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[QUOTE=Yogurt;33693050]Also garry, you better watch the FUCK out. I'm coming for you and that slut whore Gwen.[/QUOTE]
[QUOTE=Yogurt;33693050]It seemed to be kind of like "Well sure, but I doubt you can do [b]this[/b]."
My apologies.
[/QUOTE]
It was kinda like that but instead of "I doubt you can do this", it's more a challenging "I bet you can't do this"
[QUOTE=Darwin226;33693221]It was kinda like that but instead of "I doubt you can do this", it's more a challenging "I bet you can't do this"[/QUOTE]
Well controls can scale to any size...for the "not taking input if under something" I'd simply pass in the current interface to the UIComponent I'm creating, then have each UIComponent have a depth value. Simply have a function in the UIComponent base class that checks if it's under something. Simple.
Am I the only person who feels writing closed-source code wrong? There's been many many times when I've wanted to fix a game's code, or crack it open and go 'hey, how does that work', but I couldn't. I love helping others with their code, and keeping my code open accomplishes all that.
I've been thinking recently about how selling an open project would harm sales, but people are going to pirate it anyway, so I guess that's a null point.
What's your guys thoughts on this?
[QUOTE=Jookia;33693286]Am I the only person who feels writing closed-source code wrong? There's been many many times when I've wanted to fix a game's code, or crack it open and go 'hey, how does that work', but I couldn't. I love helping others with their code, and keeping my code open accomplishes all that.
I've been thinking recently about how selling an open project would harm sales, but people are going to pirate it anyway, so I guess that's a null point.
What's your guys thoughts on this?[/QUOTE]
If my game gets on Steam, I plan on releasing the full source code.
This is, of course, after I spend a few months ravenously making my code prettier.
[editline]12th December 2011[/editline]
Besides, having access to the source code is kind of essential to creating gamemodes via C# scripting; people need to be able to see the engine they're accessing.
[QUOTE=Jookia;33693286]Am I the only person who feels writing closed-source code wrong? There's been many many times when I've wanted to fix a game's code, or crack it open and go 'hey, how does that work', but I couldn't. I love helping others with their code, and keeping my code open accomplishes all that.
I've been thinking recently about how selling an open project would harm sales, but people are going to pirate it anyway, so I guess that's a null point.
What's your guys thoughts on this?[/QUOTE]
Lawyers get what lawyers want
[QUOTE=ZenX2;33693370]Lawyers get what lawyers want[/QUOTE]
Lawyers?
[QUOTE=Jookia;33693286]Am I the only person who feels writing closed-source code wrong? There's been many many times when I've wanted to fix a game's code, or crack it open and go 'hey, how does that work', but I couldn't. I love helping others with their code, and keeping my code open accomplishes all that.
I've been thinking recently about how selling an open project would harm sales, but people are going to pirate it anyway, so I guess that's a null point.
What's your guys thoughts on this?[/QUOTE]
And then some douchebag compiles your source code and resubmits it to the App Store under the guise of HD and higher price, selling more than you.
I'm working on multi-line textboxes.
Then I'm going to work on a way of adding scripting to animations. Simple little scripts that run when a certain frame is hit, like "loop frame_name_1 frame_name_2", "gotoAndStop frame_name", etc. Just to make it easier to control animations without needing to edit the source.
[editline]12th December 2011[/editline]
[QUOTE=KillerJaguar;33693519]And then some douchebag compiles your source code and resubmits it to the App Store under the guise of HD and higher price, selling more than you.[/QUOTE]
Oh look Lugaru.
[QUOTE=Jookia;33693286]Am I the only person who feels writing closed-source code wrong? There's been many many times when I've wanted to fix a game's code, or crack it open and go 'hey, how does that work', but I couldn't. I love helping others with their code, and keeping my code open accomplishes all that.
I've been thinking recently about how selling an open project would harm sales, but people are going to pirate it anyway, so I guess that's a null point.
What's your guys thoughts on this?[/QUOTE]
I don't think it's wrong. I don't think open source is wrong either.
I hate things like GPL that say if you use their code you need to apply the GPL to your whole project. Viral software licences. [b]Either make it open - or don't. Don't make it open with clauses.[/b]
Blargh.
Anyway. I couldn't resist. I coded a swirly thing for the example in Holly. I made myself feel sick while doing it. Success.
[vid]http://puu.sh/aw8M[/vid]
[QUOTE=KillerJaguar;33693519]And then some douchebag compiles your source code and resubmits it to the App Store under the guise of HD and higher price, selling more than you.[/QUOTE]
Yeah, that's a valid case, but fuck them. You could ask the app store politely to take it down as you own the copyright.
[editline]13th December 2011[/editline]
[QUOTE=garry;33693558]I hate things like GPL that say if you use their code you need to apply the GPL to your whole project. Viral software licences. [b]Either make it open - or don't. Don't make it open with clauses.[/b][/QUOTE]
I'm pretty much in that boat too. I'm a big fan of the zlib license as it has a nice clause that you musn't misrepresent the software's origin.
[QUOTE=garry;33693558]Anyway. I couldn't resist. I coded a swirly thing for the example in Holly. I made myself feel sick while doing it. Success.
[vid]http://puu.sh/aw8M[/vid][/QUOTE]
I notice the colours are slightly dark. Is that on purpose?
Speaking of colours, I'm working on something to record SDL's software mode, and I think that it uses the RGBA and messing up. It may not be, but that's all I really have to go on right now. But if it is, it raises the question: How fast will Holly convert this stuff?
in the case of Lugaru, only the code was open source, so resubmitting it with all the original art is, in fact, copyright infringement.
[editline]a[/editline]
Also piracy will happen, focus on making your game more easily available that pirating it, and if possible get some sort of account system going for multiplayer like Minecraft does, it's simple, but effective for people who want to play on servers with their friends.
[QUOTE=garry;33693558]I don't think it's wrong. I don't think open source is wrong either.
I hate things like GPL that say if you use their code you need to apply the GPL to your whole project. Viral software licences. [b]Either make it open - or don't. Don't make it open with clauses.[/b]
Blargh.
Anyway. I couldn't resist. I coded a swirly thing for the example in Holly. I made myself feel sick while doing it. Success.
[vid]http://puu.sh/aw8M[/vid][/QUOTE]
GPL is good for some things which probably SHOULDN'T have closed source branches.
Like:
Compilers
Browsers
Kernels
-snip-
broken automerges n' shit
[QUOTE=raBBish;33691153]Works fine for me, using Adblock Plus. This is what I added to filters:
[code]facepunch.com/js/Snow.js
facepunch.com/js/ThreeCanvas.js[/code][/QUOTE]
Try using: [code]facepunch.com##canvas[/code]
Wait I think that just hides it.
As a little test to see what I can use as a data source for something roughly filesystem like I made a little program that goes though a couple assembly's in the .net Framework. After changing my mind I put it together into a finding game. The down side is it's really really hard, you can try it if you want though.
[IMG]http://dl.dropbox.com/u/2014606/code/ItsAFilesystemThing-Screenshot.png[/IMG]
You need to find and select the Type at the bottom using your mouse, that one in the screenshot was a really easy one though they get really really really hard, it can pick any type in any of those assembly's.
Thay will always exist since I load the list from your computer right from the dll's.
If you click on it then you will get a window saying you win and then another one to find.
You need .net framework 4.0 for this to work and this might not work on mono, it should though.
If there are any errors or ideas then just say.
If there are any requests for the code then I am happy to post it.
Oh and it will take a really long time to startup, this is not a error, also it will take a long time to close.
Download : [URL]http://dl.dropbox.com/u/2014606/code/ItsAFilesystemThing.exe[/URL]
Lemme see if I can write a good license. I think this is based off MIT:
[quote]Copyright (C) 2011 by ZenX2
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including the rights to use, copy, and/or
modify copies of the Software, distribute modified copies of the Software with
the permission of the author of the unmodified Software, not including the rights
to sell or otherwise profit from the Software without the permission of the
author of the unmodified Software, and to permit persons to whom the Software
is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.[/quote]
This should allow people to use it, back it up, mod it, etc., without pulling a Lugaru.
[QUOTE=ZenX2;33693806]Lemme see if I can write a good license. I think this is based off MIT:
This should allow people to use it, back it up, mod it, etc., without pulling a Lugaru.[/QUOTE]
Why do Licenses always yell at me :(
[QUOTE=Jawalt;33693653]GPL is good for some things which probably SHOULDN'T have closed source branches.
Like:
Compilers
Browsers
Kernels[/QUOTE]
Who cares if it has a closed source branch. Surely open source always wins in the end?
[editline]13th December 2011[/editline]
I think this loops properly now..
[vid]http://puu.sh/awfk[/vid]
[editline]13th December 2011[/editline]
Kewl!
[cpp] for ( int i=0; i< 150; i++ )
{
float movie_delta = i / 150.0f;
//
// Draw something pretty in the frame
//
// I know this isn't as optimized as it could be, but it's just to fill the frame a bit!
//
{
int w = encoder->Video()->Width();
int h = encoder->Video()->Height();
float longest = sqrt( (float) w * w + h * h ) * 0.5f;
float pi_delta = movie_delta * 3.141592f * 2.0f;
for (int x=0; x<w; x++)
for ( int y=0; y<h; y++ )
{
float delta[2] = { x - w/2, y - h/2 };
float length = sqrt( delta[0] * delta[0] + delta[1] * delta[1] );
float sizedelta = length / longest;
float ang = atan2( delta[0], delta[1] );
ang += pow( length, 0.5f ) * 2.0f;
int z = (3 * y * encoder->Video()->Width()) + x*3;
pFrame[z] = (128.0f - sin( ang + pi_delta ) * 127.0f) * (1.0f-sizedelta);
pFrame[z+1] = (128.0f - cos( ang + pi_delta ) * 127.0f) * (1.0f-sizedelta);
pFrame[z+2] = (128.0f + sin( ang + pi_delta ) * 127.0f) * (1.0f-sizedelta);
}
}
encoder->Video()->AddFrame( 1.0f / 60.0f, Holly::ColorMode::RGB, pFrame );
printf( "." );
}[/cpp]
[QUOTE=Jookia;33688009]CMake INFURIATES me right now. I'm considering moving to premake even if it means dropping a shitload of features that make life easier. Or even Boost.Build.[/QUOTE]
Oh, yeah, I forgot to mention. My premake file does actually compile on Windows too as well as Linux, where my cmake one wouldn't because I couldn't work out how to get it to find the library files it needed without hard-coding the paths.
It's also a hell of a lot easier, cmake wanted me to specify the exact list of source files it was going to compile where premake can deal with just a few asterisks.
I have yet to find anywhere where premake is [i]really[/i] lacking compared to cmake.
There are 25,171 lines of code in my game project so far.
Cool beans.
Been fucking around with this unicode for the past 2 hours. I cannot find anything to convert UTF 16 to ASCII. Even QT's built in functions aren't working :suicide:
[QUOTE=thisBrad;33694130]Been fucking around with this unicode for the past 2 hours. I cannot find anything to convert UTF 16 to ASCII. Even QT's built in functions aren't working :suicide:[/QUOTE]
I think that one guy that spent months working on exactly this can help you here...
[QUOTE=ZenX2;33693806]Lemme see if I can write a good license. I think this is based off MIT:
This should allow people to use it, back it up, mod it, etc., without pulling a Lugaru.[/QUOTE]
Change "if x and y" to "if !x or !y", sell. You would require a 1,000 page document to adequately define "unmodified", and then no one would be arsed to use your software from fear of litigation. Also, a lawyer would probably rip that license up as it is written. You give rights "without restriction", and then you apply restrictions to those rights?
There is already a license for this intent, and it's called the GPL. If someone wants to make a full-blown game based on your work that you're afraid of getting stolen, they can contact you and obtain special permission under a separate license agreement. The GPL would be perfect in this scenario.
Not trying to be mean, but the law is very unforgiving from what I can tell. I'd hate for someone reading this thread to have a Lugaru pulled on them.
If art assets can cover your ass, however, then go for a full-blown MIT license.
Urgh, Fraps now only works ok if I record, stop straight away, then press record again. Otherwise the FPS drops to 30 and stays there.
[QUOTE=Yogurt;33694144]I think that one guy that spent months working on exactly this can help you here...[/QUOTE]
I have a name.
Anyway, I pretty much know how to do Unicode and conversions and whatnot in C++. In fact, I wrote a library that did exactly that only to have Boost release a library doing what mine did and more a few months later.
Oh, that reminds me why I came here.
[img]http://i.imgur.com/iA1Zo.jpg[/img]
The top half (including the green line) is my recorder's output.
The bottom half is SDL's output of something converting to another thing.
[QUOTE=Jookia;33694435]I have a name.
Anyway, I pretty much know how to do Unicode and conversions and whatnot in C++. In fact, I wrote a library that did exactly that only to have Boost release a library doing what mine did and more a few months later.[/QUOTE]
I thought it was you but I wasn't sure. I'm sorry Jookia :(
[hd]http://www.youtube.com/watch?v=_OVkQJhk8kA[/hd]
Bonus: new AI at the end
[QUOTE=NovembrDobby;33694450][hd]http://www.youtube.com/watch?v=_OVkQJhk8kA[/hd]
Bonus new AI at the end[/QUOTE]
Why are you porting to C++?
Anyone know a Character encoding library? GNU iconv doesn't work. I need to convert UTF-16 to ASCII.
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