• What are you working on? November 2011 Edition
    3,673 replies, posted
[t]http://www.horsedrowner.com/images/screenshots/NANO-20111106113906.png[/t] Getting there. :dance:
[QUOTE=horsedrowner;33148073][t]http://www.horsedrowner.com/images/screenshots/NANO-20111106113906.png[/t] Getting there. :dance:[/QUOTE] How are you hooking key presses without focus? I've always wondered this.
[QUOTE=Deco Da Man;33148389]How are you hooking key presses without focus? I've always wondered this.[/QUOTE] I use this class: [url]http://pastebin.com/WNESf0Va[/url] Unfortunately I don't know where I got the class from; I didn't write it myself but I kept it around.
[QUOTE=Jookia;33147543]The thing is that he actually hasn't got over it himself and feeds the flames of the fire. Look at his the open.gl site right now. We've all had projects that start off as concepts and don't go beyond that, but Overv actually went beyond that and declared a project that he had no experience in and ended up declaring how bad OpenGL is after he actually learned how to use it, making his project beyond ironic. As for WAYWO, I think we all take our shots at each other, but some are more deserved than others. I enjoy acting as if Nullsquared is getting nowhere with his game, and even poked fun at it not being in the highlights. (Why is it not there?)[/QUOTE] The point of being mature about it is to be the better person. Doesn't matter how you guys feel about Overv or his project, or how I do. I support him for the most part in fact. But taking the mature response means taking the high road and not bringing it up anymore, and with that I digress. We aren't getting anywhere by continuing this debate, bed time for me.
I wish Slick2D had a decent wiki. It's a really nice framework, but the lack of documentation will probably drive me to Love2D after this project ends.
[QUOTE=horsedrowner;33148073][t]http://www.horsedrowner.com/images/screenshots/NANO-20111106113906.png[/t] Getting there. :dance:[/QUOTE] I would love to get a copy when this is finished. Does it just take a screenshot of the entire display, current focused app, or both (focused with alt, display otherwise)? Or, some completely different functionality altogether?
[QUOTE=Noth;33148550]I would love to get a copy when this is finished. Does it just take a screenshot of the entire display, current focused app, or both (focused with alt, display otherwise)? Or, some completely different functionality altogether?[/QUOTE] Currently, it only takes a screenshot of the primary screen. But I'm planning on adding that, as well as capturing a region (like the Snipping Tool) with Control+PrintScreen. I'm planning on adding support for FTP and maybe Dropbox. Still have to do a UI as well, since this is only the debug console window which won't be shown by default later.
[QUOTE=horsedrowner;33148073][t]http://www.horsedrowner.com/images/screenshots/NANO-20111106113906.png[/t] Getting there. :dance:[/QUOTE] Oh wow that looks awesome :D Would you mind posting the source when you're finished with it? Also, what is the Windows theme you're using? It looks purty.
[QUOTE=HeroicPillow;33147658]This is just a small video of my current progress on the pseudo-voxel editor for the sandbox mmo I occasionally help out. I'm currently using unity, however it has absolutely no support for in-game editing so I had to program everything related to that from scratch. The gizmo, tooltips, block copying/loading/saving, wireframe, and so on. [B]I also hate unity's built-in GUI scripting far more than I thought was possible.[/B] [/QUOTE] GUI-class-hate-five! It's a god damn abomination. Fortunately Unity 3.5 is coming very very with totally reworked GUI making system. As far as I know, we'll be able to design GUI with an editor instead of from scripts.
[img]http://i43.tinypic.com/rky2r6.png[/img] CMake is starting to get on my nerves. It has its own scripting language that insists that operators must be uppercase, variable names are case sensitive and when calling functions the name can be any case.
So "IHaveNoIdeaWhatThisIsGoingToBe" is too long to use as my project name.
[QUOTE=amcfaggot;33145276]Let's stop shitting up the thread, and post more content. That'd be great, thanks. [img]http://i.imgur.com/VH5u3.png[/img] I call it the Xynxny Coordinate System (Pronounced "Zen-ecks-knee") due to it using a coordinate system that looks like this: (x, y, node x, node y), or (x, y, nx, ny). It can use any scale, but for my game, since I'm going to be taking an 8-bit-esque approach, I'm using an (8,8,∞,∞) scale.[/QUOTE] You're basically coding a quad tree
This weeks devlog is available on my [url=http://xiphias.org]website[/url]. I worked on making XML work properly as a modding tool in my game and that's quite boring to read about, IMO, so instead I wrote about my design goal that I use when I make different design decisions. Yeah, and no video this week. :/
[QUOTE=Jack Trades;33149150]This weeks devlog is available on my [url=http://xiphias.org]website[/url]. I worked on making XML work properly as a modding tool in my game and that's quite boring to read about, IMO, so instead I wrote about my design goal that I use when I make different design decisions. Yeah, and no video this week. :/[/QUOTE] Have you ever thought of making randomly generated enemy skins? I think that would be cool and work well for your game.
[QUOTE=Mr Kirill;33149239]Have you ever thought of making randomly generated enemy skins? I think that would be cool and work well for your game.[/QUOTE] No, i haven't. I could probably do it but it would take lots of time to make it look properly. That would indeed be incredibly cool though. I think it's better to just allow players (and me) to create several skins for same enemy and then just pick random one on spawn.
[img]http://i.imgur.com/Q3MAe.png[/img] Hey guys, I made my first android game. Please download it and tell me what you think. Its a remake of the classic Pipes game where you connect up all the tiles to turn them all green [url=https://market.android.com/details?id=com.jakemadethis.source][img]http://i.imgur.com/NFoFf.png[/img] Android Market for 'Source'[/url]
[QUOTE=Vampired;33149267][img]http://i.imgur.com/Q3MAe.png[/img] Hey guys, I made my first android game. Please download it and tell me what you think. Its a remake of the classic Pipes game where you connect up all the tiles to turn them all green [url=https://market.android.com/details?id=com.jakemadethis.source][img]http://i.imgur.com/NFoFf.png[/img] Android Market for 'Source'[/url][/QUOTE] Very cool, I'll be keeping this installed for the bus ride to college :)
I'd play it if I still had my Nexus One
[QUOTE=Naarkie;33148641]Oh wow that looks awesome :D Would you mind posting the source when you're finished with it? Also, what is the Windows theme you're using? It looks purty.[/QUOTE] I actually just started setting up a Google Code project. See [url]http://code.google.com/p/superscrot/[/url]. Right now, features include: • Capturing a screenshot of the primary screen and uploading it to FTP • Fancy colorful debug console (/console or enable in config) • Quick and dirty config editor (/config) that starts if it can't find a configuration [img]http://dl.dropbox.com/u/764206/Superscrot/ConfigEditor.png[/img] For configuration, I'm doing XML Serialization. Passwords are stored in plain text. I'd love to get feedback. Exceptions are logged in the console, but there might be unhandled exceptions.
[media]http://www.youtube.com/watch?v=23BCt0Qrjoc[/media] Smooth vertical camera movement, 3d-ish road and console. It's a flash game.
[QUOTE=Overv;33142439]And people say it isn't worth doing, but what about running GTA 3 on Android? How cool would that be?![/QUOTE] Rockstar is already working on that!
[QUOTE=garry;33149106]You're basically coding a quad tree[/QUOTE]A Quad tree would probably be more efficient, this is just a 2-layer coordinate system.
So I added rolling, jumping and basic level editor functionalities to my game. [img]http://dl.dropbox.com/u/4081391/rollin.gif[/img] (the red blocks don't do anything yet) The rolling is always relative to the camera, so if you press up, you always move away from the camera, and if you press down you move towards the camera, etc.
[QUOTE=Dlaor-guy;33149701]So I added rolling, jumping and basic level editor functionalities to my game. [img]http://dl.dropbox.com/u/4081391/rollin.gif[/img] (the red blocks don't do anything yet) The rolling is always relative to the camera, so if you press up, you always move away from the camera, and if you press down you move towards the camera, etc.[/QUOTE] Might I suggest, if you have not already made a decision about camera control, that the camera be controlled with the mouse, such that you can easily orient it about the center of the board or the center of the ball. I feel it would make the arrow key movement more usefull if you could easily change the camera angle, thus allowing you to hold down the up arrow and simply move the mouse, or leave the mouse in place and use only the arrows. Whatever you decide, the game looks awesome, and I really like the artistic style of the ball and the map tiles.
Hey guys, I've recently developed a library for neural networks, with various different activation functions, layer control, etc etc. It currently uses backpropagation for learning. I have is in AS3 and C#. I was wondering, when I'm done tweaking it, if you guys would like me to release it for you to use for your projects.
-woops wasn't in WDYNHW-
[t]http://www.horsedrowner.com/images/screenshots/NANO-20111106161121.jpg[/t] Now with JPEG compression! :v:
[QUOTE=Vampired;33149267][img]http://i.imgur.com/Q3MAe.png[/img] Hey guys, I made my first android game. Please download it and tell me what you think. Its a remake of the classic Pipes game where you connect up all the tiles to turn them all green [url=https://market.android.com/details?id=com.jakemadethis.source][img]http://i.imgur.com/NFoFf.png[/img] Android Market for 'Source'[/url][/QUOTE] Very good! I like this kind of game. Can't think of anything that could improve it gameplay wise, but some effects would be nice. Good job.
[QUOTE=Mattz333;33150655]Very good! I like this kind of game. Can't think of anything that could improve it gameplay wise, but some effects would be nice. Good job.[/QUOTE] Thanks man. what kind of effects are you thinking of though? Explosions when you win or something?
[QUOTE=Vampired;33150681]Thanks man. what kind of effects are you thinking of though? Explosions when you win or something?[/QUOTE] Maybe some kind of effect when the pipes are green, like pulsating. Or maybe some animations for when a piece is turned.
Sorry, you need to Log In to post a reply to this thread.