• What are you working on? V2
    2,001 replies, posted
Might as well go to christmas. I still need to work on with stages and enemies. Goddamn my thing with polishing everything. Anyway, I'm most likely going to make a frameskip-thingy now. You can set frames left without drawing ( Like clear and redraw every three frames. ) Might improve speeds on low-level computers. My computer is quite new, the speed is not the problem. I was thinking less powerful computers. [media]http://i30.tinypic.com/2e4ff2s.png[/media]
That game looks more and more impossible by the minute.
[QUOTE=Sasupoika;16981484]Might as well go to christmas. I still need to work on with stages and enemies. Goddamn my thing with polishing everything. Anyway, I'm most likely going to make a frameskip-thingy now. You can set frames left without drawing ( Like clear and redraw every three frames. ) Might improve speeds on low-level computers. My computer is quite new, the speed is not the problem. I was thinking less powerful computers. [media]http://i30.tinypic.com/2e4ff2s.png[/media][/QUOTE] Sasupoika, I love the progress you are making. I remember you showing it the first time. It was just a screenshot with loads of those orbs on, and you said it was a test or something. Never thought it would turn into this. Looks really interesting!
How does building the wxWidgets library create so many gigabytes? It's only 12 MB when I downloaded it!
coz its shit
Making some progress with XNA. I created a little 2D Sprite engine, each Sprite has two lists: Behaviors and Attributes. You can have multiple behaviors and attributes. I coded a 8-direction behavior and a solid attribute. As you can see in the video, you can spawn multiple sprites with the 8-direction behavior and walls with solid attribute. The "player" sprites also have the solid attribute, so they collide one with each other. [media]http://www.youtube.com/watch?v=-yk_2CQIf1w[/media] The cool thing about this engine is that it's very easy to modify, I can add new behaviors just by creating a simple class. I will probably add animation in a recent future, and polish it up tomorrow. I know it isn't much, but I'm still learning and this engine will be perfect for a little puzzle game I have in mind.
Yeh I did some research and I think I'll use Qt now. Can't say it's smaller tough pffff after 1.5 hours of compiling some fatal error. I want a small and simple gui library ;_;
[QUOTE=ZomBuster;16989937]Yeh I did some research and I think I'll use Qt now. Can't say it's smaller tough pffff after 1.5 hours of compiling some fatal error. I want a small and simple gui library ;_;[/QUOTE] When I would get the compiler error, I would just type make again, and it would work fine for a bit. With the windows install I noticed I had to baby sit the build process.
Damn, I'm having trouble trying to keep objects from flying off into space... My current idea is too have their orbital level determined by their speed, and then just apply forces to them so they fall (or rise) into their specified orbital level. But this is proving more complex than I thought it would be, as you can't apply a flat force to every asteroid, because then they swing back and forth across their correct spots. And even if I wanted to attempt the complex functions to slow their decent/ascent, this would interfere with their normal movements too much. Like what if they were flying quickly past their correct spot because they got hit? I don't want them to come to slow stop and continue orbiting... Any ideas for an elegant method to keep asteroids from floating off into space after the slightest touch? [editline]09:32PM[/editline] Or maybe just a possible method, if that's all you can up with; because what I'm doing now aint ever going to work, or at least not how I'm currently going about it's execution.
[QUOTE=ZomBuster;16989937]Yeh I did some research and I think I'll use Qt now. Can't say it's smaller tough pffff after 1.5 hours of compiling some fatal error. I want a small and simple gui library ;_;[/QUOTE] FLTK? It's small, relatively simple, but fugly as fuck.
Bullets now leave explosion behind when destroyed. Added a border to hp-bar. Now I'm wondering what I should do next. Improve menu-graphics or begin to make a first stage? [IMG]http://i30.tinypic.com/16icfmb.png[/IMG]
[QUOTE=Sasupoika;16998735]Bullets now leave explosion behind when destroyed. Added a border to hp-bar. Now I'm wondering what I should do next. Improve menu-graphics or begin to make a first stage? [IMG]http://i30.tinypic.com/16icfmb.png[/IMG][/QUOTE] First stage please.
[QUOTE=Sasupoika;16998735]Bullets now leave explosion behind when destroyed. Added a border to hp-bar. Now I'm wondering what I should do next. Improve menu-graphics or begin to make a first stage?[/QUOTE] First stage.
I improved menus ( especially score input-menu. ) But yeah, I'm going to work on the first stage now. I'll post video someday about it. Also, I need a really good explosion-sound. I have only one at the moment. I need a big explosion-sound that will play when big enemy-ship collides with ground.
As some may have gathered from my pointer help thread, a scripting language! So far I've got a small string library, variables and a parser! Here's how the script looks [code] <"Hello World" ; Push "Hello World" onto the stack =MyFirstVariable ; Store "Hello World" in the variable MyFirstVariable <MyFirstVariable; ; Push MyFirstVariable <3; Push 3; <6; Push 6 +str_sub; Call str_sub +str_print ;Print results [/code] Commands with no prefixes are automatically considered comments. It separates commands by \n and ; so you could write it all in one line, or over many. At some point I'm gonna revamp the parser, but for now this works well enough.
[QUOTE=ryandaniels;16993637]Damn, I'm having trouble trying to keep objects from flying off into space... My current idea is too have their orbital level determined by their speed, and then just apply forces to them so they fall (or rise) into their specified orbital level. But this is proving more complex than I thought it would be, as you can't apply a flat force to every asteroid, because then they swing back and forth across their correct spots. And even if I wanted to attempt the complex functions to slow their decent/ascent, this would interfere with their normal movements too much. Like what if they were flying quickly past their correct spot because they got hit? I don't want them to come to slow stop and continue orbiting... Any ideas for an elegant method to keep asteroids from floating off into space after the slightest touch? [editline]09:32PM[/editline] Or maybe just a possible method, if that's all you can up with; because what I'm doing now aint ever going to work, or at least not how I'm currently going about it's execution.[/QUOTE] Dunno, if this is any use to you, but in the good ol' wiremod days, we used delta to stop "wobbliness". Basically something like: [code]PosDiff = DestPos-CurPos Thrust = PosDiff*3 - delta(PosDiff)*5[/code] (In case you don't know, delta is how much the value changed since last code execution). But a better method would probably be to limit the [url=http://www.box2d.org/wiki/index.php?title=Manual/C%2B%2B#Friction_and_Restitution] Restitution[/url].
While I was doing research on that delta thing you mentioned, I had a idea to solve the wobble :D I'll just damp the the y velocity, this will cause it to lose energy while wobbling and eventually center on it's correct position. And until I get around to a better fix, this will stop drifting too! [editline]10:20AM[/editline] I wish box2d had an option to damp one axis. Maybe it does...
[QUOTE=Dr Magnusson;17000605]As some may have gathered from my pointer help thread, a scripting language! So far I've got a small string library, variables and a parser! Here's how the script looks [code] <"Hello World" ; Push "Hello World" onto the stack =MyFirstVariable ; Store "Hello World" in the variable MyFirstVariable <MyFirstVariable; ; Push MyFirstVariable <3; Push 3; <6; Push 6 +str_sub; Call str_sub +str_print ;Print results [/code] Commands with no prefixes are automatically considered comments. It separates commands by \n and ; so you could write it all in one line, or over many. At some point I'm gonna revamp the parser, but for now this works well enough.[/QUOTE] Nice, what did you use to make the parser?
[QUOTE=Kat of Night;17004781]Nice, what did you use to make the parser?[/QUOTE] C
[QUOTE=Dr Magnusson;17005295]C[/QUOTE] I meant like lex/yacc or handwritten?
[QUOTE=Kat of Night;17005362]I meant like lex/yacc or handwritten?[/QUOTE] Handwritten, I could post the source if you'd like
[QUOTE=Dr Magnusson;17005477]Handwritten, I could post the source if you'd like[/QUOTE] Nah haha it's cool, I was just wondering because I'm interested in the subject as well. :tiphat:
Working on the ludum dare competition ... caverns ... [media]http://www.youtube.com/watch?v=Mao8__fOcJw[/media]
That's a pretty awesome concept, what inspired you?
The overly generic "caverns" theme...
I made more progress. Now you can save/load your levels and play them right into the editor. Here's a video. [media]http://www.youtube.com/watch?v=QBYTQCanwKw[/media]
My friend just showed me [cpp]#define private public[/cpp] I've never been so goddamned disturbed in my entire life, scope is enforced by the compiler AFAIK which means it works with precompiled libraries with headers. I never use private: explicitly, though :(
[QUOTE=HubmaN V2;17017027]My friend just showed me [cpp]#define private public[/cpp] I've never been so goddamned disturbed in my entire life, it's only enforced by the compiler AFAIK which means it works with precompiled libraries with headers. I never use private: explicitly, though :([/QUOTE] I don't have much experience with C++, but isn't #define done by the preprocessor (or however it's called) and doesn't work when it's precompiled? [B]Edit:[/B] After thinking about it again, maybe you are right since headers are source code. But what's the advantage of doing this instead of just writing public: instead of private:?
[QUOTE=Robber;17019511]I don't have much experience with C++, but isn't #define done by the preprocessor (or however it's called) and doesn't work when it's precompiled? [B]Edit:[/B] After thinking about it again, maybe you are right since headers are source code. But what's the advantage of doing this instead of just writing public: instead of private:?[/QUOTE] The same reason you'd use the preprocessor for everything else.
[QUOTE=HubmaN V2;17020306]The same reason you'd use the preprocessor for everything else.[/QUOTE] For constants and not including something twice? Sorry, I'm not really used to C++.
Sorry, you need to Log In to post a reply to this thread.