• What are you working on? V2
    2,001 replies, posted
In my WIP game, the wizards' ultimate spell is the Essence of Fire. You can spawn a rift to the center of the Earth and let the fire pour through. Or rather, you shape the fire into fireballs. Here you can see me shaping about 20 of them to terrorize the poor tutorial enemy I happened to make first into the game: [IMG]http://cubeupload.com/files/fecc00essenceofflame2.png[/IMG]
[QUOTE=Namelezz!;16724356]In my WIP game, the wizards' ultimate spell is the Essence of Fire. You can spawn a rift to the center of the Earth and let the fire pour through. Or rather, you shape the fire into fireballs. Here you can see me shaping about 20 of them to terrorize the poor tutorial enemy I happened to make first into the game: [IMG]http://cubeupload.com/files/fecc00essenceofflame2.png[/IMG][/QUOTE] You are going are progressing with godly speed, I like the progress.
What libraries are you using?
Working on my space shooter again. Trying to get the enemies to shoot, but somehow they end up shooting backwards and killing themselves. My enemies are emos. [editline]07:14PM[/editline] Okay I got it fixed. I did a terrible job refactoring my bullet class to handle player bullets and enemy bullets. I did some copying and pasting, so when an ememy fired it added the bullet to the player's list of bullets so it was going the wrong way, and player bullets check to see if they've hit an enemy. Right now enemies just fire as fast as they can (once per frame basically) because I haven't gotten it set up to fire based on time yet. Also, the player can't fire anymore. Probably more terrible refactoring...
[QUOTE=PvtCupcakes;16725427]Working on my space shooter again. Trying to get the enemies to shoot, but somehow they end up shooting backwards and killing themselves. My enemies are emos.[/QUOTE] Do you check the collision between the Projectile and Enemy/Player? You should store the "shooter" of the projectile in the Projectile class and check if the collision is not with it.
[img]http://img9.imageshack.us/img9/1337/horay2.jpg[/img] Isometric Terrain Editor that I decided to have a shot at after seeing all those isometric projects people were working on earlier in the thread. Originally I was using SFML Polygons for each tile, until I found that the polygon points were not absolute and now I've rewritten it to do lines between the nodes. Still working on finding the closes node to the mouse and allowing the terrain to be raised and lowered, current terrain was hardcoded.
That makes me want to start learning C++ again Matt.
Nice Mattz333
[QUOTE=Mattz333;16740510]Isometric Terrain Editor that I decided to have a shot at after seeing all those isometric projects people were working on earlier in the thread. Originally I was using SFML Polygons for each tile, until I found that the polygon points were not absolute and now I've rewritten it to do lines between the nodes. Still working on finding the closes node to the mouse and allowing the terrain to be raised and lowered, current terrain was hardcoded.[/QUOTE] Good work! Reminds me of the terrain editing in RCT.
Wondering if anybody knows what the fuck is going on with AS3's ByteArrays. I'm trying to make a simple socket server in C++ which I have done, but casting shit like floats and int's received from flash give me weird results. I'm a complete noob working with bits but I found that I can shift shorts by 8 and get the correct value in C++ but I have no idea how it works so I can't do the same for floats and ints. Simple bytes (chars) work fine.
A Javascript message generator, among other things: [img]http://www.facepunch.com/fp/rating/heart.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img][img]http://www.facepunch.com/fp/rating/heart.png[/img][img]http://www.facepunch.com/fp/rating/heart.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img][img]http://www.facepunch.com/fp/rating/heart.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img] [img]http://www.facepunch.com/fp/rating/heart.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img][img]http://www.facepunch.com/fp/rating/heart.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img][img]http://www.facepunch.com/fp/rating/heart.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img][img]http://www.facepunch.com/fp/rating/heart.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img] [img]http://www.facepunch.com/fp/rating/heart.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img][img]http://www.facepunch.com/fp/rating/heart.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img][img]http://www.facepunch.com/fp/rating/heart.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img][img]http://www.facepunch.com/fp/rating/heart.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img] [img]http://www.facepunch.com/fp/rating/heart.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img][img]http://www.facepunch.com/fp/rating/heart.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img][img]http://www.facepunch.com/fp/rating/heart.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img][img]http://www.facepunch.com/fp/rating/heart.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img] [img]http://www.facepunch.com/fp/rating/heart.png[/img][img]http://www.facepunch.com/fp/rating/heart.png[/img][img]http://www.facepunch.com/fp/rating/heart.png[/img][img]http://www.facepunch.com/fp/rating/heart.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img][img]http://www.facepunch.com/fp/rating/heart.png[/img][img]http://www.facepunch.com/fp/rating/heart.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img][img]http://www.facepunch.com/fp/rating/heart.png[/img][img]http://www.facepunch.com/fp/rating/heart.png[/img][img]http://www.facepunch.com/fp/rating/heart.png[/img][img]http://www.facepunch.com/fp/rating/heart.png[/img][img]http://www.facepunch.com/fp/rating/box.png[/img]
[QUOTE=Stickmoose;16741390]Wondering if anybody knows what the fuck is going on with AS3's ByteArrays. I'm trying to make a simple socket server in C++ which I have done, but casting shit like floats and int's received from flash give me weird results. I'm a complete noob working with bits but I found that I can shift shorts by 8 and get the correct value in C++ but I have no idea how it works so I can't do the same for floats and ints. Simple bytes (chars) work fine.[/QUOTE] I once made a chat client in Flash using AS2's XMLSocket and a chat server in C++. It had basic chatting, a who-list and join/leave notifications.
Question for someone who's experienced with lua/luabind. Would it be possible to have a base class written in C++, complete with some virtual functions and static members, and have the inheritees written in lua, and then somehow "pull them back" into c++ so I can use them from there?
[QUOTE=Z_guy;16741331]Good work! Reminds me of the terrain editing in RCT.[/QUOTE] That's what I'm hoping to achieve, I really liked the old style RCT terrain and once a few problems are solved I'm going to get the terrain filled and shadows added, then work on a system for adding objects to the terrain.
[QUOTE=Sporbie;16741715]Question for someone who's experienced with lua/luabind. Would it be possible to have a base class written in C++, complete with some virtual functions and static members, and have the inheritees written in lua, and then somehow "pull them back" into c++ so I can use them from there?[/QUOTE] Yes, as userdata I think. [b]Edit:[/b] Oh wait, inheritees, nevermind.
[QUOTE=Sporbie;16741715]Question for someone who's experienced with lua/luabind. Would it be possible to have a base class written in C++, complete with some virtual functions and static members, and have the inheritees written in lua, and then somehow "pull them back" into c++ so I can use them from there?[/QUOTE] No. All inheritance has to be done at compile-time.
[QUOTE=Namelezz!;16724356] [IMG]http://cubeupload.com/files/fecc00essenceofflame2.png[/IMG][/QUOTE] You might want to use additive blending on that effect; right now it gets a little dark around the edges. EDIT: or is that your bloom effect, you may want to use additive on [i]that[/i]. ------- [QUOTE=Mattz333;16740510][img]http://img9.imageshack.us/img9/1337/horay2.jpg[/img] [/QUOTE] Are you drawing individual sf::Shapes for each line, an are you generating those with sf::Shape::Line? if you are, you may want to look into using OpenGL calls, greatly increasing the speed: (coding off the to of my head, don't have my IDE with me at the moment, I think it's right, but double check before using) [cpp] glBegin(GL_LINES); glColor3f(1.0f, 1.0f, 1.0f); glVertex2f(x,y); glVertex2f(x,y); glEnd(); [/cpp] just remember to save and restore states. Either enable SFML's automatic gl state saving, or use your own calls, which may be what you want, as it keeps the sfml projection matrices, and so coordinates line up. You do have to make sure to clear the color before drawing that way, or you'll only get color multiplication. (again, I'd share the code for this, but I don't quite remember, and I don't have my sources with me). For example, I'm using GL_LINES for the polygons in this(somewhat old screenshot, ignore the text): [img]http://i295.photobucket.com/albums/mm156/BMCha/LevelEditor2.png[/img]
[QUOTE=BMCHa;16742308] Are you drawing individual sf::Shapes for each line, an are you generating those with sf::Shape::Line?[/QUOTE] Yeah I am, I've basically got a loop that loops through every set of 4 nodes (square) and draws 4 lines. If OpenGL can do this faster then I will look into it, The only reason I'm using SFML is for the ability to draw lines simply. Preferably though I would be using some sort of Polygon that I can Fill with color, but SFML's Polygons seem to use a relative coordinate system rather than absolute.
[QUOTE=Z_guy;16741578]I once made a chat client in Flash using AS2's XMLSocket and a chat server in C++. It had basic chatting, a who-list and join/leave notifications.[/QUOTE] Yeah that would be fine and dandy and all but I'm not using XML
[QUOTE=Mattz333;16742409]Yeah I am, I've basically got a loop that loops through every set of 4 nodes (square) and draws 4 lines. If OpenGL can do this faster then I will look into it, The only reason I'm using SFML is for the ability to draw lines simply. Preferably though I would be using some sort of Polygon that I can Fill with color, but SFML's Polygons seem to use a relative coordinate system rather than absolute.[/QUOTE] If you're drawing 1px wide lines, as you seem to be doing now, I'd go with OpenGL. What SFML's line fuction does is it returns an sf::Shape with 4 points, spaced to produce a line(which does have the feature of variable width). As for filling with color, you'd have to make the move to quads or tris. Depending on what you're doing, you may not need to move away from sf::Shapes, but I thought I'd tell you in case you need more speed.
[QUOTE=Stickmoose;16743429]Yeah that would be fine and dandy and all but I'm not using XML[/QUOTE] You don't need any sort of library to use XML. All you need to do is write something that reads a file, and the XML tags just identify the information contained between them. When you read a line like this: <name>Frank</name> your parser can go hey, that tag says name, that must mean I should store Frank as the name of the person.
I want to make a parser
[QUOTE=PvtCupcakes;16744109]You don't need any sort of library to use XML. All you need to do is write something that reads a file, and the XML tags just identify the information contained between them. When you read a line like this: <name>Frank</name> your parser can go hey, that tag says name, that must mean I should store Frank as the name of the person.[/QUOTE] But I'm not using XML, I'm using structs. The whole reason I'm not using XML is because I don't want to parse shit and have all the extra overhead when sending across network.
[code] int FindPowTen(int number) { number/= 10; if(number== 0) return 0; else return (FindPowTen(number)+ 1); } [/code] Recursion is a lot harder than it seems it should be. Just contemplating this gave me a headache, I kept thinking "How can I keep track of information without passing a variable as an argument?" I'm sure this is a no sweat for you guys :D
If I'm not mistaken that's an infinite recursion. If you divide an integer by 10 the result can only be 0 if it the integer was 0 before.
I'm making the tiles for my FP Challenge 1 game. What's better? Making the borders in extra sprites and fitting them together to make nice cliffs or making a sprite for every possible combination and loading them all? My tiles are 25x25px and the borders are 5px. Does loading all the tiles even matter if they are that small? [IMG]http://i27.tinypic.com/2ltrs6p.png[/IMG] [B]Edit:[/B] Did garry fuck up automerge again? :argh:
Wrote a bookmarlket for kicks: [code]javascript:var a = document.getElementsByTagName('a');if (a.length > 0){for (var i = 0; i < a.length; i++) {var b = "";var c = 0;for (var x = 0; x < a[i].textContent.length; x++) {var d = 'FF0000';if (c == 6) {d = '660066';c = 0} else if (c == 5) {d = '9900FF';c++} else if (c == 4) {c++;d = '0000FF';} else if (c == 3) {c++;d = '00FF00';} else if (c == 2) {c++;d = 'CCFF00';} else if (c == 1) {c++;d = 'FF9900';} else if (c == 0) {c++;d = 'FF0000';};b += "<b><font face='Tahoma' size='5' color='#"+d+"'>"+a[i].textContent.charAt(x)+"</font></b>"; };a[i].innerHTML = b;};};void(0);[/code] Makes all links rainbow colored, I blame the beer.
I wrote a guitar hero-like over the course of a night and a snack and lunch and just recently ditched it because I have no idea what I was thinking when I planned it out - good god, the structure is a mess. [media]http://www.cubeupload.com/files/e81e00untitled.png[/media]
[QUOTE=Robber;16751432]I'm making the tiles for my FP Challenge 1 game. What's better? Making the borders in extra sprites and fitting them together to make nice cliffs or making a sprite for every possible combination and loading them all? My tiles are 25x25px and the borders are 5px. Does loading all the tiles even matter if they are that small? [IMG]http://i27.tinypic.com/2ltrs6p.png[/IMG] [B]Edit:[/B] Did garry fuck up automerge again? :argh:[/QUOTE] I haven't got a clue what your asking, could explain differently or maybe use a diagram?
[QUOTE=iPope;16752987]I haven't got a clue what your asking, could explain differently or maybe use a diagram?[/QUOTE] the green bits are 5x5 tiles and the blocks are 25x25. Probably best to do it that way so you can just make 5x5 tiles to have a different style border without making a whole new block bit
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