[QUOTE=icantread49;33483799]so how are people going to recognize the free version from the paid version?
[editline]29th November 2011[/editline]
could someone check mob.adwhirl.com for me? is it down?
(yes i know about downforeveryoneorjustme)[/QUOTE]
Down
[QUOTE=Soviet_Banter;33483831]Down[/QUOTE]
okay thanks
i hope it's up soon, seems kinda random that adwhirl's mob server is down
Just finished making Open, save and Exit functions for my text editor that I'm making in Swing. A couple of things that I want to do next like cut and copy are out of my knowledge for swing atm. After making the editor I'm getting real tired of programming in Java so I'll stop for now and only program what's required for my ap comp sci class in it. Bought Head First Python, starting to read that now.
Once I get a good grasp of knowledge on Python I should be able to program what I want to program.
Did a ip scanner like someone else in this thread. Its not too bad. 200 threads and a few minutes later it has scanned 10k ips finding 200 hosts listening on port 80/8080/443. Now to add something that checks if any of them are proxies. Also check if they are a router then try a small dictionary attack (finding insecure routers).
[QUOTE=Ortzinator;33483789]This is kind of your reaction to everything isn't it?[/QUOTE]
Myself included, I think we all create work in here that could be criticized more than praised. Doesn't mean I don't tell people their work is awesome when it is. I try not to be so negative, but I guess I just give more critique on things than high-fives to other developers.
[QUOTE=icantread49;33483799]so how are people going to recognize the free version from the paid version?[/QUOTE]
Title description. Would you rather be told a shirt is discounted, or have "discounted" sewn into your shirt?
[QUOTE=icantread49;33483396][IMG]http://i.imgur.com/ftSjW.png[/IMG]
eh, could look better
might replace later when i'm ready to submit[/QUOTE]
I know you get a lot of flack around hear so I really hope you don't receive this the wrong way, I am just being honest, but that icon really doesn't represent the function of your app very well.
I can hardly put together what your current image represents, even with knowing what your app does already.
Perhaps you should go with a more cartoony approach that is perhaps less representative of the apps realistic approach to cloth simulation, but is easier to read at such a small size. Strike a balance between Chimitos and yours attempts.
I might try and whip one up for you if I have the time. Good luck, hope the app does well!
[QUOTE=Socram;33484067]I know you get a lot of flack around hear so I really hope you don't receive this the wrong way, I am just being honest, but that icon really doesn't represent the function of your app very well.
I can hardly put together what your current image represents, even with knowing what your app does already.
Perhaps you should go with a more cartoony approach that is perhaps less representative of the apps realistic approach to cloth simulation, but is easier to read at such a small size. Strike a balance between Chimitos and yours attempts.
I might try and whip one up for you if I have the time. Good luck, hope the app does well![/QUOTE]
thanks for the tips
[QUOTE=icantread49;33483799]so how are people going to recognize the free version from the paid version?[/QUOTE]
Visual indicators rather than textual ones. It is an icon, after all, that's what icons are all aboot.
And I don't mean something garish and irrelevant, like sticking a dollar bill on the paid version. That would just be dumb.
Maybe add a little plus sign to the "pro" version.
there is no pro version, either you pay $0.99 upfront or you pay more indirectly by getting the ad-supported version :v:
[img]http://puu.sh/9ycn[/img]
Animation editor! It looks terrible but it works perfectly.
[QUOTE=amcfaggot;33484022]Myself included, I think we all create work in here that could be criticized more than praised. Doesn't mean I don't tell people their work is awesome when it is. I try not to be so negative, but I guess I just give more critique on things than high-fives to other developers.[/QUOTE]
I was more referring to the severity of your criticism than the amount.
So, I'm sure you're all shocked ([i]shocked[/i]) at what I'm about to say, but I think after all the bullshit I've posted in these threads, I need to.
I'm abandoning my build system. :gasp:
it's gotten to the point where working on it is a chore. Where I dread thinking "Oh god, I have to finish that thing for my build system". I'd spend several weeks not looking at or caring about the source, only to be confused as to what the last thing I did was. I had big plans, sure, but it was also slowly devolving into a bad python representation of ant/nant (just without the XML, basically). Having a job now didn't help much, and as I've relaxed over the past few months on the "I need to literally write everything myself" subject (minus a content pipeline for game-related stuff. There are no good open-source content pipelines out there. But that's not what I'm talking about right now)
I definitely learned a lot. In fact I learned more about the msvc compiler toolchain (x86 and x64) than I think most people want to. I'm going to archive it all on bitbucket, as there are some useful things contained within the projects history, such as when I tried to write some stuff in C, rewrote it all in F#, then rewrote it all in python.
I've also got some pretty good functions within the project that will probably be useful to others (and myself) if it's ever needed. (My list and tuple flattening function is probably the only one out there that can handle an absurdly large number of lists (I've never gotten it to break with a stackoverflow. Instead my machine ran out of memory creating the list before it was able to flatten it). Meanwhile the "use the sum and reduce function" example in the python docs chokes on a list appended to itself 42 times.)
And, paying attention to the python ecosystem over the past two years just shows me how much it has changed. I started working on this when Python 2.6 was midlife, and 2.7 wasn't even on the horizon. Now Python 3.3 is coming out this august, and with better utilities (pip is on the track for standardization, and they've gotten rid of distutils as the primary packaging system), and frankly, I'd much rather be writing cooler stuff than a dinky build system.
A few months ago, I went through the same process of deciding whether I wanted to or not, and felt guilty for wasting so much of my time and decided to power through. Now I'm glad I'm moving on.
But enough about that. I found out how to "simulate" deleting a function in C++ (constructors too!) because Visual Studio 11 won't be supporting it (which really sucks, to be entirely honest), so I came up with something that works in Visual Studio 2010 (and will be the same in VS11)
[cpp]
#include <type_traits>
struct vec3 {
template <typename T>
explicit vec3(T x, T y, T z) : x(x), y(y), z(z) {
static_assert(is_same<T, float>::value,
"vec3 must use single-precision");
}
float x, y, z;
};
int main(void) {
vec3 x(1.0, 1.0, 1.0); // errors out here.
return 0;
}
[/cpp]
Also, for anyone who cares, LLVM 3.0 comes out in 2 days. I'll be making an msvc-capable clang+llvm build (with the blocks runtime) if anyone wants it.
[QUOTE=ultradude25;33483598]Are you able to move the lighting? Because having it attached to the player would look amazing.[/QUOTE]
[img]http://puu.sh/9yjt[/img]
Like this?
Also I don't think ill fill entire maps with lights, they are too unoptimized now. Maybe i can have a special liquid or effect that makes you / other players emit light like in the picture above
[QUOTE=Ortzinator;33484792]I was more referring to the severity of your criticism than the amount.[/QUOTE]
It was a crime against digital art fashion.
[img]http://i.imgur.com/dTV0J.png[/img]
[editline]28th November 2011[/editline]
[QUOTE=icantread49;33484254]there is no pro version, either you pay $0.99 upfront or you pay more indirectly by getting the ad-supported version :v:[/QUOTE]
I think this is the best way to go about it, too.
[QUOTE=Chandler;33484822]So, I'm sure you're all shocked ([i]shocked[/i]) at what I'm about to say, but I think after all the bullshit I've posted in these threads, I need to.
I'm abandoning my build system. :gasp:
[/QUOTE]
That'll be like, what? The fifth time you've abandoned it now? Or maybe I'm including the times that you've re-written it...
[QUOTE=Yogurt;33483205][img]http://puu.sh/9xSh[/img]
More artistwork. I showed him how to use my engine/console/whatever so he can see how his blocks look in-game. Working on an animation editor for him right now.[/QUOTE]
no offense to your artist but i dont really notice a difference
i mean i'm sure if i looked side by side i could see that they're different brash and harsh patterns but they're both in the same really high contrast sharp design, it'd look a lot better if you went for more cartoony tiles rather than this semi-realistic highres thing you've got going on
[QUOTE=Kopimi;33485069]no offense to your artist but i dont really notice a difference
i mean i'm sure if i looked side by side i could see that they're different brash and harsh patterns but they're both in the same really high contrast sharp design, it'd look a lot better if you went for more cartoony tiles rather than this semi-realistic highres thing you've got going on[/QUOTE]
I'll be sure to relay that information, thanks.
[QUOTE=DuCT;33485052]That'll be like, what? The fifth time you've abandoned it now? Or maybe I'm including the times that you've re-written it...[/QUOTE]
no, you're including every single time I've rewritten it. Which was a lot. And ridiculous. I'm bad and should [i]feel[/i] bad. (And I do)
Well we love you Chandlebuddy.
Does this help provide any inspiration or direct assistance?
[IMG]http://i.imgur.com/2qLmh.png[/IMG]
[QUOTE=boomer678;33484858][img]http://puu.sh/9yjt[/img]
Like this?
Also I don't think ill fill entire maps with lights, they are too unoptimized now. Maybe i can have a special liquid or effect that makes you / other players emit light like in the picture above[/QUOTE]
Yeah, that looks cool. If you can't actually use it as part of a normal map, you could have a challenge mode that changes all the maps to be like this. It's be good because not only does it increase the difficulty, it gives you an excuse to show off your sexy sexy lighting.
[QUOTE=amcfaggot;33485538]Does this help provide any inspiration or direct assistance?
[IMG]http://i.imgur.com/2qLmh.png[/IMG][/QUOTE]
I don't like that either
It looks like a tiled favicon tbh, it needs to actually tile, but not be loaded up with insane amounts of contrast
[QUOTE=Kopimi;33485944]I don't like that either
It looks like a tiled favicon tbh, it needs to actually tile, but not be loaded up with insane amounts of contrast[/QUOTE]
It does tile, that was the point. I think you mean seamlessly tile?
[QUOTE=amcfaggot;33485956]It does tile, that was the point. I think you mean seamlessly tile?[/QUOTE]
Yeah
Right now it just looks like an icon tiled over a solid background
Ideally you shouldn't be able to tell tiles apart on the first glance.
[QUOTE=boomer678;33483218]-video snip-
The quality is pretty bad because of webm but it looks a lot better ingame. Also the game starts to lag if i have 10+ lights, does anyone have ideas how I could optimize this?[/QUOTE]
If you want to have a lot of lights, you'll want to set up a deferred renderer - that is, you'll draw all the geometry in the world in one pass without any lighting, then do a second pass where all the lighting is calculated. In 3d applications you would actually require multiple framebuffers to store all the geometry data, but the only extra data you need besides the actual texture is whether a surface blocks light or not, so a single framebuffer should do fine.
The first pass will just render geometry/textures and at the same time store a per-pixel value of whether light is blocked or not, probably in the alpha channel.
Then in the second pass you would draw squares containing all the space that the light can affect and read back data from the the alpha channel to calculate lighting. You can do an AABB test for each light with the camera bounds and skip rendering some completely off-screen lights too.
This way you aren't redoing light calculations for every object you're rendering and adding more lights is a very cheap.
[QUOTE=high;33477734]Microsoft just loves making learning about protocols easy.
[url=http://msdn.microsoft.com/en-us/library/windows/desktop/ms740548%28v=vs.85%29.aspx][img]http://goo.gl/QSLkZ[/img][/url][/QUOTE]
Would you prefer all the millions of infected Windows machines out there to be able to send spoofed packets?
[editline]29th November 2011[/editline]
[QUOTE=amcfaggot;33483056]I dunno, just looks like the drive is being read as it is and the filesystem is filling in values from incremental address spaces, which explains the false file names and [b]file sizes decrementing.[/b][/QUOTE]
uh, the view is sorted by descending file size
[QUOTE=DrLuke;33486283]Ideally you shouldn't be able to tell tiles apart on the first glance.[/QUOTE]
This is best achieved by having a variety of tiles for one type of tile. So your ground tile would have several graphics involved that all seamlessly blend together, making it far more difficult to tell that anything was tiling.
[QUOTE=swift and shift;33486831]Would you prefer all the millions of infected Windows machines out there to be able to send spoofed packets?[/QUOTE]
I'm sure if that really wanted to do that they would install a driver like winpcap to do so?
(I'm not a huge expert on this subject really)
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