[QUOTE=Yogurt;34259293]"If you don't like (something that you can't identify without reading it), don't read it!"[/QUOTE]
he's right you know
the only reason this passive aggressive shitfest continues as long as it does is because two cunts will get in a fight that lasts half a page and then the peacekeeping posters (yourself included) spend the next 4 pages COMPLAINING about the argument instead of just rating stupid people dumb and moving on
[QUOTE=Kopimi;34260310]he's right you know
the only reason this passive aggressive shitfest continues as long as it does is because two cunts will get in a fight that lasts half a page and then the peacekeeping posters (yourself included) spend the next 4 pages COMPLAINING about the argument instead of just rating stupid people dumb and moving on[/QUOTE]
Well, aside from the fact that I have never once said "let's stop fighting," sure, why not.
Shut the fuck up
i am make a clone of speedball2 brutal deluxe but online game for 12 peple
I love playing with this thing :D
[IMG]http://dl.dropbox.com/u/44710267/plotting_some_stuff.png[/IMG]
[QUOTE=Deco Da Man;34257522]Oh my... please don't tell me that self is a global or environment variable for that function..
That prevents any convenient access to it from functions defined with the colon syntactic-sugar, for example:
[lua]
Something = {}
function Something:Test()
print(self) -- self == Something
-- how does this function reach self, as in the global object?
end
function onSpawn()
Something:Test()
end
[/lua]
I suggest passing self as an argument to onSpawn. It's faster in both standard Lua and LuaJIT.
[editline]![/editline] At least use "this".
[editline]!!![/editline] Whoops, thought this used Stack Overflow's code style[/QUOTE]
And now I know.
Yes, I did set it up as a global variable for the component, I didn't realize it would be that big of an issue :v
I will try your onSpawn method, that sounds like a pretty simple way of getting this done nicely.
[editline]17th January 2012[/editline]
[QUOTE=uitham;34258097]
Awesome, I like things like these
When can we expect an alpha version?
[/QUOTE]
Either this weekend or the next
Per unit pathing courtesy of A*!! I'm really proud of myself for finally figuring it out haha, it was kinda a bitch.
[IMG]http://i5.photobucket.com/albums/y192/BobMa/AStarDemo.gif[/IMG]
The little programmer art characters only clip through the "water" because I'm not drawing their position correctly at the moment.
There are better innate ways to go about "this" or "self" which don't require the scripter to manually map values out.
[QUOTE=amcfaggot;34261415]There are better innate ways to go about "this" or "self" which don't require the scripter to manually map values out.[/QUOTE]
Would you say it would be a concern, though?
[IMG]http://i.imgur.com/5YDM8.png[/IMG]
Looking more like a city.
[QUOTE=Guru-guru;34261771][IMG]http://i.imgur.com/5YDM8.png[/IMG]
Looking more like a city.[/QUOTE]
how are you rendering this?
[QUOTE=Guru-guru;34261771][IMG]http://i.imgur.com/5YDM8.png[/IMG]
Looking more like a city.[/QUOTE]
Please be a project zomboid game with controls that do not suck. (or something better)
[QUOTE=ief014;34261446]Would you say it would be a concern, though?[/QUOTE]
What would you recommend?
I hate doing backups manually, so finally I got around writing a small program to do it for me.
So far, it looks like this:
[img]http://i.imgur.com/Oy2ik.png[/img]
Each backup runs asynchronously. The blue color and the little truck indicates the backup is running. If you hover over the small images there's information according to what's going on (such as how long it took the backup to complete, etc.) in balloon tips.
I'm considering if I should add some checksum fun stuff to get an indication whether or not a backup is up to date with the current files. It's neat but unnecessary since it's personal use.
[img]http://img718.imageshack.us/img718/3858/administratorcwindowssy.png[/img]
Added [url=http://msdn.microsoft.com/en-us/library/windows/desktop/aa366026(v=vs.85).aspx]GetTcpTable()[/url]/[url=http://msdn.microsoft.com/en-us/library/windows/desktop/aa366033(v=vs.85).aspx]GetUdpTable()[/url] to [url=https://github.com/andrewmcwatters/lwinapi]lwinapi[/url] so I can visualize connections for that little global map thingy I was talking about earlier today. Lods o conekshons!
[editline]17th January 2012[/editline]
[QUOTE=ief014;34262061]What would you recommend?[/QUOTE]
Well, it really depends on how you want to form your scripting interface design. Looks to me like you're doing a chip per-script pattern? You could adjust your C++ code to provide this type of functionality instead:
[lua]function chip:onSpawn()
self:SetImage("me")
end
function chip:onClicked(x, y, b)
self:SetImage("test")
print("Clicked! (" .. x .. ", " .. y .. " : " .. game.mouse_x() .. ", " .. game.mouse_y() .. ")")
end
[/lua]
[QUOTE=amcfaggot;34262195]
Well, it really depends on how you want to form your scripting interface design. Looks to me like you're doing a chip per-script pattern? You could adjust your C++ code to provide this type of functionality instead:
[lua]function chip:onSpawn()
self:SetImage("me")
end
function chip:onClicked(x, y, b)
self:SetImage("test")
print("Clicked! (" .. x .. ", " .. y .. " : " .. game.mouse_x() .. ", " .. game.mouse_y() .. ")")
end
[/lua][/QUOTE]
That was the kind of thing I was hoping to go for, but I wasn't sure how to. That's why I made a "self" global variable which I guess wasn't the best idea.
I guess I'll have to do some more research
Are your chip classes written C++ that wrap around Lua scripts using reference tables?
[QUOTE=Guru-guru;34261771][IMG]http://i.imgur.com/5YDM8.png[/IMG]
Looking more like a city.[/QUOTE]
BIT.TRIP CITY
[QUOTE=amcfaggot;34262953]Are your chip classes written C++ that wrap around Lua scripts using reference tables?[/QUOTE]
[cpp]void CLuaChip::onSpawn() {
lua_getref(L, m_nRefCount);
lua_getfield(L, -1, "onSpawn");
lua_remove(L, -2); \
if (lua_isfunction(L, -1)) {
lua_pushchip(L, this);
lua_yourpcallfunction(L, 1, 0, 0);
}
else
lua_pop(L, 1);
}
[/cpp]
[QUOTE=BlkDucky;34258884]Constant arguing.
Null gets banned.
Arguing ceases.
Null makes alt.
'scool for a few months but then
Suddenly constant arguing.
rinse and repeat.
not that I'm saying it's null's fault, that would be ridiculous.[/QUOTE]
This image suddenly came to mind:
[IMG]http://i45.tinypic.com/1zvbzbr.png[/IMG]
[QUOTE=Guru-guru;34261771][IMG]http://i.imgur.com/5YDM8.png[/IMG]
Looking more like a city.[/QUOTE]
It's kind of old so you might have already seen it, but if not you should definitely take a look at [URL="http://www.shamusyoung.com/twentysidedtale/?p=2940"]how this guy tackled something similar[/URL]. It's a really good read even if you don't take anything away from it towards whatever this project is to become.
Content!
[video=youtube;KFWgXiN_0TI]http://www.youtube.com/watch?v=KFWgXiN_0TI[/video]
a mouse pointer would be helpful next time, i'm pretty much missing every single one ;p
or maybe just increase the attack angle ;p
Enjoy
[QUOTE=nick10510;34265580]This image suddenly came to mind:
[IMG]http://i45.tinypic.com/1zvbzbr.png[/IMG][/QUOTE]
Does anyone have the other iterations of this flowchart? You can PM me if you don't want to clutter the page.
Random (lazy-copy-pasta) RTS progress report day !
[IMG]http://i.imgur.com/TnqLj.gif[/IMG]
Wrote a SMD importer for my model editor, that's it.
[QUOTE=Nighley;34265897]Content!
[video=youtube;KFWgXiN_0TI]http://www.youtube.com/watch?v=KFWgXiN_0TI[/video]
a mouse pointer would be helpful next time, i'm pretty much missing every single one ;p
or maybe just increase the attack angle ;p
Enjoy[/QUOTE]
Looks already really good but needs a few more death animations
[img]http://i.imgur.com/xnnq7.png[/img]
I feel great
[QUOTE=Sebixxx;34266274]Looks already really good but needs a few more death animations[/QUOTE]
yeah I thought as much, but I won't continue this game design as I wanted to add it to the ludum dare for the SOPA protest (Kill the Bill ;p those are btw democrats (i have another version with red ties for republicans))
but I won't be able to add any usefull gameplay until tomorrow as I won't be able to program until friday evening. so basically I just continue to work on my isometric engine and on my actually project.
[QUOTE=ief014;34266324][t]http://i.imgur.com/xnnq7.png[/t]
I feel great[/QUOTE]
Nice job!
[IMG]http://dl.dropbox.com/u/33076954/Edgesmoothing.PNG[/IMG]
Got bored, implemented free edge smoothing. Basically an interpolation of X pixels from current brightness to 0 brightness, across the distance X
Or perhaps this:
[IMG]http://dl.dropbox.com/u/33076954/orperhapsthis.PNG[/IMG]
One or two?
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