• What are you working on? V7
    2,001 replies, posted
[QUOTE=likesoursugar;19893674]You might think this is a repost but it's not. I've totally rebuilt the 2D engine. I'm using tilemap for the texturing and mapping. The map can be edited by a map.txt file. The next step is to add some collision to the world so I can add a character [IMG]http://img715.imageshack.us/img715/194/tilemapown2.png[/IMG][/QUOTE] Looks good, what are you using? SDL? I like the name :v:
[QUOTE=Blynx6;19893748]Looks good, what are you using? SDL? I like the name :v:[/QUOTE] im using Opengl ;) And why I do that is because im going to create a 3D engine after this project :P I like the kiwi birds :)
[QUOTE=likesoursugar;19893777]im using Opengl ;) And why I do that is because im going to create a 3D engine after this project :P I like the kiwi birds :)[/QUOTE] Ahh, Well atleast you can use the framework, with some slight modification. <3 Kiwi birds.
[QUOTE=turby;19893245]I've been working on a quick little mod for GTA IV that allows the player to drive trains. [media]http://www.youtube.com/watch?v=6FHBeZJQzZ8[/media] If anyone's interested, I'll post a download.[/QUOTE] The intro: "Rise and ... shine, Mr Freeman ... Rise and Shine"
[QUOTE=likesoursugar;19893674]You might think this is a repost but it's not. I've totally rebuilt the 2D engine. I'm using tilemap for the texturing and mapping. The map can be edited by a map.txt file. The next step is to add some collision to the world so I can add a character [IMG]http://img715.imageshack.us/img715/194/tilemapown2.png[/IMG][/QUOTE] Reminds me of Knytt story or what ever it was called :D
[QUOTE=GreyIOutcast;19893088]Never used XNA for personal development (just editing the source of Infiniminer for my own personal glee), but I would say it would go along the lines of a typical position/velocity/acceleration system. Position += Velocity * TimeElapsed; Velocity += Acceleration * TimeElapsed; And acceleration would default to whatever your gravity value would be, 9.81 if you were going for a system relating to reality. That would always be my first guess on an approach to implementing fundamental physics.[/QUOTE] Ah, thanks. Works like a charm. (:
[QUOTE=jA_cOp;19886850]See you should have read the links I posted. That post was a huge waste of time then, I guess...[/QUOTE] No I seriously read it, but I was at work and I'm busy at school so I didn't even spend time on the algorithm, heck I didn't program for quite some time now. I'l get coding again after Tuesday so then I'l look trough it more carefully.
[QUOTE=TurbisV2;19894653]Reminds me of Knytt story or what ever it was called :D[/QUOTE] I actually used the texture from knytt stories and then a guy remade them for me :) [editline]03:08PM[/editline] added collision. [url]http://www.youtube.com/watch?v=gcNqUjqnUIo[/url] and I have no idea why the res is fucked up... and how to do that "View YouTUBE video" thing on facepunch
Anyone else in the [url=http://globalgamejam.org/]Global Game Jam[/url] this weekend?
yes!
Been working on Botched. Brush editing is working pretty well now.. Here's a video showing off a few things. Everything in it is placeholder so don't pick up on stupid things :v: [hd]http://www.youtube.com/watch?v=0yk7hdcnfwU[/hd]
[QUOTE=garry;19896268]Been working on Botched. Brush editing is working pretty well now.. Here's a video showing off a few things. Everything in it is placeholder so don't pick up on stupid things :v: [hd]http://www.youtube.com/watch?v=0yk7hdcnfwU[/hd][/QUOTE] Saw that on my youtube subs thing. Looks pretty damn awesome really, and I can see where you have taken a few pages from hammer, which of course isn't a bad thing.
I should have noted that because the editor is made in game (as a world) - you can do all that stuff multiplayer :v:
Very impressive, looking forward to a release!
[QUOTE=garry;19896418]I should have noted that because the editor is made in game (as a world) - you can do all that stuff multiplayer :v:[/QUOTE] It already has more advanced stuff than Hammer does (curves, normal maps) :biggrin:
[QUOTE=garry;19896418]I should have noted that because the editor is made in game (as a world) - you can do all that stuff multiplayer :v:[/QUOTE] Oh, something that really annoys me about other editors. When you are rotating textures, you should be able to align it to any of the sides of the brush face it is applied to. So if a side is at 73 degrees, you can somehow snap the rotation to that side and the texture will be at 73 degrees.
[QUOTE=garry;19896418]I should have noted that because the editor is made in game (as a world) - you can do all that stuff multiplayer :v:[/QUOTE] I think it'd be pretty fun to design a map in a multi user environment, just so long as lag is not an issue.
It will be pretty damn hilarious to be able to grief with a full blown editor :smug:
[QUOTE=Mattz333;19897874]I think it'd be pretty fun to design a map in a multi user environment, just so long as lag is not an issue.[/QUOTE] [url=http://sauerbraten.org/]Sauerbraten[/url] sort of does this.
[QUOTE=zyxxyz;19900347][url=http://sauerbraten.org/]Sauerbraten[/url] sort of does this.[/QUOTE] Lag issue !!
[IMG]http://i46.tinypic.com/29vi6mh.jpg[/IMG] An updater. Grabs filelist with md5-s from XML, checks if file exists, downloads, checks md5. I've been working with C# for 2 days now so don't be too harsh. D:
I can't be arsed to learn vectors due to the fact I have to stop and take time to grasp the concept of them, but I take forever to learn something :v: Instead, the enemy goes to player's X and Y axis at 0.025 speed to make it fair. I plan on adding 2 player support so you can play with a friend, but I need to put everything into their own header files (which I don't know how to do :downs:). I'll take a quick glance at that at least. And does anyone know a free recording program besides Hypercam? Hypercam only records 49 seconds.
I'm trying to make a randomizer that make it so you can't get the same number once it already have been outputted.. for a card game... I'm thinking of an array with 52 slots that can be 1-0 and check if random chosen number is true then output if not check for another one... I know this won't be efficient but I don't know another way around that problem :S
How about 4 13-element arrays?
[QUOTE=Ortzinator;19907700]How about 4 13-element arrays?[/QUOTE] I don't really need to know which type is the card of, so I guess it's unnecessary complication, no ?
What if you have an array with 52 slots and you just shuffle the array up, then you can linearly go through the 'shuffled deck'.
[media]http://www.youtube.com/watch?v=AfCUz79e2aM[/media] Changelog: - v5 -- Mana -- Attack and Build mode -- Gold (can't buy yet) -- 2 attacks (sword and magic, which uses mana) - v4 -- Fixed collisions - v3: -- 5 more boxes added -- Collisions (though a few bugs) - v2: -- Health bar -- 5 different boxes that you can spawn -- Added animation for moving up and down -- Fixed being able to glitch up the animations when holding A and D at the same time (left and right keys) - v1: -- First beta with working sprite drawing, movement, and boundaries [b]NOTE:[/b] Video quality will be shit for awhile until it processes. Please wait a bit if you care about quality! Going to make a shop and add 2 player support and then release the beta.
No offence, it sounds awesome, it looks shit. I think you should spend some time fixing the collisions on the player, otherwise it'll just look dodgy.
[QUOTE=turby;19908249]No offence, it sounds awesome, it looks shit. I think you should spend some time fixing the collisions on the player, otherwise it'll just look dodgy.[/QUOTE] What's wrong with the collisions? With the enemy or blocks? I did the collision very quickly, and the fact I can't get functions to work the code is extremely long and would take forever to fix. I might fix them eventually, though..
[QUOTE=The Inzuki;19908332]What's wrong with the collisions? With the enemy or blocks? I did the collision very quickly, and the fact I can't get functions to work the code is extremely long and would take forever to fix. I might fix them eventually, though..[/QUOTE] My major issue is that you're obviously using a rect for the player, although the player doesn't take up all that space. But other than the collions, it looks good
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