• What Are You Working On? V13
    5,003 replies, posted
I just added Console history to my game and the networking is working really well, next step is custom consoles and Callbacks.
Menu is now implemented, the ship and some bulletish things. The bullets use the ship texture as I am haven't found a good bullet texture yet. [URL=http://filesmelt.com/][IMG]http://filesmelt.com/dl/game.png[/IMG][/URL] [URL=http://filesmelt.com/][IMG]http://filesmelt.com/dl/menu.png[/IMG][/URL]
Looks like I need to reneg what I said earlier about calling projects and whatnot. I've been fighting with the argparse module for most of the night now, and I have to set it up so that all projects are prefixed with a "--" before their names, as well as their build target. (i.e. bit --project --debug). I wish it didn't turn out this way, but there's nothing I can do about it. sorry :sigh: It also looks like I need to cut the continuous integration, and distributed build features. They won't be in this version, but they might in the next. It's something I've wanted to have for a long time, but I don't think I would ever be able to ever finish this. This whole situation makes me unhappy :frown:
[QUOTE=Vbits;25450742]How do you Search for and craft with items.[/QUOTE] It should tell you all about it if you type help. write "find" to search for items. write "craft item1 item2" to craft two items. [editline]17th October 2010[/editline] [QUOTE=polkm;25451447]Neat game. I didn't come across any bugs but my suggestions are as follows: -Auto Save (didn't save my first game, feels bad man :( ) -Crafting of multiple items (like 2 wood and 1 stone to make spear) -Having a couple of default items -Displaying the items that already exist when making a new combo -When the game starts out displaying the inventory Hope to see more improvements :) Actually I found a bug, if you make a combo of the same item (1 stone and 1 stone) the game says you don't have enough of it to craft.[/QUOTE] Thanks, i've added all of this to my todo list :buddy: When crafting, 8 items total should be enough, right?
[QUOTE=Dj-J3;25458011] When crafting, 8 items total should be enough, right?[/QUOTE] 8 different Items or 8 items of the same kind?
[QUOTE=polkm;25458080]8 different Items or 8 items of the same kind?[/QUOTE] It shouldn't matter. Both, if you're feeling a bit adventurous.
[QUOTE=MakeR;25421847]No it doesn't.[/QUOTE] yes it does: [url]http://www.google.nl/search?aq=f&sourceid=chrome&ie=UTF-8&q=sqrt(9#sclient=psy&hl=nl&safe=off&q=sqrt(9)*sqrt(9)&aq=f&aqi=&aql=&oq=&gs_rfai=&pbx=1&fp=25cfc4e52f80b327[/url]
That's a different sum. His: sqrt(x) = x*x sqrt(9) = 9*9 3 = 81
You confuse me, megaimpact.
[QUOTE=Mega1mpact;25458633]yes it does: [url]http://www.google.nl/search?aq=f&sourceid=chrome&ie=UTF-8&q=sqrt(9#sclient=psy&hl=nl&safe=off&q=sqrt(9)*sqrt(9)&aq=f&aqi=&aql=&oq=&gs_rfai=&pbx=1&fp=25cfc4e52f80b327[/url][/QUOTE] What you're doing there is [img]http://chart.apis.google.com/chart?cht=tx&chl=x%20=\sqrt%20{x^2}[/img] What you initially said was: [img]http://chart.apis.google.com/chart?cht=tx&chl=\sqrt%20{x}=x%20\cdot%20x[/img] By the way, the former isn't true, since: [img]http://chart.apis.google.com/chart?cht=tx&chl=\sqrt%20{x^2}=|x|[/img]
Either way, MegaImpact is clueless
So why are you guys still talking about square roots and squaring? Didn't you have that stuff back when you were 13?
Because arienh needs to show his smartness by pulling out the LaTeX
[QUOTE=Mega1mpact;25421787]conclusion: sqrt(X)=X*X[/QUOTE] More like sqrt(X*X)=X sqrt(X)=X^(0.5)
Hey guys, does any of this not belong in the render function? [code] public virtual void Render ( BeginMode Mode ) { if ( !Visible ) return; GL.ActiveTexture( TextureUnit.Texture0 + 0 ); GL.BindTexture( TextureTarget.Texture2D, Texture.ID ); GL.Uniform1( program.Locations[ "texture" ], 0 ); GL.UniformMatrix4( program.Locations[ "model_matrix" ], false, ref modelMatrix ); GL.Uniform1( program.Locations[ "alpha" ], alpha ); GL.Uniform1( program.Locations[ "animated" ], Animated ? 1 : 0 ); GL.Uniform1( program.Locations[ "frames" ], Frames ); GL.Uniform1( program.Locations[ "current_frame" ], CurrentFrame ); GL.EnableClientState( ArrayCap.VertexArray ); GL.BindBuffer( BufferTarget.ArrayBuffer, VertexBuffer.ID ); GL.VertexAttribPointer( program.Locations[ "position" ], 4, VertexAttribPointerType.Float, false, 6 * sizeof( float ), 0 ); GL.VertexAttribPointer( program.Locations[ "texcoord" ], 2, VertexAttribPointerType.Float, false, 6 * sizeof( float ), 4 * sizeof( float ) ); GL.EnableVertexAttribArray( program.Locations[ "texcoord" ] ); GL.EnableVertexAttribArray( program.Locations[ "position" ] ); GL.EnableClientState( ArrayCap.IndexArray ); GL.BindBuffer( BufferTarget.ElementArrayBuffer, ElementBuffer.ID ); GL.DrawElements( Mode, IndexArray.Length, DrawElementsType.UnsignedInt, 0 ); GL.DisableVertexAttribArray( program.Locations[ "position" ] ); GL.DisableVertexAttribArray( program.Locations[ "texcoord" ] ); }[/code]
At about 2:00 AM I decided to go to bed. As I climbed into bed, I decided that I'd really quickly read up on Binary Trees, as someone had mentioned them earlier in the thread. It's now 5:00 AM and my "quick read" turned into me researching sorting algorithms and writing up Quicksort and Binary Tree implementations... Why do I always do this? [b]Edit:[/b] Of course it doesn't help that some idiot decided that running around my floor at 3:00 AM with a fire extinguisher and spraying it everywhere was a GRAND idea, which resulted in the entire building being evacuated... Good waste of an hour I suppose.
[QUOTE=comeng;25459037]Because arienh needs to show his smartness by pulling out the LaTeX[/QUOTE] I was trying to help him. In TeX the difference between the two equations is much clearer. Oh by the way, unless you believe that TeX is incredibly witty, you mean intelligence. [editline]17th October 2010[/editline] [QUOTE=thf;25459063]More like sqrt(X*X)=X sqrt(X)=X^(0.5)[/QUOTE] As I displayed above, the former isn't true. Sqrt(-1*-1) = 1. Hence, sqrt(x*x) = abs(x). I know it's not exactly relevant in this case, but we shouldn't be confusing people.
[img]http://dl.dropbox.com/u/11377079/platformer.png[/img] I thought try to code some little platformer as a coding exercise and I'm glad I did. Even though I haven't touched pygame or game programming in like 3 months now I managed to solve one of the major problems I have always had - collision. I either couldn't get something that worked or I got something god awful slow. I took the god awful slow thing that worked, looked through it and I had been doing terrible things like looping through the whole array or objects, rather than stopping when just one collision had been found. So in conclusion, I feel pretty awesome for getting this working.
[QUOTE=Dj-J3;25449768]Got a beta version of TextCraft that i want anyone who's interested in testing to test and report any bugs they encounter :buddy: Can be downloaded at - [url=http://filesmelt.com/dl/TextCraft.rar]Filesmelt[/url] (Forgot to edit the shortcut, so just make your own shortcut with "devmode" as a parameter, or edit the current one to fit your current directory) [release] Some things you should know that i know before reporting any bugs: - I know maximum stack property isn't working yet. - ChanceToFind isn't working yet either, it's yet to be implented properly. - You can add "RemoveOnCraft" property to your items manually, then either true or false. Will make the item dissapear(or not) when it's used in a crafting recipe. (I forgot to edit this into autocreation and devmode before uploading :sigh:) - You can type "cancel" when creating new stuff in devmode to cancel creating an item/craftable. (Just haven't made this obvious yet)[/release][/QUOTE] Reposting because of new page.
Anyone know of any thing on overriding a stream class in .NET? I need to map a series of possibly fragmented sectors, into a single stream. I am currently working on a Compund Binary File Format reader/writer, I can read them perfectly, but writing I am finding I need this.
[QUOTE=Torquil;25458684] sqrt(x) = x*x sqrt(9) = 9*9 3 = 27[/QUOTE] 9*9 != 27 9*9 = 81
Mentally, I did 9*3. :v: Fixed!
[QUOTE=Mega1mpact;25458633]yes it does: [url]http://www.google.nl/search?aq=f&sourceid=chrome&ie=UTF-8&q=sqrt(9#sclient=psy&hl=nl&safe=off&q=sqrt(9)*sqrt(9)&aq=f&aqi=&aql=&oq=&gs_rfai=&pbx=1&fp=25cfc4e52f80b327[/url][/QUOTE] No it doesn't.
[QUOTE=Darwin226;25459130]Hey guys, does any of this not belong in the render function? [code] public virtual void Render ( BeginMode Mode ) { if ( !Visible ) return; GL.ActiveTexture( TextureUnit.Texture0 + 0 ); GL.BindTexture( TextureTarget.Texture2D, Texture.ID ); GL.Uniform1( program.Locations[ "texture" ], 0 ); GL.UniformMatrix4( program.Locations[ "model_matrix" ], false, ref modelMatrix ); GL.Uniform1( program.Locations[ "alpha" ], alpha ); GL.Uniform1( program.Locations[ "animated" ], Animated ? 1 : 0 ); GL.Uniform1( program.Locations[ "frames" ], Frames ); GL.Uniform1( program.Locations[ "current_frame" ], CurrentFrame ); GL.EnableClientState( ArrayCap.VertexArray ); GL.BindBuffer( BufferTarget.ArrayBuffer, VertexBuffer.ID ); GL.VertexAttribPointer( program.Locations[ "position" ], 4, VertexAttribPointerType.Float, false, 6 * sizeof( float ), 0 ); GL.VertexAttribPointer( program.Locations[ "texcoord" ], 2, VertexAttribPointerType.Float, false, 6 * sizeof( float ), 4 * sizeof( float ) ); GL.EnableVertexAttribArray( program.Locations[ "texcoord" ] ); GL.EnableVertexAttribArray( program.Locations[ "position" ] ); GL.EnableClientState( ArrayCap.IndexArray ); GL.BindBuffer( BufferTarget.ElementArrayBuffer, ElementBuffer.ID ); GL.DrawElements( Mode, IndexArray.Length, DrawElementsType.UnsignedInt, 0 ); GL.DisableVertexAttribArray( program.Locations[ "position" ] ); GL.DisableVertexAttribArray( program.Locations[ "texcoord" ] ); }[/code][/QUOTE] Why so many GLuniforms? alpha,Animated, Frames, and CurrentFrame seem pointless. Also consider doing multiple renders in one call of glDrawElements if all the renders are the same thing. You can also look into VBOs as well.
Alpha is obviously the transparency, I hardly see it pointess. Number of frames and the current frame are there because I decided I'd do animations in the shader to make it faster/ see if it can be done. It works and I don't think there's anything wrong with it. Anyways, how would I render more than one mesh with glDrawElements if I need to swap the texture on each one? (I checked and the DrawElements call is what's taking up most of that render time)
[QUOTE=Darwin226;25464758]Alpha is obviously the transparency, I hardly see it pointess. Number of frames and the current frame are there because I decided I'd do animations in the shader to make it faster/ see if it can be done. It works and I don't think there's anything wrong with it. Anyways, how would I render more than one mesh with glDrawElements if I need to swap the texture on each one? (I checked and the DrawElements call is what's taking up most of that render time)[/QUOTE] Alpha should be in your textures, unless you are drawing the same texture at different alphas, which would be a rare case. That actually makes alot of sense, I might implement that myself. You need to create a texture atlas, which is simply all of your textures in one large image. I do it in Inkscape, with a large canvas and a grid equally dividing the image into parts. Then I just import whatever I want, shrink it into a part of the grid and save the whole thing as a svg. To load the atlas I use ImageMagick, which lets me use any image format I want easily.
Dynamic alpha for the same texture is in no way rare 2D games. A lot of stuff needs to fade out. I'll do the atlas thing when I'm making something bigger where it makes sense to group textures.
[QUOTE=Jallen;25379712]Game I made in 2 hours, 59 minutes: [media]http://www.youtube.com/watch?v=cDjmhIVjKps[/media] And a timelapse of me making it: [media]http://www.youtube.com/watch?v=rTBdgCDV99s[/media] Finished my site page for it: [url]http://jallenbah.co.uk/pickerupper.php[/url][/QUOTE] Faster than a raging Jallen! [media]http://www.youtube.com/watch?v=Z4tfBLz5uUM[/media] (Let it process)
"This video is unavailable"?
YouTube processing is taking quite a while.
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