So yeah. Games can support changing the resolution without a restart. Most find it easier not to.
Think ahead. Save people the hassle.
[QUOTE=supersnail11;34104819][quote].jqlnluwv be wrk wl hndp wxe ,wrk vl qrul hkw oolw hnluwv rw wldz wrq rG[/quote]
I can't tell if this is a jumble of letters or an encryption.[/QUOTE]
If you rotate that by 23 letters and reverse it, it says "Do not wait to strike till the iron is hot, but make it hot by striking."
[img]http://i.imgur.com/L6F1J.png[/img]
WHAT A WASTE OF MY TIME.
[QUOTE=Naelstrom;34103781][vid]http://j.mp/wTrPgn[/vid]
Why don't any games I play allow for realtime resizing? It was remarkably easy for me to implement.
Whenever I see a "You need to restart the game for your changes to take effect" it makes me want to punch someone.[/QUOTE]
Daft Punk, you have a good taste in music.
Changing a game's resolution without restarting is different from realtime resizing. Most games support the former but not the latter. For my game, I need to re-create several framebuffers (used for Bloom effects - the framebuffer size in relation to the screen size affects how big the bloom is) when the resolution is changed, which can take a significant amount of time, so I wouldn't want to enable realtime resizing even if I could.
[QUOTE=Maurice;34105124]If you rotate that by 23 letters and reverse it, it says "Do not wait to strike till the iron is hot, but make it hot by striking."
[img]http://i.imgur.com/L6F1J.png[/img]
WHAT A WASTE OF MY TIME.[/QUOTE]
You used love for the console? :v:
[QUOTE=ZenX2;34105294]You used love for the console? :v:[/QUOTE]
I used löve to write a "rot-1" function.
[editline].[/editline]
Oh, I don't have anything other lua.
Really, löve and my löve projects folder is the only programming related thing on either of my PCs.
[QUOTE=slime73;34105270]Changing a game's resolution without restarting is different from realtime resizing. Most games support the former but not the latter. For my game, I need to re-create several framebuffers (used for Bloom effects - the framebuffer size in relation to the screen size affects how big the bloom is) when the resolution is changed, which can take a significant amount of time, so I wouldn't want to enable realtime resizing even if I could.[/QUOTE]
Good point. To be honest I totally missed the real time part and just jumped in anyway.
After losing several hours of work with a misplaced 'rm', I've set this up:
In ~/.bash_profile:
[code]
export PATH=~/bin:$PATH
if test $(ls ~/.Trash | wc -l) -ne 0
then
echo "You have $(ls ~/.Trash | wc -l | tr -d ' ') files in ~/.Trash"
fi
[/code]
In ~/bin/rm:
[code]
mv $* ~/.Trash
[/code]
If anyone else finds this useful, you're welcome to use it as well!
[QUOTE=ZenX2;34105294]You used love for the console? :v:[/QUOTE]
I've actually done the exact same thing. When you get used to working with LOVE, and you don't have a Lua environment set up, it's great to mess with.
Back when the Hub had this cartoon character voting thing, I wrote a little mass voter using LOVE's built in luasocket. v:v:v
[editline]7th January 2012[/editline]
[img]http://img13.imageshack.us/img13/8978/administratorcwindowssyo.png[/img]
You've got to be fucking kidding me, I go through this work to push IClientFriends into lopensteamworks, and clanchatmonitor.lua still doesn't work.
Before it was using ISteamFriends011, and I could at least see who was sending the messages when the callbacks came.
[editline]7th January 2012[/editline]
When using ISteamFriends011:
[img]http://img803.imageshack.us/img803/3858/administratorcwindowssy.png[/img]
[editline]7th January 2012[/editline]
[lua]-- monitors clan chat activity
local groupName = "FP Programmers"
local chatID64 = "103582791430091926"
require( "lopensteamworks" )
local hSteamPipe = ISteamClient012.CreateSteamPipe();
local hSteamUser = ISteamClient012.ConnectToGlobalUser(hSteamPipe);
local steamFriends = ISteamClient012.GetISteamFriends( hSteamUser, hSteamPipe );
local b;
local CallbackMsg;
local chatID = CSteamID()
chatID:SetFromUint64( toint64( chatID64 ) )
local groupID
for i = 1, steamFriends:GetClanCount() do
groupID = steamFriends:GetClanByIndex( i )
local indexedName = steamFriends:GetClanName( groupID )
if ( indexedName == groupName ) then
break
end
end
while (true) do
b, CallbackMsg = Steam_BGetCallback(hSteamPipe)
if (b) then
if (CallbackMsg.m_iCallback == 810) then
local chatMsg = CallbackMsg.m_pubParam;
local friendName = steamFriends:GetFriendPersonaName(chatMsg.m_ulSteamIDUser);
local i, pvData, msgType = steamFriends:GetClanChatMessage(groupID, chatMsg.m_iChatID, chatMsg.m_ulSteamIDUser);
print( "* Message from " .. friendName .. ": " .. pvData );
end
Steam_FreeLastCallback( hSteamPipe );
end
end
[/lua]
Got bored, started to make multithreaded friend list.
[IMG]http://content.screencast.com/users/codydv/folders/Jing/media/02ce45b7-f1b8-47cf-857d-3490d34af6d5/2012-01-08_0027.png[/IMG]
[QUOTE=cody8295;34105778]Got bored, started to make multithreaded friend list.
[IMG]http://content.screencast.com/users/codydv/folders/Jing/media/02ce45b7-f1b8-47cf-857d-3490d34af6d5/2012-01-08_0027.png[/IMG][/QUOTE]
Nice! Now make it obey some basic UX guidelines [url=http://msdn.microsoft.com/en-us/library/windows/desktop/aa974176.aspx#fonts](start with text)[/url] to pretty it up.
[QUOTE=cody8295;34105778]Got bored, started to make multithreaded friend list.
[IMG]http://content.screencast.com/users/codydv/folders/Jing/media/02ce45b7-f1b8-47cf-857d-3490d34af6d5/2012-01-08_0027.png[/IMG][/QUOTE]
Why does it need multithreading?
[QUOTE=supersnail11;34106081]Why does it need multithreading?[/QUOTE]
So it doesn't need to load for 1 minute before you can see anything.
[QUOTE=cody8295;34106175]So it doesn't need to load for 1 minute before you can see anything.[/QUOTE]
Why is multithreading needed
just put "loading" and then load it. there's no need for them to do anything while it's loading
[QUOTE=cody8295;34106175]So it doesn't need to load for 1 minute before you can see anything.[/QUOTE]
async dude
[QUOTE=swift and shift;34106350]async dude[/QUOTE]
Umm, what's the difference?
Added some more animations to my MMO for different equipment (eg two handed swords, dual wield, etc).
Our artist is amazing at making animations in my shitty editor :v:
[QUOTE=thelinx;34103006]Like [i]I[/i] said, I'm pretty sure it only puts the folder in AppData on 0.8 and later.
[url]http://love2d.org/builds/[/url][/QUOTE]
I had no idea you could get 0.8 already. Time to improve my sprite making application, I guess.
[QUOTE=swift and shift;34106350]async dude[/QUOTE]
For a chat client, (multithreaded-assisted) asynchronous operation is trivial.
I mean, I doubt it's going to be completing any operations that will require another thread to increase the performance of other operations significantly.
[QUOTE=cody8295;34106478]Umm, what's the difference?[/QUOTE]
rather than spawning off 50 billion threads and having them all come back and call back into the UI thread, you just have your callback method called on the UI thread for you whenever data arrives.
I tried to make a terminal based grapher too. Here's a try to graph the batman equation:
[img]http://dl.dropbox.com/u/8226262/screen/termplot.png[/img]
It's made in C++ using curses (it's quite horrible to use in C++, but nah). I have panning and zooming of the graph too. Currently there's no way to input the functions besides putting them right into the source code.
[img]http://i.imgur.com/G2eDY.png[/img]
Got help him.
I hope they put him in a prison with a horny SVN user.
[QUOTE=swift and shift;34107981]rather than spawning off 50 billion threads and having them all come back and call back into the UI thread, you just have your callback method called on the UI thread for you whenever data arrives.[/QUOTE]
Oh, I get what you're after. That makes more sense. That's close to what we do where I work - we have screens that are wrapped in the main UI that basically only really do anything when a data object is passed to it from any (authentic) source.
[QUOTE=TVC;34108084][img]http://i.imgur.com/G2eDY.png[/img]
Got help him.[/QUOTE]
I'm using Dropbox so I can access my code from other computers easily not as a version control.
There's nothing wrong with using Dropbox as a place to store your projects.
It's still stored locally, it's just uploaded automatically.
Finally got my player count graphs to track update news for the relevant games.
[url]http://games.opensteamworks.org/Chart/View/440[/url]
Looks a little like this:
[t]http://content.screencast.com/users/voidedweasel/folders/Jing/media/f94707f1-6723-40bd-84f1-aec5078da502/2012-01-08_0331.png[/t]
That lonely little update, so alone in the past.
I'm planning on getting many more news posts to show, but I have to first fix an issue in my KeyValues parser.
I also implemented an easier UI for charting multiple games at once: [url]http://games.opensteamworks.org/Chart[/url]
It's still a little crazy with the huge list of games (which will only get bigger over time), so I'll have to consider redesigning this in the future.
Holy shit my project has 253,970 lines of code
Added a very simple gui with a health and mana bar to my tile based rpg.
Was easy but I'm too lazy to do anything else today.
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