[QUOTE=supersnail11;34233903]why[/QUOTE]
I can't stand this hate on Obj-C. It's a great language to use, imo. It has it's downsides, but so does everything else! So what if you don't like the syntax? If it really is such a terrible language, why? Why is it so much lesser than everything else.
Obj-C is amazing to make OS X Applications with. The official OS X SDK (with interface builder and whatnot) works really well and is pretty easy to use.
[QUOTE=supersnail11;34233903]why[/QUOTE]
have you ever used objective-c?
[editline]16th January 2012[/editline]
i didn't think so
i don't see much wrong with obj-c other than the brace-ception
[editline]16th January 2012[/editline]
working with obj-c in XCode feels amazing
oh my god I completely forgot my vector mathematics.
If I have a point behind the screen (the eye) and a point on the screen that I am drawing the pixel for, what should the direction of the ray be?
Map of C++:
[t]http://goldns.ru/cppmap-2012.png[/t]
image broken
[editline]15th January 2012[/editline]
nevermind just huge image
[QUOTE=Lord Ned;34116713]Add a symmetry option (while it's turned on anything you do on the left/right mirrors, etc.)
Would speed up things like making outlines and whatnot.[/QUOTE]
Took me ages to get around to it, but:
[vid]http://puu.sh/dyho[/vid]
[QUOTE=PieClock;34234744]Took me ages to get around to it, but:[/QUOTE]
Yay!
[quote][img]http://dl.dropbox.com/u/45554193/images/blorks.png[/img][/quote]
Multiple block types, and block placement/destruction!
Wow, I've spent a lot of time on this :v:
stop quoting big images to make them small, then you can't click on them to make them bigger
use [noparse][t][/t][/noparse]
[editline]15th January 2012[/editline]
so like [t]http://dl.dropbox.com/u/45554193/images/blorks.png[/t]
[media]http://www.youtube.com/watch?v=1M-viXDlTR0&feature=youtu.be[/media]
The terrain outside of the lighted area was a dark blue before recording.. meh
I plan on having worlds wrap around later so you can walk all the way around the world.. not sure how that's going to work though
[editline]16 January 2012[/editline]
Got saving and loading working.
[QUOTE=Mr. Smartass;34236480]I'd imagine he'd have some sort of small core, so the blocks don't end up being small slivers.[/QUOTE]
Hadn't thought about that.. definitely going to do that now though.
[QUOTE=swift and shift;34234287]have you ever used objective-c?
[editline]16th January 2012[/editline]
i didn't think so[/QUOTE]
I read this in Batman's voice.
[QUOTE=Mesothere;34230536]Been lurking for a while but felt like posting some content, bits of unfinished art in the screens and there's a lot more to be done but here's my roguelike (original, I know)
Some magical items on the floor (older art in this one)
[URL="http://i.imgur.com/LurMi.jpg"][THUMB]http://i.imgur.com/LurMi.jpg[/thumb][/URL]
When I was testing the lighting (older art again):
[URL="http://i.imgur.com/mMpcu.png"][thumb]http://i.imgur.com/mMpcu.png[/thumb][/URL]
Cloudy forest at night:
[URL="http://i.imgur.com/INIwy.jpg"][thumb]http://i.imgur.com/INIwy.jpg[/thumb][/URL][/QUOTE]
Wow, loving that sanity meter. I can't wait to play that already.
Are you using te4 or did you write everything from scratch though?
What's a good way to do colors that sort of 'drift' into each other.
[editline]16th January 2012[/editline]
Like if the background slowly changed from red to green to blue etc.
[QUOTE=Jawalt;34235776]What's a good way to do colors that sort of 'drift' into each other.
[editline]16th January 2012[/editline]
Like if the background slowly changed from red to green to blue etc.[/QUOTE]Use the HSL/HSB or HSV colorspaces.
[IMG]http://i.imgur.com/maiiS.png[/IMG]
Woah.
Edit:
Sorry 'bout that "-"
[editline]15th January 2012[/editline]
[IMG]http://i.imgur.com/VH43A.png[/IMG]
[QUOTE=benji2015;34235467][media]http://www.youtube.com/watch?v=1M-viXDlTR0&feature=youtu.be[/media]
The terrain outside of the lighted area was a dark blue before recording.. meh
I plan on having worlds wrap around later so you can walk all the way around the world.. not sure how that's going to work though[/QUOTE]
If the world wraps like a sphere, what happens if you dig through the center of the planet?
[QUOTE=awfa3;34236453]If the world wraps like a sphere, what happens if you dig through the center of the planet?[/QUOTE]
I'd imagine he'd have some sort of small core, so the blocks don't end up being small slivers.
Speaking of my game, I can now call Java methods from Lua (At least the static ones)
[IMG]http://i.imgur.com/VNYHC.png[/IMG]
i spent the past week trying to reverse engineer Crysis Wars' default gamerules so that i could have team-specific spawnpoints in a gamerules that didn't derive the ONLY gamemode that implemented them (too much leftover features and other nonsense than i could be bothered to override and deal with)
finally fucking managed to do it, so now i can actually begin working on something relatively interesting. if i spent another moment tracing function calls between 3 gamerules and engine source i'll fucking kill myself
Got A* working on my rts-y thing.
[img]http://i5.photobucket.com/albums/y192/BobMa/before.png[/img]
[img]http://i5.photobucket.com/albums/y192/BobMa/after.png[/img]
Working on a sort of redstone in roguecraft, but now I'm encountering problems with pieces of wire randomly disappearing and reappearing :v:
After two weeks of trying to figure it out
I finally understand rotation in 3d space
FUCK YES
[video=youtube;10CKP_IV4Xk]http://www.youtube.com/watch?v=10CKP_IV4Xk[/video]
[editline]16th January 2012[/editline]
Does anyone know what could be causing the "skipping" when I begin moving the camera? The skybox is moving a bit extra when the camera first starts moving, in the direction that it's moving (AKA it skips forward 2 units and then continues moving with the camera, going back into position afterward). I'm using the same variable for the position of both the camera and the skybox.
[QUOTE=C:\;34223180]Feel like making some sort of roguelike, I got this.
[url]http://pastebin.com/ehf0VfUq[/url]
How bad is the code? :v:
[img]http://puu.sh/dtI6[/img]
Uh, time to fix it all and use CLASSES![/QUOTE]Is it okay if I use "some" of your code to make a project?
An early picture: [img]http://dl.dropbox.com/u/41041550/Game/Game%21.PNG[/img]
Basically, what I used was your way of storing "tiles".
[editline]16th January 2012[/editline]
The map is random
[video=youtube_share;Hmz5FDY2oCo]http://youtu.be/Hmz5FDY2oCo[/video]
Did this by accident.
[QUOTE=Jawalt;34238012][video=youtube_share;Hmz5FDY2oCo]http://youtu.be/Hmz5FDY2oCo[/video]
Did this by accident.[/QUOTE]
[media]http://www.youtube.com/watch?v=Hmz5FDY2oCo&feature=youtu.be[/media]
Use [noparse][media][/media][/noparse] tags next time.
[URL="http://www.ludumdare.com/compo/2012/01/13/stop-sopa-game-jam-january-18/"]Anyone planning on entering this?[/URL]
[img]http://dl.dropbox.com/u/41041550/Game/Game2%21.PNG[/img]
Trying to figure out how to draw a building, and also will try to make a new renderer that is based on tileX and tileY, not pixel coords
.Net could really use a post constructor. I am so sick of seeing this shit because of the virtual call in constructor issue.
var c = new Class();
c.Initialize();
They should just add a virtual method to Object which gets called after the object is constructed.
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