[QUOTE=benji2015;33201244]I know this isn't the help thread, but does anyone have a good function for a sun's movement (or am I doing this one wrong?)
[code]
float width = Collisions.ScreenW; //time is 0 at sunrise and 1 at sunset
float height = Collisions.ScreenH;
Vector2 sunpos = new Vector2(time * width, height - height * (float)Math.Sin(time * width / MathHelper.TwoPi));
[/code]
I took this one from the last WAYWO, and uh... it does not seem to work very well.
[vid]http://dl.dropbox.com/u/8745051/facepunch/sexysun.webm[/vid][/QUOTE]
Does sound on webm not work for anyone else on google chrome or do I have to use the dev build?
[editline].[/editline]
Damn I promised content
[QUOTE=uitham;33203782]Does sound on webm not work for anyone else on google chrome or do I have to use the dev build?
[editline].[/editline]
Damn I promised content[/QUOTE]
There's no sound for me either. Probably the video just has no sound.
[QUOTE=horsedrowner;33203835]There's no sound for me either. Probably the video just has no sound.[/QUOTE]
Pretty sure it's just the video. Some other webm video in this thread had sound and I could hear it.
[img]http://anyhub.net/file/2jBh-parser01.png[/img]
:D
I had to stop and work that out afterwards to check if it was right. Not sure what to make now, though. The first thing I want to do is get it all neatly packaged up, because I'm pretty sure I'll be using this in more than one project, but I don't know whether I should make a grapher sort of thing so I can get used to doing forms stuff in C++, or a simple scripting language thing that I could use in a couple of game ideas that I have, a lot of the framework for which (assignment, statements etc.) is already supported by my parser. Informative for language, gaybow for grapher?
[editline]9th November 2011[/editline]
(the out of tokens thing isn't actually an error, I just haven't changed the message it gives out on reaching the end.)
[img]http://i.imgur.com/IJEr9.jpg[/img]
SO MUCH BLARRGHD
Gawd, it's like pokemon having a period.
[QUOTE=ralle105;33204050]Gawd, it's like pokemon having a period.[/QUOTE]
What is pathfinding?
[img_thumb]http://i.imgur.com/bFJCN.png[/img_thumb]
I'm so going to make them the scariest thing in the game. Slow but tough and deadly.
[QUOTE=Jack Trades;33204304][img_thumb]http://i.imgur.com/bFJCN.png[/img_thumb]
I'm so going to make them the scariest thing in the game. Slow but tough and deadly.[/QUOTE]
Partiality
I'm working on a chess game. I'm planning on trying to make an AI, but for now I will make 2 player locally and online, then write an AI.
I'm not far enough to test anything, but I'm afraid there'll be a few seconds where moving is not possible because the game is working. It takes ALOT of loops to figure out possible moves for each piece, and then if the moves are legal or not, because it has to also figure out if the move puts the moving player in check or not, and figuring out if the player's in check is pretty much the same as finding the legal moves. This has to be done every turn.
Am I making things too complex? Should this actually be pretty simple?
[QUOTE=Jack Trades;33204304][img_thumb]http://i.imgur.com/bFJCN.png[/img_thumb]
I'm so going to make them the scariest thing in the game. Slow but tough and deadly.[/QUOTE]
Make him have really bright white eyes so only it's eyes really stand out against the background.
[QUOTE=no-named;33204419]I'm working on a chess game. I'm planning on trying to make an AI, but for now I will make 2 player locally and online, then write an AI.
I'm not far enough to test anything, but I'm afraid there'll be a few seconds where moving is not possible because the game is working. It takes ALOT of loops to figure out possible moves for each piece, and then if the moves are legal or not, because it has to also figure out if the move puts the moving player in check or not, and figuring out if the player's in check is pretty much the same as finding the legal moves. This has to be done every turn.
Am I making things too complex? Should this actually be pretty simple?[/QUOTE]
If it takes second, then it's obviously too complex. What language are you using? You should only check all possible moves when a player moves the piece.
Edit: Oh yeah, you were talking about the AI.
[QUOTE=Garb;33204421]Make him have really bright white eyes so only it's eyes really stand out against the background.[/QUOTE]
I think it's good the way it is
Grapher it is then. What do you guys recommend for forms/GUI work in C++? Preferred IDE is C::B, but I'd be willing to change if another one's more convenient. I'm not really a forms person, the only time I've really used forms is when we have to use VB6 at school :v: I'd guess that isn't particularly useful?
[QUOTE=r0b0tsquid;33204613]Grapher it is then. What do you guys recommend for forms/GUI work in C++? Preferred IDE is C::B, but I'd be willing to change if another one's more convenient. I'm not really a forms person, the only time I've really used forms is when we have to use VB6 at school :v: I'd guess that isn't particularly useful?[/QUOTE]
-snip- Wait, if you're using C++ then nevermind.
[QUOTE=r0b0tsquid;33204613]Grapher it is then. What do you guys recommend for forms/GUI work in C++? Preferred IDE is C::B, but I'd be willing to change if another one's more convenient. I'm not really a forms person, the only time I've really used forms is when we have to use VB6 at school :v: I'd guess that isn't particularly useful?[/QUOTE]
You can try wxWidgets, but when I need to use native UI in C++ I normally just write a dll then do all the UI work in C# for it's drag and drop stuff.
[QUOTE=Garb;33204421]Make him have really bright white eyes so only it's eyes really stand out against the background.[/QUOTE]
Noticeable is good, too noticeable is not.
I don't want the player to notice that guy at once.
If you press Ctrl+Alt+Shift+Printscreen, it will delete the last uploaded screenshot.
I keep a stack with uploaded screenshots so it will work multiple times.
[img]http://www.horsedrowner.com/images/screenshots/NANO-superscrot Developer Console-20111109224725.png[/img]
Does anyone with pathfinding experience want to help me out? I've resorted to a best-first-search because A* fucked my head, and I can't figure out how to resolve tie-breakers. I'm running around in circles here and it's preventing me from going any further. Help!
[QUOTE=Dotmister;33204660]You can try wxWidgets, but when I need to use native UI in C++ I normally just write a dll then do all the UI work in C# for it's drag and drop stuff.[/QUOTE]
Thanks, I'll have a look into that. Can C++ not be used with the same drag-and-drop stuff as C# then? Sorry if that's a naive question, I have literally no experience in this area :v:
On a slightly related note, C++ is pretty awesome! Here's the method I just added to my parser class to parse assignments:
[code] double assignment()
{
expect(t_id);
std::string identifier = last.value;
expect(t_eq);
return vars[identifier] = expression();
}
[/code]
I'm really liking it. There's a bit of fiddling round at first, but once you've got all of the low level stuff down everything just seems to drop into place :)
[editline]9th November 2011[/editline]
[QUOTE=Dotmister;33204660]You can try wxWidgets, but when I need to use native UI in C++ I normally just write a dll then do all the UI work in C# for it's drag and drop stuff.[/QUOTE]
Thanks, I'll have a look into that. Can C++ not be used with the same drag-and-drop stuff as C# then? Sorry if that's a naive question, I have literally no experience in this area :v:
On a slightly related note, C++ is pretty awesome! Here's the method I just added to my parser class to parse assignments:
[code] double assignment()
{
expect(t_id);
std::string identifier = last.value;
expect(t_eq);
return vars[identifier] = expression();
}
[/code]
I'm really liking it. There's a bit of fiddling round at first, but once you've got all of the low level stuff down everything just seems to drop into place :)
In my opinion, if you want to learn game programming you need to master or atleast have an intermediate level of a language and be capable to do very good general programming. Otherwise the game will turn out shit. Which is why I want to learn general programming before doing anything with games.
[img]http://anyhub.net/file/2PUx-parser02.png[/img]
Last thing I swear, I'm going to bed now.
They're actually two separate assignments, I should find some way to make that more obvious.
[QUOTE=Nigey Nige;33205073]Does anyone with pathfinding experience want to help me out? I've resorted to a best-first-search because A* fucked my head, and I can't figure out how to resolve tie-breakers. I'm running around in circles here and it's preventing me from going any further. Help![/QUOTE]I'm not an expert about it, but if the problem is multiple paths with equal weights, can't you pick one randomly in the end?
[QUOTE=Mr.T;33205517][B]In my opinion,[/B] if you want to learn game programming you need to master or atleast have an intermediate level of a language and be capable to do very good general programming. Otherwise the game will turn out shit. Which is why I want to learn general programming before doing anything with games.[/QUOTE]
Your opinion is wrong.
If you want to learn game programming you should learn game programming. If you're getting results, satisfaction and you're learning from it, then you're learning correctly.
[QUOTE=BlkDucky;33205712]Your opinion is wrong.
If you want to learn game programming you should learn game programming. If you're getting results, satisfaction and you're learning from it, then you're learning correctly.[/QUOTE]
I made a game with very little knowledge in programming a long time ago. I enjoyed it.
[QUOTE=BlkDucky;33205712]Your opinion is wrong.
If you want to learn game programming you should learn game programming. If you're getting results, satisfaction and you're learning from it, then you're learning correctly.[/QUOTE]I agree, but I think knowing a good amount about at least some programming language is a pretty good idea before starting on any project, especially something like a game.
[QUOTE=Neo Kabuto;33205793]I agree, but I think knowing a good amount about at least some programming language is a pretty good idea before starting on any project, especially something like a game.[/QUOTE]
Preferably, yeah. But certainly not a prerequisite.
Look at the Gwilty's Programming Assignment threads. There's a fair few complete beginners in there who managed to make pong and that fireworks thing with relative ease.
So long as you can understand basic logic, loops, if statements and such, then you'll be fine.
[QUOTE=Neo Kabuto;33205703]I'm not an expert about it, but if the problem is multiple paths with equal weights, can't you pick one randomly in the end?[/QUOTE]
The way my code is structured doesn't allow it. I think. It's just such a brainfuck I want to cry
My first destructible terrain;
[img]http://i54.tinypic.com/3cxe8.png[/img]
[QUOTE=BlkDucky;33205712][B]Your opinion is wrong.[/B]
If you want to learn game programming you should learn game programming. If you're getting results, satisfaction and you're learning from it, then you're learning correctly.[/QUOTE]
It's his opinion, you can disagree but you can't say it is wrong.
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