• What Are You Working On? V13
    5,003 replies, posted
fucking c++
[QUOTE=bootv2;25912676]I like how the background color changes every once in a while. but I'd like it better if it changes when you pick up a square.[/QUOTE] [media]http://www.youtube.com/watch?v=KiDAQ2Cl3pI[/media]
[QUOTE=NorthernGate;25909317]Finally finished my To Do List program!! -snip-[/QUOTE] Is there any reason for that window to be so tall? (I haven't actually downloaded the program though) (By the way, it's spelled "negligible")
Lets make a competition who can make the best bot for this game :) ?
[QUOTE=DevBug;25911228]I really need help with this.[/QUOTE] If this is for a non-commercial project, I'd recommend Awesomium. [url]http://www.khrona.com/products/awesomium/[/url] Check out the demo, and the samples, it's really easy to use and as powerful as Chrome.
Trying to get people to make you runescape bots you cheeky bugger. Could be fun though.
[QUOTE=thelinx;25912632]Can I ask for some source code on that? Maybe you can post it on the LÖVE forums? I'm not the only one who'd appreciate it.[/QUOTE] 'Supports input/output plugins to open and save files in custom formats' May be your answer there.
I updated Döts. [media]http://www.youtube.com/watch?v=wHN7v7TRWJA[/media] [url=http://love2d.org/forums/viewtopic.php?f=5&t=2090&start=0]You can still download it right here[/url]
[url=http://anyhub.net/file/ballz.rar]Here[/url]'s a download link for Ballz. You'll need XNA framework 4.0.
[QUOTE=Torquil;25913554]'Supports input/output plugins to open and save files in custom formats' May be your answer there.[/QUOTE] I'm asking what he used. If he used a plugin I'd expect him to post that.
I'm going to start working on a 3D version of dots. It's a good opportunity to try out my framework.
you need some fantasy guys... all these rip-offs..
-snip-
Working on map generation for my RTS.. [img]http://simie.co.uk/uploads/terrain.png[/img] [cpp]TileMap.RegisterGenerator("TerraceMap", function (targetMap, params) { var cliffThreshold = 0.4; var width = params.width; var height = params.height; targetMap.initWithSize(width, height); var mountainTerrain = new Noise.Module.RidgedMulti; var constval = new Noise.Module.Const; constval.constValue = 5; var combiner = new Noise.Module.Multiply; combiner.SetSourceModule(0, constval); combiner.SetSourceModule(1, mountainTerrain); var baseFlatTerrain = new Noise.Module.Billow; baseFlatTerrain.frequency = 2.0; var flatTerrain = new Noise.Module.ScaleBias; flatTerrain.SetSourceModule (0, baseFlatTerrain); flatTerrain.scale = 0.125; flatTerrain.bias = -0.75; var terrainType = new Noise.Module.Perlin; terrainType.frequency = 0.5; terrainType.persistence = 0.25; var terrainSelector = new Noise.Module.Select; terrainSelector.SetSourceModule (0, flatTerrain); terrainSelector.SetSourceModule (1, combiner); terrainSelector.SetControlModule (terrainType); terrainSelector.setBounds (0, 1000.0); terrainSelector.edgeFalloff = 0.125; var NoiseMap = new Noise.Utils.NoiseMap; var NoiseMapBuilder = new Noise.Utils.NoiseMapBuilderPlane; NoiseMapBuilder.setSourceModule(terrainSelector); NoiseMapBuilder.setDestNoiseMap(NoiseMap); NoiseMapBuilder.setDestSize(width, height); NoiseMapBuilder.setBounds(6.0, 10.0, 1.0, 5.0); NoiseMapBuilder.Build(); for(var y = 1; y <= height; y++) { for(var x = 1; x <= width; x++) { var tileName = "Default"; var elevation = NoiseMap.getValue(x,y); if(NoiseMap.getValue(x-1,y) > elevation+cliffThreshold || NoiseMap.getValue(x,y-1) > elevation+cliffThreshold) { tileName = "Cliff"; } else if(NoiseMap.getValue(x+1,y) > elevation+cliffThreshold || NoiseMap.getValue(x,y+1) > elevation+cliffThreshold) { tileName = "Cliff" } else if(elevation > 0.7) { tileName = "Rock"; } else { tileName = "Grass"; } var tile = Tile(tileName); tile.elevation = elevation; targetMap.setTileAt(x, y, tile); } } });[/cpp]
That is looking great!
[QUOTE=r4nk_;25914663]That is looking great![/QUOTE] Thanks! :love:
[QUOTE=likesoursugar;25914297]you need some fantasy guys... all these rip-offs..[/QUOTE] [media]http://www.youtube.com/watch?v=Itn_tpyTquQ[/media] :smug: Nice simie!
Actually I was first back in juli. [media]http://www.youtube.com/watch?v=R1VyTpz1soo[/media] And I win.
[QUOTE=likesoursugar;25915840]Actually I was first back in juli. -snip- And I win.[/QUOTE] But your game has no balls!
[QUOTE=AzLaN;25915870]But your game has no balls![/QUOTE] My AI is cooler than your baaaaalllzzz "/
Does anyone have any experiance using bullet? (the physics engine) its being a complete asshole to me and refuses to work with any concave/convex shapes
[QUOTE=likesoursugar;25915899]My AI is cooler than your baaaaalllzzz "/[/QUOTE] "ai"
[QUOTE=thelinx;25916056]"ai"[/QUOTE] "AI" it's an acronym.
[QUOTE=Jawalt;25916156]"AI" it's an acronym.[/QUOTE] I think he meant that it's not really much of an AI. Although, how would I know.
[QUOTE=esalaka;25916230]I think he meant that it's not really much of an AI. Although, how would I know.[/QUOTE] this the red dots are just moving towards the player. that's not ai.
[QUOTE=thelinx;25916424]this the red dots are just moving towards the player. that's not ai.[/QUOTE] They have a very basic form of intelligence, they are aware of the players position.
like magnets are intelligent for attracting each other
[QUOTE=ThePuska;25916583]like magnets are intelligent for attracting each other[/QUOTE] yeah except magnets don't calculate their angle to the other magnet and decide where to aim their weapon it's AI, even if it is basic. if you think different you are just wrong tbh.
And they don't move with the same speed. [img]http://www.facepunch.com/fp/emoot/smug.gif[/img]
What's up with them randomly teleporting even when you're not picking up the block?
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