[QUOTE=garry;15878345]realised that normal mapped sprites already work in my particle spawner.. (These are just normal single quad billboard sprites)
[hd]http://www.youtube.com/watch?v=DqCH_otAflc[/hd][/QUOTE]
Simply breathtaking :O
-snip-
[QUOTE=compwhiziitothemax;15864052]Ever use Sublime Text?
[url=http://imgkk.com/c/0nD.png][img]http://imgkk.com/t/0nD.png[/img][/url][/QUOTE]
The sidebar seems worthless to me. Why have a miniature view of your code down the side when you have incremental search and much more legible / understandable indicators down the scroll bar.
Or you could use headers to break your code up a bit.
Baww, I've been ignored by garry. :(
Lookin' good, though.
[QUOTE=blankthemuffin;15878919]The sidebar seems worthless to me. Why have a miniature view of your code down the side when you have incremental search and much more legible / understandable indicators down the scroll bar.[/QUOTE]
It's also a good program.
And you can see where you're dragging the sidebar, you can't with a scrollbar.
[QUOTE=Reason_Man;15847654]That's pretty cool, any other screens, specifically gameplay?[/QUOTE]
[media]http://img6.imageshack.us/img6/4030/ffioss.png[/media]Party page
[media]http://img44.imageshack.us/img44/4030/ffioss.png[/media] Battle scene
I've been starting to worrying that people will treat it like a "log-in-once-a-day-and-click-a-button"-game due to the lack of real-time (not having to reload the page every action) content.
[QUOTE=garry;15878475]Nor me until it worked tbh[/QUOTE]
Do you do your lighting in view-space? That's the only way I could see it working. (But if you do, it's no surprise, you've basically created a spatially flat sphere.)
And... after a long, confusing, annoying, debugging-hell day and night:
[img]http://imgkk.com/i/dKhFuOun.png[/img]
Both parts of the object are physical. They can even push each other.
[QUOTE=nullsquared;15882082]They can even push each other.[/QUOTE]
That just makes my head asplode thinking of all the paradoxes about how it could possibly push itself creating an infinite loop of force. Can't wait to play around with it.
[QUOTE=jivemasta;15882200]That just makes my head asplode thinking of all the paradoxes about how it could possibly push itself creating an infinite loop of force. Can't wait to play around with it.[/QUOTE]
And technically you can make a REALLY LOOOOONG object and put it through multiple sets of portals. Pushing it on one end would make it come out the other. I haven't tried this though, might put some stress on the computer... shouldn't really be a problem unless it's redirected more than 100 times or something.
[QUOTE=Kylegar;15876517]I was playing with the parameters in that screenshot, so it was kind of a lawlsy shot.
Also, I am moving off of sprites and into DrawUserPrimatives. I'll post screenshots when they aren't random likes strewn across the screen.[/QUOTE]
Isn't that meant for 3D primitives? Or do you just ignore z?
[QUOTE=Ortzinator;15882251]Isn't that meant for 3D primitives? Or do you just ignore z?[/QUOTE]
ignore z
EDIT: Tip of the day kids, don't mix SpriteBatch calls and DrawUserPrimitive calls. They change the device properties in the middle of rendering, and you get awesome results.
[img]http://www.kylegar.net/stuff/vectors.PNG[/img]
[QUOTE=nullsquared;15887078][media]http://www.youtube.com/watch?v=V_hF_wy0dHs[/media][/QUOTE]
Looks great! Is there going to be a game coming out of this? Is it going to be just like portal, or do you have anything special planned? (like changing size when you come out of the particle and shit)
[QUOTE=garry;15887356]Looks great! Is there going to be a game coming out of this?[/quote]
Uh, sort of. Not as in a story line, but more of a playbox. Kind of kind garrysmod, actually (but with more focus on physics stuff, like gravity tinkering and portals).
[quote]Is it going to be just like portal,[/quote]
Not at all.
[quote]or do you have anything special planned? (like changing size when you come out of the particle and shit)[/QUOTE]
Well that was already done in the old engine, I have to still do it in the new engine, though.
[url]www.portalized.org[/url]
Dude that looks to be going really well :). Keep it up.
[QUOTE=nullsquared;15887078][media]http://www.youtube.com/watch?v=V_hF_wy0dHs[/media][/QUOTE]
Wow, that looks great. I can't wait for the first public beta.
Jesus christ how did you do the awesome shadows?
I believe he used Ogre for rendering :). Unless you are talking about something else.
[QUOTE=Dlaor-guy;15887933]Jesus christ how did you do the awesome shadows?[/QUOTE]
Those are actually indirect shadows, not direct light shadows. (It's sort of a combination of AO and colour bleeding)
[editline]10:52AM[/editline]
[QUOTE=nos217;15887966]I believe he used Ogre for rendering :). Unless you are talking about something else.[/QUOTE]
Ogre doesn't do any of that by default, the shaders are all hand-written by moi.
[QUOTE=Dlaor-guy;15887933]Jesus christ how did you do the awesome shadows?[/QUOTE]
[url]http://www.ogre3d.org/forums/viewtopic.php?f=11&t=39809[/url]
[url]http://www.ogre3d.org/forums/viewtopic.php?f=11&t=42350[/url]
[QUOTE=Jallen;15888318][url]http://www.ogre3d.org/forums/viewtopic.php?f=11&t=39809[/url]
[url]http://www.ogre3d.org/forums/viewtopic.php?f=11&t=42350[/url][/QUOTE]
Those are both very old, this is better: [url]http://www.ogre3d.org/forums/viewtopic.php?f=11&t=47927[/url]
I might take a look at that. I've been meaning to learn shaders and 3d. It looks amazing.
source coding, but i guess that counts right?
[img]http://filesmelt.com/Imagehosting/pics/e9a0f6f1051eca47337192f9f885de69.png[/img]
pew pew
Nice! Metroid mod?
[QUOTE=nullsquared;15887078][media]http://www.youtube.com/watch?v=V_hF_wy0dHs[/media][/QUOTE]
boxes fell off at the end :v:
[QUOTE=Jallen;15869224]Well I'm a bit late on the IDE colouring thing but I just got up. So I'm going to post my awesome colour scheme anyway :buddy:
[media]http://imgkk.com/i/jnZU429p.png[/media][/QUOTE]
Oh please give me that!
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