Well things went a lot smoother than I thought on other computers, so beta release ahoy:
[b]To run the game you'll need to run the OpenAL installer that's in the .rar, it literally takes a few seconds[/b]
[url]http://filesmelt.com/downloader/Mazia_Beta.rar[/url]
Notes:
- When selecting what map to play, click the yellow arrows until you find one you like, then just click somewhere on the screen (would it be better to have a specific button?)
- Currently the collision detection is rubbish, that's one of the things you'll find annoying when playing and one of the things I'm going to work on next.
- All the source sounds and images aren't merged with the exe yet so they're all in folders for you to laugh at and steal.
- Yes I'm aware my method for alpha/transparency would be easier with .png.
- Not much sounds at the moment, but more will come soon.
- The game isn't fun to play at the moment really cause I've been concentrating on making everything else other than game content. Now that the hard bit is out of the way, I can move onto more fun stuff.
- I would love to here about any bugs you find and any suggestions you may have.
Controls:
Menus:
Mouse (duh)
Play mode:
WASD/Mouse to move/look around
F to drop marker flags (this sometimes happens in the editor too, I need to fix that)
Esc or pause to get the pause/resume/quit menu
Editor:
Mouse to select tools and options and navigate map
Q/E also switches between tools
WASD to move the placement tool (I'll add support for the mouse with this later)
F to delete stuff (start/end flags can only be moved once placed)
Space to place stuff
Enter is quicksave
Notes about the editor:
- The tick or cross on the save button denotes whether the version you have open is identical to the saved version (whether you've made changes in other words)
- You can make maps without start and end points but it's a bit pointless.
Downloading need to play it!!!
[QUOTE=high6;17241496][url=http://img17.imageshack.us/img17/5608/omgtest.png][img]http://i26.tinypic.com/eahbn7.jpg[/img][/url]
(Click for larger image)
Working on a deobfuscator for .net control flow obfuscation. I swear I have written/rewritten the algorithm it uses over 10 times.
Before it was buggy, would break exes, etc. The current version works "perfectly". The exe runs fine and all the methods are "deobfuscated". There is 1 last thing I have to do which is have it sort the jumps because right now some methods wont display in reflector as C#/etc because it jumps to the end and jumps back. I already have an algorithm in my mind to use and hopefully it works :D.[/QUOTE]
hey fuck u high
[highlight](User was banned for this post ("Trolling" - verynicelady))[/highlight]
[media]http://www.youtube.com/watch?v=zWgbDvYOyDM[/media]
Another video of my tile-based puzzle game.
Added a new element and created a little puzzle to test two player instances.
Feel free to suggest me elements or mechanics.
[code]float[] dct = new float[len];
for(int i = 0; i < len; i++) {
float sum = 0;
for(int j = 0; j < len; j++) {
sum += data[j] * cos(PI/len*(j+0.5)*i);
}
dct[i] = sum;
}
float[] idct = new float[len];
for(int i = 0; i < len; i++) {
float sum = 0;
for(int j = 1; j < len; j++) {
sum += dct[j] * cos(PI/len*j*(i+0.5));
}
idct[i] = 1/len + sum;
}[/code]
some dct code for ya'll
[IMG]http://i396.photobucket.com/albums/pp46/Parakon/crimescreenshot.png[/IMG]
[url]http://spamtheweb.com/ul/upload/110909/72366_crimegame2.php[/url]
Just finished some stuff, you can break in now.
[QUOTE=Parakon;17252253][IMG]http://i396.photobucket.com/albums/pp46/Parakon/crimescreenshot.png[/IMG]
[url]http://spamtheweb.com/ul/upload/1109...crimegame2.php[/url]
Just finished some stuff, you can break in now.[/QUOTE]
404 error. Sure that's the correct link?
[QUOTE=The Inzuki;17252311]404 error. Sure that's the correct link?[/QUOTE]
Fixed it.
So Yesterday when I tried VoiDeDs social graph generator,
he mentioned they added xml support [url=http://steamcommunity.com/id/ZomBuster/friends?xml=1](like this)[/url] for steam friends after he requested it. I though it would be cool and not too hard to do something with it too and I made a little console program that prints out someone steam friends.
[URL=http://www.cubeupload.com/img/404e00steam.png][IMG]http://www.cubeupload.com/files/thumbs/th.404e00steam.png[/IMG][/URL]
Using cURL and TinyXML
[QUOTE=Parakon;17252253][IMG]http://i396.photobucket.com/albums/pp46/Parakon/crimescreenshot.png[/IMG]
[url]http://spamtheweb.com/ul/upload/110909/72366_crimegame2.php[/url]
Just finished some stuff, you can break in now.[/QUOTE]
is there anything past the garage?
[QUOTE=garry;17228465]At the moment Botch, when running in windowed mode, creates a desktop sized back buffer. I thought this was better because you don't have to recreate it when the window is resized.
But now I'm regretting it. Is the proper way to create a backbuffer the same size as the panel it's rendering in to? Doesn't that fuck up when textures have to be a power of two?[/QUOTE]
The proper way is to create a backbuffer with smallest power2 dimensions able to contain your window. Indeed, you can't have textures with dimensions other than a power of two. (Remember that the viewport does not have these restrictions. You would only need to render to part of the frame buffer object.)
The way I see it, I'd rather sacrifice the convenience I get when resizing for a smaller memory footprint. Resizing is something that doesn't happen all that often anyways. Binding an FBO is something that happens every frame you want to update that buffer. This is more critical to keep the performance and video cache hits high.
[editline]10:01PM[/editline]
Actually scratch that. I was looking through my code to render text to an FBO, and it seems to work fine with any arbitrary dimensions. I think that power-2 crap may only apply to actual textures.
So has anyone tried out Mazia yet? Any feedback?
[QUOTE=cas97;17255657]is there anything past the garage?[/QUOTE]
no not yet, I'm pretty slow when I do both graphics and programming myself.
[QUOTE=MADmarine;17259835]So has anyone tried out Mazia yet? Any feedback?[/QUOTE]
[quote=Mediafire]0 items found to display![/quote]
:(
If you upload it again I'll download and try it for sure.
[QUOTE=Cathbadh;17256591]The proper way is to create a backbuffer with smallest power2 dimensions able to contain your window. Indeed, you can't have textures with dimensions other than a power of two. (Remember that the viewport does not have these restrictions. You would only need to render to part of the frame buffer object.)
The way I see it, I'd rather sacrifice the convenience I get when resizing for a smaller memory footprint. Resizing is something that doesn't happen all that often anyways. Binding an FBO is something that happens every frame you want to update that buffer. This is more critical to keep the performance and video cache hits high.
[editline]10:01PM[/editline]
Actually scratch that. I was looking through my code to render text to an FBO, and it seems to work fine with any arbitrary dimensions. I think that power-2 crap may only apply to actual textures.[/QUOTE]
Depends on the graphics card you have. The newer ones should all support non power of 2-textures.
On older ones they'll get software emulated, which will (probably) get really slow..
[QUOTE=Cathbadh;17256591]The proper way is to create a backbuffer with smallest power2 dimensions able to contain your window. Indeed, you can't have textures with dimensions other than a power of two. (Remember that the viewport does not have these restrictions. You would only need to render to part of the frame buffer object.)
The way I see it, I'd rather sacrifice the convenience I get when resizing for a smaller memory footprint. Resizing is something that doesn't happen all that often anyways. Binding an FBO is something that happens every frame you want to update that buffer. This is more critical to keep the performance and video cache hits high.
[editline]10:01PM[/editline]
Actually scratch that. I was looking through my code to render text to an FBO, and it seems to work fine with any arbitrary dimensions. I think that power-2 crap may only apply to actual textures.[/QUOTE]
I've come to the conclusion that for debug purposes, you can ignore the power of 2 backbuffer size.. but for release stuff, because it's hardware dependant, it's best to conform.
And I believe it's much faster to process power of 2 textures, even on newer cards.
[QUOTE=Jallen;17259935]:(
If you upload it again I'll download and try it for sure.[/QUOTE]
What on Earth? :o
That's the first and last time I use Mediafire.
Good ol' Filesmelt should do the trick.
[url]http://filesmelt.com/downloader/Mazia_Beta.rar[/url]
[QUOTE=MADmarine;17260190]What on Earth? :o
That's the first and last time I use Mediafire.
Good ol' Filesmelt should do the trick.
[url]http://filesmelt.com/downloader/Mazia_Beta.rar[/url][/QUOTE]
Pretty cool :D
Things I noticed:
FOV too small - try 90.
Needs slider physics (if you walk at a wall you just stop)
If you run diagonally (e.g. w and a) you move fast.
Say you want to move at speed 4. You can't just move 4 left and forward because of pythagoras.
So you make 4 the speed you want to move diagonally, square it, divide it by 2 and square root it.
4^2 = 16
16/2 = 8
sqrt(8) ~= 2.8
[img]http://i30.tinypic.com/14ch88x.jpg[/img]
So if you move 2.8 forward and left you will move diagonally at speed 4.
I'd look into a basic gravity system for jumping.
[img]http://i26.tinypic.com/35lbzb4.png[/img]
Sort of chat thing.
The chat thing is looking pretty spiffy.
@jallen: that's interesting, I'd be sure to use it in the future.
[QUOTE=ddrl46;17260633][img]http://i26.tinypic.com/35lbzb4.png[/img]
Sort of chat thing.[/QUOTE]
Needs bb code support :D
Working on it :D.
[QUOTE=iPope;17260649]@jallen: that's interesting, I'd be sure to use it in the future.[/QUOTE]
Thanks. This is why in FPS's you shouldn't strafe left and right when you want to move in the direction you are facing - it slows you down. (in some cases they don't even implement the fixed diagonal thing, for example; morrowind)
News just in: Programming knowledge gives you vital knowledge in how to be good at games.
[QUOTE=Jallen;17260597]Pretty cool :D
Things I noticed:
FOV too small - try 90.
Needs slider physics (if you walk at a wall you just stop)
If you run diagonally (e.g. w and a) you move fast.
Say you want to move at speed 4. You can't just move 4 left and forward because of pythagoras.
So you make 4 the speed you want to move diagonally, square it, divide it by 2 and square root it.
4^2 = 16
16/2 = 8
sqrt(8) ~= 2.8
So if you move 2.8 forward and left you will move diagonally at speed 4.
I'd look into a basic gravity system for jumping.[/QUOTE]
Thanks man,
The FOV thing is something I don't know how to fix, as I rely on OpenGL to handle the window size, aspect and FOV. If I crank it up a bit things start to get a bit trippy:
FOV of 90
[img]http://filesmelt.com/downloader/Screenshot_22.png[/img]
At present it's at 45 which seems to have the best results. I'm gonna make a .cfg file soon though so people can customise whatever screen options they want.
The collision detection and FPS controls are all basic I know, I'm gonna be working on them soon. I think I might remove jumping altogether as it doesn't really serve any purpose, it was just left over from previous work.
[QUOTE=iPope;17261167]News just in: Programming knowledge gives you vital knowledge in how to be good at games.[/QUOTE]
I still don't understand why bunny hopping works in games like quake live :sigh:
[QUOTE=Jallen;17261449]I still don't understand why bunny hopping works in games like quake live :sigh:[/QUOTE]
I think jumping just gives you a small boost in forward speed.
Is it bad to re-create small(ish, using them for spheres) vertex buffers every so often at runtime?
[QUOTE=ZomBuster;17261634]I think jumping just gives you a small boost in forward speed.[/QUOTE]
Yeah, but you have to press forward and left and turn left, then forward and right and turn right and it will make you pick up serious speed.
[highlight]WARNING - LOUD[/highlight]
[media]http://www.youtube.com/watch?v=sg-P2USw9Os[/media]
That's not me, I can't do it [i]that[/i] well yet...
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