[QUOTE=bobthe2lol;33127103]If I were to make a 2d block-based game (:v:), does anyone have a(some) reference(s) that would help me/tell me how to do the physics? I thought of using box2d (I'm going to try this in Love), but the problem would be that I don't think it would like me very much if I had some 12,500,000 static squares all being simulated at once (that's for a 5000x2500 map). I know that SupahVee had some game-stopping physics problems, and I'd like to not run into those as well.[/QUOTE]
My method is simply finding the tiles that the player will be intersecting with his new position (his current position + velocity), and checking those for collisions using AABB.
Silly college application.
I know what a foreign language is.
[img]http://img528.imageshack.us/img528/774/csusosilly.png[/img]
[QUOTE=GARRYMODE;33128008]In other news I can execute a custom Lua file in Battlefield 3. Anything placed in "Documents/Battlefield 3/Settings/overrideAutodetect.lua" is automatically loaded on the games startup.
[/QUOTE]This is getting interesting. What are the possibilities?
I feel like Overv. I should be coding, but The Binding of Isaac!
I had a crack at using SFML.
[img]http://i.imgur.com/RKQzx.gif[/img]
I know it's nothing special but I feel bloody chuffed about it.
[QUOTE=Clavus;33128643]This is getting interesting. What are the possibilities?[/QUOTE]
No idea as of yet. Until I manage to get a full _G dump I don't know how many functions are available for us to use. I can't get the _G dump however because everything is packed into a virtual file system. And there is no error reporting. :saddowns: I tried this before:
[lua]
require "vfs"
local f = vfs.open("dump.txt", "w")
if not f then
return
end
for k, v in pairs(_G) do
f:write("_G[" .. tostring(k) .. "] = " .. tostring(v) .. "\n")
end
f:close()
[/lua]
But obviously, there was no way to retrieve the file.
Writing myself a neural network library, after a brief moment of inspiration and the knowledge that the nature of this project prevents me from having extreme trouble getting things done.
[editline]4th November 2011[/editline]
[img]http://ahb.me/4wnA[/img]
This is the result of this neuron structure:
Var (1) -> Add(1) -> Relay -> Output, and the previous Add
I want to make a graphical program where you can visually build network.
I think it's neat.
[editline]4th November 2011[/editline]
Okay, I added a connection type that overwrites the target neuron's data.
Also: <, >, <=, >=, == and ~=.
[QUOTE=amcfaggot;33127729]How this wasn't obvious to you from before you even published the app is beyond me. And it's not even 5 seconds. When I scroll past icons in the app store I take a fraction of a second glance and look at the icon, the name, and the ratings, lastly the company (if I feel like it), just for kicks.
If your icon doesn't look professional and clean, and the name of your app is shit, I would never even consider looking at the app details. You've lost me in less than a second.
If your icon looks professional, the name isn't fucking overbearing and takes up the whole length of the app name entry field, and you have some degree of a high rating, then I'll consider looking at your app page. Once I'm there, you still haven't sold me though. That's when I want to see what the app looks like.
If you're not a game and you're a general app, do you adhere to iOS user experience guidelines? Do you make use of layout controls in a standard typical way like Apple would? Is your user interface easy to use? Do you not have 50 billion buttons everywhere? Is the layout well thought out? And I shouldn't even have to ask if the designs at this point are good looking, because if they're not, I'm out of there immediately.
If you're a game though, you're exempt from all of the aforementioned UI guideline stuff I look for. I just want a fun game, but your icon and name and all that shit, like I said, better be quality stuff.
While apps on the App Store aren't a dime a dozen literally, the quality of them is portrayed as such, so you better be up to par with your design skills, and they better look fresh.[/QUOTE]
jeez man relax, i'm not perfect. this was the first mobile app i'ver ever released, and the second commercial project i've ever made. i learned a lot from it and now i'm improving it based on what i've learned
[QUOTE=GARRYMODE;33127323]BF3 uses Lua. ( Modding potential anyone? )
[url]http://pastebin.com/A566xdzj[/url] ( This is a decrypted initfs_win32 from the data folder of BF3 )[/QUOTE]
How did you manage to decrypt it AND add files to it? I managed to scrape it from a bf3.exe memory dump, but that's it.
I extracted the text from memory and found this:
[code]Cannot setup and execute the Ik Rig To Hik Rig RigOp because no Foot Plant Feature could be found in the Rig.[/code]
:wtc:
[QUOTE=Overv;33129600]How did you manage to decrypt it AND add files to it? I managed to scrape it from a bf3.exe memory dump, but that's it.[/QUOTE]
initfs_win32 is just a .toc file, these can be decompiled using this library:
[url]https://github.com/mitsuhiko/frostbite2-stuff[/url]
and then this python code with it:
[code]
import os
import shutil
from libfb2.sb import load
import pprint
FILE = open("lol.lua", "w")
pprint.pprint(load(r'C:\Games\Battlefield 3\Data\initfs_Win32'), FILE)
FILE.close()
[/code]
As for adding files to it? I don't know what you mean, I've added nothing to it. I have how ever done some investigation and have found out that overrideAutodetect.lua is called. But is stuck in a sandboxed environment.
[lua]
overrideSettings = setmetatable({},
{
__index = constants,
__newindex = bind(function(s, t, n, v)
if s[n] == nil then
log:error("Trying to set unknown setting " .. n .. " to " .. tostring(n))
elseif v == nil then
log:error("Trying to set setting " .. n .. " to nil")
else
log:info("Overriding " .. n .. ": " .. tostring(v))
s[n] = v
end
end, settings)
})
setfenv(executeAutoDetectOverride, overrideSettings)
local success, e = pcall(executeAutoDetectOverride);
[/lua]
If anyone knows how to escape that setfenv then please post below.
Sorry if I'm making no sense. It's 03:41am, so I'm going to sleep. :> ( Hope to hear an answer by morning! :P )
Finished the second iteration of the hovertank's physics
[media]http://www.youtube.com/watch?v=SS8Qv1HLH4w[/media]
Any suggestions? It does seem a bit fast for a tank, but I'll tweak that when I get some actual levels going.
I should really work on this more often, but I don't think I've had a day off since the last video I posted.
[QUOTE=Night-Eagle;33129930]Finished the second iteration of the hovertank's physics
[media]http://www.youtube.com/watch?v=SS8Qv1HLH4w[/media]
Any suggestions? It does seem a bit fast for a tank, but I'll tweak that when I get some actual levels going.
I should really work on this more often, but I don't think I've had a day off since the last video I posted.[/QUOTE]
I love you and this looks like so much fun. I think fast would be fun. Shooters today all rely on aiming and what not and none really rely on ones ability to out maneuver an opponent. Looks really good.
That looks awesome! I'd suggest you add obstacles like boulders and what-not, and fuel that needs to be replenished every so often.
[QUOTE=Quark:;33130145]fuel[/QUOTE]
Those two protrusions on the back aren't thrusters. They're reactors. If you overuse one, it will blow out like a clip from an M1 Garand. I'm thinking about moving them somewhere else so people don't get confused, but it makes much more sense to have a vulnerable component placed out of the line of fire. As you can guess, I haven't done much in regards to art just yet.
After I added connections between neurons that set their held data, it stopped working entirely for no reason.
God dernit.
Undo is useful for those cases
Ugh, pretty much just wasted my night trying to get 3D Ripper DX to work; which all the models turned out shit.
[IMG]http://puu.sh/88oN[/IMG]
Mandelbrot rendering is srs bsns.
[QUOTE=Naarkie;33130657][IMG]http://puu.sh/88oN[/IMG]
Mandelbrot rendering is srs bsns.[/QUOTE]
Wait, are you telling me its supposed to do that?
Just spent most of today migrating from SFML 2 to 1.6 to check if this heap corruption thing was a bug with 2.0 textures, turns out it isnt and it hapens with 1.6.
Ateast i figured out what call creates the corruption:
[cpp]void Image::DestroyTexture()
{
// Destroy the internal texture
if (myTexture)
{
// Make sure we have a valid context
priv::GraphicsContext Ctx;
GLuint Texture = static_cast<GLuint>(myTexture);
GLCheck(glDeleteTextures(1, &Texture));
myTexture = 0;
myNeedTextureUpdate = false;
myNeedArrayUpdate = false;
}
}[/cpp]
The GLCheck, no idea why tho :/
Supposed to look like this
[IMG]http://home.olympus.net/~dewey/points1.png[/IMG]
[img]http://puu.sh/88rf[/img]
zoomed out picture of some level i just made
The colored blocks are liquids. The green is acid and when you are in it you loose health, when you get out you remain green and keep loosing health slowly until you go into blue water(cleans off everything). And the orange acts same as acid but doesnt hurt you and gives you a speed boost / jump boost until you wash it off
Added player binds to my game. So you can now type in console:
[code]
bind "key" "string of console commands to run"
[/code]
"toggleconsole" is a valid command. Console is now bound to F12 by default, but you can change that.
[QUOTE=boomer678;33130805][img]http://puu.sh/88rf[/img]
zoomed out picture of some level i just made
The colored blocks are liquids. The green is acid and when you are in it you loose health, when you get out you remain green and keep loosing health slowly until you go into blue water(cleans off everything). And the orange acts same as acid but doesnt hurt you and gives you a speed boost / jump boost until you wash it off[/QUOTE]
I like your color and tile schemes.
Semi decent sun rise and set!
[img] http://filesmelt.com/dl/PlatformerSunCycle.gif[/img]
[QUOTE=MadPro119;33130925]Semi decent sun rise and set!
[img] http://filesmelt.com/dl/PlatformerSunCycle.gif[/img][/QUOTE]
Wouldn't it make more sense to go in a continuous arc rather than having that flat bit in the middle?
I'm so impatient that I edited my distro's package to use Boost's SVN. With Boost.Locale, I can do this:
[quote][jookia@jookia-arch build]$ export LANG=en_AU.UTF-8
[jookia@jookia-arch build]$ ./trainsc
$25.50
[jookia@jookia-arch build]$ export LANG=zh_CN.GB18030
[jookia@jookia-arch build]$ ./trainsc | iconv -f GB18030 -t UTF-8
¥25.50
[jookia@jookia-arch build]$ export LANG=ja_JP.EUC-JP
[jookia@jookia-arch build]$ ./trainsc | iconv -f EUC-JP -t UTF-8
¥26
[jookia@jookia-arch build]$ export LANG=en_GB.UTF-8
[jookia@jookia-arch build]$ ./trainsc
£25.50[/quote]
[code]std::cout << loc::as::currency << 25.5 << std::endl;[/code]
[QUOTE=MadPro119;33130925]Semi decent sun rise and set!
[img] http://filesmelt.com/dl/PlatformerSunCycle.gif[/img][/QUOTE]
Looks good, but (other than the arc thing) I think it would be more natural if the color changes only at sunset and sunrise. So you would have a "day" in between when the color would stay the same.
What you got there is probably 2/3rds of the day is sunset/rise, while in real life, the surise/set will normally just be a couple of hours (max) out of maybe 10-12 hours of light.
I dediced to make my own screenshot uploader tool, out of annoyances with ZScreen and similar.
And just so I actually finish it this time, I made a software requirements specification.
[url]http://dl.dropbox.com/u/764206/Superscrot/Requirements.pdf[/url]
[QUOTE=ROBO_DONUT;33131381]Wouldn't it make more sense to go in a continuous arc rather than having that flat bit in the middle?[/QUOTE]
I don't know about you but I think it fits with the blocky theme.
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