• What are you working on? November 2011 Edition
    3,673 replies, posted
Went back to working on the little language project I started a few weeks ago. Got it working with ASP.NET: [img]http://anyhub.net/file/7qxB-asplang.png[/img] I'll post a link to the actual app when I safeguard against infinite while loop spam. This is the first time I've used ASP.NET. Edit: [url=http://www.ziks.co.uk/Default.aspx]Do your worst![/url] Examples (I'll add more later): Square root: [url]http://www.ziks.co.uk/Default.aspx?src=dec%20i%20%3A%2065%0Adec%20j%20%3A%200.0%0Adec%20inc%20%3A%20i%20/%202%0Aint%20iters%20%3A%200%0Awhl%20iters%20%3C%20512%0A%20%20%20%20set%20iters%20%3A%20iters%20%2B%201%0A%20%20%20%20bif%20%28%20j%20*%20j%20%29%20%3C%20i%0A%20%20%20%20%20%20%20%20set%20j%20%3A%20j%20%2B%20inc%0A%20%20%20%20eif%20%28%20j%20*%20j%20%29%20%3E%20i%0A%20%20%20%20%20%20%20%20set%20j%20%3A%20j%20-%20inc%0A%20%20%20%20%20%20%20%20set%20inc%20%3A%20inc%20/%202%0A%20%20%20%20els%0A%20%20%20%20%20%20%20%20set%20iters%20%3A%20512%0A%20%20%20%20end%0Aend%0A%0Aprt%20%28%20%22The%20square%20root%20of%20%22%20%2B%20i%20%29%20%2B%20%22%20is%20%22%20%2B%20j%0A[/url] Inaccurate Threaded PI: [url]http://www.ziks.co.uk/Default.aspx?src=int%20piIters%20%3A%20128%0Adec%20pi%20%09%20%20%20%20%3A%200.0%0A%0Asub%20findPiPositive%0A%20%20%20%20prt%20%22Positive%20thread%20started%22%0A%20%20%20%20int%20i%20%3A%200%0A%20%20%20%20whl%20i%20%3C%20piIters%0A%20%20%20%20%20%20%20%20set%20pi%20%3A%20pi%20%2B%204.0%20/%20%28%204.0%20*%20i%20%2B%201.0%20%29%0A%20%20%20%20%20%20%20%20set%20i%20%3A%20i%20%2B%201%0A%20%20%20%20end%0A%09%0A%20%20%20%20syn%20main%0Aend%0Asub%20findPiNegative%0A%20%20%20%20prt%20%22Negative%20thread%20started%22%0A%20%20%20%20int%20i%20%3A%200%0A%20%20%20%20whl%20i%20%3C%20piIters%0A%20%20%20%20%20%20%20%20set%20pi%20%3A%20pi%20-%204.0%20/%20%28%204.0%20*%20i%20%2B%203.0%20%29%0A%20%20%20%20%20%20%20%20set%20i%20%3A%20i%20%2B%201%0A%20%20%20%20end%0A%09%0A%20%20%20%20syn%20main%0Aend%0A%0Athr%20piPosThread%20%3A%20findPiPositive%0Athr%20piNegThread%20%3A%20findPiNegative%0Aprt%20%22Calculating%20Pi...%22%0Asyn%20piPosThread%0Asyn%20piNegThread%0Aint%20rounded%20%3A%20pi%20*%20100.0%20%2B%200.5%0Aprt%20%22Done%21%20Pi%20%3D%20%22%20%2B%20%28%200.01%20*%20rounded%20%29%0A[/url] ALPHABET: [url]http://www.ziks.co.uk/Default.aspx?src=int%20i%20%3A%200%0Awhl%20i%20%3C%2026%0A%20%20%20%20prt%20%27A%27%20%2B%20i%0A%20%20%20%20set%20i%20%3A%20i%20%2B%201%0Aend%0A[/url] ALPHABET V2.0: [url]http://www.ziks.co.uk/Default.aspx?src=str%20alphabet%0A%0Aint%20i%20%3A%200%0Awhl%20i%20%3C%2026%0A%20%20%20%20out%20alphabet%20%3A%20%27A%27%20%2B%20i%0A%20%20%20%20set%20i%20%3A%20i%20%2B%201%0Aend%0A%0Aprt%20alphabet%0A[/url]
[img]http://www.horsedrowner.com/images/screenshots/NANO-superscrot developer console-20111106175028.png[/img] :dance: I [B]should[/B] stop for now and do my assignments, one of which was due today. But this is so much more fun than trying to figure out how I balance AVL trees. :saddowns:
-snip- look two posts above
OK, I think it's finally time to post what I've been doing (prepare for a relative wall). Introducing: [u][B]Maze Blitz (working name)[/B][/u] Maze Blitz is a game I'm working on for a piece of coursework at College. The premise of the project is that an end-user is asking you for a product of some kind and you have to design and code it to their specification. It's a long process designed to prove to the examiner that you learned the entire first year of the course, as all kinds of stages are necessary in properly documenting the project. To be able to create a game for the project (this is harder than saying "I'll make a game;" think about who'd be asking a 17 year old to make a game to a specific specification), I had to jump through a couple of loop-holes and hand almost complete creative control over to the main beta-tester of my last game project. It's her job to conceptualise the whole thing and mine to gain this specification through careful interviewing. I was worried at first that this approach would mean I end up writing a bad game, but my user surprised me by coming up with a pretty decent and complex concept. By my best description, it'll be a dungeon crawler...of sorts. Each level is a maze, with the main goal of getting through the mazes to progress. Each level will be more complex with more dead ends than the last, and they'll contain more (and harder enemies) with increasingly more complex or difficult-to-combat abilities. Killing enemies will reward you with points (IE experience), and at the end of each level a shop-like screen will be presented to the player where more weapons and weapon/player upgrades can be purchased. Writing it down makes it sound like it's over-packed with features and will break down with a wide-spread focus, but after creating the core game and loading some features in (I currently have 3 enemies, 3 weapons and 3 levels), I'm convinced that my user is onto a decent concept. I'm not done on the upgrade system yet, but that's on the list after proper art. After working on a tiny bit of art today (specifically for the inventory panel and one enemy type called the "Blocker"), I feel the game is finally in a viable state to show people who'll understand why it's not perfect yet. It's still a little buggy in a couple of areas and some things are definitely not final, but it is pretty much [i]this close[/i] to being ready for creative content expansion without breaking or changing the engine itself. [u][b]Current Features[/b][/u] - Three levels. - Three Enemy Types (Blocker - bounces between walls / Ghost - appears and chases the player when they're within range / Trapper - when a player hits a trigger, two spawn and move inwards, causing explosions). - Three Weapon Types (Canon - simple bullet weapon / Blaster - AOE explosion / Air Strike - drop a beacon and wait a few seconds, three explosions rain down). - Sprite-based particle engine for explosions and the like. - Points and health systems. [b][u]Quick Video[/u][/b] Vegas Pro messed up the video; it's been a while since I used it and I probably hit the wrong button. [video=youtube;bKay-8eOns4]http://www.youtube.com/watch?v=bKay-8eOns4[/video] [b][u]Further Information[/u][/b] The game's being written in Java + Java2D, simply because this is the project that prompted me to start learning Java six months ago and I'm no where near proficient enough in OpenGL to render a game like this yet. Future plans involve refactoring to render in OpenGL and post-coursework expansion to make the game into a professional, purchase-worthy product. I hope people manage to read this far down the page; I know this is a very long post but I didn't want to have to link to my blog or anything like that to get the information across. Please don't hate me for the multitude of words. I apologise that the game can't be downloaded to play yet, also. I want to keep it under wraps in that sense 'til it's complete and submitted as coursework. Hope this has been a good read, and that your life is suitably changed.
[QUOTE=Ziks;33151356]Went back to working on the little language project I started a few weeks ago. Got it working with ASP.NET: [IMG]http://anyhub.net/file/7qxB-asplang.png[/IMG] I'll post a link to the actual app when I safeguard against infinite while loop spam. This is the first time I've used ASP.NET.[/QUOTE] I just realized how amazingly awesome some people here are at programming. I might be wrong but I think Dlaor said he never worked with 3D before, and look at what he managed to accomplish. Ziks made a scripting language (a second one I think) in what I think is a very short time. I'm not even going to mention Lewt which is amazing itself. Maurice... Nobody implements features that fast. I don't even know how it's possible. What I was also impressed with lately is how Yogurt just decided to have networking in his game and did it in a day. Maybe it's just the modesty with which they talk about their project but I, for one, really wish I had that kind of ability. Maybe just too lazy...
[QUOTE=garry;33149106]You're basically coding a quad tree[/QUOTE] Nah, just simple spatial partitioning. There's no root.
[QUOTE=Darwin226;33151939]I just realized how amazingly awesome some people here are at programming. I might be wrong but I think Dlaor said he never worked with 3D before, and look at what he managed to accomplish. Ziks made a scripting language (a second one I think) in what I think is a very short time. I'm not even going to mention Lewt which is amazing itself. Maurice... Nobody implements features that fast. I don't even know how it's possible. What I was also impressed with lately is how Yogurt just decided to have networking in his game and did it in a day. Maybe it's just the modesty with which they talk about their project but I, for one, really wish I had that kind of ability. Maybe just too lazy...[/QUOTE] Keep in mind he said it was only client movement events. That's not hard at all.
[QUOTE=Darwin226;33151939]I just realized how amazingly awesome some people here are at programming. I might be wrong but I think Dlaor said he never worked with 3D before, and look at what he managed to accomplish. Ziks made a scripting language (a second one I think) in what I think is a very short time. I'm not even going to mention Lewt which is amazing itself. Maurice... Nobody implements features that fast. I don't even know how it's possible. What I was also impressed with lately is how Yogurt just decided to have networking in his game and did it in a day. Maybe it's just the modesty with which they talk about their project but I, for one, really wish I had that kind of ability. Maybe just too lazy...[/QUOTE] I did some Gmod Lua coding before, if you count that as 3D coding (and some shitty basic stuff in Game Maker), but yeah, other than that I've never worked with 3D before. I must say that I still don't understand some things like matrices and quaternions, and my engine design is really unoptimised.
[QUOTE=Soviet_Banter;33152129]Keep in mind he said it was only client movement events. That's not hard at all.[/QUOTE] What, me? What do you mean?
"Alright platforms should sorta work now" [img]http://i.imgur.com/VgMD1.gif[/img] IT KEEPS HAPPENING
[IMG]http://i.imgur.com/OfX78.png[/IMG] Surprisingly, that took a lot more behind the scene code for the menus and stuff than it looks. I got a functioning state machine that works awesome for text games.
What program do you guys use to record gifs? i know it was in the previous thread but i cant manage to find it..
[QUOTE=Tortex;33152571]What program do you guys use to record gifs? i know it was in the previous thread but i cant manage to find it..[/QUOTE] I don't know about everyone else, but I record it in Fraps and .gif it in VirtualDub
[QUOTE=benji2015;33152598]VirtualDub[/QUOTE] that's it thanks!
[QUOTE=Nigey Nige;33148546]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] Whats wrong with the javadoc? Most people wouldn't need a wiki for a library, why would you need one? :v:
couldnt get a decent gif so a screenshot will have to do. [img]http://i.imgur.com/UnvmQ.png[/img] working on a mapeditor, next up layers!
[QUOTE=iPope;33152408][IMG]http://i.imgur.com/OfX78.png[/IMG] Surprisingly, that took a lot more behind the scene code for the menus and stuff than it looks. I got a functioning state machine that works awesome for text games.[/QUOTE] I have some constructive criticism about a minor detail in your implementation: [img]http://i.imgur.com/bmd9c.png[/img]
[QUOTE=Anonim;33153495]I have some constructive criticism about a minor detail in your implementation: [img]http://i.imgur.com/bmd9c.png[/img][/QUOTE] oh god now that you mention it [QUOTE=Tortex;33153352]couldnt get a decent gif so a screenshot will have to do. [img]http://i.imgur.com/UnvmQ.png[/img] working on a mapeditor, next up layers![/QUOTE] Where did you get the poke-tilesheet? :(
So I'm working on changing my networking library to lidgren since rolling my own isn't working.
[QUOTE=Yogurt;33153532]So [B]I'm working on changing my[/B] networking [B]library[/B] to lidgren [B]since rolling my own isn't working.[/B][/QUOTE] Should be a next title or something. :( I'm suffering because of that as well right now.
Rolling your own stuff should be a last resort.
[QUOTE=Jack Trades;33153611]Should be a next title or something. :( I'm suffering because of that as well right now.[/QUOTE] I try to roll my own as much as possible but when there are much better, proven alternatives, what do you do?
Yeah, I tried rolling my own and now I'm stuck carefully ripping it out and replacing it with proven alternatives, while making sure nothing breaks.
[QUOTE=Anonim;33153495][QUOTE=iPope;33152408][IMG]http://i.imgur.com/OfX78.png[/IMG][/quote]I have some constructive criticism about a minor detail in your implementation: [img]http://i.imgur.com/bmd9c.png[/img][/QUOTE] Okay, I had some more constructive criticism, but I didn't want to lay it all on you at once as I feared for your motivation to continue. However, out of respect for you as a distinguished developer, I feel it would be unfair to you if I did not show you my subjective opinion on where you have room for improvement. I hope you appreciate my humble artist-to-artist opinions: [img]http://i.imgur.com/1FrJX.png[/img]
[QUOTE=horsedrowner;33151806][img]http://www.horsedrowner.com/images/screenshots/NANO-superscrot developer console-20111106175028.png[/img] :dance: I [B]should[/B] stop for now and do my assignments, one of which was due today. But this is so much more fun than trying to figure out how I balance AVL trees. :saddowns:[/QUOTE] Got inspired by this and made a similar thing but for dropbox. Works as you'd expect. Print screen for fullscreen, and alt print screen for the selected window only. Not much to show, since it's just a tray icon visually :v:
[QUOTE=iPope;33152408][IMG]http://i.imgur.com/OfX78.png[/IMG] Surprisingly, that took a lot more behind the scene code for the menus and stuff than it looks. I got a functioning state machine that works awesome for text games.[/QUOTE] [IMG]http://i.imgur.com/XEdMw.png[/IMG] [IMG]http://i.imgur.com/0prsf.png[/IMG] My game is called Textcraft too [IMG]http://sae.tweek.us/static/images/emoticons/emot-colbert.gif[/IMG]
Anal Retentives unite!
Managed to write a 4x4 matrix multiplication function that's about 15 times faster than GLM, just because I wanted to work with some floating point instructions.
[QUOTE=Map in a box;33152849]Whats wrong with the javadoc? Most people wouldn't need a wiki for a library, why would you need one? :v:[/QUOTE] The javadoc is mostly fine, but there's a few holes in places where it's most needed. It's got an A* implementation, but it's pretty poorly explained and oh fuck it I just want a nice wiki is that so wrong
I hit a brick wall the other day. Then while at a group-coding session yesterday my computer crashed and I lost one of the most important (and biggest) files in my project! Spent all day re-coding it rather than getting anything done. But I'm back in action and hope to get lines and planes done today. [img]http://dl.dropbox.com/u/11093974/Junk/progress2.png[/img] I setup an SVN on my home-server to avoid losing anymore files in the future. I'll probably setup apache here soon as well in case anyone wants to take a peek at the source.
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