Playing with Garry's Ticker Code, censored to protect the innocent:
[media]http://img4.imageshack.us/img4/4841/stalkingg.png[/media]
It's still pretty hideous, I'm playing around with HTML5 local storage, I'm storing the LastPost variable so that it doesn't fill the screen on every page change. It's working out pretty well so far, despite being ugly. I'm also using a gigantic (fake) associative array of data:uri crap, because hotlinking is impolite.
[QUOTE=Tezza1234;16886614]Tweaked some code and got the internal stuff to run faster which allowed me to create a flip tile, resulting in being able to create messes such as this:
[media]http://www.youtube.com/watch?v=9jxFg_175ZE[/media]
It also allows me to up the speed of the songs by a hell load!, Super fast death metal songs D:
(There's no actual timing issues, It seems Fraps likes to mess it up somehow o.0)
Still trying to devise a way of saving the grid and reloading it, It's looking like a custom file format of sorts is best.. XML Serialization Resulted in an 80MB File It's one massive array of tile_structs :v:[/QUOTE]
Have you considered serializing to an array of enum values, or simply integers representing the tile type? If that still takes up too much space, you can always save to a binary format with a series of bytes representing the tile type.
[QUOTE=Tezza1234;16886614]
Still trying to devise a way of saving the grid and reloading it, It's looking like a custom file format of sorts is best.. XML Serialization Resulted in an 80MB File It's one massive array of tile_structs :v:[/QUOTE]
[url=http://code.google.com/apis/protocolbuffers/docs/proto.html]Google Protocol Buffers[/url]
[QUOTE=VoiDeD;16900514]Have you considered serializing to an array of enum values, or simply integers representing the tile type? If that still takes up too much space, you can always save to a binary format with a series of bytes representing the tile type.[/QUOTE]
It's looking like a series of bytes may the be the only solution,
Maybe:
<header><tiletype><tilecolour><active><tiletype><tilecolour><active><tiletype><tilecolour><active>
Tiletype goes from 1 to 10
Tilie colour is 1 to 25
active is a bool
There's 262144 Tiles in a standard grid.
My fear is of a non-robust file, but I suppose that In-code error checking isn't too much to do.
[editline]04:38PM[/editline]
[QUOTE=nullsquared;16900631][url=http://code.google.com/apis/protocolbuffers/docs/proto.html]Google Protocol Buffers[/url][/QUOTE]
This looks promising, Thanks!
[QUOTE=Sasupoika;16901554][media]http://www.youtube.com/watch?v=atwsPM_DmlM[/media]
:razz:[/QUOTE]
That looks great... and really hard. :v:
[QUOTE=Sasupoika;16901554][media]http://www.youtube.com/watch?v=atwsPM_DmlM[/media]
:razz:[/QUOTE]
Awesome, Now if only you were to have a pacman boss. Which when its mouth is clode does nothing, but when its open it fires out bullet hell. And it opens its mouth alot :D
I love writing problems down on paper, makes them so much easier to solve. Also, having a written to-do list speeds things up; like that guy quoted garry as saying.
Trying to get my webapp working on IIS. For some reason it kill the thread, and Mono XSP does not, what a fail!
[url]http://forums.srcds.com/viewtopic/11604[/url]
My Acekard2 came in the mail :woop:
Well I had a long think about how to save stuff, my main goals were:
- As little amount of extranious information as possible to reduce file size (Labels a No no, Ini files are out :v:)
- Human readability for debugging
- Easily parsable
So I thought, only save changed tiles (Duh.. :downs:) that cuts down as much as 26,000 Lines, calculate stuff that can be calculated inside the program to cut down saved data and use simple text based saving with a character delimiter since one is not neede in user-edited fields a name clash is impossible.
I came out with a primitive, yet workable format that seems to work, and I can debug it with a text editor!
It's so simple I keep wondering wetehr there is a downfall to it :s
[code]
@@-begin-@@
Untitled
Nameless
10
False
1
32|32
@@-tiles-@@
28|16|0|11|0
28|17|0|11|0
@@-musos-@@
0|6|6|a3d408Piano1|1|0.5
@@-end-@@[/code]
I am almost certainly gonna hash some/all of the file to make sure of certain pieces of data.
[QUOTE=Tezza1234;16908689]snip[/QUOTE]
Am I missing something here? if you have a fixed amount of colours for tiles then surely you can just assign them a number? 18x15 grid, means 270 numbers and a really tiny save size.
[QUOTE=blankthemuffin;16897311]If you're going to belittle his work, at least have a decent go.
All the features he has implemented are conveniently covered by XNA tutorials and samples and it doesn't look like he's done more than stick them all into one app.
[url]http://creators.xna.com/samples/gamestatemanagement[/url]
[url]http://creators.xna.com/en-US/sample/bloom[/url][/QUOTE]
where exactly did I "belittle" his work?
and he's known for copying tutorials and calling it his own work.
oh, [url]http://www.xnadevelopment.com/tutorials.shtml[/url]
i guess i am now?
[QUOTE=Pj The Dj;16910542]Am I missing something here? if you have a fixed amount of colours for tiles then surely you can just assign them a number? 18x15 grid, means 270 numbers and a really tiny save size.[/QUOTE]
Each "Composition" is an instantiated class which takes care of all the music-playing-musos, tiles(X,Y,Colour,Type,Paramter1, Parameter2), samples (File Names, and a sound buffers) and the colour palette (Array of 25 Color) and the settings the Musos have (Speed, volume, Direction, Reset point, Type, SampleSet) and global setting (Global Speed, Drawing position, Grid enabled) So it's a hell of a lot of data to save.
But for some reason it never occured to me that certain things could be computed on load (such as sample set, Filenames, by representing a samplset with a unique ID (That's what "a3d408Piano1" is)) - the way it is represented in my code was leading me to belive there was only one way of going about it robustly.
Rate me box for not thinking about it cleverly in the first place :downs:
[QUOTE=Tezza1234;16910680]Each "Composition" is an instantiated class which takes care of all the music-playing-musos, tiles(X,Y,Colour,Type,Paramter1, Parameter2), samples (File Names, and a sound buffers) and the colour palette (Array of 25 Color) and the settings the Musos have (Speed, volume, Direction, Reset point, Type, SampleSet) and global setting (Global Speed, Drawing position, Grid enabled) So it's a hell of a lot of data to save.
But for some reason it never occured to me that certain things could be computed on load (such as sample set, Filenames, by representing a samplset with a unique ID (That's what "a3d408Piano1" is)) - the way it is represented in my code was leading me to belive there was only one way of going about it robustly.
Rate me box for not thinking about it cleverly in the first place :downs:[/QUOTE]
You could have had a two file thing, such as a yaml file indicating specific map information, and then having the actual map be nothing more than an extension-less file with a series of numbers in it. Then you just have a relative path to the filename stored in the maps config file. That way if something fucks up you're only changing one file, and during debug mode you could (theoretically) have the file loaded into memory, and then rendered with each run, so while your game is running you could be editing the map in realtime.
[QUOTE=efeX;16910588]where exactly did I "belittle" his work?
and he's known for copying tutorials and calling it his own work.
oh, [url]http://www.xnadevelopment.com/tutorials.shtml[/url]
i guess i am now?[/QUOTE]
Who cares? That's how most people learn. If he's having fun then why do you care?
Been modelling something for a uni game project:
sketched this:
[IMG]http://filebox.me/files/wdif94n9k_s3.png[/IMG]
Model:
[IMG]http://filebox.me/files/52pmg9jsb_s1.png[/IMG]
[IMG]http://filebox.me/files/2q92p75wh_s2.png[/IMG]
I have almost finished modelling, cant decided wether or not to sink the tray in. Then I've gotta UV map and texture it. My inspiration was from the KAMAZ dakar trucks:
[img]http://karavshin.org/blogs/black-coffee/archive/kamaz-flying.jpg[/img]
Haha, that looks awesome. Making a game with it?
[QUOTE=nos217;16922097]Haha, that looks awesome. Making a game with it?[/QUOTE]
Thanks :v:. Yeah its for a group uni project. Think diddy kong racing ;)
Nice one, I look forward to seeing more progress ;D.
That looks cool.
A search engine :)
Also, awesome model :D
[QUOTE='-[ Fizzadar ]-;16922574']A search engine :)
Also, awesome model :D[/QUOTE]
Show us some stuff then :D
I'm thinking about Hearts of Iron clone, I'm guna start with mapping. I'm hoping to implement custom maps and a whole time line to conquer the world in.
I'm going to start learning SFML, and start a new project.
[QUOTE=iPope;16922620]Show us some stuff then :D[/QUOTE]
In time ;D
It's based of Sphider, because... well, why build one from scratch when you've got that. It's not the engine that's the key, the way I'm using it should be useful... *should*.
[QUOTE=qurl;16919813]Who cares? That's how most people learn. If he's having fun then why do you care?[/QUOTE]
He likes to troll my threads / posts.
Efex / Brokenglass might believe i've taken both those tutorials and called it my own work, but I didn't. Bloom, yes. Sorry i'm not an awesome coder who can write things without reference. [b]HE[/b] is the reason I stopped posting in Programming, because he trolls every fucking post I make.
[QUOTE=Blynx6;16895811][img]http://img36.imageshack.us/img36/6325/screen1bkh.jpg[/img]
Sprites and menu states work. Except for Options. Going to try to set up a multiple sprite loader. Yes that is bloom, it's for the actual game itself.
Don't comment on the window title :v:[/QUOTE]
That games for squares. hurrr.
Just a little 2D top-view tank game in SFML:
[img]http://i399.photobucket.com/albums/pp71/conman420/screen.png[/img]
The tanks follow you. I'm going to add guns soon and health etc for the enemies, but I have only been at C++ for a week.
Nice Work.
SFML Is brilliant.
[QUOTE=Sasupoika;16854984][IMG]http://i29.tinypic.com/2lxfdd1.png[/IMG]
Fuck yes, you are the best boss ever!
...Not.
Got boss-thingy done, but it still needs loooots of polishing.[/QUOTE]
Use Particles for this... Much nicer, what language you using?
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