• What are you working on? V7
    2,001 replies, posted
[QUOTE=turby;19908683]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[/QUOTE] Not really a rect. My dumb ass didn't follow the power of 2 design, so I screwed myself there. I'll eventually remake this game later and correct all of my errors. The thing is, I tend to hold off projects I start. I have few other game ideas, but I can't stop this one so I can prove to my friend I can finish something :v:
[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 opinion) You shouldn't be making games if you don't know how to even use functions. By all means try but you're just making things hard for yourself.
[QUOTE=nullsquared;19871058]Oh yeah that was purely an AO render, nothing else. Here's a shot with everything, but much less AO samples because of the reflections and what-not: [img]http://img141.imageshack.us/img141/9872/finalaoshot.png[/img] (I know there's problems with the texturing)[/QUOTE] [QUOTE=Lt_Captain;19879194]Making an AI program that performs Best First Search on Super Mario Bros in order to beat levels... [media]http://www.youtube.com/watch?v=2Yor3gmPkkg[/media][/QUOTE] Wow these are both insanely awesome, good job guys. [QUOTE=mahalis;19895908]Anyone else in the [url=http://globalgamejam.org/]Global Game Jam[/url] this weekend?[/QUOTE] There's one in perth, I would have loved to go but I'm too busy :frown: I think my mate went though.
[QUOTE=The Inzuki;19908777]Not really a rect. My dumb ass didn't follow the power of 2 design, so I screwed myself there. I'll eventually remake this game later and correct all of my errors. The thing is, I tend to hold off projects I start. I have few other game ideas, but I can't stop this one so I can prove to my friend I can finish something :v:[/QUOTE] Instead of drawing a rectangle around the player, draw it around the sword when doing attacking collisions. [QUOTE=honeybuns;19909277](My opinion) You shouldn't be making games if you don't know how to even use functions. By all means try but you're just making things hard for yourself.[/QUOTE] I sort of do agree. I tried helping, but something might be wrong with MinGW.
[QUOTE=The Inzuki;19902708]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.[/QUOTE] Camstudio.
Hey garry, I've been wondering, have you run into any problems with memory allocation? how are you doing it (custom allocator, or just malloc/new())? Are you using the STL to a nauseating extent? I'm just curious c_c
The whole idea of matrices just clicked and now everything makes much much more sense... why it has taken me so long is unknown, it seems so simple now :s Such a powerful mathematical tool...
I quit working on an untitled 2D game engine in Python with Pygame, because of how slow it was getting. Moved to C# using XNA... [media]http://www.youtube.com/watch?v=JqA61Fl4eDQ[/media] Added collisions... and finally figured out how to add in pushing stuff around without breaking them. Pretty boring but I've never been that good with coding so it's a first for me. The bounding boxes are huge because there's no sorting by depth yet, and most importantly, I haven't gotten around to changing them.
[QUOTE=Tezza1234;19910706]The whole idea of matrices just clicked and now everything makes much much more sense... why it has taken me so long is unknown, it seems so simple now :s Such a powerful mathematical tool...[/QUOTE] I don't understand why Matrices work, for me they are just magical mathematical entities which you put numbers in and get magic dust out of. They are the coolest thing in maths ever, and I'm no maths enthusiast.
Been trying for the last few days to get raytracing working. [IMG]http://dl.dropbox.com/u/2263071/devlog/metros/2812010.jpg[/IMG] Generates textures on the init of the game class. I get roughly 120-160 frames a second. Should I move further into this project and develop a game, or what?
Better than my ray tracer... It only draws spheres
[QUOTE=Blynx6;19912508]Been trying for the last few days to get raytracing working. [IMG]http://dl.dropbox.com/u/2263071/devlog/metros/2812010.jpg[/IMG] Generates textures on the init of the game class. I get roughly 120-160 frames a second. Should I move further into this project and develop a game, or what?[/QUOTE] make players fight a robot with gattling guns for hands.
[QUOTE=wolfblade12;19913220]make players fight a robot with gattling guns for hands.[/QUOTE] ?
[QUOTE=Blynx6;19912508]Been trying for the last few days to get raytracing working. Generates textures on the init of the game class. I get roughly 120-160 frames a second. Should I move further into this project and develop a game, or what?[/QUOTE] Are you sending a ray out of every pixel on the screen, or out of every vertical band (As in Wolfenstein)? Since the second method is raycasting. It's just a personal pet peeve of mine when people confuse the names. Looks great though!
Ha, are we having another raytracing fad? We always get really cool screen caps from them.
That won't be a raytracer, it's a ray [B]caster[/B].
I have just learnt file IO in c# console. Do you have anything fun that I can make with it
[QUOTE=Jallen;19911922]I don't understand why Matrices work, for me they are just magical mathematical entities which you put numbers in and get magic dust out of. They are the coolest thing in maths ever, and I'm no maths enthusiast.[/QUOTE] Uhm, it's basically an array of numbers or forumulas, and there exist special calculating methods for matrices which give the wanted result. F.e. rotation matrices have multiple sin and cos values in them, and when multiplied with a vector with the given method, you rotate the vector with a specified angle. correct me if I'm wrong.
[QUOTE=s0ul0r;19918376]Uhm, it's basically an array of numbers or forumulas, and there exist special calculating methods for matrices which give the wanted result. F.e. rotation matrices have multiple sin and cos values in them, and when multiplied with a vector with the given method, you rotate the vector with a specified angle. correct me if I'm wrong.[/QUOTE] I did already know this -.- What I mean is I have no idea why plugging in those sin values or whatever gives you the magical translations and rotations which it does. I mean, you put in a few simple values in a 4x4 and then when multiplied by any 4x1 you get something magical. Well, I've always found it quite remarkable at least.
Working on an advanced particle editor, the system is almost ready but the editor is not [IMG]http://i47.tinypic.com/2ue43d2.png[/IMG] BotchEd looks hawt
[QUOTE=i300;19909732]I sort of do agree. I tried helping, but something might be wrong with MinGW.[/QUOTE] You didn't try, when I asked for some help you would always go onto a different subject. I might start working on another project soon, but that only makes me more of a failure because I didn't finish this one completely. I'll try to finish up some things and learn functions and will release the game along with the source code maybe, if anyone cares.
[QUOTE=Jallen;19918576]I did already know this -.- What I mean is I have no idea why plugging in those sin values or whatever gives you the magical translations and rotations which it does. I mean, you put in a few simple values in a 4x4 and then when multiplied by any 4x1 you get something magical. Well, I've always found it quite remarkable at least.[/QUOTE] It just simplifies the formula for rotation into a matrix? regular: [IMG]http://upload.wikimedia.org/math/7/f/2/7f2e3789ae26c7a33a406a6fcbe08bbb.png[/IMG] [IMG]http://upload.wikimedia.org/math/8/e/4/8e4f579190d120c7e375cbf8c29d258b.png[/IMG] matrix: [IMG]http://upload.wikimedia.org/math/6/0/9/60953004f33e298667ab22dac7e7f653.png[/IMG]
Some weird ass bug I just fixed, this is what it did [IMG]http://i46.tinypic.com/mrpvv9.png[/IMG]
[QUOTE=Xerios3;19920974]Some weird ass bug I just fixed, this is what it did [IMG]http://i46.tinypic.com/mrpvv9.png[/IMG][/QUOTE] how the hell did that happen
I'm writing an IRC client meant for a [url=http://en.wikipedia.org/wiki/Pandora_(console)]handheld game console[/url], using Python, Twisted, and PyQt.
[QUOTE=atomicthumbs;19921137]I'm writing an IRC client meant for a [url=http://en.wikipedia.org/wiki/Pandora_(console)]handheld game console[/url], using Python, Twisted, and PyQt.[/QUOTE] That thing's awesome.
[QUOTE=iNova;19921159]That thing's awesome.[/QUOTE] I host the [url=http://pandorapress.net/]community blog[/url] :D
[QUOTE=atomicthumbs;19921137]I'm writing an IRC client meant for a [url=http://en.wikipedia.org/wiki/Pandora_(console)]handheld game console[/url], using Python, Twisted, and PyQt.[/QUOTE] :D I can't wait to get my Pandora!
i finished the lua to vb.net interface download it here [code] http://jump.fm/XUBPP [/code]
I'm trying to get this shitty SDK to work: [url]http://smarttech.com/TableContest/[/url] Unfortunately, their multitouch emulation using multiple mice is actually some intermediate layer in the C# code (which itself looks like a huge mess), which means I'm fucked because I'm using the lower level C++ SDK on top of which everything else is built.
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