9OrdkJCI9c[/media]
Hey, that's really cool :D
[QUOTE=Sporbie;15997711]Well I finally got the physics for my game working, this is just a test. It's not much, but I wrote the physics by myself, so I'm proud of it. [media]http://www.youtube.com/watch?v=U9OrdkJCI9c[/media][/QUOTE] Awesome man, it's looking good!
I just wrote a bash script to commit and push to github. Here it is in case anyone finds it useful. [code]#!/bin/bash # add a value to this array for every project you want to push PROJECT_GIT_DIRS=("/home/olympus/programming/c++/raytrace") # add the name of each project to this array, indexes must be the same # TODO: read project names from directory name? PROJECT_NAMES=("Raytracer") # precalculate number of projects PROJECT_COUNT=${#PROJECT_GIT_DIRS[@]} # should we do a push to the repo as well? (by default) SHOULD_PUSH=0 # default commit message parameters DEFAULT_COMMIT_MSG="Auto-commit from git_push" USE_DEFAULT_COMMIT_MSG_IF_NEC=1 while [ 1 ] do echo "Which project do you want to commit?" # echo all the projects by name for (( i = 0; i < $PROJECT_COUNT; i++ )); do CUR_IDX=$(( i + 1 )) echo "$CUR_IDX: ${PROJECT_NAMES[${i}]}" done # read the selection read num # check for some exit conditions if [ "$num" = "exit" -o "$num" = "q" ]; then break fi # make sure we read an integer #if [[ $num != [0-9]* ]]; then if [ ! `expr $num + 1 2> /dev/null` ]; then # we read something else, tell them about it echo "You must enter a valid integer to select a project. You entered $num." continue fi if [ $num -gt $PROJECT_COUNT -o $num -le 0 ]; then echo "There is no project with the number $num." continue fi num=$(( num - 1 )) echo "Enter your commit message." read COMMIT_MSG # ask if they want to push also if [ $SHOULD_PUSH != 1 ]; then echo "Do you want to push to the repo as well?" read REPO if [ "$REPO" = "y" -o "$REPO" = "ye" -o "$REPO" = "yes" ]; then SHOULD_PUSH=1 fi fi echo "Committing project ${PROJECT_NAMES[$num]}..." # cd to the project dir and commit cd ${PROJECT_GIT_DIRS[$num]} # test for a commit message if [ -z "$COMMIT_MSG" ]; then if [ $USE_DEFAULT_COMMIT_MSG_IF_NEC -eq 1 ]; then echo "command: git commit -a -m \"$DEFAULT_COMMIT_MSG\"" echo "`git commit -a -m \"$DEFAULT_COMMIT_MSG\"`" else echo "command: git commit -a" echo `git commit -a` fi else echo "command: git commit -a -m \"$COMMIT_MSG\"" echo "`git commit -a -m \"$COMMIT_MSG\"`" fi # we can stop now if we don't want to push if [ $SHOULD_PUSH != 1 ]; then break fi echo "command: git push origin master" `git push origin master` break done[/code]
[QUOTE=Sporbie;15997711]Well I finally got the physics for my game working, this is just a test. It's not much, but I wrote the physics by myself, so I'm proud of it. [media]http://www.youtube.com/watch?v=U9OrdkJCI9c[/media][/QUOTE] Nice one! :D. I just fixed all of the bugs in my map maker (there were a few) and made the brush appear on top all of the time. I also split things into headers more evenly so that I can use the headers elsewhere. Tidied up the code a little and made the console output more informative. I'm going to add a straight line function later, but I have homework to do and my Dad needs some help with some things.
I'm currently debugging an annoying bug. [quote] destroying camera renderer::_spare::_camera from effect renderer::_spare destroying camera renderer::_shade::_camera from effect renderer::_shade destroying camera renderer::_lighting::_camera from effect renderer::_lighting [b]destroying camera root::_camera from effect renderer::_gbuffer[/b] destroying camera renderer::_blurShadeX::_camera from effect renderer::_blurShad eX [/quote] WTF IS MY GBUFFER THINKING
I'm remaking my DLauncher app in a more modular way.. the last edition was kind of a test and all the controls and shit were all on one form.
Garry, if you're reading this now, I LOVE YOUR GAME!!!!! :D I even chose to switch my CS:S server to gmod :D I love your game garry! :D :clint:
[QUOTE=Sporbie;15997711]Well I finally got the physics for my game working, this is just a test. It's not much, but I wrote the physics by myself, so I'm proud of it. [media]http://www.youtube.com/watch?v=U9OrdkJCI9c[/media][/QUOTE] That's awesome. [B]Edit:[/B] I'm trying out Java's fullscreen capabilities. [media]http://www.youtube.com/watch?v=l3yzXylHVfM[/media]
[QUOTE=Robber;15998576]That's awesome. [B]Edit:[/B] I'm trying out Java's fullscreen capabilities. [media]http://www.youtube.com/watch?v=l3yzXylHVfM[/media][/QUOTE] I had my speakers on loud listening to music, then suddenly this.
Damn I don't know how I should go about doing this straight line thing.
[QUOTE=nos217;15998960]Damn I don't know how I should go about doing this straight line thing.[/QUOTE] Well. Gradient = Rise / Run = change in x / change in y So if you know the position of point 1 and of point 2, get the gradient by using their x and y components, then for every pixel you go across, draw the brush as many pixels up as neccessary. So if the gradient works out to be 3 then you draw the brush 1 pixel along and 3 pixels up from the last place it was drawn. But remember origin is top left, so up is down. I'll go over it a little more detailed if you want, just shout.
[QUOTE=Jallen;15998673]I had my speakers on loud listening to music, then suddenly this.[/QUOTE] Sorry :v:
I'm making a 2D shooter. It's just started, here you can see the bullets and gore: [IMG]http://i32.tinypic.com/2vble0p.jpg[/IMG]
Got DLauncher to the same place I was before I started remaking it a couple of hours ago. Everything feels clean and awesome. I want to punch myself in the balls it's awesome.
[media]http://www.youtube.com/watch?v=MyRZV7RHdz4[/media] Copied from description: [quote]Another small milestone for the map maker I suppose. The main updates are: Absolutely bug free (!!!!), maps can be loaded and saved (sort of the main point in a map maker) and the brush now shows ontop of the drawn blocks, making it easier to see what you are drawing. The main bug fixed was that when the brush went out the window it would crash, and now I have managed to make the brush always stay inside. Good stuff.[/quote] [editline]05:27PM[/editline] [QUOTE=Jallen;15999042]Well. Gradient = Rise / Run = change in x / change in y So if you know the position of point 1 and of point 2, get the gradient by using their x and y components, then for every pixel you go across, draw the brush as many pixels up as neccessary. So if the gradient works out to be 3 then you draw the brush 1 pixel along and 3 pixels up from the last place it was drawn. But remember origin is top left, so up is down. I'll go over it a little more detailed if you want, just shout.[/QUOTE] Oh of course! Thanks a lot Jallen :). I shouldn't need more help, I actually did gradients a while back at school, can't believe I forgot. Thanks again.
[QUOTE=garry;15999375]Got DLauncher to the same place I was before I started remaking it a couple of hours ago. Everything feels clean and awesome. I want to punch myself in the balls it's awesome.[/QUOTE] If you don't do it, I would be honored to punch you in the balls my good sir
I'm also currently debugging an annoying bug. [img]http://www.cubeupload.com/files/c2ec00untitled.png[/img] Eh, I'll just build the trunk again. If it doesn't fix itself magically I'll have to beg for help.
[URL=http://www.cubeupload.com][IMG]http://www.cubeupload.com/files/db5000image.png[/IMG][/URL] balls diffuse shaded ones even
Coming along nice :D.
[QUOTE=ZomBuster;15999586][URL=http://www.cubeupload.com][IMG]http://www.cubeupload.com/files/db5000image.png[/IMG][/URL] balls diffuse shaded ones even[/QUOTE] Now add anti-aliasing
[img]http://img196.imageshack.us/img196/676/ss13screen1.png[/img] ss13 clone in c++ with sfml for opengl context and input and shit watup
:O Awesome, someone was working on a while back but it seems dead.
Sorry, you need to Log In to post a reply to this thread.