• What are you working on? V5
    2,005 replies, posted
basically, it's dead
[QUOTE=Spoco;18753525]I want a social networking site that doesn't include advertisement and shitloads of stupid quizzes.[/QUOTE] Twitter. I know there is a massive hate-Twitter bandwagon (as well as a massive <3-Twitter bandwagon :p), but it's quality shit if you follow interesting people
[QUOTE=efeX;18756063]basically, it's dead[/QUOTE] Based on how far it has come already, I am fairly convinced that nullsquared is a finisher.
I'm working on an Entity and animation system. Right now I'm finishing up loose ends when parsing the animation files. [code] <?xml version="1.0" ?> <Animations> <!-- each state has an animation sequence --> <IDLE path = "pathtoimage\image.png" repeating ="1"> <Frame x="0" y="0" width="100" height="100" repeat ="1" /> <Frame x="20" y="0" width="100" height="100" repeat ="1" /> <Frame x="30" y="0" width="100" height="100" repeat="1" /> </IDLE> <!-- etc --> <RUNNING path = "pathtoimage\image.png" repeating ="1"> <Frame x="0" y="0" width="200" height="100" repeat="1" /> </RUNNING> <PIMPSLAP path ="pathtoimage\image.png" repeating ="0" nextloop= "IDLE" onexit = "IDLE"> <Frame x="0" y="0" width="100" height="100" repeat ="1" /> <Frame x="20" y="0" width="100" height="100" repeat ="1" /> <Frame x="30" y="0" width="100" height="100" repeat="1" /> </PIMPSLAP> </Animations> [/code]
[QUOTE=MultiPurpose;18756632]I'm working on an Entity and animation system. Right now I'm finishing up loose ends when parsing the animation files. [code] <?xml version="1.0" ?> <Animations> <!-- each state has an animation sequence --> <IDLE path = "pathtoimage\image.png" repeating ="1"> <Frame x="0" y="0" width="100" height="100" repeat ="1" /> <Frame x="20" y="0" width="100" height="100" repeat ="1" /> <Frame x="30" y="0" width="100" height="100" repeat="1" /> </IDLE> <!-- etc --> <RUNNING path = "pathtoimage\image.png" repeating ="1"> <Frame x="0" y="0" width="200" height="100" repeat="1" /> </RUNNING> <PIMPSLAP path ="pathtoimage\image.png" repeating ="0" nextloop= "IDLE" onexit = "IDLE"> <Frame x="0" y="0" width="100" height="100" repeat ="1" /> <Frame x="20" y="0" width="100" height="100" repeat ="1" /> <Frame x="30" y="0" width="100" height="100" repeat="1" /> </PIMPSLAP> </Animations> [/code][/QUOTE] eww xml
[QUOTE=turby;18757734]eww xml[/QUOTE] What the hell is wrong with xml?
[QUOTE=Jallen;18756232]Based on how far it has come already, I am fairly convinced that nullsquared is a finisher.[/QUOTE] Unfortunately, from what I've seen of other projects, likelihood of completion has little to do with how much of the project is finished.
[QUOTE=MultiPurpose;18757834]What the hell is wrong with xml?[/QUOTE] IMO it looks a bit messy, and reminds me a bit of HTML. However, it is still extremely useful. Game for my C++ class: [img]http://filesmelt.com/downloader/pew_pew.PNG[/img]
XML is not good. It's overly verbose, complicated in places, doesn't handle native types, can't be parsed into a simple unambiguous data structure in any language by anything (no, .net's xmlseraliser is not good).
Everyone should just be required to parse INI files. Fuck everything else >:(
[QUOTE=blankthemuffin;18758323]XML is not good. It's overly verbose, complicated in places, doesn't handle native types, can't be parsed into a simple unambiguous data structure in any language by anything (no, .net's xmlseraliser is not good).[/QUOTE] For my purposes, it is good. I'm not serializing and sending them off anywhere, I'm just using them to store animation data.
[QUOTE=blankthemuffin;18758323]XML is not good. It's overly verbose, complicated in places, doesn't handle native types, can't be parsed into a simple unambiguous data structure in any language by anything (no, .net's xmlseraliser is not good).[/QUOTE] This.
[QUOTE=blankthemuffin;18758323]XML is not good. It's overly verbose, complicated in places, doesn't handle native types, can't be parsed into a simple unambiguous data structure in any language by anything (no, .net's xmlseraliser is not good).[/QUOTE] you forget that fact that it is a standard. Not based on how good it is but by how many people use it.
[img]http://i49.tinypic.com/70z5mh.jpg[/img] The four dwarves are me drawing the text 'test' since I haven't got an idea on how to translate 'text' in to numbers identifying a tile on this.. [img]http://i45.tinypic.com/nz58ar.jpg[/img]
[QUOTE=HTF;18759978]you forget that fact that it is a standard. Not based on how good it is but by how many people use it.[/QUOTE] I don't forget that at all. You can standardise crap. And lots of people can use crap too. That said, of course XML has its uses, hence it is used. But I'd much prefer something defined in an actual language. Like JSON. It can be parsed extremely simply into a JavaScript object since it is JavaScript. This methodology floats my boat.
[QUOTE=Spoco;18753525] I want a social networking site that doesn't include advertisement and shitloads of stupid quizzes. [/QUOTE] The time has come, facebook betray us. Bring out the emergency backup network! Try this: [url]http://chizmo.x10hosting.com/lol/[/url]
Thought I'd make a quick little video for you guys on what a buildit script looks like. It's nothing spectacular, but if any of you are interested in what does what, it wouldn't hurt to watch this. Also, realize the sound gets out of sync near the end. And Yes I'm talking. [media]http://www.youtube.com/watch?v=HEU4WPHmOIA[/media]
[QUOTE=MultiPurpose;18757834]What the hell is wrong with xml?[/QUOTE] [url=http://www.codinghorror.com/blog/archives/001114.html]Jeff Atwood has a good article on the topic[/url]. Ultimately, though, I think it's just going to come down to whatever you find easiest and best to work with in a given circumstance, whether it's INI files, XML, YAML or anything else. When I used to work with .NET projects, I'd just dump everything in INI because it was easy and straight-forward to work with and my projects were very rarely that complex that they'd need anything more powerful. If I was going to find something to store data in nowadays while I'm developing my game in C++, I'd probably go for XML myself or write data in a binary format - not as easy to modify, but easy to code. Works for me.
[QUOTE=Chandler;18761923]Thought I'd make a quick little video for you guys on what a buildit script looks like. It's nothing spectacular, but if any of you are interested in what does what, it wouldn't hurt to watch this. Also, realize the sound gets out of sync near the end. And Yes I'm talking. [media]http://www.youtube.com/watch?v=HEU4WPHmOIA[/media][/QUOTE] Thats pretty awesome, good work! Working on some random stuff, looking some more into random generation and animation. Made a little thing that will load stuff according to a configuration file, looks like this: [code] image player media\\player.png image enemy media\\enemy.png animation player_walk media\\ani\\walk.ani [/code]
why not media/player.png? the only OS that i've seen that uses backslashes is Windows.
[QUOTE=Eleventeen;18762296]why not media/player.png? the only OS that i've seen that uses backslashes is Windows.[/QUOTE] Well yeh you could do that, its up to you really. I havent' because I'm on windows and its what I am used too.
doesn't media/player.png work on windoes too?
[QUOTE=Eleventeen;18762440]doesn't media/player.png work on windoes too?[/QUOTE] If you're using a program that translates the / to a \, like Explorer, yes.
[QUOTE=arienh4;18762785]If you're using a program that translates the / to a \, like Explorer, yes.[/QUOTE] That's done at the Windows API level, thus virtually any program on Windows will work with both forward and backward slashes.
[QUOTE=jA_cOp;18762939]That's done at the Windows API level, thus virtually any program on Windows will work with both forward and backward slashes.[/QUOTE] Oh, alright, I stand corrected. I just checked, and it works in command-line too, so yes, it will work as well.
[QUOTE=MultiPurpose;18756632] [code] <?xml version="1.0" ?> <Animations> <!-- each state has an animation sequence --> <IDLE path = "pathtoimage\image.png" repeating ="1"> <Frame x="0" y="0" width="100" height="100" repeat ="1" /> <Frame x="20" y="0" width="100" height="100" repeat ="1" /> <Frame x="30" y="0" width="100" height="100" repeat="1" /> </IDLE> <!-- etc --> <RUNNING path = "pathtoimage\image.png" repeating ="1"> <Frame x="0" y="0" width="200" height="100" repeat="1" /> </RUNNING> <PIMPSLAP path ="pathtoimage\image.png" repeating ="0" nextloop= "IDLE" onexit = "IDLE"> <Frame x="0" y="0" width="100" height="100" repeat ="1" /> <Frame x="20" y="0" width="100" height="100" repeat ="1" /> <Frame x="30" y="0" width="100" height="100" repeat="1" /> </PIMPSLAP> </Animations> [/code][/QUOTE] Shouldn't it be [code] <animations> <animation name="idle" path="" repeating="1"> <frame /> <frame /> <frame /> </animation> <animation name="running" path="" repeating="1"> <frame/> </animation> <animation name="pimpslap" path="" repeating="0" nextloop="idle" onexit="idle"> <frame /> <frame /> <frame /> </animation> </animations> [/code] ? [editline]12:55PM[/editline] I also agree with previous statements, XML is godawful.
Just aded .rc file compiling for MinGW to my build system, so your applications can have icons now. :woop: On a side note, I'm looking at using [url]http://chaiscript.com[/url] for the scripting language in my Progenitor project. The downside is that it's a header only implementation, but for what the scripts will be doing it probably won't matter performance wise.
[QUOTE=Chandler;18761923]Thought I'd make a quick little video for you guys on what a buildit script looks like. It's nothing spectacular, but if any of you are interested in what does what, it wouldn't hurt to watch this. Also, realize the sound gets out of sync near the end. And Yes I'm talking. [media]http://www.youtube.com/watch?v=HEU4WPHmOIA[/media][/QUOTE] wow i didn't expect your voice to sound that good
[QUOTE=raccoon12;18764527]wow i didn't expect your voice to sound that good[/QUOTE] I hope you're not being sarcastic :ohdear:
I'm working on a FireFox extension which allows the user to edit whatever page they're viewing. Got the script, figured out. Now it's all about implementing the damn thing.
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