• What are you working on? V3
    2,001 replies, posted
sup?
I've decided to stop being lazy, and now that I've got my ass up, I'm going to continue on my quest to finish this damn side-scroller. I don't even have a menu system up, let alone a physics system.. What should I get to first? Menu or physics?
Physics.
I'm done with my build script :D Well the PC GCC based part of it anyways. :-/ I still need to add in the PSP parts, as well as the NDS, Wii, and ALL of the MSVC functionality. And the .NET/Mono Tao/SlimDX parts. :woop: challenges The entire (and horribly written D: ) script is here for you(r horror). [url]http://snipt.org/mmP[/url]
Alright then, physics it is. However, is there a way to set window settings after it has been created? Or does the window have to restart?
Depends on the library I guess...going to need more info if you want an answer..
Whoops, I could have sworn I put it in there. I'm working with SFML.
Qurl, have you stopped working on your ChatBox thing? :ohdear:
[QUOTE=Spoco;17300426]For OllyDbg v1.1? I want plugins for 2.0! :bang:[/QUOTE] When olly2 is released maybe. My biggest problem is the beta is extremely buggy and I tried using it and I kept running into problems left and right.
[QUOTE=qurl;17304449]sup?[/QUOTE] Can I copy the style you use for your windows? I thought it would be fair since you also copied my Derma controls :v:.
Well, my Steam Profile Viewer is pretty much done. [url]http://averagedogs.exofire.net/steam/index.php[/url] See a working example here: [url]http://averagedogs.exofire.net/steam/index.php?mode=profile&id=76561197992443150[/url] See one showing off that the offline card works now too: [url]http://averagedogs.exofire.net/steam/index.php?mode=profile&id=76561197998933499[/url] I dunno what to do with this, though. :downs: Any ideas?
added advance planet trails + changing planet speeds + multiple gravity sources [hd]http://www.youtube.com/watch?v=ShVp5bkRoTc[/hd]
Time to add moons and asteroids :).
and possibly planets instead of blue stripy balls :v:
[QUOTE=Overv;17307154]Can I copy the style you use for your windows? I thought it would be fair since you also copied my Derma controls :v:.[/QUOTE] of course yeah, it's just random shades of gray, can't really copyright it even if i wanted to.
Is that guy who showed a picture of that guitar hero clone still working on it? I wanna see some updates on that. :D
ofc you do
[IMG]http://i25.tinypic.com/23ksmfk.png[/IMG] Third boss coming up.
The first steps in to the world of rougelikes: [img]http://filesmelt.com/downloader/rougelike.png[/img] Made by MetallicLion: [img]http://filesmelt.com/downloader/rougelike1.png[/img] Apparently it is a spaceship, looks more like an entrance hall. Not shown is swords, which are in the map format but not programmed.
popey why dont you give each tile a number ID or a char ID that way it would be super easy to draw them in a text doc.
[QUOTE=r4nk_;17320617]popey why dont you give each tile a number ID or a char ID that way it would be super easy to draw them in a text doc.[/QUOTE] Yeah that's what I would do. In my map format I just list things like this: [code]445 1 0 0 2 0 0 3 0 200 3 200 0 3 0 -200 ...[/code] Where the first number is how many objects are in the level, then on each row it goes objectID, X, Z. Yours could be something just like: [code] 1 1 1 1 1 0 0 1 1 1 1 1 [/code]
X and Z axises?
[QUOTE=nos217;17320780]X and Z axises?[/QUOTE] It's a 3D game, and the maps are flat so no need for Y.
Oh I see. I just imagined a 2D sidescroller in which things could get further from the camera or move left and right :v:.
[QUOTE=nos217;17320803]Oh I see. I just imagined a 2D sidescroller in which things could get further from the camera or move left and right :v:.[/QUOTE] Haha, it would be an interesting concept though.
I am going to change it to number ID's. Its in normal text at the moment for debug purpose, but thanks for pointing it out guys. And whats a good python library for drawing color to the console screen?
more snow [media]http://www.youtube.com/watch?v=KFtzZLkU2cY[/media] now using a boost::circular_buffer, thanks to whoever suggested that
[QUOTE=ZomBuster;17320973]more snow [media]http://www.youtube.com/watch?v=KFtzZLkU2cY[/media] now using a boost::circular_buffer, thanks to whoever suggested that[/QUOTE] That looks amazing :D
[QUOTE=iPope;17320895]I am going to change it to number ID's. Its in normal text at the moment for debug purpose, but thanks for pointing it out guys. And whats a good python library for drawing color to the console screen?[/QUOTE] If you're going to keep it as a console screen then you might aswell make the text doc contain the same char as the one that represents the wall in the real game. Then you're map files will look exactly like they do in game :( )
[QUOTE=iPope;17320314] [img]http://filesmelt.com/downloader/rougelike1.png[/img] Apparently it is a spaceship, looks more like an entrance hall.[/QUOTE] That image makes me think about penguins. I've been playing a bit with terrain rendering. Been working on implementing LOD, here's a video: (Crappy quality) [media]http://www.youtube.com/watch?v=xeTRRDgkT6k[/media] Got tired of working with my messy half-completed renderer so I started using Ogre and I like it. I know Ogre have plugins for terrain rendering but I there's some stuff I wanna try so I made my own.
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