• What are you working on? V7
    2,001 replies, posted
[QUOTE=The Inzuki;20298281]Argh, it seems like I can't make games anymore. Classes ruin all of my code (since I'm doing them wrong :sigh:).[/QUOTE] Maybe learn how to use them correctly then? Sounds crazy I know.. But It just might work.
Gonna implement Ogg/Flac tag writing now. I have some Flac files I need to redo the tags on, but I don't want to resort to EasyTag. :v: Also I need to fix my ID3 writer so that if writes past the end of the padding area that it should not start overwriting bits from the music portion.
[QUOTE=blankthemuffin;20296816]C++ does not play well with other languages. C++/CLI is utter trash, don't use it. Write it all in C++ or all in C#.[/QUOTE] Problem is I hate all the GUI stuff for C++ but I still need it for low level. Really I would just be using CLI C++ so that I don't have to have the GUI in another DLL entirely.
Hoorah. Working on the website for FRC is officially over. 6 weeks, ~20-30 hours, and I learned a good bit (I was working with Flash (AS3 only, pretty much. I did as much with code as I could do while still doing it in the amount of time I spent on it)). And now, I think I'll spend some time checking out terrain generation algorithms and methods, out of boredom (aimed at Minecraft, I've been playing it more often than a lot of games). [editline]09:52PM[/editline] Speaking of terrain generation. Anybody know a good source mentioning the premises of various algorithms? I've found one site so far, but it's fairly basic/barren.
[QUOTE=GreyIOutcast;20300068]Hoorah. Working on the website for FRC is officially over. 6 weeks, ~20-30 hours, and I learned a good bit (I was working with Flash (AS3 only, pretty much. I did as much with code as I could do while still doing it in the amount of time I spent on it)).[/QUOTE] Why would you make it in Flash :frown: This isn't 1996—if you want to show off your animation prowess, make a demo reel. Otherwise... real, navigable site, pleasek?
Here's my uber duper incomplete awesome particle editor ! [IMG]http://i50.tinypic.com/xdfjgw.png[/IMG] Download it here : [url]http://dl.dropbox.com/u/3591152/FXEditor.rar[/url] It has one fancy feature which lets you view/edit source of the emitter for those who like typing instead of clicking ( like me ) I also implemented a feature which lets you import an emitter directly from your clipboard Here are some few examples : [IMG]http://i48.tinypic.com/10e10cg.png[/IMG] [code]<Effect> name=FlashSmoke <Emitter> name=glow sprite=.\Content\Flare1.png sprite_offset=128,128 blendMode=2 loop=True orient=False relative=True randomColor=False directInwards=False directOutwards=False rotateRandom=False timeMax=100 rotation=0 direction=0 directionOffset=0.4537856 tweenColor=0,44,44,44 number=0,5 init_life=0,100 life_alpha=0,1|1,0 </Emitter> <Emitter> name=light stroke sprite=.\Content\Flare10.png sprite_offset=64,64 blendMode=2 loop=True orient=False relative=True randomColor=False directInwards=False directOutwards=False rotateRandom=False timeMax=100 rotation=0 direction=0 directionOffset=0 tweenColor=0,255,255,255|1,0,0,0 number=0,5 init_life=0,100 init_scaleX=0,1|15,0.275|42.7,1.04|71.8,0.18|99.1,1.06 life_scaleX=0,1|1.001,9.754999 life_scaleY=0.001,0|0.998,0.32 life_alpha=0,1|1,0 </Emitter> <Emitter> name=smoke sprite=Content/SmokePart.png sprite_offset=66,128 blendMode=1 loop=True orient=False relative=False randomColor=False directInwards=False directOutwards=False rotateRandom=True timeMax=44 rotation=0 direction=0 directionOffset=6.283185 tweenColor=0,255,255,255|0.1960784,255,128,70|0.4084967,255,0,0|0.6830065,100,100,100|1,0,0,0 number=0.132,100 init_life=0,88.5 global_scaleX=0,1.87 global_scaleY=0,1.715 init_scaleX=0,1|14.352,0.655|27.4,0.99|42.9,0.685 init_scaleY=0,1|14.476,0.67|31.284,1.01|44.088,0.645 init_spin=0,0.02 init_weight=0,-0.09499998 life_scaleX=0,0|0.113,0.19|1,0.5 life_scaleY=0,0|0.098,0.195|1,0.5 life_alpha=0,1|1,0 life_weight=0,1|0.9990001,0.965 </Emitter> </Effect> [/code] Lame explosion attempt: [IMG]http://i50.tinypic.com/122zq7o.png[/IMG] [code]<Effect> name=Explosion <Emitter> name=wave sprite=.\Content\BlastWave9.png sprite_offset=256,256 blendMode=2 loop=False orient=False relative=False randomColor=False directInwards=False directOutwards=False rotateRandom=True timeMax=20 rotation=0 direction=0 directionOffset=0 tweenColor=0,255,255,255 number=0,5 init_life=0,100 init_scaleX=2,0.11 init_scaleY=0,0.105 life_scaleX=0,1|1,20 life_scaleY=0,1|1,20.005 life_alpha=0,0|0.093,1.01|1,0 </Emitter> <Emitter> name=flash sprite=.\Content\Flare1.png sprite_offset=128,128 blendMode=2 loop=False orient=False relative=True randomColor=False directInwards=False directOutwards=False rotateRandom=True timeMax=100 rotation=0 direction=0 directionOffset=0 tweenColor=0,244,208,155 number=3,35.5|17,0|99,0 init_life=0,100|100,0.09999704 init_scaleX=0,2.5 init_scaleY=0,2.5 life_scaleX=0,1|0.202,1.365|1,0.995 life_scaleY=0,1|0.209,1.405|1,1.01 life_alpha=0,1|1,0 </Emitter> <Emitter> name=fire sprite=.\Content\Smoke1.png sprite_offset=256,256 blendMode=2 loop=False orient=False relative=False randomColor=False directInwards=False directOutwards=False rotateRandom=True timeMax=20 rotation=0 direction=0 directionOffset=0 tweenColor=0,129,73,12|1,255,6,6 number=0,13 init_life=0,63.5 init_scaleX=1,0.035 init_scaleY=0,0.04 life_scaleX=0,1|0.162,9.995|1,20 life_scaleY=0,1|0.165,10.005|1,20.005 life_alpha=0,0|0.093,1.01|1,0 </Emitter> <Emitter> name=red glow sprite=.\Content\Smoke1.png sprite_offset=256,256 blendMode=1 loop=False orient=False relative=False randomColor=False directInwards=False directOutwards=False rotateRandom=True timeMax=100 rotation=0 direction=0 directionOffset=6.283185 tweenColor=0,255,255,255|0.1535948,239,107,29|0.5915033,232,0,0|1,138,0,0 number=0,28.5|15,28|21,0|100,0 init_life=0,157 global_alpha=0,0.595 init_scaleX=2,0.29 init_scaleY=0,0.285 life_alpha=0,0|0.252,0.975|1,0 </Emitter> <Emitter> name=smoke sprite=.\Content\SmokePart.png sprite_offset=128,128 blendMode=1 loop=False orient=False relative=False randomColor=True directInwards=False directOutwards=False rotateRandom=True timeMax=20 rotation=0 direction=0 directionOffset=6.283185 tweenColor=0,49,49,49|0.996732,74,74,74 number=0,90|16.895,89|20.595,0 init_life=0,192.5 init_scaleX=1,0.995 init_scaleY=0,0.99 init_velocity=1,2.21 life_scaleX=0,0|0.061,0.525|0.997,0.485 life_scaleY=0,0|0.103,0.61|0.999,0.585 life_alpha=0,1|0.472,0.905|1,0 life_velocity=0,-0.01|0.024,0.06999998|0.046,0.4399999|0.068,0.81|0.1470001,0.77|0.187,0.64|0.22,0.27|0.256,0.12|0.314,0.05 </Emitter> </Effect> [/code] How to import them? Copy one of the codes above first and right click anywhere inside the effects list then "Import from clipboard" You can also make your own and export them =D ( Right Click on an effect - > Export to clipboard ) [U][B]Some help[/B][/U] : [B]Graph usage[/B]: Rigth Click = Add point While dragging a point, clicking the right click removes the point [B]Viewport[/B]: Clicking it = Pins the effect to that location , also restarts the effect ( if not a loop ) Holding down left click = Drags the effect The rest is just plain obvious
[QUOTE=s0ul0r;20294812]So to your ball? Uhm... isn't your ball supposed to move? So why do you use a static mesh? That won't work. [editline]02:24AM[/editline] Ok so I just looked into the udk again and... there seems to be no way of getting the keyboard input to actually push a ball around :/ [editline]02:50AM[/editline] Ok so you can easily use UnrealScript to do that, but i'm too lazy to get into that right now.[/QUOTE] I already have a moving static mesh ball, that's why I need a camera for it.
[QUOTE=Ferret++;20301372]I already have a moving static mesh ball, that's why I need a camera for it.[/QUOTE] Why is the ball not a UTPawn? That's the "Unreal Way", trying to do something that Epic did not intend for you to do with their engine is just plain silly.
[QUOTE=Chandler;20301572]Why is the ball not a UTPawn? That's the "Unreal Way", trying to do something that Epic did not intend for you to do with their engine is just plain silly.[/QUOTE] Learn to read! I'm making a game in UDK! A new game!
[QUOTE=high;20299071]Problem is I hate all the GUI stuff for C++ but I still need it for low level. Really I would just be using CLI C++ so that I don't have to have the GUI in another DLL entirely.[/QUOTE] Writing a UI in C++ is not difficult nor particularly bad. If your low level stuff is limited I'd be tempted to write it in C (or give it a C ABI) and P/Invoke.
[QUOTE=Ferret++;20301590]Learn to read! I'm making a game in UDK! A new game![/QUOTE] Oh well excuuuuuuuuse me princess. You should be using the Pawn class.
[QUOTE=Ferret++;20301372]I already have a moving static mesh ball, that's why I need a camera for it.[/QUOTE] a moving static mesh, makes perfect sense! I don't know about anyone else but I find you incredibly tedious.
[QUOTE=Chandler;20301604]Oh well excuuuuuuuuse me princess. You should be using the Pawn class.[/QUOTE] You can't! Learn to fucking read! [highlight](User was permabanned for this post ("Was warned if his Flaming continued it'd be a perma next, didn't learn." - Hexxeh))[/highlight]
[QUOTE=GreyIOutcast;20294775]So is that doing anything other than sending a heartbeat? I wonder how much better a C# based server will work over a Python/Java/Perl based server.[/QUOTE] Lets just say it can handle block physics way faster, and if I make multi-threaded map handling it can probably load 1024x1024x1024 maps or bigger, the clients might not take it so well though :D
[QUOTE=Ferret++;20302051]You can't! Learn to fucking read![/QUOTE] I do believe chandler, 'the' will outcode you anyday my friend.
[QUOTE=Ferret++;20302051]You can't! Learn to fucking read![/QUOTE] Utter stupidity is one thing but insulting Chandler is like signing your own death warrant in this thread. Don't expect anymore help from anyone here because I doubt you will get it. Here's my madness clone so far if anyone's interested. [img]http://dl.dropbox.com/u/99765/m1.png[/img]
Video/GIF/Demo would be cool :3:
[QUOTE=Ferret++;20302051]You can't! Learn to fucking read![/QUOTE] You are using a static mesh actor. You need to extend from either UTPawn, or Pawn. Not actually *use* them. That's just silly i.e. [cpp] class MyPawn extends Pawn /* Alternatively, UTPawn */ { /* Put your camera code in here, k. */ } [/cpp] You need to sit down, and read some damn documentation, because, and I'm going to say this in the nicest way possible, you *don't* know what you're doing, and you need to take a step back and THINK/LISTEN before you get pissed off at some 20 year old over the internet who is trying to explain to you that you need to use a Pawn class because that's what every game developer who has ever used the Unreal Engine since the beginning of it's inception in 1998 (Which, and I'm just throwing this out there, is longer than most of how long you've been alive) , so if you're saying that a pawn class, the basic "PLAYER CAN CONTROL THIS" object in the unreal engine, can't be used in the UDK, then I quit. [QUOTE=Wipmuck;20302187]I do believe chandler, he will outcode you anyday my friend.[/QUOTE] Many do not realize that I am terrible so saying "Chandler is better at programming than you" is one of the largest insults anyone can say to anyone ever. Right next to a your mother joke, or some such thing that infuriates the general youth these days. [QUOTE=databee;20302204]Utter stupidity is one thing but insulting Chandler is like signing your own death warrant in this thread.[/QUOTE] One shot, one kill. :colbert:
[QUOTE=efeX;20302371]Video/GIF/Demo would be cool :3:[/QUOTE] If you want to see a spinning gun :D
[QUOTE=Wipmuck;20302187]I do believe chandler, 'the' will outcode you anyday my friend.[/QUOTE] It doesn't matter, he doesn't know a thing about UDK. [editline]11:50AM[/editline] [QUOTE=Chandler;20302379]You are using a static mesh actor. You need to extend from either UTPawn, or Pawn. Not actually *use* them. That's just silly i.e. [cpp] class MyPawn extends Pawn /* Alternatively, UTPawn */ { /* Put your camera code in here, k. */ } [/cpp] You need to sit down, and read some damn documentation, because, and I'm going to say this in the nicest way possible, you *don't* know what you're doing, and you need to take a step back and THINK/LISTEN before you get pissed off at some 20 year old over the internet who is trying to explain to you that you need to use a Pawn class because that's what every game developer who has ever used the Unreal Engine since the beginning of it's inception in 1998 (Which, and I'm just throwing this out there, is longer than most of how long you've been alive) , so if you're saying that a pawn class, the basic "PLAYER CAN CONTROL THIS" object in the unreal engine, can't be used in the UDK, then I quit. Many do not realize that I am terrible so saying "Chandler is better at programming than you" is one of the largest insults anyone can say to anyone ever. Right next to a your mother joke, or some such thing that infuriates the general youth these days. One shot, one kill. :colbert:[/QUOTE] Yes but when people make a controlled they don't do it that way, I got the script from someone else on the UDK forums, and now the guy's on there are saying you can't have a 45 angle on it. [editline]11:52AM[/editline] [code]class PlayBall extends KActorSpawnable placeable; // In value is speed out value is push amount var() InterpCurveFloat InputPushAmountCurve; // A multiplier for how much the joystick pushes the player in the X-axis var() float InputPushAmountX; // A multiplier for how much the joystick pushes the player in the Y-axis var() float InputPushAmountY; // Y is left and right, Z is up and down.... always between -1 and 1 var vector MovementDirection; function UpdateDirection(float XAxis,float YAxis) { MovementDirection.X = XAxis; MovementDirection.Y = YAxis; } // Update the character's push forces every Tick simulated event Tick(float DT) { super.Tick(DT); // Do Input Push AddInputForce( DT ); } // Use the player's input to determine the direction the character should be pushed simulated function AddInputForce(float DeltaTime) { local vector PushVector; local float InputForceMultiplier; InputForceMultiplier = EvalInterpCurveFloat( InputPushAmountCurve, VSize(Velocity) ); PushVector = MovementDirection; PushVector.X *= InputPushAmountX * InputForceMultiplier; PushVector.Y *= InputPushAmountY * InputForceMultiplier; StaticMeshComponent.AddImpulse(PushVector * DeltaTime); //StaticMeshComponent.AddImpulse(vect(15,0,0) * DeltaTime); } DefaultProperties { Begin Object name=StaticMeshComponent0 StaticMesh = StaticMesh'BallGamePackages.Ball.PlayBallMesh' bNotifyRigidBodyCollision=true HiddenGame=false ScriptRigidBodyCollisionThreshold = 0.001 LightingChannels=(Dynamic=true) DepthPriorityGroup=SDPG_Foreground End Object } [/code]
From the UE3 wiki: [quote]Version of KActor that can be dynamically spawned and destroyed during gameplay [/quote] I don't think you want to spawn and destroy the player during gameplay. Just use the goddamn Pawn class and do it like everyone else since that's obviously the proper way.
[QUOTE=Robber;20302610]From the UE3 wiki: I don't think you want to spawn and destroy the player during gameplay. Just use the goddamn Pawn class and do it like everyone else since that's obviously the proper way.[/QUOTE] It's because the player is a spawned Sphere. Either way it works, I can move a sphere about and I just can't get a 45 angle on it.
[QUOTE=Xerios3;20301339]Here's my uber duper incomplete awesome particle editor ! [IMG]http://i50.tinypic.com/xdfjgw.png[/IMG] Download it here : [url]http://dl.dropbox.com/u/3591152/FXEditor.rar[/url] It has one fancy feature which lets you view/edit source of the emitter for those who like typing instead of clicking ( like me ) I also implemented a feature which lets you import an emitter directly from your clipboard Here are some few examples : [code] [/code] Lame explosion attempt: [code] [/code] How to import them? Copy one of the codes above first and right click anywhere inside the effects list then "Import from clipboard" You can also make your own and export them =D ( Right Click on an effect - > Export to clipboard ) [U][B]Some help[/B][/U] : [B]Graph usage[/B]: Rigth Click = Add point While dragging a point, clicking the right click removes the point [B]Viewport[/B]: Clicking it = Pins the effect to that location , also restarts the effect ( if not a loop ) Holding down left click = Drags the effect The rest is just plain obvious[/QUOTE] Does this need some libraries? It just crashes upon open for me.
Well, .NET 3.5 framework which you probably already have and this [U][URL="http://www.microsoft.com/downloads/details.aspx?FamilyID=53867a2a-e249-4560-8011-98eb3e799ef2&displaylang=en"]Microsoft XNA Framework Redistributable 3.1[/URL][/U]
Xerios, that's pretty awesome, but how do you include an emitter in game? What sort of API is there for actually using the created effects in our own games?
[img]http://i286.photobucket.com/albums/ll89/RabbitTurd/Programming/Mandelbrot.jpg?t=1266587583[/img] Give me clocks :saddowns: Need to fix colouring, try and make it faster, add zooming and moving around the image. I had a play around with simple zooming yesterday, where you give it a scale and works it out that way. Nothing as elegant as Null's mandelbrot. I got a load of A Level work to do so I'm having to force myself not to work on this today, which sucks because I'm really having fun playing with this.
[QUOTE=Ferret++;20302631]It's because the player is a spawned Sphere. Either way it works, I can move a sphere about and I just can't get a 45 angle on it.[/QUOTE] You know what might help? Making it a Pawn class.
I had a play with fractals a few days ago, this is what happened first: [URL=http://s694.photobucket.com/albums/vv301/briannevec/?action=view&current=Mandelbrot2.png][IMG]http://i694.photobucket.com/albums/vv301/briannevec/th_Mandelbrot2.png[/IMG][/URL]
[QUOTE=Nevec;20304351]I had a play with fractals a few days ago, this is what happened first: [URL=http://s694.photobucket.com/albums/vv301/briannevec/?action=view&current=Mandelbrot2.png][IMG]http://i694.photobucket.com/albums/vv301/briannevec/th_Mandelbrot2.png[/IMG][/URL][/QUOTE] First I saw a shark and now I see a bug.
Does anyone know what this kind of serialization format is called? [code]"Package" { "Name" "Some program" "Author" "Some guy" "Version" "1.00" "Dependencies" { "somelib" { "Version" "1.00" } } }[/code]
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