• What are you working on? V2
    2,001 replies, posted
[QUOTE=nullsquared;16426229]That's the book I learned from.[/QUOTE] it's a good book.
I learned from 3dbuzz video tutorials. It's not that hard to grasp.
I'm currently working on reinstalling Visual Studio 2008 because the setup software Microsoft uses is a piece of shit.
[QUOTE=gparent;16427459]I'm currently working on reinstalling Visual Studio 2008 because the setup software Microsoft uses is a piece of shit.[/QUOTE] how so?
[QUOTE=efeX;16431597]how so?[/QUOTE] Well I tried to install the X64 compiler on top of my existing installation, and that somehow failed. I then went to uninstall the entire thing and reinstalling, and it crashed half-way through the uninstall, leaving me with a broken install. So I had to use the MSI ZAP or whatever they call it to do a complete removal, and now it bitches because it can't open a registry key. This wouldn't have happened if they used already existing and proven setup software like a smart person does... I mean, their crap tries to install on both my C and my D for some reason... really MS? I mean, I basically have to reinstall my OS because Visual Studio can't work right.
[QUOTE=gparent;16431703]Well I tried to install the X64 compiler on top of my existing installation, and that somehow failed. I then went to uninstall the entire thing and reinstalling, and it crashed half-way through the uninstall, leaving me with a broken install. So I had to use the MSI ZAP or whatever they call it to do a complete removal, and now it bitches because it can't open a registry key. This wouldn't have happened if they used already existing and proven setup software like a smart person does... I mean, their crap tries to install on both my C and my D for some reason... really MS? I mean, I basically have to reinstall my OS because Visual Studio can't work right.[/QUOTE] Even when it does work the installers take longer to complete than it takes to install the os itself. Not to mention it installs a boat load of crap that I don't want nor need like Microsoft SQL server.
[QUOTE=blankthemuffin;16431905]Even when it does work the installers take longer to complete than it takes to install the os itself. Not to mention it installs a boat load of crap that I don't want nor need like Microsoft SQL server.[/QUOTE] Maybe you're right about the last statement, but it doesn't take longer than the OS to install.
[QUOTE=efeX;16431932]Maybe you're right about the last statement, but it doesn't take longer than the OS to install.[/QUOTE] Depends if you're talking about a XP install or a Vista/Win7/Linux install. XP takes forever and a day, while the others are much saner. I'd say it roughly takes the same amount of time for me to install ubuntu as it does for me to install visual studio.
VS is longer than Ubuntu. There are more files to copy and a bunch of registry keys to add. It's pretty awful. And yeah, it does install a ton of shit I don't want (Explicitly ticking off SQL Server still installs SQL Server for some fucking dumb reason)
[QUOTE=blankthemuffin;16431956]Depends if you're talking about a XP install or a Vista/Win7/Linux install. XP takes forever and a day, while the others are much saner. I'd say it roughly takes the same amount of time for me to install ubuntu as it does for me to install visual studio.[/QUOTE] XP Takes roughly 15 minutes for me, as does Ubuntu. [QUOTE=gparent;16431987]VS is longer than Ubuntu. There are more files to copy and a bunch of registry keys to add. It's pretty awful. And yeah, it does install a ton of shit I don't want (Explicitly ticking off SQL Server still installs SQL Server for some fucking dumb reason)[/QUOTE] and yeah, it does still install the SQL server even if you don't tick it, which is pretty retarded.
[QUOTE=efeX;16432016]XP Takes roughly 15 minutes for me, as does Ubuntu. and yeah, it does still install the SQL server even if you don't tick it, which is pretty retarded.[/QUOTE] Well you're doing something different. Do you run on a ram drive or SSDs per-chance?
[QUOTE=blankthemuffin;16432044]Well you're doing something different. Do you run on a ram drive or SSDs per-chance?[/QUOTE] just an old IDE.
[QUOTE=-Matt-94;16426433]Still working on Python. I am reading about defining functions, but I got confused when he started mentioning about global and local variables. I understand the concept, but in one example, the code was totally weird. I guess I don't need to get that, but I do know the concept so it's good enough for me.[/QUOTE] All you need to know is: [code] var1 = 1 #This is global def foo(): var2 = 0 #This is local var2 += 45 #You can perform operations on a local variable only where it is defined, e.g only in this function var2 += 1 #This is an example, this would cause an error [/code] Sorry I'm crap at explaining.
[media]http://www.youtube.com/watch?v=qi_Uxb04Xq4[/media] it mooooves lolol
[QUOTE=Klownox;16425889]I'm running through [i]Beginning C++ Game Programming 2004[/i]. So far, so good. I'm done the second program in Chapter Two. :eng99:[/QUOTE] You learn a hell of a lot more than vidyagame-specific knowledge with that book, it's brilliant. (which is the point, of course, but then again you get to the STL in chapter 4...)
I'm also reading Beginning C++ Game Programming, pretty good read
[QUOTE=qurl;16434745][media]http://www.youtube.com/watch?v=qi_Uxb04Xq4[/media] it mooooves lolol[/QUOTE] Needs moar walking animation :D
Give it robot skin :D In other news, I made a program that takes a string, reverses it and uses a slightly modified, reversed ROT13 cypher. Producing [code] Facepunch has only three friends [/code] [code] hqcwtjv wwjsi bzca hos sncgkwnov [/code] I can see a few flaws.
[QUOTE=s0ul0r;16435314]Needs moar walking animation :D[/QUOTE] easy to add, looking for a pixel artist first though
MEE! I'll do it. Game engine progress (with some very rushed tiles): [URL=http://filesmelt.com/Imagehosting/#da42164d3285be1fcea9a6dd6478083f.png][IMG]http://filesmelt.com/Imagehosting/pics/da42164d3285be1fcea9a6dd6478083f.png[/IMG][/URL] Map loading and door concept. [URL=http://filesmelt.com/Imagehosting/#70ab26b30d793c1f51a265361151addc.png][IMG]http://filesmelt.com/Imagehosting/pics/70ab26b30d793c1f51a265361151addc.png[/IMG][/URL] Map preview concept/ mini-map
Pretty neat ipope! Also thanks for the example, I think I get it.
Really cool iPope! For level creation you could load/save levels to images and then each pixel will be a different tile.
Can someone help with collision detection, I can identify when a collision is happening but everything I try is buggy and breaks. At the moment I'm pushing the player away from the block depending on what direction they hit at but it results in jerky jumping and doesn't work very well.
Make sure to first move the player to the point of collision and then bounce him back.
[QUOTE=iPope;16439903]Can someone help with collision detection, I can identify when a collision is happening but everything I try is buggy and breaks. At the moment I'm pushing the player away from the block depending on what direction they hit at but it results in jerky jumping and doesn't work very well.[/QUOTE] Have you tried NOT moving the players into things in the first place?
One easy way I do it, is storing the last location of the player (obviously overwritten with each loop when there's a change). When a collision happens you simply move the player back to that position. That's a pretty simple approach that works, but has a few flaws.
[QUOTE=MADmarine;16444751]One easy way I do it, is storing the last location of the player (obviously overwritten with each loop when there's a change). When a collision happens you simply move the player back to that position. That's a pretty simple approach that works, but has a few flaws.[/QUOTE] Except if the player is for example 10px away from a wall, moves 20px in one frame into the wall and then has to be moved back to 10px away. Then you're going to end up with a margin where the player can't touch the wall. Edit: My 2D game only has square, axis-aligned box collisions so it's easy just to find the nearest edge and push the player there.
[QUOTE=iPope;16436660]MEE! I'll do it. Game engine progress (with some very rushed tiles): [URL=http://filesmelt.com/Imagehosting/#da42164d3285be1fcea9a6dd6478083f.png][IMG]http://filesmelt.com/Imagehosting/pics/da42164d3285be1fcea9a6dd6478083f.png[/IMG][/URL] Map loading and door concept. [URL=http://filesmelt.com/Imagehosting/#70ab26b30d793c1f51a265361151addc.png][IMG]http://filesmelt.com/Imagehosting/pics/70ab26b30d793c1f51a265361151addc.png[/IMG][/URL] Map preview concept/ mini-map[/QUOTE] (Not Responding)
Getting to grips with Core Animation, although a screensaver is rather overkill... [img]http://www.cubeupload.com/files/bf1000picture2.png[/img] [editline]04:18PM[/editline] The Quartz Composer is also rather nice, too. [img]http://www.cubeupload.com/files/d48e00picture3.png[/img]
[QUOTE=Vampired;16444947]Except if the player is for example 10px away from a wall, moves 20px in one frame into the wall and then has to be moved back to 10px away. Then you're going to end up with a margin where the player can't touch the wall. Edit: My 2D game only has square, axis-aligned box collisions so it's easy just to find the nearest edge and push the player there.[/QUOTE] Yeah I have experienced this before, as I said, it's not without it's flaws. One thing I was thinking about to improve this method was to use the previous location as a reference for which direction the object/player has came from, then use that with the location of the collision to work out where the player should be placed.
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