Never mind, fixed it! Turns out something something blurhafg who gives a shit something broke
[b]Edit:[/b]
Disregard that, still broken. Apparently clearing the stack after finding each path causes the problem, but leaving it full finds a complete path with some random added nodes. wat
[b]Edit:[/b]
Disregard that, fixed it. Just ran my stack dump twice instead of once. Doesn't make sense but fuck it, I'm a progaramrger i make the rules
[url]http://code.google.com/p/facepunch-lua-sdk/[/url]
It begins!
[QUOTE=Samuka97;33558949]because GM had shit performance (20 bullets and the game dipped down to 10fps)[/QUOTE]
Excuse me, what the hell were you doing? I tried making something like Touhou a few weeks back (haven't worked on it since) and even with the whole screen covered in bullets, I didn't experience a performance drop...
Here's what it looks like, by the way:
[IMG]http://dl.dropbox.com/u/5103111/nottouhou.png[/IMG]
^ there aren't that many bullets on this pic, it can handle many more though.
/////
Just tried it out... one thousand bullets on-screen and it's running at about 100FPS... They do only have speed and direction set, though.
Fuck yeah, I [I]finally[/I] got my AI up and running! They move, they shoot, they cap points! I'll get a video for you at some point. Until then, anyone know a good way of stopping the little bastards from getting stuck on corners?
No joyenusi, you are the dumbs
I finally got text working in my engine!
[IMG]http://i39.tinypic.com/357hq2q.png[/IMG]
(Yes, that is Comic Sans )
Now onto debugging my camera so that it works properly.
[QUOTE=Lexic;33566460]How wide exactly is the concept of a "derivative work"?
I've been reading through the GPLv2'd C code of [URL="http://wolf3dredux.sourceforge.net/"]wolf3dredux[/URL] to find out how Wolfenstein3D's binary data files are structured, so I can write the loaders for my C++ project.
So in effect, I am not using his code, but I am using his algorithms. Does this mean I have to slather the GPL all over my project?
I have already credited him and plan to open source my code, but I'd prefer to do so under a less insane licence, such as the MIT one.[/QUOTE]
[quote]These requirements apply to the modified work as a whole. If identifiable sections of that work are not derived from the Program, and can be reasonably considered independent and separate works in themselves, then this License, and its terms, do not apply to those sections when you distribute them as separate works. But when you distribute the same sections as part of a whole which is a work based on the Program, the distribution of the whole must be on the terms of this License, whose permissions for other licensees extend to the entire whole, and thus to each and every part regardless of who wrote it.[/quote]
[img_thumb]http://i.imgur.com/XEwOe.gif[/img_thumb]
[img_thumb]http://i.imgur.com/ZNtZO.gif[/img_thumb]
I've been working on this on and off for about 2 weeks now. Just as a learning project.
Today I managed to get a simple particle system working. Particles will appear when a collision happens at a fast speed.
You can try it here:
[url]http://connorhaigh.com/files/java/physicssandbox/[/url]
[IMG]http://filesmelt.com/dl/spinnn.PNG[/IMG]
Working on the death-ray now.
[QUOTE=Phreebird;33574356][IMG]http://filesmelt.com/dl/spinnn.PNG[/IMG]
Working on the death-ray now.[/QUOTE]
Fuck.
Shit, terrible page king. I should learn to never post without content. This is fate laughing at me because I always want to start working on some project or another, and then I get side tracked and never do. *sigh*
[QUOTE=Phreebird;33574835][IMG]http://filesmelt.com/dl/TheGame_2011-12-04_18-19-26-30.gif[/IMG]
Something seems wrong here..[/QUOTE]
Looks like a radian/degree mishap.
Got packet decoding working. Still have to implement all the custom objects :(. Also need to figure out a way to link up the calls/returns.
[code][INFO] Sent FluorineFx.Messaging.Rtmp.Event.FlexInvoke (12/05/2011 05:59:29.795)
[INFO] Sent 883 bytes (12/05/2011 05:59:29.796)
[INFO] Recv DSK [
spectatorsAllowed = True
passwordSet = False
gameType = PRACTICE_GAME
gameTypeConfigId = 1
gameState = TEAM_SELECT
observers = FluorineFx.AMF3.ArrayCollection
id = 268115876
ownerSummary = com.riotgames.platform.game.PlayerParticipant
dateOfBirth = 12/29/0002 8:00:00 AM
timeAddedToQueue =
accountId = 32908566
queueRating = 0
botDifficulty = NONE
summonerInternalName = high7
lastSelectedSkinIndex = 0
profileIconId = 3
teamOwner = False
futureData =
summonerId = 20086021
dataVersion = 0
pickTurn = 0
clientInSynch = False
summonerName = high7
pickMode = 1
teamParticipantId =
teamTwo = FluorineFx.AMF3.ArrayCollection
bannedChampions = FluorineFx.AMF3.ArrayCollection
dataVersion = 0
name = high7's game
spectatorDelay = 180
creationTime = 12/5/2011 5:59:27 AM
teamOne = FluorineFx.AMF3.ArrayCollection
terminatedCondition = NOT_TERMINATED
gameZoneHost =
queueTypeName = NONE
optimisticLock = 1
maxNumPlayers = 10
queuePosition = 0
futureData =
gameMode = CLASSIC
expiryTime = 2699994
mapId = 1
banOrder =
gameStateString = TEAM_SELECT
pickTurn = 1
playerChampionSelections = FluorineFx.AMF3.ArrayCollection
gameZonePort =
] (12/05/2011 05:59:29.911)[/code]
Couldn't sleep, decided to make a touhou kinda deal.
[vid]http://dl.dropbox.com/u/32605179/houtou.webm[/vid]
[SUP]fuck you f.lux[/SUP]
There are only 2 patterns, and after the second one, it's supposed to go back to the first. I think I somehow found a way to combine functions. Neat.
This is for the programming gamers:
If you have a process called PresentationFontCache.exe running, terminate it.
It doesn't do much and it hogs up 50% of your processor speed and lags your games.
It comes with Visual Studio or something
Also for the above: do 130 degrees
[QUOTE=PortalGod;33577682]
[vid]http://dl.dropbox.com/u/32605179/houtou.webm[/vid][/QUOTE]
Garry, could you make it so there's a red border around the [vid] tag videos? or show the controls be default?
I can't count the times that I've skipped a video because I thought it was just a picture.
[QUOTE=uitham;33577691]This is for the programming gamers:
If you have a process called PresentationFontCache.exe running, terminate it.
It doesn't do much and it hogs up 50% of your processor speed and lags your games.
It comes with Visual Studio or something
Also for the above: do 130 degrees[/QUOTE]
I have it but it uses fuck all resources.
[QUOTE=uitham;33577691]This is for the programming gamers:
If you have a process called PresentationFontCache.exe running, terminate it.
It doesn't do much and it hogs up 50% of your processor speed and lags your games.
It comes with Visual Studio or something
Also for the above: do 130 degrees[/QUOTE]
Looked into it a bit, it's for WPF applications - you're better off disabling the service so that it doesn't start up again every time your computer starts. Never had an issue with it myself though.
[QUOTE=layla;33578014][img]http://dl.dropbox.com/u/99765/b7890.png[/img]
[media]http://www.youtube.com/watch?v=3GwjfUFyY6M&ob=av2e[/media][/QUOTE]
love that song
but what exactly did you accomplish?
[QUOTE=krazipanda;33578407]love that song
but what exactly did you accomplish?[/QUOTE]
Loading models if I'm not mistaken.
[QUOTE=krazipanda;33578407]
but what exactly did you accomplish?[/QUOTE]
I've been putting off mdl loading for months now so It's a relief to finally get it done. Although it's far from complete and the code is an absolute mess, the hard part is done.
c++/sfml
[img]http://i.imgur.com/ZX42x.png[/img]
[QUOTE=amcfaggot;33571774][url]http://code.google.com/p/facepunch-lua-sdk/[/url][/QUOTE]
Sent you a PM before reading WAYWO to the end. :eng101:
I'd suggest not directly building upon luasocket though.
You made everything nicely module based so why not do the same for luasocket?
If I wanted to use curl right now I'd have to replace quite a bit in various files.
[QUOTE=Jookia;33573081][quote]These requirements apply to the modified work as a whole. If identifiable sections of that work are not derived from the Program, and can be reasonably considered independent and separate works in themselves, then this License, and its terms, do not apply to those sections when you distribute them as separate works. But when you distribute the same sections as part of a whole which is a work based on the Program, the distribution of the whole must be on the terms of this License, whose permissions for other licensees extend to the entire whole, and thus to each and every part regardless of who wrote it.[/quote][/QUOTE]
Thanks.
I think I'll be all right, since it's not actually based on his version (which uses the quake 2 engine) but the original one (which his is also based on).
So been working with Love2d.
[IMG]http://i43.tinypic.com/6rhq3d.png[/IMG]
Whoa custom fonts.
[IMG]http://i41.tinypic.com/34zkr69.png[/IMG]
Whaattt Drawing pictures onto the screen, I must be crazy
I've got a demo ready to go as soon as I've solved this problem:
[img]http://i.imgur.com/p9Bsd.png[/img]
[quote=Nigey Nige]I've exported my game into a runnable .jar file, but it's crashing whenever it tries to find the level files in Game.jar/res/maps. It's fine if I put it in my eclipse workspace to run, though. I've gathered I need to define the map files using absolute rather than relative file paths, but how do I do that when I don't know what folder on their computer the user will have the .jar saved in?[/quote]
Cross-post from WDYNHW :3
[IMG]http://i.imgur.com/BOUs6.png[/IMG]
Woo, levels being loaded directly from the files!
Obviously it doesn't exactly do what I was wanting it to do but you can't have everything all in one go.
[editline]5th December 2011[/editline]
[IMG]http://i.imgur.com/baFWI.png[/IMG]
Looks like it did work, I just needed to update the node's definitions of what a floor was.
[IMG]http://i.imgur.com/DbOQ5.png[/IMG]
I can't help but think that something's wrong with the textures though.
[editline]5th December 2011[/editline]
[IMG]http://i.imgur.com/H65h2.png[/IMG]
[IMG]http://i.imgur.com/AQ6cK.png[/IMG]
Hmm.
[editline]5th December 2011[/editline]
Maybe they're just very patriotic Nazis?
[QUOTE=Nigey Nige;33579838]I've got a demo ready to go as soon as I've solved this problem:
[IMG]http://i.imgur.com/p9Bsd.png[/IMG]
Cross-post from WDYNHW :3[/QUOTE]
Put the folders outside of the jar, including all the DLLs. I don't recommend you embed things, it makes it harder to add content.
So like,
<game folder>/maps/*
<game folder>/lwjgl.dll
<game folder>/openal.dll etc
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