Finally got off my ass and started working on my Love2D game. Spent an hour or so prettying up the main menu, isn't nearly finished though.
[vid]http://dl.dropbox.com/u/19418211/FUCK.mp4[/vid]
Before anyone asks the character you see in the game is "Debug Dinosaur". I use him as a backup character when I don't have one drawn yet.
I'm learning Python and writing a text-based RPG in Python. I know it's probably a huge project for a beginner to try and tackle, but I might be able to pull it off. I mean, it's entirely text based, so that makes it a bit easier.
I implemented chunking in my tile engine.
640 000 tiles, 10 FPS.
I love graphic cards.
Not that I would ever need that much since you obviously can't see anything when you view them all.
[QUOTE=Maurice;33662134]Honestly, I was thinking more like shaking chair bouncing from side to side and going "toktoktoktok".
But this works too.[/QUOTE]
Yeah. However I wanted to humanise the chair; so it seemed better to have more human-like movements.
Well, sent off Holly-On-Linux patch. Back to yelling at CMake.
I just finished my first piece of assembly code ever. And even though I'm pretty sure I've done it the wrong way, the sense of accomplishment when the program exits after the greedy little nibbler tries to eat itself is great.
SUCCESS! That feeling of finally squashing the last bug after days of working on them is so great. So close to making my own calls to the server.
While I continue to put off adding more detail to the trees/changing more art, I've been working on multiplayer. Right now the server (which currently has only a host-and-play setup, no separate server processes) can send worlds to the client (it takes a fucking long time, even for 200x100 worlds). I had drawing other players working.. temporarily. Working on fixing them now. I'm also only testing this on lan so I have no idea if it's going to work normally or not (I'm using lidgren) ()()()()()()
[QUOTE=benji2015;33667152]While I continue to put off adding more detail to the trees/changing more art, I've been working on multiplayer. Right now the server (which currently has only a host-and-play setup, no separate server processes) can send worlds to the client (it takes a fucking long time, even for 200x100 worlds). I had drawing other players working.. temporarily. Working on fixing them now. I'm also only testing this on lan so I have no idea if it's going to work normally or not (I'm using lidgren) ()()()()()()[/QUOTE]
To minimise the amount of data your sending through to the client for the world, you should implement the world generator class in both the client and server to be identical, then just send the seed and the modified blocks, that should save a tonne of bandwidth as not all of the blocks will be modified. If you also implement it when saving it will reduce the size of save files as well.
[QUOTE=thisBrad;33668214] wow [/QUOTE]
wow that looks really good. if you could change the colors on the fly, it would be awesome.
[QUOTE=thisBrad;33668214][IMG]http://img822.imageshack.us/img822/9721/audiophilia201112110021.png[/IMG][/QUOTE]
The text in the song list isn't centered.
DAMN YOU!
[QUOTE=TVC;33667553]To minimise the amount of data your sending through to the client for the world, you should implement the world generator class in both the client and server to be identical, then just send the seed and the modified blocks, that should save a tonne of bandwidth as not all of the blocks will be modified. If you also implement it when saving it will reduce the size of save files as well.[/QUOTE]
Wow, thanks a lot. Just put that in my saving system and shaved hundreds of kb off of world sizes. Going to help a lot with multiplayer. Again, thanks!
I just spent the last hour working on a part of code that I then realized served no purpose and deleted.
Fuck.
Qt is a fucking powerful library
[QUOTE=Jookia;33662110]One hour later, I hath returned:
[img]http://i.imgur.com/piaCP.png[/img][/QUOTE]
I love you!
[QUOTE=DrogenViech;33657330]This immediately reminded me of that board game i used to play as a child
[img]http://www.brettspiele-report.de/images/das_verrueckte_labyrinth/das_verrueckte_labyrinth_spielfeld_verschoben.jpg[/img][/QUOTE]
Best fucking boardgame ever!
Gonna do a slight redesign on Holly. You really need to be able to choose the container, video codec and audio codec separately.
I started learning unity yesterday as I felt I wanted to get closer to "Let's make a game" rather than "Let's spend the next 3 days writing a scene manager that still isn't finished only to find I've coded myself into a dead end with no means of escape"
I'm loving it, Comng from C# the scripting is so natural. 1 Day and I can already make a simple game.
[img]http://i.imgur.com/KT39U.png[/img]
Well that seems to work, apparently there are still a few kinks in the grid filling :/
Finally got around to switching my makefiles from CMake to premake4. The premake documentation leaves a bit to be desired but it's a hell of a lot simpler to use than CMake is. Plus, now my make files are [i]actually[/i] cross-platform. They weren't cross-platform before when I was using the so-called "cross-platform make".
[editline]12th December 2011[/editline]
[QUOTE=r0b0tsquid;33671090][img]http://i.imgur.com/KT39U.png[/img]
Well that seems to work, apparently there are still a few kinks in the grid filling :/[/QUOTE]
I don't have any suggestions for fixing your grid-filling but I do suggest making the gap between them a bit smaller, perhaps halve the line interval? Given you basically have a scripting language now too you could even add a function to change the interval, so you can edit it on-the-fly.
[IMG]http://i942.photobucket.com/albums/ad265/1996Langley/etfc9.png[/IMG]
Added the first Mob. The 'Kamikaze Chair'. I'm aware it is spelled wrong in the image but that has already been fixed.
[QUOTE=r0b0tsquid;33659479]That was fun :) one question, when the red guys attempt to capture one of your control points and it's degraded, is there any way to restore its health? Also, on the horde level there's a blue space where the map is smaller than the screen, and I think you can see part of the menu on it - maybe black the screen out before you draw? Anyway, fun game nige, keep working on it![/QUOTE]
Thanks! I'll fix the horde map soon. See below for the other thing.
[QUOTE=ZenX2;33659523]A few bugs on the forest map.
One of the blue control points start as red.
The view doesn't scroll up anymore before you can reach the enemy base.
You need to make it so when you're on a point that you control that has been partially captured, it starts to be reclaimed[/QUOTE]
1) Thanks, I herped a bit when I made that map.
2) There is no enemy base in the forest, it's kind of a hold-out map.
3) I considered that, but I thought it'd keep the tension high if control points stayed vulnerable after an attack. Agree/Disagree?
Thanks for testing! It's really encouraging. If anyone else wants a go: [url]http://www.mediafire.com/?l92p7x6auew1p65[/url]
[QUOTE=mechanarchy;33671307]Finally got around to switching my makefiles from CMake to premake4. The premake documentation leaves a bit to be desired but it's a hell of a lot simpler to use than CMake is.[/QUOTE]
From my experience premake lacks a large amount of features that really sell CMake.
[QUOTE]Plus, now my make files are [i]actually[/i] cross-platform. They weren't cross-platform before when I was using the so-called "cross-platform make".[/QUOTE]
Oh?
[QUOTE=1996Langley;33671394][IMG]http://i942.photobucket.com/albums/ad265/1996Langley/etfc9.png[/IMG]
Added the first Mob. The 'Kamikaze Chair'. I'm aware it is spelled wrong in the image but that has already been fixed.[/QUOTE]
May I ask what language you're using to make that?
[QUOTE=Samuka97;33671794]May I ask what language you're using to make that?[/QUOTE]
DarkBASIC Professional. If you don't know what it is it is basically a simplified version of the BASIC programming language with built-in sprite and 3D commands.
[url]http://www.thegamecreators.com/?m=view_product&id=2000[/url]
[QUOTE=1996Langley;33671952]a simplified version of the BASIC programming language[/QUOTE]
wat
[QUOTE=esalaka;33671971]wat[/QUOTE]
Well, when I say 'simplified' I mean it makes it easier to read and adds tons of commands that save you from having to write even more lines of code.
I'm going to make a DarkBRAINFUCK
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