• What are you working on?
    1,001 replies, posted
well what's the error...
Nobody knows. You didn't even tell us what doesn't work.
The Newton forums now uses ReCaptcha. So now it's easy for everyone else.
There is no error as such it simply doesn't output the character defined in the call to mvaddch(). I've tried various different things, I was mainly looking to see if anyone automatically said I've not initialized my window correctly or something. [editline]09:06PM[/editline] If I change tempX to 7 like this: [code]mvaddch( 7, 7, 'z' );[/code] then it correctly outputs the character at co-ordinate 7, 7 so I don't see why the int variable tempX doesn't work. [editline]09:09PM[/editline] Ignore it I've been stupid.
[QUOTE=gparent;16080685]How the hell did a 6 year old get moderator access on the newton forums? o-O EDIT: Looking at his username, he might be foreign.. but still, you'd expect a moderator to have basic english typing skills.[/QUOTE] He's not 6 years old, he's Spanish. He's not a moderator, he's the admin. Also the guy who actually wrote (and is still writing) Newton.
Like they say the the prove of the pudding is in the eating, let us see how effective it is. Well I've learnt something today
[QUOTE=nullsquared;16081689]He's not 6 years old, he's Spanish.[/QUOTE] Yes. See edit (that you quoted, too...)
[QUOTE=gparent;16082555]Yes. See edit (that you quoted, too...)[/QUOTE] Yes. See rest of my post.
[QUOTE=nullsquared;16082826]Yes. See rest of my post.[/QUOTE] I did see it, nothing really new since after that EDIT I understood why he was there...
Decided on reflection that the space game wouldn't actually be much fun to play. Going to turn it into a tile mapped 2d rpg thing. I rewrote the movement code and some of the networking and stole a hl2 player model screenshot. [img]http://img.meteornet.net/uploads/maf6/ss.png[/img] Networking and collisions all work, yay.
[quote=jallen;16079128]newton fucking forum registration. [img]http://imgkk.com/i/vcynql8.png[/img] [/quote] j9277
[QUOTE=unironically;16084947]j9277[/QUOTE] How???
[QUOTE=zyxxyz;16086655]How???[/QUOTE] Concentrate. It's hard, but you can figure out what kinda stands out.
[QUOTE=qurl;16081807]Like they say the the prove of the pudding is in the eating, let us see how effective it is. Well I've learnt something today[/QUOTE] Post more of your project. I am enjoying watching your progress.
Working on a tool that will convert IRC server lists from different apps into XML, to be used with my IRC client, and which will also be made public
Hi, i am currently working on a Xbox360 game similar to "Soldat". Here are some (older) screenshots: [img]http://www.pramel.de/ToyBorgs/img/toyborgs_console061209.jpg[/img] [img]http://www.pramel.de/ToyBorgs/img/levels/level_04_preview.jpg[/img] And an older video of some gameplay with one player: [url]http://www.youtube.com/watch?v=VpNVebALeBQ[/url] Daniel
Very nice Daniel!
[QUOTE=LuaKiller;16093372]Very nice Daniel![/QUOTE] Thanks. Be sure to check it out once it is released at the end of september ;)
Cool, but i don't have a XBox 360 :(.
Because Garry posted something about network programming i could add, that this game supports host migration. A player starts a server, plays with some guys and when he quits the game, one of the clients becomes the new server on the fly
[QUOTE=Benji;16086739]Post more of your project. I am enjoying watching your progress.[/QUOTE] Soon, I haven't been feeling well lately so I haven't been working on it much. Also in need of a good pixel artist because I'm not sure how legal ripping habbo textures is :v: I'm not even sure what the point in the game is, I think I'm just going to clone habbo and give the player the choice to make their own player sprites and objects (And make them pay 10p per tile they take up :P) Think of a huge isometric flatgrass where people can build isometric cities using art they've made. Although I'm not sure how legal that would be because people could easily steal other peoples work. [editline]10:32AM[/editline] [QUOTE=dp2208;16092297]Hi, i am currently working on a Xbox360 game similar to "Soldat". And an older video of some gameplay with one player: [url]http://www.youtube.com/watch?v=VpNVebALeBQ[/url] Daniel[/QUOTE] Very awesome. The effects remind me of facewound. I'd play this if it was on PC and if it's modable :) [editline]10:33AM[/editline] [QUOTE=dp2208;16093816]Because Garry posted something about network programming i could add, that this game supports host migration. A player starts a server, plays with some guys and when he quits the game, one of the clients becomes the new server on the fly[/QUOTE] Kinda like what gta IV does (expect not as sloppy :v:)
[QUOTE=qurl;16093923] Very awesome. The effects remind me of facewound. I'd play this if it was on PC and if it's modable :) [/QUOTE] Yes, i saw the effect and thought that i should include something similar. The difference is, that it's possible to use our particle editor to create distortion effects. no extra coding needed ;) A video of the editor should be in my youtube profile. I am currently changing the characters to use ragdolls - the face wound zombie is head banging to metallica right now :) I should upload a video of it....
Finished getting chatting working.. (It might not look great, but it's working to an acceptable level right now) [img]http://img.garry.tv/Botch/17Jul2009_003.jpg[/img] [img]http://img.garry.tv/Botch/17Jul2009_004.jpg[/img] I changed my fonts systems so they're defined using text files, in the same way that materials are defined. This means I can do hotloading with them! (previously they were all hard coded in engine). [editline]03:59PM[/editline] Uck, I forgot about this D3DX trailing space bug.. grr..
Garry: [QUOTE=nullsquared;16074141]Garry, what type of entity system do you use? Component based, inheritance based, composition based, or what? How do you handle entity <---> entity communication?[/quote]
They're inheritance based, and communicate using messages (or directly if you want - but I'm trying to avoid that).
[QUOTE=garry;16097704]They're inheritance based, and communicate using messages (or directly if you want - but I'm trying to avoid that).[/QUOTE] I see. I also went the inheritance route, and currently use direct communication (after all, no communication system is better than member functions ;)) This does, however, involve some casting, so I'm curious: how does your message system work?
You guys have inspired me to pick actually start learning. Right now I'm using a book and writing basic cout shit in this RHIDE program thing. Should I be using Visual Studio? Right now I'm only doing basic console output stuff and I'm not sure if Visual Studio will over complicate the process, or just work the same but look a hell of a light nicer. Any suggestions would be appreciated.
[QUOTE=nullsquared;16097751]I see. I also went the inheritance route, and currently use direct communication (after all, no communication system is better than member functions ;)) This does, however, involve some casting, so I'm curious: how does your message system work?[/QUOTE] Kind of like sending a network message. I have a settings class, and I use that (mainly because I already have the code so I can message entities from the console for debugging etc). All the objects that inherit from my root MemberAccess object can receive messages in this way. 'Binding' is done like this.. [cpp] virtual void CommandSetup() { BaseClass::CommandSetup(); ADD_COMMAND( "ShowMenuToggle", ToggleShowMenu, CCF_CLIENT_ONLY ); } void COMMAND( ToggleShowMenu ) { Hide( !IsHidden() ); }[/cpp] COMMAND defines the function, which has a few members (command name, csettings object etc) Obviously, this system is only really used for lightweight things. Anything else that's more commonly called I would either cast, or ideally find some way to add it as a virtual function to the base class..
[QUOTE=Sean C;16098425]You guys have inspired me to pick actually start learning. Right now I'm using a book and writing basic cout shit in this RHINE program thing. Should I be using Visual Studio? Right now I'm only doing basic console output stuff and I'm not sure if Visual Studio will over complicate the process, or just work the same but look a hell of a light nicer. Any suggestions would be appreciated.[/QUOTE] You can stick with Visual Studio without any problems, unless it's a pre-7 version (2003, 2005, 2008 and 2010 are fine). When you are through with the book, take a look in [url=http://www.facepunch.com/showthread.php?t=766503]this thread[/url] for ideas :D
super-simple plane shooter (in Direct3D) [URL=http://www.cubeupload.com][IMG]http://www.cubeupload.com/files/48f600plane.png[/IMG][/URL]
Sorry, you need to Log In to post a reply to this thread.