• What are you working on? November 2011 Edition
    3,673 replies, posted
[QUOTE=DrLuke;33504188]How can you have almost 4 different weapons? Are there only 3.8 weapons in your game?[/QUOTE] One of the weapons isn't completely finished ;)
Working on a little language inspired by Ruby, Python and Objective-C: Here's some example code: [code] class Greeter < Object str @greeting +nil say: str greeting to: str person (self new: greeting) greet: person -nil initialize: str greeting @greeting = greeting -nil greet: str name stdout puts: "%s %s" with: @greeting and: name int main stdout puts: "What's your name?" (Greeter new: "Hello there, ") greet: (stdin gets) stdout puts: "Oi mate, wotta they call ya?" Greeter say: "G'day" to: (stdin gets) [/code] And here's the parse tree it generates: [code] [#<Glucose::AST::Class:0x000001008ee6e8 @body= [#<Glucose::AST::InstanceVariableDeclaration:0x000001008eb178 @name="greeting", @type=#<Glucose::AST::Type:0x000001008ed7e8 @name="str">>, #<Glucose::AST::ClassMethod:0x000001008e9f08 @argument= #<Glucose::AST::VariableDeclaration:0x000001008e8540 @name="greeting", @type=#<Glucose::AST::Type:0x000001008e8ce8 @name="str">>, @body= [#<Glucose::AST::MessageSend:0x000001008e2118 @argument=#<Glucose::AST::Variable:0x000001008e2780 @name="person">, @method="greet", @named_arguments=[], @receiver= #<Glucose::AST::MessageSend:0x000001008e3428 @argument= #<Glucose::AST::Variable:0x000001008e36f8 @name="greeting">, @method="new", @named_arguments=[], @receiver=#<Glucose::AST::Variable:0x000001008e4008 @name="self">>>], @name="say", @named_arguments= [["to", #<Glucose::AST::VariableDeclaration:0x000001008e7398 @name="person", @type=#<Glucose::AST::Type:0x000001008e7f00 @name="str">>]], @return_type=#<Glucose::AST::Nil:0x000001008ea278>>, #<Glucose::AST::InstanceMethod:0x000001008e02c8 @argument= #<Glucose::AST::VariableDeclaration:0x000001008df508 @name="greeting", @type=#<Glucose::AST::Type:0x000001008df878 @name="str">>, @body= [#<Glucose::AST::Assignment:0x000001008de090 @left= #<Glucose::AST::InstanceVariable:0x000001008df198 @name="greeting">, @right=#<Glucose::AST::Variable:0x000001008de630 @name="greeting">>], @name="initialize", @named_arguments=[], @return_type=#<Glucose::AST::Nil:0x000001008e0c28>>, #<Glucose::AST::InstanceMethod:0x000001008dd668 @argument= #<Glucose::AST::VariableDeclaration:0x000001008dcba0 @name="name", @type=#<Glucose::AST::Type:0x000001008dd0c8 @name="str">>, @body= [#<Glucose::AST::MessageSend:0x000001008dc038 @argument=#<Glucose::AST::String:0x000001008dc3f8 @string="%s %s">, @method="puts", @named_arguments= [["with", #<Glucose::AST::InstanceVariable:0x000001008dba48 @name="greeting">], ["and", #<Glucose::AST::Variable:0x000001008db6d8 @name="name">]], @receiver=#<Glucose::AST::Variable:0x000001008dc790 @name="stdout">>], @name="greet", @named_arguments=[], @return_type=#<Glucose::AST::Nil:0x000001008dd8c0>>], @name="Greeter", @super=#<Glucose::AST::Type:0x000001008ee0d0 @name="Object">>, #<Glucose::AST::Function:0x000001008daee0 @body= [#<Glucose::AST::MessageSend:0x000001008da170 @argument= #<Glucose::AST::String:0x000001008da3f0 @string="What's your name?">, @method="puts", @named_arguments=[], @receiver=#<Glucose::AST::Variable:0x000001008da828 @name="stdout">>, #<Glucose::AST::MessageSend:0x000001008d8640 @argument= #<Glucose::AST::MessageSend:0x000001008d8a28 @method="gets", @named_arguments=[], @receiver=#<Glucose::AST::Variable:0x000001008d8c58 @name="stdin">>, @method="greet", @named_arguments=[], @receiver= #<Glucose::AST::MessageSend:0x000001008d93d8 @argument= #<Glucose::AST::String:0x000001008d96d0 @string="Hello there, ">, @method="new", @named_arguments=[], @receiver=#<Glucose::AST::Variable:0x000001008d9900 @name="Greeter">>>, #<Glucose::AST::MessageSend:0x000001008d7010 @argument= #<Glucose::AST::String:0x000001008d7448 @string="Oi mate, wotta they call ya?">, @method="puts", @named_arguments=[], @receiver=#<Glucose::AST::Variable:0x000001008d79c0 @name="stdout">>, #<Glucose::AST::MessageSend:0x000001008d4630 @argument=#<Glucose::AST::String:0x000001008d4978 @string="G'day">, @method="say", @named_arguments= [["to", #<Glucose::AST::MessageSend:0x000001008d3960 @method="gets", @named_arguments=[], @receiver=#<Glucose::AST::Variable:0x000001008d3d98 @name="stdin">>]], @receiver=#<Glucose::AST::Variable:0x000001008d4d88 @name="Greeter">>], @name="main", @named_arguments=[], @return_type=#<Glucose::AST::Type:0x000001008db110 @name="int">>] [/code]
[QUOTE=swift and shift;33504259]Working on a little language inspired by Ruby, Python and Objective-C[/QUOTE] So, [url=http://en.wikipedia.org/wiki/Smalltalk]Smalltalk[/url]? :v:
I just started work on my first Demo.
[QUOTE=petterroea;33505229]I just started work on my first Demo.[/QUOTE] It's... beautiful.
Have you seen this? It's amazing! [media]http://www.youtube.com/watch?v=T6a0WR2-tLg[/media]
I still think it should have been called Facepunch: The Game [editline]30th November 2011[/editline] Also a level editor would be great so we can build entire computers in there
[QUOTE=Darwin226;33505464]Have you seen this? It's amazing! [media]http://www.youtube.com/watch?v=T6a0WR2-tLg[/media][/QUOTE] Is this from the makers from that bloody werewolf flash game? It looks very similar, especially the leaping onto people Kind of a 2D subversion too
[QUOTE=uitham;33505874]Is this from the makers from that bloody werewolf flash game? It looks very similar, especially the leaping onto people Kind of a 2D subversion too[/QUOTE] It's by Tom Francis, he's a writer at PC Gamer UK and this is his first game (apart from one or two Ludum Dare entries).
[QUOTE=Torrunt;33502540]I've been working on a project for College this past semester, last time i spoke about it here was just when we started. Our time is now up and we are getting ready for the presentation now. I thought I'll show you guys some of what we've done: It's a Team based, third person shooter. We have Controls points, Capture the Flag, Team Deathmatch and a random Soccer game mode. 6 Classes each with 2 weapons and 2 abilities, each ability can be upgraded. Our art department is meant to do the levels but they didn't have enough time, so most of the maps are mine (including the one shown above). Most of the map textures there i just threw together as well. We're going to recording a gameplay video soon; so i'll probably show that off too, next week :P.[/QUOTE] What kind of GUI are you using? A library or custom made?
[QUOTE=Darwin226;33505464]Have you seen this? It's amazing! [media]http://www.youtube.com/watch?v=T6a0WR2-tLg[/media][/QUOTE] I swear this looks exactly like a flash game I played when I was like, in high school or something. I can't remember what the name of the game was, because it was never very popular. The idea was nearly the same, though. You enter a building and "hack" stuff. I'm really digging this scanlines-hacky view. I've never seen that done. How spiffy!
I saw that game like a whole bunch of time ago (like so long ago I didn't recognize it until the guy talked). It was on TIGSource if I recall correctly then I forget the dev's website and stopped following it. Amazing idea, really solid game - great example of what can be done with game maker.
Question about DLL's. I'm using managed C# with DllImport to communicate with some C++ code (D3D, etc.) Now my question is: When the C# App loads the DLL and the DLL allocates memory, this memory is there as long as the program is open/until it's deleted inside the DLL correct? So I can return a pointer as an Int32 to the C# app and then pass that into the code later, because the memory address won't have been deleted or overridden correct? I'm just trying to think of how to handle my C++ data-structs in the C# App, and was thinking it'd be easiest to pass the memory address of where the data is around instead of trying to get the data struct into C#.
That should work, assuming you're on a 32-bit platform. Obviously the pointer should be a 64-bit integer for 64-bit ones.
[QUOTE=esalaka;33506749]That should work, assuming you're on a 32-bit platform. Obviously the pointer should be a 64-bit integer for 64-bit ones.[/QUOTE] What if the program is only compiled for 32 bit?
[QUOTE=Lord Ned;33506793]What if the program is only compiled for 32 bit?[/QUOTE] If both the native binary and the C# app are run as 32-bit, then you essentially are on a 32-bit system.
When I manage to sort my model system out (it crashes some nVidia DLL's for no apperant reason currently) I feel like remaking the scenery of MAP30 of Plutonia 2 (Doom megawad), its just 4 rooms I actually wonder if I can make this fucker more terrifying than he already is: [img]http://dl.dropbox.com/u/4838268/plutonia.png[/img]
Been playing and getting used to simple platform physics. Trying getting my head around collisions has been a headache, and to know that it's one of the easiest form of collisions only makes it worse. They're still not perfect but this is what I have now: [vid]http://puu.sh/9E1v[/vid] More players/geometry can be added in with a single line, which is p cool (to me). [lua] wall[0] = {100, 300, 600, 40} wall[1] = {0, 400, 700, 40} wall[2] = {400, 240, 200, 60} wall[3] = {140, 170, 200, 40} player[0] = Player.create("Spyder", 300, 250, 20, 20, light_blue, "a", "d", "w", false) player[1] = Player.create("Player", 200, 250, 20, 20, light_orange, "left", "right", "up", false) [/lua]
[QUOTE=Tobba;33506868]When I manage to sort my model system out (it crashes some nVidia DLL's for no apperant reason currently) I feel like remaking the scenery of MAP30 of Plutonia 2 (Doom megawad), its just 4 rooms I actually wonder if I can make this fucker more terrifying than he already is: [img]http://dl.dropbox.com/u/4838268/plutonia.png[/img][/QUOTE] Before reading the text I recognized that as MAP30 of Plutonia 2. I felt so proud. And you're awesome too.
[QUOTE=esalaka;33506749]That should work, assuming you're on a 32-bit platform. Obviously the pointer should be a 64-bit integer for 64-bit ones.[/QUOTE] That's what [url=http://msdn.microsoft.com/en-us/library/system.intptr.aspx]IntPtr[/url] is for.
I'm releasing it finally. Semv 1.3 [QUOTE=ief014;33508247]1.3 released, see OP for download link. New shit: - Play whole folders or single file - No need to configure settings.cfg every time you want to change the song. You can drag+drop files and folders onto the exe - UI Controls: Play/Pause/Stop/Forward/Back - UI Volume bar slider - Some other minor visualizer changes - Music loads much faster - Performance increase: Optimized to shit, my crappy laptop can actually run this thing nicely now[/QUOTE] ugh now I can work on something else...
So I went away, learned about and coded a 2D camera, and then tried to apply myself to rendering a cube and not a pyramid. Here's the result: [video=youtube;VE_Tl9X4Mns]http://www.youtube.com/watch?v=VE_Tl9X4Mns&feature=youtu.be[/video] As shown, there are a few things wrong with the implementation overall, namely: - The camera is weird! You control it with WASD, supposedly to move your view forward, backward, left and right (so you'd see the shape move backward, forward, right and left respectfully). What actually happens with left and right movement, however, is harder to describe; see the first time I load the application in that video. Forward and backward is fine, but left and right in some places makes the view of the shape [i]curve.[/i] If I had any idea what was making that happen, I'd fix it. - The cube is weird! Mostly because it's a cube when the app loads (the vertices being loaded definitely make a cube), but then it becomes other things when any kinds of transformation is applied to the vertices. Transformation is done via manipulating matrices in a Pipeline class and sending the total transformation matrix down to a uniform variable in the VS. I have a theory that I have something very specific and very small incorrect; I've built this via reading two tutorials simultaneously and I definitely understand the maths and what's going on in general. Checking important pieces of code (like, for example, the Pipeline transformation operations) against what the tutorials [i]say[/i] they should do gives me confidence that I have the important bits correct, so it must be something I don't understand or something small that's going wrong. Progress is still progress, however. I may post the full source and this video to the WDYNHO thread. I [i]want[/i] to implement a full 3D camera, but not before I have this down completely. Right now, I can't make any more progress.
[QUOTE=Darwin226;33505464]Have you seen this? It's amazing! [media]http://www.youtube.com/watch?v=T6a0WR2-tLg[/media][/QUOTE] Well, dropped the dude about the line for a Linux port. I have a few crazy ideas on how fake it.
[QUOTE=KillerJaguar;33502135]I get linker errors when compiling it.[/QUOTE] What's the errors?
[img]http://puu.sh/9EHQ[/img] Got networked lights working, they follow each player and you can set the size and color. I was thinking of making a special block that gives you a light with a certain color, and it would allow you to walk through other blocks that require that color.
I know the lighting looks cool, but it kind of ruined the game's previous aesthetic.
[QUOTE=Jookia;33509760]I know the lighting looks cool, but it kind of ruined the game's previous aesthetic.[/QUOTE] I know, the lights won't always be on. They will only be enabled when a player walks through one of the light blocks or something
[QUOTE=Jookia;33509760]I know the lighting looks cool, but it kind of ruined the game's previous aesthetic.[/QUOTE] It'd probably be fine with a little ambient and fewer saturated colors.
[QUOTE=amcfaggot;33506397]I swear this looks exactly like a flash game I played when I was like, in high school or something. I can't remember what the name of the game was, because it was never very popular. The idea was nearly the same, though. You enter a building and "hack" stuff. I'm really digging this scanlines-hacky view. I've never seen that done. How spiffy![/QUOTE] [URL="http://www.stealthbastard.com/"]Stealth Bastard[/URL]
[QUOTE=Darwin226;33505464]Have you seen this? It's amazing! [media]http://www.youtube.com/watch?v=T6a0WR2-tLg[/media][/QUOTE] That's insanely cool, I love it!
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