• What are you working on? November 2011 Edition
    3,673 replies, posted
[QUOTE=Night-Eagle;33196074]Experimenting with directional sound using phase shift and volume adjustments. [url=http://eagle.undo.it:8083/img/directionalSoundTest01.wav]directionalSoundTest01.wav[/url] [/QUOTE] What the hell is that sound? Also, a question for those who would like to test or use my screenshot program. What would you expect from a user interface? Because I don't really know what to do with it. I guess a simple tray icon to hide/show the console and exit would be enough. Although I'd need to know how to hide or show the console window without using FreeConsole.
Sounds like a murloc from World of Warcraft. In a screenshot program I would like to quickly preview the shot and select the destination after it being taken.
[QUOTE=Vbits;33196879]Sounds like a murloc from World of Warcraft. In a screenshot program I would like to quickly preview the shot and select the destination after it being taken.[/QUOTE] Right now it's uploaded automatically, but I might add some sort of "approval" system in a later stage.
[QUOTE=charliel;33191481]Anyone used eclipse with the android sdk to make apps? Any tutorials I should know out to help me get started? Should I be using a different IDE?[/QUOTE] Definitely use Eclipse. It's very good (albeit pretty slow) and the "official" Android IDE. The ADT plugin is awesome.
[media]http://www.youtube.com/watch?v=r0TSDKLdPQU[/media] I have no idea how this happened
[QUOTE=Parakon;33197082][media]http://www.youtube.com/watch?v=r0TSDKLdPQU[/media] I have no idea how this happened[/QUOTE] The other Spider-man :O.
I'm rather happy with how my new modding system looks like, it'd very nice and tidy. This is a copy of an Assault Rifle: [code]<WeaponData> <Name>Assault Rifle</Name> <Missile>Bullet</Missile> <RateOfFire>0.2</RateOfFire> <Kickback>2.5</Kickback> <Range>100</Range> <Muzzle> <x>0.8</x> <y>0</y> <z>0</z> </Muzzle> <BoxSize> <x>0.95</x> <y>0.25</y> <z>0.125</z> </BoxSize> <SizeScale>2</SizeScale> <DamageMin>5</DamageMin> <DamageMax>15</DamageMax> <SoundPitchMin>0.9</SoundPitchMin> <SoundPitchMax>1.1</SoundPitchMax> </WeaponData>[/code]
[QUOTE=Jack Trades;33197495]I'm rather happy with how my new modding system looks like, it'd very nice and tidy. This is a copy of an Assault Rifle: [code]<WeaponData> <Name>Assault Rifle</Name> <Missile>Bullet</Missile> <RateOfFire>0.2</RateOfFire> <Kickback>2.5</Kickback> <Range>100</Range> <Muzzle> <x>0.8</x> <y>0</y> <z>0</z> </Muzzle> <BoxSize> <x>0.95</x> <y>0.25</y> <z>0.125</z> </BoxSize> <SizeScale>2</SizeScale> <DamageMin>5</DamageMin> <DamageMax>15</DamageMax> <SoundPitchMin>0.9</SoundPitchMin> <SoundPitchMax>1.1</SoundPitchMax> </WeaponData>[/code][/QUOTE] I'd change missile to projectile.
[QUOTE=Jack Trades;33197495]I'm rather happy with how my new modding system looks like, it'd very nice and tidy. This is a copy of an Assault Rifle: [code]<WeaponData> <Name>Assault Rifle</Name> <Missile>Bullet</Missile> <RateOfFire>0.2</RateOfFire> <Kickback>2.5</Kickback> <Range>100</Range> <Muzzle> <x>0.8</x> <y>0</y> <z>0</z> </Muzzle> <BoxSize> <x>0.95</x> <y>0.25</y> <z>0.125</z> </BoxSize> <SizeScale>2</SizeScale> <DamageMin>5</DamageMin> <DamageMax>15</DamageMax> <SoundPitchMin>0.9</SoundPitchMin> <SoundPitchMax>1.1</SoundPitchMax> </WeaponData>[/code][/QUOTE] I'd use JSON instead.. XML is so outdated [code]WeaponData: { Name: "Assault Rifle", Missile: "Bullet", RateOfFire: 0.2, Kickback: 2.5, Range: 100, Muzzle: { x: 0.8, y: 0, z: 0 }, BoxSize: { x: 0.95, y: 0.25, z: 0.125 }, SizeScale: 2, DamageMin: 5, DamageMax: 15, SoundPitchMin: 0.9, SoundPitchMax: 1.1 }[/code] 303 characters (JSON) vs. 477 characters (XML)
[QUOTE=TVC;33197542]I'd change missile to projectile.[/QUOTE] I would to if I realized that projectile sounds better, 2 weeks ago. Now it wouldn't be worth the time that it would take me to change every instance of the word Missile to Projectile, without breaking anything. As weird as it is, it'll have to stay that way.
[QUOTE=h2ooooooo;33197622]I'd use JSON instead.. XML is so outdated [code]WeaponData: { Name: "Assault Rifle", Missile: "Bullet", RateOfFire: 0.2, Kickback: 2.5, Range: 100, Muzzle: { x: 0.8, y: 0, z: 0 }, BoxSize: { x: 0.95, y: 0.25, z: 0.125 }, SizeScale: 2, DamageMin: 5, DamageMax: 15, SoundPitchMin: 0.9, SoundPitchMax: 1.1 }[/code] 303 characters (JSON) vs. 477 characters (XML)[/QUOTE] Not to mention that JSON is a hell of a lot nicer to read :D
[QUOTE=h2ooooooo;33197622]I'd use JSON instead.. XML is so outdated *stuff* 303 characters (JSON) vs. 477 characters (XML)[/QUOTE] I can serialize and deserialize from and to an XML file with a single line of code, thanks to .NET, that's already built-in into Unity. I can't do the same with JSON without using external libraries or changing whole parsing system (again...), I had enough pain because of that last 2 weeks, I'm sorry but I'm not touching parsing ever again :D
If you use .Net 3.5+ you can use [url=http://msdn.microsoft.com/en-us/library/system.web.script.serialization.javascriptserializer.aspx]JavaScriptSerializer[/url]
[QUOTE=h2ooooooo;33197747]If you use .Net 3.5+ you can use [url=http://msdn.microsoft.com/en-us/library/system.web.script.serialization.javascriptserializer.aspx]JavaScriptSerializer[/url][/QUOTE] It's shitty. Creates unreadable(minimized) JSON. Use JSON.NET. [url]http://json.codeplex.com/[/url] or via nuget.
I appreciate your concern, I really do, but I don't think that the amount of work I will have to put into remaking my parsing system AGAIN will be worth it. JSON is a bit nicer to read, yes, but XML works decently as well. I also think that I'll be making modding tools eventually so in the end, it won't matter which format I'm storing my data in. Also, I'm just going to read those files, once per runtime, so the size of those files doesn't matter either.
[QUOTE=h2ooooooo;33197622]I'd use JSON instead.. XML is so outdated [code]WeaponData: { Name: "Assault Rifle", Missile: "Bullet", RateOfFire: 0.2, Kickback: 2.5, Range: 100, Muzzle: { x: 0.8, y: 0, z: 0 }, BoxSize: { x: 0.95, y: 0.25, z: 0.125 }, SizeScale: 2, DamageMin: 5, DamageMax: 15, SoundPitchMin: 0.9, SoundPitchMax: 1.1 }[/code] 303 characters (JSON) vs. 477 characters (XML)[/QUOTE] Seriously who gives a fuck. You gain almost nothing from changing to JSON in his instance. His current file is not hard to read or bloated.
[QUOTE=Jack Trades;33197701]I can serialize and deserialize from and to an XML file with a single line of code, thanks to .NET, that's already built-in into Unity. I can't do the same with JSON without using external libraries or changing whole parsing system (again...), I had enough pain because of that last 2 weeks, I'm sorry but I'm not touching parsing ever again :D[/QUOTE] With Unity you actually use Mono not .NET
[QUOTE=r4nk_;33197988]Seriously who gives a fuck. You gain almost nothing from changing to JSON in his instance. His current file is not hard to read or bloated.[/QUOTE] Do you know how much more readable that is?
[QUOTE=Jookia;33198133]Do you know how much more readable that is?[/QUOTE] Matter of opinion.
[QUOTE=Zeonho;33198111]With Unity you actually use Mono not .NET[/QUOTE] Which is more or less same thing as .NET 2.5 for the coder, as far as I know. P.S. Realized that I've got nowhere to get any decent zombie noises...microphone to the rescue!
[QUOTE=Jack Trades;33198317]Which is more or less same thing as .NET 2.5 for the coder, as far as I know. P.S. Realized that I've got nowhere to get any decent zombie noises...microphone to the rescue![/QUOTE] [url]http://www.mono-project.com/Compatibility[/url]
[QUOTE=NovembrDobby;33192652]If you're using C# there's a built in gzip stream thing which is really easy to use[/QUOTE] Im on C++, found a library called botan which has quite a few encryption methods so going to give it a try
[QUOTE=Zeonho;33198383][url]http://www.mono-project.com/Compatibility[/url][/QUOTE] Huh, last time I checked there was no support for 4.0. I'm not using anything fancy in .NET either way (just XML and String stuff for now), so the limitations doesn't affect me.
I'm sick of always being called poor and irish. Fuck you guys. [img]http://i.imgur.com/2MYKk.png[/img] X: 3 Y: 6 Ireland now has a hat to call its own.
[QUOTE=Nigey Nige;33198571]I'm sick of always being called poor and irish. Fuck you guys. [img]http://i.imgur.com/QkiGD.png[/img] Ireland now has a hat to call its own.[/QUOTE] A poor and irish hat
[QUOTE=DrLuke;33198590]A poor and irish hat[/QUOTE] say that to my face fucker not online [editline]9th November 2011[/editline] No-one point out that I'm from england [editline]9th November 2011[/editline] Also can we see what the tower of hats does when it goes through a portal?
hey guys I can make portals too :downs: [img]http://www.1337upload.net/files/portals.png[/img] the swoosh gets bigger as the block travels faster, click to move the portals, it's my own idea I swear [editline]a[/editline] to do: hats
My fabulous abomination of a game, starts to get some gameplay, all zombies have different stats now(everything is moddable ofcorse, you can create as many zombies/weapons as you like) and they walk towards you trying to nom your brains. They don't attack yet but at least they can startle you when suddenly popping up from behind. [img_thumb]http://i.imgur.com/Srfc7.jpg[/img_thumb]
[QUOTE=Jack Trades;33199331]My fabulous abomination of a game, starts to get some gameplay, all zombies have different stats now(everything is moddable ofcorse, you can create as many zombies/weapons as you like) and they walk towards you trying to nom your brains. They don't attack yet but at least they can startle you when suddenly popping up from behind. [img_thumb]http://i.imgur.com/Srfc7.jpg[/img_thumb][/QUOTE] are those 2d sprites or actual 3d models? what rendering engine ?
[QUOTE=Felheart;33199517]are those 2d sprites or actual 3d models? what rendering engine ?[/QUOTE] unity
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