I have the urge to make a chess application the shows you possible moves instead of being playable
[QUOTE=Loli;33908556]I'd love a program which can track how long you have spent on a project.[/QUOTE]
You could use a commit log. Then you have how it has changed over time as well.
[QUOTE=Loli;33908556]I'd love a program which can track how long you have spent on a project.[/QUOTE]
[url]http://www.manictime.com/[/url]
[QUOTE=ZenX2;33909436]I have the urge to make a chess application the shows you possible moves instead of being playable[/QUOTE]
[img]http://dl.dropbox.com/u/45554193/images/ibudddddusuxccvyb.png[/img]
I'm fast
[QUOTE=ZenX2;33910074][img]http://dl.dropbox.com/u/45554193/images/ibudddddusuxccvyb.png[/img]
I'm fast[/QUOTE]
That's what she said.
[editline]26th December 2011[/editline]
Sorry, I had to
[QUOTE=supersnail11;33910285]That's what she said.
[editline]26th December 2011[/editline]
Sorry, I had to[/QUOTE]
No you didn't.
I meant that that was extremely fast compared my average speed at getting things done
Which is almost indistinguishable from being completely still
Austech drew an absolutely delightful tree image which inspired me to spend somewhere between 15 to 20 minutes writing a pong game that uses it.
[t]http://i.imgur.com/VwDsR.png[/t]
[QUOTE=Chris220;33912144]Austech drew an absolutely delightful tree image which inspired me to spend somewhere between 15 to 20 minutes writing a pong game that uses it.
[t]http://i.imgur.com/VwDsR.png[/t][/QUOTE]
Never thought I'd see my resources be used in a Triple A game.
[QUOTE=Austech2;33912213]Never thought I'd see my resources be used in a Triple A game.[/QUOTE]
I'm happy to be the person who changed that, good sir.
[editline]27th December 2011[/editline]
[QUOTE=Bambo.;33904451]Hey, sorry but i have a quick question, where do you guys get your art from? i'm just looking for some placeholder sprites ( tiles ) for a small game project.
edit:
my bad, that was a terrible page-king[/QUOTE]
Contact Austech :)
[QUOTE=Ortzinator;33910832]Also, [url]https://www.rescuetime.com/[/url][/QUOTE]
just use vim
Experimenting with different ways of faking 3D in 2D. Tempted to drop everything and go make a sex chatbot instead.
[editline]27th December 2011[/editline]
Although it'd probably run 99% on if/else chains.
[QUOTE=Nigey Nige;33912472]Experimenting with different ways of faking 3D in 2D.[/QUOTE]
Try OpenGL/Direct3D seeing as that's pretty much what they do :v:
[img]http://i.imgur.com/GdUq3.png[/img]
Menus and file dialogs are go!
All working now, although the settings dialog is still a stub - I'll wait till tomorrow before I start fleshing that out because it'll be a pretty big feature when it's done (partly because of saving and loading settings). Night WAYWO :)
[editline]27th December 2011[/editline]
One post for each day of the year, whooo :v:
Pale Luna keeps getting unpublished, and people are telling me that I should stop "reuploading it"
I don't even know why I try.
[editline]26th December 2011[/editline]
Ok, I'm done with flash game development for now. Lack of power (Flash isn't exactly the best thing for the job), high price for tools, and Kongregate have made me shy away for now.
Next stop: Unreal Engine
[editline]26th December 2011[/editline]
Which is great because i just got a book for that
Jumping from platform to platform isn't going to do you any good if you're serious about game development. If you want a taste of each platform, I guess that's fine, but picking up flash and dropping it because of "lack of power" states an obvious lack of knowledge about the platforms you're working with.
Let's assume Flash is an engine and not a platform for the sake of comparison here. AS and all of Flash's inner workings and extensibility is a hell of a lot to work with.
Unreal, likewise, has loads of aspects to it that you may not fully understand or have the development power through understanding to manipulate all of it.
These aspects of engine depth also carry over to Unity, Source, and even LOVE and Gamemaker.
I feel like I needed to post this because I get a bit tired of people saying this or that isn't really "powerful enough for what I need to do" or something along those lines. In some cases, maybe that's true, but more often than not, I see people just be wimping out on whatever they were working on because they didn't really think through if they wanted to work with that engine, library, or even language.
[editline]26th December 2011[/editline]
I'm not hatin' on you supersnail, but maybe those just weren't the right words to choose.
[QUOTE=amcfaggot;33913855]Jumping from platform to platform isn't going to do you any good if you're serious about game development. If you want a taste of each platform, I guess that's fine, but picking up flash and dropping it because of "lack of power" states an obvious lack of knowledge about the platforms you're working with.
Let's assume Flash is an engine and not a platform for the sake of comparison here. AS and all of Flash's inner workings and extensibility is a hell of a lot to work with.
Unreal, likewise, has loads of aspects to it that you may not fully understand or have the development power through understanding to manipulate all of it.
These aspects of engine depth also carry over to Unity, Source, and even LOVE and Gamemaker.
I feel like I needed to post this because I get a bit tired of people saying this or that isn't really "powerful enough for what I need to do" or something along those lines. In some cases, maybe that's true, but more often than not, I see people just be wimping out on whatever they were working on because they didn't really think through if they wanted to work with that engine, library, or even language.
[editline]26th December 2011[/editline]
I'm not hatin' on you supersnail, but maybe those just weren't the right words to choose.[/QUOTE]
Maybe I should have stated that better. Flash is completely capable of any game development I do, but it's not very fast. It also doesn't have support for iOS, Xbox, or PS3 (well, it does in browser, but not for publishing). If I want to create a game that will be a product, even though the chances are slim, I'd like to use something more suited for the job.
[QUOTE=amcfaggot;33913855]Unreal, likewise, has loads of aspects to it that you may not fully understand or have the development power through understanding to manipulate all of it.[/QUOTE]
I don't believe you should have to jump through hoops in order to get your game to run at optimal speeds. That's what I felt like when I developed flash games; flash just wasn't meant to make the games that were inside my head.
Working on implementing GLua features into LuaJIT
[img]http://dl.dropbox.com/u/29407915/gluajit.png[/img]
Just for the lulz, dont expect anything
[QUOTE=synthiac;33914674]oh my god why would you do that[/QUOTE]
Because I can
I'm thinking about getting an Alienware so I can playtest my games.
[QUOTE=NotoriousSpy;33915016]I'm thinking about getting an Alienware so I can playtest my games.[/QUOTE]
I'm sorry, what?
[QUOTE=NotoriousSpy;33915016]I'm thinking about getting an Alienware so I can playtest my games.[/QUOTE]
I'm sorry, what?
[QUOTE=NotoriousSpy;33915016]I'm thinking about getting an Alienware so I can playtest my games.[/QUOTE]
I'm sorry, what?
[QUOTE=NotoriousSpy;33915016]I'm thinking about getting an Alienware so I can playtest my games.[/QUOTE]
Lo siento, ¿qué?
Tiles! and a lazy map editor.
[IMG]http://i52.tinypic.com/svgmx5.png[/IMG]
Can some of you test this for me? [url]http://dl.dropbox.com/u/675786/wat.zip[/url]
It should work for everyone (that isn't on ancient hardware). If it's slow or doesn't work tell me what graphics hardware you tested it on.
[QUOTE=Rohans;33915693]Can some of you test this for me? [url]http://dl.dropbox.com/u/675786/wat.zip[/url]
It should work for everyone (that isn't on ancient hardware). If it's slow or doesn't work tell me what graphics hardware you tested it on.[/QUOTE]
Works fine here, I have high end hardware though.
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