• What are you working on?
    1,001 replies, posted
I'm just remaking something I've made before, just better, and more efficient >_>...
Meh, I started working on a Facepunch Game because I was bored. So far I've got a Basic Gui Class down and it works pretty well (I'm surprised). [img]http://imgkk.com/i/I5gQ8O0x.png[/img]
I'm currently working on a 2d top down GTA-style game that will be online multiplayer and totally dynamic gamemodes scriptable via LUA. Screenies soon..
[QUOTE=Sloped;15833581]Meh, I started working on a Facepunch Game because I was bored. So far I've got a Basic Gui Class down and it works pretty well (I'm surprised). [img]http://imgkk.com/i/I5gQ8O0x.png[/img][/QUOTE] That GUI looks VERY nice.
[QUOTE=Chandler;15834229]That GUI looks VERY nice.[/QUOTE] I can't tell if that's sarcastic or not, seeing as there are only two examples of anything in the screeny.
A game where you smack around goblin things that run at you and they go ragdoll. It's highscore based and uses Bullet and Irrlicht. Inspired by some thing I read once "how many 5 year olds could you take on at once" Screens to follow.
Nice, I want to see these screens hehe.
[QUOTE=Maurice;15828784]Thanks a lot! I finished the floyd one just now. [img]http://filesmelt.com/Imagehosting/pics/26ad17295fb1279e041cf2c882369b89.png[/img] [img]http://filesmelt.com/Imagehosting/pics/f2ee85f0aaafa6f97c976af499b50650.png[/img] (Original, .............. Old, ................ New)[/QUOTE] I prefer the old style. The new one looks too rough.
Not much of coding, really... Mostly making small games with Construct Game Maker, but I do some Visual Basic too... Mostly fun stuff though, that doesn't have much of a meaning. /Posting in a Garry Thread.
Got my graph control looking good, and added the ability to define how random it should be in places.. [img]http://img.garry.tv/Botch/ParticleEditor011.png[/img]
Since I didn't finish it too long ago I think I'll post the roller coaster simulator I made for my physics teacher (computing coursework). Made with SFML. I programmed everything else myself. Tracks are stored as a series of 41 unsigned integers in a file, so if you wanted you could easily make a perfect sin curve just by making a program to do it and writing it to the file. You basically draw the track while in edit mode, go into simulation mode, press go and it runs, updating the bottom values as you go. The top 3 values are ones that you update. [img]http://imgkk.com/i/FRJh0J4c.jpg[/img] [img]http://imgkk.com/i/sh5IUCoE.jpg[/img] [img]http://imgkk.com/i/gnTFdhfe.jpg[/img] Also, it's nice that you are posting in the programming forum a bit more garry :buddy:
[QUOTE=garry;15828112]Who'd have guessed that so many people in this forum were actually capable of doing stuff![/QUOTE] Its because you asked us and we were all like shit, get back to work or hes going to close us down.
[QUOTE=garry;15836273]Got my graph control looking good, and added the ability to define how random it should be in places.. [img]http://img.garry.tv/Botch/ParticleEditor011.png[/img][/QUOTE] Do like the UI, is that from 2010?
I'm making a sidescrolling shooter, where you'll be a ball, and you'll be shooting other balls going at you. I choose balls because it makes collision detection easy and no need for art. Oh and trust me it's gonna be more interesting than it sounds.
[QUOTE=Jallen;15836616]Since I didn't finish it too long ago I think I'll post the roller coaster simulator I made for my physics teacher (computing coursework).[/QUOTE] Oh god I want it!
[QUOTE=efeX;15836976]Do like the UI, is that from 2010?[/QUOTE] No it's just windows forms.. using DotNetBar ([url]http://www.devcomponents.com/dotnetbar/[/url])
[QUOTE=Maurice;15837051]Oh god I want it![/QUOTE] The physics are a little off in places, like if you make the track really spikey it can kind of go beserk, like in gmod where you crush a complex contraption. But you can watch me using it :P [media]http://www.youtube.com/watch?v=jbpuOpHPhQo[/media] [editline]02:28PM[/editline] [QUOTE=MADmarine;15826806]I just started coding a simple maze game today. It's mainly to learn how to make a decent level editor.[/QUOTE] That looks really nice. What are you using for rendering?
[QUOTE=Jallen;15837150] But you can watch me using it :P [media]http://www.youtube.com/watch?v=jbpuOpHPhQo[/media] [/QUOTE] Ahahaha I love the high friction demonstration :v:
[QUOTE=Catdaemon;15836072]I prefer the old style. The new one looks too rough.[/QUOTE] Maybe the example was just making it look better. BILLY MAYS HERE WILL CONVINCE YOU! [img]http://filesmelt.com/Imagehosting/pics/844eb87c370b90462512737ce7b1d4d6.png[/img] I also just replaced +darkness with actual contrast. (Thanks to nos217) [img]http://filesmelt.com/Imagehosting/pics/faaa1a27e64d0bae302262dafd617925.png[/img] You can make it less messy with it.
[QUOTE=Maurice;15837573]Maybe the example was just making it look better. BILLY MAYS HERE WILL CONVINCE YOU! [img]http://filesmelt.com/Imagehosting/pics/844eb87c370b90462512737ce7b1d4d6.png[/img] I also just replaced +darkness with actual contrast. (Thanks to nos217) [img]http://filesmelt.com/Imagehosting/pics/faaa1a27e64d0bae302262dafd617925.png[/img] You can make it less messy with it.[/QUOTE] I honestly prefer the second Billy Mays. Just IMHO.
Well fine I'll make it able to use the old dithering. I don't even know why I'm sad about that, I made the old dithering algorithm! Of course it's better. I should make a GUI next and then post it here on FP.
[QUOTE=Jallen;15836616]Since I didn't finish it too long ago I think I'll post the roller coaster simulator I made for my physics teacher (computing coursework). Made with SFML. I programmed everything else myself. Tracks are stored as a series of 41 unsigned integers in a file, so if you wanted you could easily make a perfect sin curve just by making a program to do it and writing it to the file. You basically draw the track while in edit mode, go into simulation mode, press go and it runs, updating the bottom values as you go. The top 3 values are ones that you update. [img]http://imgkk.com/i/gnTFdhfe.jpg[/img] [/QUOTE] Wow, I'd really like to know how to make something like this. Not so much [i]"baww how do I du dizz"[/i] but I'm just wondering what resources you used if any.
[QUOTE=Maurice;15837638]Well fine I'll make it able to use the old dithering. I don't even know why I'm sad about that, I made the old dithering algorithm! Of course it's better.[/QUOTE] Perhaps b/c you invested time into making it better, but it did not turn out that way. Like I said, though, it's just in my honest opinion. The old one looks rather smooth, but the new one looks too noisy. [editline]10:40AM[/editline] [QUOTE=nullsquared;15828355]I [i]should[/i] be working on portalized. But I've come across several annoying issues. For example: for a level editor, what is an intuitive way to spawn different types of entities? Generic "props" are spawned gmod-style, so what about specific entities, like lights, etc.?[/QUOTE] Given that I'm still stuck on this, I did some other stuff: [img]http://imgkk.com/i/b81ZBjSQ.png[/img] Now that I've wasted enough time, I'm going to work on fixing up the GUI to make it more flexible. Garry, was the in-game GUI in GMod hand-written by yourself?
Nullsquared, are you going to release a beta of Portalized soon? It is so awesome.
[QUOTE=ddrl46;15837874]Nullsquared, are you going to release a beta of Portalized soon? It is so awesome.[/QUOTE] Yeah, the first release is meant to be this summer. I gotta work my ass off because there are so many bugs to fix and things to add before it can be released into a sea of both smart people and retards. Help me out: [quote=me] For example: for a level editor, what is an intuitive way to spawn different types of entities? Generic "props" are spawned gmod-style, so what about specific entities, like lights, etc.? [/quote]
Wow! Lots of awesome projects :) I'm just trying to learn Perl.
Okay, can't wait to see it released! :flashfap:
[QUOTE=nullsquared;15837759]Perhaps b/c you invested time into making it better, but it did not turn out that way. Like I said, though, it's just in my honest opinion. The old one looks rather smooth, but the new one looks too noisy. [editline]10:40AM[/editline] Given that I'm still stuck on this, I did some other stuff: [img]http://imgkk.com/i/b81ZBjSQ.png[/img] Now that I've wasted enough time, I'm going to work on fixing up the GUI to make it more flexible. Garry, was the in-game GUI in GMod hand-written by yourself?[/QUOTE] Don't you have any bigger screens?
[QUOTE=Spartan117;15838565]Don't you have any bigger screens?[/QUOTE] I resized them all to put them onto a single "comparison" image.
Could we see some higher resolution ones? Also, what rendering engine did you use?
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