• What are you working on? January 2012
    3,401 replies, posted
[QUOTE=jaybuz;34054271]Since this is the programming thread, it would be nice if somebody created a desktop recording program utilizing the webm file format. Multi-platform would be a bonus! Really simple, useful program.[/QUOTE] Stop being lazy and learn how to use a video converter. These programs were written to record raw video footage of your screen, not facilitate your video editing needs.
[QUOTE=awfa3;34057828]To understand sigscanning (did a quick google search) I should atleast understand a bit of assembly right?[/QUOTE] It helps, but I have little to none understanding. More of the "none" than "little". [editline]4th January 2012[/editline] FUCK MY ASS. Dear ol' i300 asked me to do something trivial with the [url=http://code.google.com/p/facepunch-lua-sdk/]fpapi[/url] and I go and implement some core changes so his request can be fulfilled, and suddenly I notice shit is breaking. I revert everything. Shit is still broken. What the fuck. The API broke recently without me knowing. Fuuuuuuuccckkk. [editline]4th January 2012[/editline] Gotta split, going to play a game of CS:S with the fellas in the FPP chat. Jump in the chatroom at [url]http://steamcommunity.com/groups/FP_Programmers[/url] and join brian if you'd like to play with us. I'll resolve fpapi issues in the morning with LuaStoned and Gran PC.
Fuck yeah! I got rotated collision to work for my pong game thing. [vid]http://dl.dropbox.com/u/1179448/Misc%20Video/pong_collision_fuckyeah.webm[/vid] I'm using my own method so I'm 99% sure it would break with any other shape/situation but it works for what I'm doing.
[QUOTE=FoohyAB;34058441]Fuck yeah! I got rotated collision to work for my pong game thing. [vid]http://dl.dropbox.com/u/1179448/Misc%20Video/pong_collision_fuckyeah.webm[/vid] I'm using my own method so I'm 99% sure it would break with any other shape/situation but it works for what I'm doing.[/QUOTE] Ohh spinny collision game, I'm excited!
So I'm gonna try to get back into the simple game design field, but I haven't done this in a while. Where should I start? [editline]4th January 2012[/editline] [QUOTE=FoohyAB;34058441]Fuck yeah! I got rotated collision to work for my pong game thing. [vid]http://dl.dropbox.com/u/1179448/Misc%20Video/pong_collision_fuckyeah.webm[/vid] I'm using my own method so I'm 99% sure it would break with any other shape/situation but it works for what I'm doing.[/QUOTE] pong where you bounce the paddles around with a ball
Sometimes I come onto this thread just to aid with art assets... take it, my friend won't use it in anything so here you all go. [img]http://i.imgur.com/whwe4.gif[/img] [img]http://i.imgur.com/IXOLp.png[/img] Each frame is 128x64
[QUOTE=ruarai;34058933]Not to be mean, but that would be sort of useless on its own.[/QUOTE] That's true, but some people would rather use that than a box in a side scroller test. Besides, I wouldn't have a problem making a texture set, enemies, stuff like that.
Finally adding a third dimension to my increasingly large set of tile-based tests. [img]http://puu.sh/csSo[/img] Right now it has a working chunk update/drawing system. Going to add block adding/removing next, then maybe a player? Image above is a 8x4x8 world with 16x16x16-sized chunks. Hits the 60 fps cap easily. [editline]5 December 2011[/editline] [img]http://puu.sh/ctBK[/img] Inside of a 16x8x16 world, same size chunks. Not sure why it draws those around the edges of chunks, but it's not visible outwardly and is useful while testing
[QUOTE=salmonmarine;34058878]Sometimes I come onto this thread just to aid with art assets... take it, my friend won't use it in anything so here you all go. [img]http://i.imgur.com/whwe4.gif[/img] [img]http://i.imgur.com/IXOLp.png[/img] Each frame is 128x64[/QUOTE] sweet ejsus
Why is almost everyone making a minecraft clone? Ok it's a nice gimmick, but useless without some special features.
[QUOTE=Sebixxx;34059333]Why is almost everyone making a minecraft clone? Ok it's a nice gimmick, but useless without some special features.[/QUOTE] I get tired of seeing them too, but people just like to copy what's already out there because frankly it's difficult to come up with a good game concept. That's the first thing that comes to mind.
I figured I'd sit down and play around with ASP.NET MVC3 and see what neat things I could make. About a day later, I've come up with this: [url]http://games.opensteamworks.org/[/url] The website has a service that polls Steam every ~10 mins for player counts, and it's only been running for about 3 hours, so some graphs don't have much useful information at the moment. Neat examples: [url=http://games.opensteamworks.org/Chart/View?appId=570&appId=4000]Dota 2 vs Garry's Mod[/url] [url=http://games.opensteamworks.org/Chart/View?appId=0]Steam[/url] [url=http://games.opensteamworks.org/Chart/View?appId=730]CS:GO Beta (aka Ghost Town)[/url]
Rewrote Twostroke's parser from scratch because the old one was shit. The old one was written when I was still figuring out how parsers worked so it was a hacky, kludgy pile of crap that didn't work properly in tricky edge cases. Here's the new parser in all its beauty: [url]https://github.com/charliesome/twostroke/blob/better-parser/lib/twostroke/parser.rb[/url] All operator precedences are handled by the parser grammar itself, which is how things should be done (before I was parsing everything into an UnsortedBinop and then shunting that shit around after the fact) [editline]5th January 2012[/editline] For example, here's how the 5 main arithmetic operators are parsed at the moment: [img]http://i.imgur.com/HD1HL.png[/img] I could probably afford to DRY up that code a bit because there are some other precedence levels that have pretty similar code, but I'm reasonably happy with it for the moment.
[QUOTE=Sebixxx;34059333]Why is almost everyone making a minecraft clone? Ok it's a nice gimmick, but useless without some special features.[/QUOTE] I can't speak for everyone but I did mine purely for the enjoyment of it. Is there something wrong with that? :)
[QUOTE=Sebixxx;34059333]Why is almost everyone making a minecraft clone? Ok it's a nice gimmick, but useless without some special features.[/QUOTE] Because very few of us program for reasons other than "just because".
[img]http://i.imgur.com/XXcwo.png[/img] This is a [b][i]significant[/i][/b] milestone. Twostroke (my Javascript interpreter) is now solid enough such that it can parse, compile and execute the [url=http://coffeescript.org]CoffeeScript[/url] compiler and get it to compile actual coffeescript into javascript. This is me right now (imagine the chick is a dude and the cups are code): [media]http://www.youtube.com/watch?v=j54yGxuk0yo#t=8s[/media] [editline]5th January 2012[/editline] [b][i]benchmarks:[/i][/b] [img]http://i.imgur.com/i92Nt.png[/img]
[QUOTE=VoiDeD;34059650]I figured I'd sit down and play around with ASP.NET MVC3 and see what neat things I could make. About a day later, I've come up with this: [url]http://games.opensteamworks.org/[/url] The website has a service that polls Steam every ~10 mins for player counts, and it's only been running for about 3 hours, so some graphs don't have much useful information at the moment. Neat examples: [url=http://games.opensteamworks.org/Chart/View?appId=570&appId=4000]Dota 2 vs Garry's Mod[/url] [url=http://games.opensteamworks.org/Chart/View?appId=0]Steam[/url] [url=http://games.opensteamworks.org/Chart/View?appId=730]CS:GO Beta (aka Ghost Town)[/url][/QUOTE] I like how Ricochet currently has the same amount op players as CS:GO.
Ricochet 2: Global Offensive ??? [editline]edited[/editline] also, welcome back fp, i missed you
Finished rewriting the old code and made it a lot cleaner. The game also uses spritesheets for some things now too, FPS has generally increased, big bugs have been squashed, worldgen time is faster, worlds look better with new world features such as vines, and finally, lighting! [thumb]http://img716.imageshack.us/img716/8174/sexylightingsota.png[/thumb] And for the giggles, a image of failed lighting when I was writing it : [thumb]http://img220.imageshack.us/img220/4093/sotalightingfail.png[/thumb]
[QUOTE=swift and shift;34061950][img]http://i.imgur.com/XXcwo.png[/img] This is a [b][i]significant[/i][/b] milestone. Twostroke (my Javascript interpreter) is now solid enough such that it can parse, compile and execute the [url=http://coffeescript.org]CoffeeScript[/url] compiler and get it to compile actual coffeescript into javascript. [editline]5th January 2012[/editline] [b][i]benchmarks:[/i][/b] [img]http://i.imgur.com/i92Nt.png[/img][/QUOTE] I really like how you keep working on this simply for the hackability factor. Also, I totally want to see twostroke be able to run that javascript implementation of the JVM, which is then used to run JRuby, which is then used to run twostroke again (repeat ad infinitum). :v:
[QUOTE=Sebixxx;34059333]Why is almost everyone making a minecraft clone? Ok it's a nice gimmick, but useless without some special features.[/QUOTE] Not every game which has cubes in is a minecraft clone.
[QUOTE=salmonmarine;34058878]Sometimes I come onto this thread just to aid with art assets... take it, my friend won't use it in anything so here you all go. [img]http://i.imgur.com/whwe4.gif[/img] [img]http://i.imgur.com/IXOLp.png[/img] Each frame is 128x64[/QUOTE] Fancy drawing some space-related stuff for me? :3
[QUOTE=thomasfn;34063086]Not every game which has cubes in is a minecraft clone.[/QUOTE] they all look the same, which is literally all it takes to establish the connection in an "lol ima gamer xddd" end-user audience
[QUOTE=awfa3;34055992]So, in this code: [cpp]#include <iostream> void aFunc(bool print); int main() { while (true) { aFunc(false); } } void aFunc(bool print) { if (print) { std::cout << "It works Facepunch!"; } }[/cpp] The program should never output "It works Facepunch!" Knowing the code structure, how would I be able to call "aFunc(true)" from another program?[/QUOTE] No, its more like this [cpp]int main() { while (true) { aFunc("Your mum lol"); } } void aFunc(string print) { std::cout << print << std::endl; }[/cpp] You can call aFunc from a dll you inject and pass your own parameters to it.
Fixed window resizing: [img]http://i.imgur.com/gASdN.png[/img] (Sorry if it's a bit big, consider that a feature :v:) Also added parametrics: [img]http://i.imgur.com/foWIQ.png[/img] The "from", "to" and "plot" keywords are optional - they will default to -1, 1 and a value based on the current detail and the interval width, so you can just say "par t end" or something if you want to. :)
Can you change the line colours? Cause I've always seen you post in red lines haha. But it would be useful to differentiate between things like imaginary plots.
There's a cyclical list of colours (I think it goes red->green->blue->orange->magenta->cyan->) - each graph that gets plotted uses the next colour on that list; so, in that first picture, the wobbly thing is plotted first and is red, and the circular bit is plotted second, so it's green. I plan to let the user edit/add/remove colours, but that won't be until I add a settings dialogue, which probably won't be until I've got the actual grapher working :v: [editline]5th January 2012[/editline] Like this: [img]http://i.imgur.com/i9MFe.png[/img]
[QUOTE=LuaStoned;34034153]Okey, so I was working on TF2 again over the past couple days. Projectile Bot, CritHack and all the fancy stuff. Then I realized one thing: Waiting for Crits isn't cool! Outcome: [hd]http://www.youtube.com/watch?v=NUx8OFW8nLg[/hd] I don't sell this whatsoever, don't complain! :v: Ps: For those who don't know what they are watching: Constant Crits (aka. whenever I want them).[/QUOTE] Wow, how does this work? Doesn't the server decide whether you crit or not?
Oh the content posted in this thread makes me jizz. In a year I'm starting on Simulation and Game Development at the university, so hopefully I will be able to post content worthy of this thread.
[QUOTE=a-k-t-w;34063970]Wow, how does this work? Doesn't the server decide whether you crit or not?[/QUOTE] It does, but considering this is based on a shared seed, you can essentially force your usercmd data to use (what I assume to be) existing crit seeds.
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