is it on, is it working
[vid]http://www.rotiongame.com/output.webm[/vid]
aha. I've been having a bunch of fun errors with SFML's music/sound classes, but now I've mostly narrowed it down to this: I can't stop() any music tracks because they'll never play again. So instead I have to pause() them when they've nearly finished and reset their play positions to 0 when they next come up. Skipping was also broken because of some precision problems or something when using getDuration and set/getPlayPosition in SFML, so I sort of fixed that by changing some Uint32s to Uint64.
[QUOTE=Felheart;33158518]Is there an webm encoder for virtualdub or something like that?
How do you make (encode) those videos ?[/QUOTE]
Get [url=http://www.mirovideoconverter.com/]this.[/url]
[QUOTE=NovembrDobby;33159140]I've been having a bunch of fun errors with SFML's music/sound classes, but now I've mostly narrowed it down to this: I can't stop() any music tracks because they'll never play again. So instead I have to pause() them when they've nearly finished and reset their play positions to 0 when they next come up. Skipping was also broken because of some precision problems or something when using getDuration and set/getPlayPosition in SFML, so I sort of fixed that by changing some Uint32s to Uint64.[/QUOTE]
SFML 2 or 1?
[QUOTE=Jookia;33159364]SFML 2 or 1?[/QUOTE]
2, I haven't modified any sound code in it
[QUOTE=NovembrDobby;33159418]2, I haven't modified any sound code in it[/QUOTE]
Ah. Bug report time? Or if you can make a minimal code snippet of the bug, I might look to see if it's easily fixable.
[QUOTE=jalb;33157235]I am using SAT for most of the collisions. However, some shapes can be more easily computed without SAT. For example, I have a whole SAT system setup, but it would be way more overhead than is necessary for something like AABB-AABB.[/QUOTE]
Really nice work! I tried to get SAT working a while back, but couldn't wrap my head around it. Have you heard of the GJK algorithm? Works based on Minkowski differences, which I find much easier to visualise (though just as difficult to code..). Your SAT seems to be working really well but it's an interesting topic and I've heard it's often quite a bit more efficient - [url=www.wildbunny.co.uk/blog/2011/04/20/collision-detection-for-dummies/]this guy[/url] has a good explanation of it further along.
So I tried maze generation.
[img]http://puu.sh/8fcc[/img]
Now that I half-assed it, I can look up a real algorithm for it.
[QUOTE=Jookia;33159595]Ah. Bug report time? Or if you can make a minimal code snippet of the bug, I might look to see if it's easily fixable.[/QUOTE]
Well...I'll try with a fresh SFML and app tomorrow, I think it's more likely I messed it up somewhere by switching out a dll or two (libsndfile-1, openal) when trying to fix sounds (before I knew how they worked).
[QUOTE=PortalGod;33160003]So I tried maze generation.
[img]http://puu.sh/8fcc[/img]
Now that I half-assed it, I can look up a real algorithm for it.[/QUOTE]
That looks like it'd be great for a zelda-like game's map generation.
[QUOTE=PortalGod;33160003]So I tried maze generation.
[img]http://puu.sh/8fcc[/img]
Now that I half-assed it, I can look up a real algorithm for it.[/QUOTE]
If you wanna go with square mazes, depth first search is a really easy algorithm and produces pretty decent results!
[img]http://filesmelt.com/dl/Mitosis.gif[/img]
Sexified the bullet sprite so it's not a boring grey dot
Player movement is also pretty solid.
[QUOTE=Chris220;33160429]If you wanna go with square mazes, depth first search is a really easy algorithm and produces pretty decent results![/QUOTE]
Do you have any good articles/tutorials on it?
Its something im going to be needing in the not so far future
[vid]http://dl.dropbox.com/u/8745051/facepunch/tilesV7%20console.webm[/vid]
Another testament to webm; it brought a 2.67gb video down to 20mb with very little quality loss.
[QUOTE=benji2015;33161132][vid]http://dl.dropbox.com/u/8745051/facepunch/tilesV7%20console.webm[/vid]
Another testament to webm; it brought a 2.67gb video down to 20mb with very little quality loss.[/QUOTE]
How's it compare to h.264?
[QUOTE=benji2015;33161132]-video-
Another testament to webm; it brought a 2.67gb video down to 20mb with very little quality loss.[/QUOTE]
That parallax is so sexy. It might need to be sped up a tiny bit though.
[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]
The only thing I can suggest is to make it more obvious that there are blocks outside the screen (Maybe let the default game be 5x5), such as when first starting the game, I was confused as hell in the first game I played, when the bottom row was entirely horizontal pipes that couldn't connect to anything.
Or maybe a zooming feature so we can see more of the board, the game is like mahjong in the fact that it's really helpful to see more than a section of the screen at a time
[QUOTE=benji2015;33161132]Another testament to webm; it brought a 2.67gb video down to 20mb with very little quality loss.[/QUOTE]
It's very lossy actually, and seems to be flickering.
[img]http://puu.sh/8fGt[/img]
Main menu.
The background scrolls
[QUOTE=synthiac;33161265]h.264 is superior by design[/QUOTE]
But isn't free. It costs a bucket load to be allowed to have the decoder, so of course Firefox doesn't support it.
However, I did find a plugin for Firefox that MS made for Win 7 users, so they could use the h.264 codec on Firefox. The latest version it supports is only FF5, so I need a h.264 video to test it with. Anyone got one?
[QUOTE=benji2015;33161132]diswebmshit
Another testament to webm; it brought a 2.67gb video down to 20mb with very little quality loss.[/QUOTE]
Make the y parallexed too, so that down low the trees look sort of in front of the mountains.
[QUOTE=Box Eater;33162023][vid]http://dl.dropbox.com/u/48490232/java 2011-11-07 17-04-47-08.webm[/vid][/QUOTE]
The lines look a little too thick to me, just makes the dead ends look like little stumps. Otherwise, not bad
[QUOTE=Yogurt;33153532]So I'm working on changing my networking library to lidgren since rolling my own isn't working.[/QUOTE]
Lidgren is [i]great[/i]. You won't regret it.
[QUOTE=Xeon06;33162189]Lidgren is [I]great[/I]. You won't regret it.[/QUOTE]
I'm already not.
What's weird is it somehow seems to be outputting to my ingame console even though I SEE NOTHING THAT DOES THAT
Curious.
[QUOTE=Box Eater;33162023][vid]http://dl.dropbox.com/u/48490232/java 2011-11-07 17-04-47-08.webm[/vid][/QUOTE]
This makes me sad.
On the other hand
[img]http://puu.sh/8fSb[/img]
I'm almost there.
I'm having trouble with the backtracking part; how did you mark your cells off to not be included? The red squares in my picture have already been visited; that is, they were part of one cell's set of neighbors, and they were not chosen to continue the maze. When backtracking, I can't go by looking for unvisited cells, because that doesn't find any thing. I can't think of how else to do it.
[QUOTE=PortalGod;33162511]This makes me sad.
I'm almost there.
I'm having trouble with the backtracking part; how did you mark your cells off to not be included? The red squares in my picture have already been visited; that is, they were part of one cell's set of neighbors, and they were not chosen to continue the maze. When backtracking, I can't go by looking for unvisited cells, because that doesn't find any thing. I can't think of how else to do it.[/QUOTE]
I pushed them onto a stack when my current node changed direction and if they had any directions in which they could travel. Then if my current node didn't have any directions left to travel, I would make the next item on the stack the current node.
I've decided after I'm finished with Avoidance, I'm never making another thing for the iOS for as long as I live. Too many problems
[QUOTE=Box Eater;33162023]-maze video thing-[/QUOTE]
I imagined Yakety Sax playing when I watched that.
What coding language does Love2D use?
[QUOTE=PvtVain;33163486]What coding language does Love2D use?[/QUOTE]
[url=http://love2d.org/]did you even look at their website[/url]
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