• What are you working on? V7
    2,001 replies, posted
[QUOTE=Gbps;19678818]The TF2 item master servers allow for public retreval of any player's items, afaik.[/QUOTE] They used to. Technically it's still possible, but you have to jump through hoops of starting a server instance, and connecting yourself to it using the steamworks API. The easy method is now described here: [url]http://teamfortress.com/post.php?id=3327[/url] tf2items.com's true glory ended when the TF2 team replaced the Steam team and bastardized the interfaces.
Still working on my Arrow Revolution game. Here's some pictures: Main Menu: [img]http://i46.tinypic.com/20gmm0w.jpg[/img] The words "Song Selection" are transparent because at the main menu the selection is colored green and has a fade in and fade out effect. Song Selection Menu: [img]http://i45.tinypic.com/289yrd.jpg[/img] Once again the words "Song Name" is transparent because the selection is colored green and has the fade in and fade out effect. The Song Class sets the song name to "SONG NAME" in the constructor. I just didn't want to name it since it's a test song. In game footage: [img]http://i45.tinypic.com/ohshno.png[/img] If you seen my first post you could probably tell some changes. The yellow squares are particles that fly out when you hit the arrow. Also apparently I took the screen shot at a very bad time. But When you have a combo of 50 or higher, there's two particle emitters on the left and right of the screen that emits particles giving it a cool little reward for doing well. Sorry for the amount of pictures, but I hope you enjoyed them. :)
It's not visually pleasing to say the least.
I just found [url=http://mindprod.com/jgloss/unmainnaming.html]this site[/url] which thoroughly explains how you should name your variables. :v: [quote]Use constant names like LancelotsFavouriteColour instead of blue and assign it hex value of 0x0204FB. The color looks identical to pure blue on the screen, and a maintenance programmer would have to work out 0204FB (or use some graphic tool) to know what it looks like. Only someone intimately familiar with Monty Python and the Holy Grail would know that Lancelot’s favorite color was blue. [b]If a maintenance programmer can’t quote entire Monty Python movies from memory, he or she has no business being a programmer.[/b][/quote]
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[QUOTE=CarlBooth;19682924]Link?[/QUOTE] Indeed there is a link, great observation!
Ya, me' mum is making spaghetti, do ya like spaghetti? Yeh i do.
Also guys, now that I am starting VisualBasic on monday. I am not expecting to jump right in and start making games, but. Is it possible to make simple games, I mean, really simple games. For example, two boxes who bump into eachother and the one who bumps the other into a "goal" wins. Something like that. Is it possible or do I have to wait until I start C++ is a year?
[QUOTE=Jallen;19682977]Indeed there is a link, great observation![/QUOTE] Sorry, I'm a retard.
[QUOTE=Borsty;19646713]Started work on a proper drum machine / sequencer for Android with support for Android 2.x multitouch. Finished first interface design and wrote the render and general application base. Now working on making the buttons work. First pic: [img]http://filebox.me/files/ma3ni5t1v_beatPadOne.jpg[/img][/QUOTE] That looks really good. I'll be sure to check it out if you give it support for 1.6. Nice to see some Android programming here.
I have exams so I don't have much time to do anything big, I made a calculator instead. [img]http://imgur.com/bTMWW.png[/img] It's pretty good.
[QUOTE=Vampired;19684915]I have exams so I don't have much time to do anything big, I made a calculator instead. [img]http://imgur.com/bTMWW.png[/img] It's pretty good.[/QUOTE] That would be easily adaptable into a basic maths scripting language. Just give it IO stuff and there you go, programming language.
[QUOTE=noctune9;19682691]I just found [url=http://mindprod.com/jgloss/unmainnaming.html]this site[/url] which thoroughly explains how you should name your variables. :v:[/QUOTE] "22: Lower Case l Looks a Lot Like the Digit 1"
[QUOTE=Jallen;19680617]He even copied all of the valve copyright info, I would go as far to say that it would fool some into thinking it's official. If that is the point, then that is not a good thing.[/QUOTE] I'm pretty sure that if I didn't put those disclaimers saying that Valve owns their own logo and all of their other content, there's a high probability that I could be sued. Just saying. And yes, I copied the Pyro Update page, which was the whole idea that it looked like it was legit. I'm pretty sure the fact that it's not hosted on any TF2/Valve related site is a dead giveaway that they didn't make it, though. I thought that was apparent enough.
[QUOTE=CommanderPT;19683200]Also guys, now that I am starting VisualBasic on monday. I am not expecting to jump right in and start making games, but. Is it possible to make simple games, I mean, really simple games. For example, two boxes who bump into eachother and the one who bumps the other into a "goal" wins. Something like that. Is it possible or do I have to wait until I start C++ is a year?[/QUOTE] I would recommend waiting for C++. All I've ever used is VB, 'cos it's what we've been taught in college. I've not learnt how to move images about like that and such. You could use it for simple turn-based games and the like.
[QUOTE=garry;19680584]Gotta work on a brush system for my engine next week. Not sure how to approach it, whether to make each brush a networked entity, and each corner a vector, or whether to have some separate system so brushes can't be manipulated like that.. which would mean they're not networked.. but why would they have to be beyond the "wow that's cool" factor.[/QUOTE] Elevators instantly springs to mind, as well as moving platforms for a deathrace styled game. Perhaps you can create a non-networked brush for level design and a networked brush for the occasional use for it
[QUOTE=Guru-guru;19672002]Well I never released that iso-world update. But I might release the incomplete version soon... maybe.. But here is the newer more updated version of my iso-world engine that is written better and going to have more features. For example: [IMG]http://davidjokinen.com/GameAlpha12a.png[/IMG] I need to change the color of the black lines. Yep ..[/QUOTE] Rollercoaster Tycoon, anyone?
[QUOTE=mole3700;19685870]I would recommend waiting for C++. All I've ever used is VB, 'cos it's what we've been taught in college. I've not learnt how to move images about like that and such. You could use it for simple turn-based games and the like.[/QUOTE] Ah alright. Thanks for the help. Tomorrow my journey begins! Time to unleash my inner nerd! [editline]09:11PM[/editline] 4000th post, woo!
My first game was VB + GDI :/
[QUOTE=andersonmat;19682432]It's not visually pleasing to say the least.[/QUOTE] Yeah. As for the main menu's I'm considering removing the circles in the background. I don't know about the in game though, thinking of ways to make it look nice. What are your thoughts since I'm always open to ideas. :D
Holy shit look what I found: [img]http://www.origami-usa.org/files/imagecache/display/gallery1/cribb_convention2008_5d_20080627_3467.jpg[/img] :v:
I put some more stuff for the MSVC implementation in for buildit. getting closer to the point where someone's code on linux can be built with visual studio (theoretically of course :wink:), or "inside" of XCode :D. The hardest part is seriously how MSVC uses different switches. many of the commandline options are ept away from the user ( a downside for people trying to make a build system, but a plus for the user, I guess :X) Once I implement MSVC linking support (properly), I could really use some bug testers :)
Didn't work on beatPad much but something is better than nothing: [media]http://www.youtube.com/watch?v=Pqtbgmmfb0U[/media] Moved the sound control stuff outside of the rendering thread (dunno why I did that in the first place anyway), increased the overall precision of playback greatly. Changed loading sounds from internal raw resources to loading samples from the sdcard (it's really easy to add new samples now). Next thing I'll work on will be assigning single samples to each pad and saving / loading of sets.
Currently working on custom PHP CMS for work :3
[QUOTE=Borsty;19693773]Didn't work on beatPad much but something is better than nothing: [media]http://www.youtube.com/watch?v=Pqtbgmmfb0U[/media] Moved the sound control stuff outside of the rendering thread (dunno why I did that in the first place anyway), increased the overall precision of playback greatly. Changed loading sounds from internal raw resources to loading samples from the sdcard (it's really easy to add new samples now). Next thing I'll work on will be assigning single samples to each pad and saving / loading of sets.[/QUOTE] Now add toggled sounds :D.
[url]http://chromeos.hexxeh.net[/url] Just launched the updater beta for it, went very well. [url]http://tech.slashdot.org/story/10/01/18/0020203/ChromeOS-Zero-Released[/url] [url]http://www.downloadsquad.com/2010/01/11/hexxeh-releases-chromium-os-zero/[/url] [url]http://lifehacker.com/5445356/chromiumos-zero-boots-faster-offers-automatic-updates[/url]
[QUOTE=xAustechx;19690770]Yeah. As for the main menu's I'm considering removing the circles in the background. I don't know about the in game though, thinking of ways to make it look nice. What are your thoughts since I'm always open to ideas. :D[/QUOTE] That's a menu?
I'm working on some stuff for Freelancer so I can get money for some music equipment :D
[QUOTE=Ortzinator;19696336]That's a menu?[/QUOTE] Yea silly of course it's a menu. :p
O so I was thinking of doing something to allow anyone to implement a gui if they would like. Basically I have a gui dll which is called when the gui needs to be created and my main app has exports to set/get settings which the gui dll calls. This way I can still have my .net gui and if someone really wants to they can make a non .net gui. Gonna implement this into holly and see how it goes :D.
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