• What are you working on? V2
    2,001 replies, posted
Not bad :P. So what are those tiles for?
[QUOTE=nos217;16245555]Not bad :P. So what are those tiles for?[/QUOTE] They're all temporary. Waiting for my friend to finish his tile editor/saving/loading before I put proper stuff in.
The lighting looks incredibly choppy, please don't tell me it's like that in real-time.
[QUOTE=Klownox;16246235]The lighting looks incredibly choppy, please don't tell me it's like that in real-time.[/QUOTE] Why would it be choppy in real time? It doesn't look choppy at all to me in the video. Fraps is awful.
Looks smooth to me.
I don't see any choppiness at all.
I meant the black parts - I assumed that was part of lighting?
[QUOTE=Klownox;16246377]I meant the black parts - I assumed that was part of lighting?[/QUOTE] They're shadows :downs:
[QUOTE=Klownox;16246377]I meant the black parts - I assumed that was part of lighting?[/QUOTE] Do you mean the aliased edges on the shadows? I'm not really sure what I'm going to do about that quite yet, all the options seem quite performance intensive for so little gain, and opengl's anti aliasing doesn't seem to actually do anything. I fixed some issues - Previously I was computing the corners based on 4 positions (the corners of the tiles), now I'm doing 6 so it works a lot nicer. I made another video: [media]]http://www.youtube.com/watch?v=YIUWelCvgBs[/media] There seems to be a problem here - The player's movement is very behind where it should be and I keep snapping back. I assume this is because my computer grinds to a halt when fraps is recording (you can see this in the video at one point) and it's not sending all the packets on the client or server properly. Speaking of performance, it's not as good as it could be but I'll optimise it when I'm done with it.
You need some penumbra, like in the link posted before. Would soften out the edges too. [url=http://www.gamedev.net/reference/programming/features/2dsoftshadow/][img]http://images.gamedev.net/features/programming/2dsoftshadow/01Overview.gif[/img][/url]
[QUOTE=Catdaemon;16245854]Waiting for my friend to finish his tile editor/saving/loading before I put proper stuff in.[/QUOTE] Almost finished. This thing isn't tied to any particular game, so any new game with tiles, being programmed in any language, could utilise this tile editor. [img]http://img40.imageshack.us/img40/3293/editor.png[/img]
[QUOTE=spacerat;16248475]Almost finished. This thing isn't tied to any particular game, so any new game with tiles, being programmed in any language, could utilise this tile editor. *pic*[/QUOTE] Holy fuck - I popped a boner.
[QUOTE=Klownox;16248521]Holy fuck - I popped a boner.[/QUOTE] I didn't make the actual tiles by the way, just the editor. I'm using wxWidgets for the GUI which means the entire program is fully compatible with linux and OSX. Or rather, it should be, but I've yet to test it. Edit: Those aren't the tiles the game will use either, they're just temporary.
[QUOTE=spacerat;16248475]Almost finished. This thing isn't tied to any particular game, so any new game with tiles, being programmed in any language, could utilise this tile editor. [img]http://img40.imageshack.us/img40/3293/editor.png[/img][/QUOTE] What format does it save? XML or something like that or a nice binary format?
made an effect system. Bit different than a particle system, but, not much. Each effect has a lifetime and update system. [img]http://www.kylegar.net/stuff/lasers.PNG[/img] It supports both vector effects and sprite effects, so, I can flip back and forth. Right now, all I'm using it for is the lasers for towers, but, I'm probably going to use for every effect in the game.
[QUOTE=spacerat;16248475]Almost finished. This thing isn't tied to any particular game, so any new game with tiles, being programmed in any language, could utilise this tile editor.[/QUOTE] If you're going to release it I suggest that you add support for fileformat plugins, because not everyone who want to use your editor might like your format, or might even need another format for some reason. Good work, by the way!
[QUOTE=Xeon06;16248807]What format does it save? XML or something like that or a nice binary format?[/QUOTE] I'm using a binary format, or more specifically I'm using the RIFF format as a base, which is basically a hierarchy file structure (like XML) designed for binary data, in which each chunk simply consists of 4 bytes for the ID, 4 bytes for the chunk size, optionally 4 bytes for a list form type, then arbitrary data. I've actually gone into quite a bit of detail on my format [url=www.spacerat.meteornet.net/format.rtf]here[/url], but since the format is a work in progress, so is this document. [editline]12:24AM[/editline] [QUOTE=Z_guy;16249205]If you're going to release it I suggest that you add support for fileformat plugins, because not everyone who want to use your editor might like your format, or might even need another format for some reason. Good work, by the way![/QUOTE] That is on my list of things to do, but it's quite far down since my main priority at the moment is getting the editor to work with the game Catdaemon and I are making. To be honest, I'm not quite sure how I'd impliment file format plugins. Would they use some kind of scripting language like Lua? For example, I could allow people to define a function WriteTile(tile) in Lua and they can do what they wish with it... or something.
[QUOTE=spacerat;16249243]I'm using a binary format, or more specifically I'm using the RIFF format as a base, which is basically a hierarchy file structure (like XML) designed for binary data, in which each chunk simply consists of 4 bytes for the ID, 4 bytes for the chunk size, optionally 4 bytes for a list form type, then arbitrary data. I've actually gone into quite a bit of detail on my format [url=www.spacerat.meteornet.net/format.rtf]here[/url], but since the format is a work in progress, so is this document.[/quote] Nice. Do you plan on adding support for entities or objects or anything other than tiles really? Say an arbitrary object with arbitrary parameters and if I want I can just make my own object types...
[QUOTE=Xeon06;16249483] Nice. Do you plan on adding support for entities or objects or anything other than tiles really? Say an arbitrary object with arbitrary parameters and if I want I can just make my own object types...[/QUOTE] I certainly hope so or I'll wring his neck.
[QUOTE=spacerat;16249243]That is on my list of things to do, but it's quite far down since my main priority at the moment is getting the editor to work with the game Catdaemon and I are making. To be honest, I'm not quite sure how I'd impliment file format plugins. Would they use some kind of scripting language like Lua? For example, I could allow people to define a function WriteTile(tile) in Lua and they can do what they wish with it... or something.[/QUOTE] Why not a DLL with two functions, Save() and Load(), and the save function is given an array or whatever with the tiles. And the load function returns the same kind of array.
[QUOTE=Catdaemon;16249496]I certainly hope so or I'll wring his neck.[/QUOTE] fix your text positions before i wring yours.
Not as impressive as most of the awesome stuff here but a small niche app made for some friends who have a CoD4 server. [img]http://img268.imageshack.us/img268/5385/topplayers.png[/img] [img]http://img24.imageshack.us/img24/9003/cod4zbt.png[/img] Gets the data from gametracker.com Seem useful to anyone else?
[QUOTE=HubmaN;16244370]Hmm, I never understood what those mountain cross-section tiles were.[/QUOTE] Yeah, I was about to say I never really understood what was going on in the screenshots
They look like (ugly) placeholder textures. Also been doing general purpose vector stuff. Very useful.
That Katamari Damachi thing Foda is working on looks pretty cool. I'll be sure to get it.
It's buggy as hell but I got collision working finally. [media]http://www.youtube.com/watch?v=kaKQ0q6fGzQ[/media]
I jumped on the (intermediate mode) widget train. I'll admit, this makes a lot more sense than retained mode widgeting especially when dealing with states. Unfortunately, it means all of my controls are implemented as functions and can only return a bool based on one event only. Screw OOP, yo! [img]http://img339.imageshack.us/img339/8210/11896310.png[/img]
[img]http://ehome.linuxmaniac.net:8080/wii/screenshots/1248500544.png[/img] I'm progressing.
[QUOTE=Extrems;16258992]*screenshot* I'm progressing.[/QUOTE] What are you making?
Some secret project on the Wii. See first page for more hints.
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