[QUOTE=thelinx;25152791]don't.[/QUOTE]
I'm not really, just found it cool that they posted something I told them about, and that they thanked me.
Anyhow on topic, ChromePad looks pretty damn cool, if only a bit slow.
Getting a cheap MB Pro off of someone I know so I'm hoping to start messing with iOS Apps soon. Not that I'll ever finish anything :frown:
[QUOTE=Chandler;25147936]Brief question: Is the frame rate limited in the video due to your use of fraps? (I know it has a tendency to drop it for recording purposes).
other than that pretty kickass. Keep it up :)[/QUOTE]
That demo runs normally at 60fps, fraps kills it :(
[QUOTE=Baldr;25151068]You should get 4 torches.[/QUOTE]
Oh right, i forgot about that. Thanks :3:
[QUOTE=The Inzuki;25141024]C++. Now that you mention it, it does look like it was made in Flash :ohdear:
[editline]07:27PM[/editline]
[media]http://www.youtube.com/watch?v=B0L_kWAf6pk[/media]
Video uploaded. While recording I realized a glitch when picking up the other medkits. Gotta go through the code now :frown:
Other than that, here's the changelog:
[code]
- Added animations
- Added more HUD icons for items
- Added entities (weapons, medkits, etc)
[/code]
[editline]07:47PM[/editline]
Well I noticed the bug is that having multiple of the same entities makes it so the last read entity of the same type is used. If it's a medkit and disappears when you take it, it makes the next medkit in line accessible.
Might not make sense, but just though it'd share :v:[/QUOTE]
That looks kinda like Garry's old Facewound game.
[QUOTE=DeadKiller987;25155387]That looks kinda like Garry's old Facewound game.[/QUOTE]
It's a side-scrolling shooter. Lots of games look like Facewound and vice-versa. Not really much you can do about it, since it's the genre of the game.
[QUOTE=polkm;25154920]That demo runs normally at 60fps, fraps kills it :([/QUOTE]
(You know that if you set the recording framerate higher, it won't limit the rendering? Assuming your application is able to run at 60 FPS while recording. Give it a few tries to test stuff) At least at 31 it was smooth, and if it doesn't take any performance hits for tree generation, then you might be able to make a constant open world.
Hell, make some simple "wildlife AI", give a guy a gun, the ability to make more weapons, some resources, and sell that to people in the South. :v: (There's a reason they're able to keep making all those deer hunter games)
[url=http://store.steampowered.com/news/4411/]Dammit TF2, now I won't get [i]anything[/i] done[/url]
[QUOTE=NovembrDobby;25155902][url=http://store.steampowered.com/news/4411/]Dammit TF2, now I won't get [i]anything[/i] done[/url][/QUOTE]
needs moar linux
[QUOTE=NovembrDobby;25155902][url=http://store.steampowered.com/news/4411/]Dammit TF2, now I won't get [i]anything[/i] done[/url][/QUOTE]
:tiphat:
[QUOTE=NovembrDobby;25155902][url=http://store.steampowered.com/news/4411/]Dammit TF2, now I won't get [i]anything[/i] done[/url][/QUOTE]
Please finish Rotion!
It will make you money!
[img]http://dl.dropbox.com/u/99765/fb89261.png[/img]
Working on screens atm for main menus and such.
Is this something anyone would be interested in playing just as an online building game? I have an idea for a proper game using it but I think It should just be a building game as a prototype.
[URL=http://img824.imageshack.us/my.php?image=24698386.png][IMG]http://img824.imageshack.us/img824/605/24698386.th.png[/IMG][/URL]
[URL=http://img153.imageshack.us/my.php?image=fgfam.png][IMG]http://img153.imageshack.us/img153/9858/fgfam.th.png[/IMG][/URL]
[URL=http://img580.imageshack.us/my.php?image=gfgk.png][IMG]http://img580.imageshack.us/img580/9922/gfgk.th.png[/IMG][/URL]
[URL=http://img692.imageshack.us/my.php?image=dgdgf.png][IMG]http://img692.imageshack.us/img692/2267/dgdgf.th.png[/IMG][/URL]
For the first assignment of my games programming in C++ degree course at university.
[QUOTE=layla;25156584]Is this something anyone would be interested in playing just as an online building game? I have an idea for a proper game using it but I think It should just be a building game as a prototype.[/QUOTE]
Yes. Early and often, and all that. Just see what happens.
[QUOTE=layla;25156584][img_thumb]http://dl.dropbox.com/u/99765/fb89261.png[/img_thumb]
Working on screens atm for main menus and such.
Is this something anyone would be interested in playing just as an online building game? I have an idea for a proper game using it but I think It should just be a building game as a prototype.[/QUOTE]
Minecraft creative was fun enough, so sure, I would play it.
@layla
Its nice to look at but what is it? Source Minecraft?
That's not source, I'm using source textures because I'm not an artist.
The idea is to have two teams work together to build their fort and then have them fight it out trying to destroy each others base.
But for the prototype It's just going be the building part of the game to see if people would be interested in playing a game like that.
[QUOTE=.kurozael;25156828]For the first assignment of my games programming in C++ degree course at university.[/QUOTE]
If I may ask a few things about the code:
Why are you not returning a reference from the Instance-methods?
Why do you store pointers to TT_Font in the map as opposed to normal TT_Font objects? You can use the find-function to determine if an entry has been made.
In Display::Create you only use c_title if one specific condition has been met. You could easily declare and define c_title there as opposed to the function begin.
You can also use the std::strings .empty() method to check if the string is empty. It probably does the same as checking if the string is != "", but IMO it would look better.
If you define the accessors in the header, the compiler can easily inline them without any drawbacks.
For util::GetRandomVal you could use a templated function, if you already know how to do that.
You should also be using C++ casts. C-style casts are only meant for backwards-compatibility afaik.
Progress on my language (small as it might be) :)
One of the things I enjoy with OOP based languages is overloading operators (WITHIN REASON), and it's a definite feature I want in mine. The problem arises however of effectively writing the same thing over and over. For instance in C++, a Vector3 might look like this:
[cpp]
vector3<T>& operator -(const vector3<T>& right)
{
return vector3<T>(this->x - right.x, this->y - right.y, this->z - right.z);
}
vector3<T>& operator +(const vector3<T>& right)
{
return vector3<T>(this->x + right.x, this->y + right.y, this->z + right.z);
}
vector3<T>& operator *(const vector3<T>& right)
{
return vector3<T>(this->x * right.x, this->y * right.y, this->z * right.z);
}
vector3<T>& operator /(const vector3<T>& right)
{
return vector3<T>(this->x / right.x, this->y / right.y, this->z / right.z);
}
vector3<T>& operator -(const T& value)
{
return vector3<T>(this->x - value, this->y - value, this->z - value);
}
vector3<T>& operator +(const T& value)
{
return vector3<T>(this->x + value, this->y + value, this->z + value);
}
vector3<T>& operator *(const T& value)
{
return vector3<T>(this->x * value, this->y * value, this->z * value);
}
vector3<T>& operator /(const T& value)
{
return vector3<T>(this->x / value, this->y / value, this->z * value);
}
[/cpp]
Quite tedious right?
Well because my language is using Python as the "host language" (what the compiler and such is written in), it isn't too difficult to embed python scripts directly in your source code (thanks to the magic of the exec keyword and execfile function). So you could effectively output the equivalent of the above C++ with the following:
[code]
`script(
for op in '+-*/':
print('''
def {0}(right: const ref vector3[T]) -> ref vector3[T]:
vector3[T](self.x {0} right.x, self.y {0} right.y, self.z {0} right.z)
end
def {0}(value: const ref T) -> ref vector3[T]:
vector3[T](self.x {0} value, self.y {0} value, self.z value)
end
'''.format(op)))
[/code]
and the resulting output from the "preprocessor"
[code]
def +(right: const ref vector3[T]) -> ref vector3[T]:
vector3[T](self.x + right.x, self.y + right.y, self.z + right.z)
end
def +(value: const ref T) -> ref vector3[T]:
vector3[T](self.x + value, self.y + value, self.z + value)
end
def -(right: const ref vector3[T]) -> ref vector3[T]:
vector3[T](self.x - right.x, self.y - right.y, self.z - right.z)
end
def -(value: const ref T) -> ref vector3[T]:
vector3[T](self.x - value, self.y - value, self.z - value)
end
def *(right: const ref vector3[T]) -> ref vector3[T]:
vector3[T](self.x * right.x, self.y * right.y, self.z * right.z)
end
def *(value: const ref T) -> ref vector3[T]:
vector3[T](self.x * value, self.y * value, self.z * value)
end
def /(right: const ref vector3[T]) -> ref vector3[T]:
vector3[T](self.x / right.x, self.y / right.y, self.z / right.z)
end
def /(value: const ref T) -> ref vector3[T]:
vector3[T](self.x / value, self.y / value, self.z / value)
end
[/code]
If you don't want to embed the python in the actual source code, you can just feed `script() a filename, and it'll execute it, and then place whatever is sent to stdout in the place of `script.
Because of stuff like this, you're basically given a completely separate language to do some compile time heavy work for you. Anything python can do, the preprocessor can via `script() (the preprocessor directive token is the backtick "`").
(Also, because you can do many things via `script, this is where the metaprogamming facilities lie, so you won't be able to do any template metaprogramming with the generics facilities.)
One other thing I want to talk about is the ability to inline generated languages. For instance, let's say you need to interface with SFML's Window class, via a simple function. Let's call it create_window.
[code]
app: @sf::Window
def create_window(none): # Doesn't return anything
inline[CXX]:
$app.Create(sf::VideoMode(800, 600, 32), "SFML Window")
end
end
[/code]
First we declare a variable named "app" of type @sf::Window (@ signifies that it is a pointer)
next we declare create_window, which takes no parameters, and we need to tell the compiler that. But it doesn't return anything, so there is no need for a return arrow (->). Within create_window, we now see the "inline scope", which in this case is using CXX, or C++.
Within this scope, we are telling the compiler to place the eventual name of app in place of the $app. (The reason for this is to attempt to avoid name clashing with the generated language). We end the scope an end the function. If we were to compile this to C++ we would end up with something like:
[cpp]
sf::Window* app;
void create_window(void) {
app->Create(sf::VideoMode(800, 600, 32), "SFML Window");
}
[/cpp]
Any other language however, and the inline[CXX] block is ignored, and create_window would do nothing.
If for whatever reason we wanted to dereference the pointer before calling create we would do
[code]
$(@app).create
[/code]
because @ is used for pointer declaration and dereferencing. (Though I would like to change it to keep everything with a 1 word/symbol to 1 action ratio)
This would translate to (*app).create in C++.
(This still needs a bit of tweaking however)
This turned out to be much larger than I had anticipated. Woops.
[QUOTE=layla;25156584][img]http://dl.dropbox.com/u/99765/fb89261.png[/img]
Working on screens atm for main menus and such.
Is this something anyone would be interested in playing just as an online building game? I have an idea for a proper game using it but I think It should just be a building game as a prototype.[/QUOTE]
Looks awesome, I like the direction this is going. I'd definitely be interested in playing.
[QUOTE=r4nk_;25158450]Looks awesome, I like the direction this is going. I'd definitely be interested in playing.[/QUOTE]
Thanks, gives me alot of motivation.
[QUOTE=r4nk_;25158450]Looks awesome, I like the direction this is going. I'd definitely be interested in playing.[/QUOTE]
Same here. Maybe add a Physics mode, where explosions cause some blocks within a radius to become unattached. "The sky is falling! :derp:"
[QUOTE=layla;25156584][img_thumb]http://dl.dropbox.com/u/99765/fb89261.png[/img_thumb]
Working on screens atm for main menus and such.
Is this something anyone would be interested in playing just as an online building game? I have an idea for a proper game using it but I think It should just be a building game as a prototype.[/QUOTE]
If you want anyone to play it you will need a major feature Minecraft doesn't have. If your only features are in the free Minecraft creative MP I doubt you will find many players.
IMO tools like GMod's stacker and other tools to make building much faster would be such a feature.
[QUOTE=Chandler;25158225]stuff[/QUOTE]
Looks like an unholy union between Ruby and Python.
[QUOTE=Robber;25158825]If you want anyone to play it you will need a major feature Minecraft doesn't have. If your only features are in the free Minecraft creative MP I doubt you will find many players.
IMO tools like GMod's stacker and other tools to make building much faster would be such a feature.[/QUOTE]
Leaf blower :D
Oh, yeah there's going to be loads of tools. There's already a tool that can make a selection on faces and either pull it out or push it in.
[QUOTE=.kurozael;25156828]For the first assignment of my games programming in C++ degree course at university.[/QUOTE]
Just out of curiosity what university is that at?
[img]http://www.fortfn.co.uk/images/ue2/ue2_9.png[/img]
[img]http://www.fortfn.co.uk/images/ue2/ue2_10.png[/img]
[img]http://www.fortfn.co.uk/images/ue2/ue2_11.png[/img]
Dunno what those errors are about in 3rd picture, I'll figure that out sooner or later. I have yet to finish the chatbox, it sends messages just fine but you have to use console to read messages. I also have yet to try the server using multiple clients...
Also, does anyone have any idea why my client only renders stuff when you run from within visual studio? It works fine when I run from VS, but when I ran the exe in the folder manually (outside of VS), I just got black screen treatment. I thought it might be to do with working directories, but when I made it play a sound when you click the mouse, the sound works fine from the exe so it's handling input/sound properly which means the lua scripts are getting loaded properly also. It must be something to do with how OpenGL binds to the window. Has anyone else experienced this problem before?
[b]Edit:[/b]
Also I really need to use a video to show this off and not pictures, it's hard to show the flow of a program using static images. But fraps brings my fps from 60-100 down to 1-2. Are there any other free non fps-raping video recorders out there?
[b]Edit2:[/b]
The whole of the user interface is controlled by lua scripts.
[QUOTE=Ortzinator;25158866]Looks like an unholy union between Ruby and Python.[/QUOTE]
I've taken a lot of stuff from a lot of languages. Specifically Ada, Python, Scala, (a small bit of Perl for switch statements), Ruby, coffeescript, C#, any language that uses := for assignment and declaration, inferno (of Plan9 fame), one small thing from Haskell, Objective-C, ooc, some C++ and D
So basically if it seems even mildly OOP I yoinked a few features that I like about it.
[QUOTE=thomasfn;25159205]
Dunno what those errors are about in 3rd picture, I'll figure that out sooner or later. I have yet to finish the chatbox, it sends messages just fine but you have to use console to read messages. I also have yet to try the server using multiple clients...
Also, does anyone have any idea why my client only renders stuff when you run from within visual studio? It works fine when I run from VS, but when I ran the exe in the folder manually (outside of VS), I just got black screen treatment. I thought it might be to do with working directories, but when I made it play a sound when you click the mouse, the sound works fine from the exe so it's handling input/sound properly which means the lua scripts are getting loaded properly also. It must be something to do with how OpenGL binds to the window. Has anyone else experienced this problem before?
[b]Edit:[/b]
Also I really need to use a video to show this off and not pictures, it's hard to show the flow of a program using static images. But fraps brings my fps from 60-100 down to 1-2. Are there any other free non fps-raping video recorders out there?
[b]Edit2:[/b]
The whole of the user interface is controlled by lua scripts.[/QUOTE]
It seems that the rest of the interface doesn't match the buttons (which look awesome).
[QUOTE=Darwin226;25159538]It seems that the rest of the interface doesn't match the buttons (which look awesome).[/QUOTE]
I know, the gui style is placeholder at the moment. I kinda stole the pretty buttons from gmod derma though, although I improved them by making them fade to blue when clicked and fade out again rather than "snap" to the colours like in gmod. The windows also fade away when you close them, and fade in when you open them - though the transition is fast enough to not keep you waiting.
I am a bad user interface designer though, so I can't really see it getting better soon :v:
I'd say make windows less rounded and add that darker lower strip to the title bars like you have on the buttons.
Shouldn't be too hard and I think it will look much better.
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