trying to start a bandwagon you must be kidding me.
[QUOTE=ZeekyHBomb;25333651]Posted the post #1380 you must be kidding me.[/QUOTE]
You're post 1381 dude.
[QUOTE=xAustechx;25333796]You're post 1381 dude.[/QUOTE]
Breaking the combo, you must be kidding me.
One of these days I'm going to write the rulebook for a pencil-and-paper tabletop RPG called "Inanity and Idiots" which is going to be loosely based on my experiences at Facepunch.
[QUOTE=BlkDucky;25333860]Breaking the combo, you must be kidding me.[/QUOTE]
Adding a comma that was not present in the original post you must be kidding me.
[QUOTE=ROBO_DONUT;25333883]One of these days I'm going to write the rulebook for a pencil-and-paper tabletop RPG called "Inanity and Idiots" which is going to be loosely based on my experiences at Facepunch.[/QUOTE]
[media]http://www.youtube.com/watch?v=5b9ONh4FtlI[/media]
Anyone got a download link to XNA 4? The site is down and I can't seem to find one with the phone developer tools in.
Hows that 2d Left4Dead game coming along?
[QUOTE=Richy19;25334254]Hows that 2d Left4Dead game coming along?[/QUOTE]
That aint me... If it was aimed at me... Otherwise, carry on.
[QUOTE=jA_cOp;25333262]Looks cool, but you have 2, arguably 3 pixels off per corner which looks a bit weird.[/QUOTE]
I know looks a bit weird indeed, ill see what I can do about it.
After the success (:v:) of ProtoSnake for the FP Arcade Pack, I decided to create my own dodging game, which if I recall correctly is called "touhou" or whatever.
The white circle is the player, which is controlled with the mouse.
The other shapes are all "bullets" coming out of the center of the screen, and moving outwards. They all have random colours and it's shape is also random. I finally got this baby working. Next step is collision checking between the player and any of the bullets.
PS: I even expanded the existing SFML 2.0 library so there's the sf::Shape::Triangle() method. I couldn't believe there wasn't any. Mailed Laurent about it.
[img]http://img232.imageshack.us/img232/6246/protobullet.jpg[/img]
inb4 girlfriend
[QUOTE=ZeekyHBomb;25334450]inb4 girlfriend[/QUOTE]
It's the same Grid that I've been using for more than a year now :downs:
I prefer it over a bland black background. It was the easiest and quickest background filler for the time being.
[QUOTE=Shammah;25334419]is called "touhou" or whatever.
[img_thumb]http://img232.imageshack.us/img232/6246/protobullet.jpg[/img_thumb][/QUOTE]
then why does the title bar say protobullet
[QUOTE=thelinx;25334503]then why does the title bar say protobullet[/QUOTE]
It's the game's name for the moment.
It's based off a genre I don't exactly know the name of, but I heard about [url]http://en.wikipedia.org/wiki/Touhou_Project[/url] and the idea seems to be almost the same.
[QUOTE=thelinx;25334503]then why does the title bar say protobullet[/QUOTE]
WAIT A SECOND.
Isn't that a touhou avatar?
...I am confus.
Yeah, it is, isn't it? Cirno?
[QUOTE=ColdFusion;25333472]Red on black and green on black you must be kidding me.[/QUOTE]
Give Sublime Text a shot, it's actually really nice with the darker colour schemes.
Alongside shitposting on the WAYWO I could also loose a word on the topic...
I'm playing with OGRE. Taking a look at G3D. I'm considering making some game backended with an engine, rather than writing my own, since I usually get caught up in something, never really progressing.
My first thought was a 3D jump'n'run with a Kirby-like character. My second thought is a Stranded II remake.
I'm not sure yet.
Also, I couldn't find a free, linux-native survival game. Except from some mars simulation thingy which I believe is not what I am looking for.
[QUOTE=Shammah;25334419]PS: I even expanded the existing SFML 2.0 library so there's the sf::Shape::Triangle() method. I couldn't believe there wasn't any. Mailed Laurent about it.[/QUOTE]
Maybe there should be a sf::Shape::RegularPolygon(numsides, sidelength).
[QUOTE=Shammah;25334419]After the success (:v:) of ProtoSnake for the FP Arcade Pack, I decided to create my own dodging game, which if I recall correctly is called "touhou" or whatever.
The white circle is the player, which is controlled with the mouse.
The other shapes are all "bullets" coming out of the center of the screen, and moving outwards. They all have random colours and it's shape is also random. I finally got this baby working. Next step is collision checking between the player and any of the bullets.
PS: I even expanded the existing SFML 2.0 library so there's the sf::Shape::Triangle() method. I couldn't believe there wasn't any. Mailed Laurent about it.
[/QUOTE]
Anyway. I made a similar-ish game in Flash, once.
[url]http://www.newgrounds.com/portal/view/537277[/url]
[QUOTE=Loli;25334156]Anyone got a download link to XNA 4? The site is down and I can't seem to find one with the phone developer tools in.[/QUOTE]
Google got the site cached:[url]http://webcache.googleusercontent.com/search?q=cache:nZiqt2xMdm0J:creators.xna.com/downloads+xna+4+download&cd=1&hl=en&ct=clnk[/url]
Always useful when a site is down. :buddy:
[QUOTE=BlkDucky;25334636]Anyway. I made a similar-ish game in Flash, once.
[url]http://www.newgrounds.com/portal/view/537277[/url][/QUOTE]
That has to be one of the hardest games i have played recently
still managed 6477 points tho :P
[QUOTE=BlkDucky;25334636]Anyway. I made a similar-ish game in Flash, once.
[url]http://www.newgrounds.com/portal/view/537277[/url][/QUOTE]
But mine is more colourfull and has confetti :smug:
[img]http://img214.imageshack.us/img214/6246/protobullet.jpg[/img]
But yeh, your game looks good! I like the line-collision thing and the extra objective of taking the pylons.
[editline]09:05PM[/editline]
[QUOTE=BlkDucky;25334564]WAIT A SECOND.
Isn't that a touhou avatar?
...I am confus.
Yeah, it is, isn't it? Cirno?[/QUOTE]
It's Protoman from Megaman ...
[QUOTE=BlkDucky;25334564]WAIT A SECOND.
Isn't that a touhou avatar?
...I am confus.
Yeah, it is, isn't it? Cirno?[/QUOTE]
It is.
[QUOTE=Shammah;25334542]It's the game's name for the moment.
It's based off a genre I don't exactly know the name of, but I heard about [url]http://en.wikipedia.org/wiki/Touhou_Project[/url] and the idea seems to be almost the same.[/QUOTE]
The genre is called bullet hell or danmaku. I'd say you name your game something related to that, because Touhou is an actual "franchise".
[QUOTE=ZeekyHBomb;25334626]Alongside shitposting on the WAYWO I could also loose a word on the topic...
I'm playing with OGRE. Taking a look at G3D. I'm considering making some game backended with an engine, rather than writing my own, since I usually get caught up in something, never really progressing.
My first thought was a 3D jump'n'run with a Kirby-like character. My second thought is a Stranded II remake.
I'm not sure yet.
Also, I couldn't find a free, linux-native survival game. Except from some mars simulation thingy which I believe is not what I am looking for.
Maybe there should be a sf::Shape::RegularPolygon(numsides, sidelength).[/QUOTE]
I highly recommend G3D, if you can get it to work :P
[QUOTE=noctune9;25334684]Google got the site cached:[url]http://webcache.googleusercontent.com/search?q=cache:nZiqt2xMdm0J:creators.xna.com/downloads+xna+4+download&cd=1&hl=en&ct=clnk[/url]
Always useful when a site is down. :buddy:[/QUOTE]
Legend!
[QUOTE=Chandler;25334812]I highly recommend G3D, if you can get it to work :P[/QUOTE]
[url]http://g3d.sourceforge.net/manual/guideunix.html[/url] ?
[QUOTE=Shammah;25334776]But mine is more colourfull and has confetti :smug:
But yeh, your game looks good! I like the line-collision thing and the extra objective of taking the pylons.
[editline]09:05PM[/editline]
[B]It's Protoman from Megaman ...[/B][/QUOTE]
Sorry, I meant thelinx. And thanks.
[QUOTE=Richy19;25334254]Hows that 2d Left4Dead game coming along?[/QUOTE]
It was going fine until I realized that the memory it was using was going up 100,000 k every 10 seconds.
Couldn't find any problems. All the surfaces were being freed, no variables were being initialized in the main loop. Nothing.
:frown:
[QUOTE=The Inzuki;25335479]It was going fine until I realized that the memory it was using was going up 100,000 k every 10 seconds.
Couldn't find any problems. All the surfaces were being freed, no variables were being initialized in the main loop. Nothing.
:frown:[/QUOTE]
Valgrind!
Trying to modify this code to save the samples to disk instead of playing them, but I don't really know so much about working with audio.
[code]
public override int EnqueueSamples(int channels, int rate, byte[] samples, int frames)
{
int consumed = 0;
if (basbuffer == null)
{
Bass.BASS_Init(-1, rate, BASSInit.BASS_DEVICE_DEFAULT, IntPtr.Zero);
basbuffer = new BASSBuffer(0.5f, rate, channels, 2);
streamproc = new STREAMPROC(Reader);
Bass.BASS_ChannelPlay(
Bass.BASS_StreamCreate(rate, channels, BASSFlag.BASS_DEFAULT, streamproc, IntPtr.Zero),
false
);
}
if (basbuffer.Space(0) > samples.Length)
{
string path = @"c:\out.wav";
using (System.IO.FileStream fs = System.IO.File.Open(path, System.IO.FileMode.Append))
{
fs.Write(samples, 0, samples.Length);
}
basbuffer.Write(samples, samples.Length);
consumed = frames;
}
return consumed;
}
[/code]
Tried just dumping all the bytes to a file but that won't play, presumably because it's missing a header for the WAV format. Right now the above code will play the audio stream, and generates a file with all the data in. Size appears roughly correct for the audio stream I'm downloading, though.
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