• What are you working on? January 2012
    3,401 replies, posted
[QUOTE=HeroicPillow;34014274]I think you misunderstood him. The easiest way i can think of doing this is by the following: Put this, (0% -> 100% opacity black filled square) [img]http://i.imgur.com/E5OD9.png[/img] on top of: (horizontal rainbow gradient) [img]http://i.imgur.com/dethB.png[/img] and you get: [img]http://i.imgur.com/AYHid.png[/img][/QUOTE] for some reason this post gives me the strangest boner
[QUOTE=HeroicPillow;34014274]I think you misunderstood him. The easiest way i can think of doing this is by the following: Put this, (0% -> 100% opacity black filled square) -snip- [/QUOTE] Fixed it for you, now it has white. [img]http://i.imgur.com/a0KSC.png[/img]
[QUOTE=Dlaor-guy;34016410]Fixed it for you, now it has white. [img]http://i.imgur.com/a0KSC.png[/img][/QUOTE] I don't think that's valid since the y axis determines saturation. You can't have shades of gray in that pallet.
[QUOTE=Darwin226;34016474]I don't think that's valid since the y axis determines saturation. You can't have shades of gray in that pallet.[/QUOTE] You'll have to go 3D for that I'm afraid. [img]http://i.imgur.com/1elwD.png[/img] (or just 3 sliders)
[QUOTE=Dlaor-guy;34016550]You'll have to go 3D for that I'm afraid. [img]http://i.imgur.com/1elwD.png[/img] (or just 3 sliders)[/QUOTE] Something like that is a plausible solution tho, the real spectrum doesn't have pink. It should end at violet, tho.
[QUOTE=Dlaor-guy;34016550]You'll have to go 3D for that I'm afraid. [img]http://i.imgur.com/1elwD.png[/img] (or just 3 sliders)[/QUOTE] Yep. 3D and awesome. [editline]2nd January 2012[/editline] Did amazing things today but I have no idea how to present it correctly. Basically I finally forced myself to do it and I've made all the objects in my games clickable. I know it doesn't sound impressive at all but it works with shapes and not bounding boxes, works with rotated or scaled objects, children of objects, everything! It required some matrix magic and parenting was a bitch to setup.
I'm so productive. [img]http://i.imgur.com/CipeT.gif[/img]
I should never write code again. In 211 lines. In XNA. [img]http://puu.sh/ce0Z[/img] Some outstanding features of this are: • it bounces • it doesnt even collide, it just checks if its x is the same as the player • it bounces around the screen • all "collisions" are about 100px off. • you can move and rotate the player.
I'm eating bacon Also I made changes apply when you save, since it you guys made it seem important
Today I get an email from a guy who bought my 3D live wallpaper and asked me why I hadn't been updating it for a while now and since I didn't have a good answer and already promised an update a month ago I worked on a new version the whole day today. I haven't been this focused and motivated in a long time! :D The feature I added was actually really simple: Letting the wallpaper slide left and right when you switch between homescreens, but because I was an idiot and the whole app is a terrible mess (code-wise) I spent most of today breaking my brain with crazy math. :v: But in the end I got everything working better than I expected [media]http://www.youtube.com/watch?v=sPqAj2gxj0w[/media] Since there is no such thing as a preprocessor in Java I'm now thinking about how to make a trial version from the same code base and maybe even completely automate it so I can get a paid and free publishable version with one (double) click.
[QUOTE=Robber;34017703]But in the end I got everything working better than I expected [media]http://www.youtube.com/watch?v=sPqAj2gxj0w[/media][/QUOTE] Somehow, previous videos were more impressive.
[QUOTE=Maurice;34017747]Somehow, previous videos were more impressive.[/QUOTE] Fuck, I guess that's because I used a different wallpaper and different settings. Thanks for telling me, it's hard to notice things like that after working on it the whole day.
[QUOTE=Robber;34017891]Fuck, I guess that's because I used a different wallpaper and different settings. Thanks for telling me, it's hard to notice things like that after working on it the whole day.[/QUOTE] Make it appear farther back, so it moves more when you move your phone.
I don't know why, but even if it reminds me of how horrible I am at programming, I just love reading this thread. It's so much fun seeing what you all can come up with.
Does that 3D background eat your battery?
[vid]http://j.mp/sVpzbu[/vid] Quad tree now supports various blob sizes. Despite that, blobs can still properly collide with each other through nodes efficiently. Now I just need to think of a game that would need 5040+ physical particles...
[QUOTE=bobthe2lol;34017975]Make it appear farther back, so it moves more when you move your phone.[/QUOTE] [media]http://www.youtube.com/watch?v=pYWrnO29kDk[/media] Better or worse? [QUOTE=thisBrad;34018507]Does that 3D background eat your battery?[/QUOTE] It's only running while you are staring at your homescreen. I don't think it makes a huge difference in battery consumption.
Our decision to make a new thread each month is the new standard :v: Also fixed some problems with variable conflicts.
I'm back :) back to the interpreter, maybe for another hour or so. Also, I ran the last working build on our old Athlon box that we "upgraded" to 512MiB of shared DDR RAM, with an integrated graphics thing that I don't think it even has actual drivers for - ran like a charm! I was surprised, to say the least :v:
Okay, now my one options menu can be accessed through the main menu or the in game menu
[QUOTE=Naelstrom;34018552][vid]http://j.mp/sVpzbu[/vid] Quad tree now supports various blob sizes. Despite that, blobs can still properly collide with each other through nodes efficiently. Now I just need to think of a game that would need 5040+ physical particles...[/QUOTE] I still don't get why you would want to use a quadtree in this case. Here the quadtree degenerates into a grid which adds a significant overhead to the particule insertion, especially if you are still rebuilding the tree each frame.
[img]http://i.imgur.com/YyWKK.png[/img] :D It might look like I've actually gone backwards, but this is a massive improvement! Instead of the hybrid parser-interpreter I had before, the parser now chews its way through the entire program and spits out a syntax tree, and then the interpreter uses that tree to actually execute the code. It's an extra layer of complexity, but it splits problems up, making them easier as well as faster - the parser doesn't care what each token means, and the interpreter doesn't know or care what tokens make up each statement or block. Thanks for all of the help guys :) Now I can add back in all of the functionality I stripped out - hopefully I can be back where I was tomorrow by the time I go to bed.
Figured I'd mess a little with C# 4.0's dynamic feature, and I have to say it's simply amazing. I fell in love with C# while already in love with C#. God damn I'm a cheating bastard. The features of DynamicObject's make dynamic APIs like Web APIs really easy. Like for Steam's Web API for instance. Before dynamic you had to do something like this: [cpp] using ( var iface = WebAPI.GetInterface( "ISteamUser", "apikey" ) ) { var args = new Dictionary<string,string>() { { "steamid", "76561197969249708" }, { "relationship", "friend" }, }; KeyValue result = iface.Call( "GetFriendList", 1, args ); } [/cpp] And now you can do something like this: [cpp] using ( dynamic iface = WebAPI.GetInterface( "ISteamUser", "apikey" ) ) { KeyValue result = iface.GetFriendList( steamid: 76561197969249708, relationship: "friend" ); } [/cpp] At runtime, that function call and it's named arguments would be evaluated to the Call function. So dreamy. [img]http://sae.tweek.us/static/images/emoticons/emot-allears.gif[/img] [editline]2nd January 2012[/editline] Implementation, if you're curious: [url]https://bitbucket.org/VoiDeD/steamre/src/d2a7a212ddec/SteamKit2/SteamKit2/Steam3/WebAPI/WebAPI.cs[/url]
[img]http://puu.sh/ceHk[/img] That went better than expected. :v:
[QUOTE=Robber;34018584][media]http://www.youtube.com/watch?v=pYWrnO29kDk[/media] Better or worse? It's only running while you are staring at your homescreen. I don't think it makes a huge difference in battery consumption.[/QUOTE] Is that on the android market?
So I finished my small game (my goal was to try make something playable and remotely fun in about 48 hours, kind of like a mini LD). It's not [i]amazing[/i], but I think it's a pretty good achievement for me considering it was done from scratch in 48 hours. The only exception is the sounds, which were from Minecraft as placeholders. Of course, the art isn't great, but it's better than the ugly colours I was using before. The basic controls are M1 to fire, WSAD to move around. Those dark things you are fighting are werewolves (apparently). Pickups will occasionally spawn aswell. [img]http://i.imgur.com/BKnWH.png[/img] You can play it [url=http://connorhaigh.com/lostinthewoods/]here.[/url] I'll happily release the source if anyone wants it, too.
[media]http://www.youtube.com/watch?v=6a5UCp7JZmE[/media] If you don't like build consoles, skip to 0:32.
[QUOTE=Naelstrom;34018552][vid]http://j.mp/sVpzbu[/vid] Quad tree now supports various blob sizes. Despite that, blobs can still properly collide with each other through nodes efficiently. Now I just need to think of a game that would need 5040+ physical particles...[/QUOTE] I find it hard to understand how quad trees gives you better performance then just having a grid. Especially when the quad tree almost always is fully subdivided...
[QUOTE=sondre99v;34020102]I find it hard to understand how quad trees gives you better performance then just having a grid. Especially when the quad tree almost always is fully subdivided...[/QUOTE] They're useful for when you have lots of empty space.
[QUOTE=Mr. Smartass;34019842]Is that on the android market?[/QUOTE] Yes [url]https://market.android.com/details?id=at.robbert.deepand[/url]
Sorry, you need to Log In to post a reply to this thread.