[QUOTE=Joshyy;24865106]Enough is enough Boff.
I'm not too keen on it because I was part of the fail dev team, [B]only two people who started writing from scratch was me and VBitz. [/B]We had no direction. Go read the thread and you'll understand.[/QUOTE]
Who cares if I didn't start from scratch? I wanted to do it my way so I branched off.
[QUOTE=BlkDucky;24869118]Plugin support would be cool.[/QUOTE]
I would, but I'm not sure what all would be practical. (Turb making pong for it would make me lol though)
I'm working on a Minesweeper clone.
[img]http://img695.imageshack.us/img695/8831/minesweeper.png[/img]
The console interface is just a temporary solution while developing the "engine". I will later add graphics with SFML.
[QUOTE=VeryNiceGuy;24868694]Thanks, I've been needing some CC. I'll get to this ASAP. Also, it's not intended for programming stuff, it's just a better replacement for notepad or something. But I guess I can add modes for languages for programming :v:[/QUOTE]
You should implement all the extra stuff like syntax highlighting in Lua or something else that's nice, as a plugin, and allow new plugins. I'd definately use your text editor then. It's hard to find a simple, portable, modifiable text editor. And scripting would allow you to do nice things like basically turn it into an IDE etc.
These are very wonderful ideas, but I'm not sure if I can do all of them. I might need help, but I'll let you know if I get stuck. For now, I'll make a list of features, like a to-do list:
[quote=List]
Plugin System
Syntax Highlighting
Font changing
[/quote]
All I can remember for now.
[B]Edit:[/B] Also, I don't want to make this complex at all. I'd prefer to keep it simple to use, so people don't get confused with it. I don't want too much extra stuff that people don't know how to use / don't use at all. I might add a mode that's toggle-able called 'Coding IDE' or something.
Working on a tic tac toe game console game in C++. Coming together good so far. First real C++ project, getting accustom to everything.
Im converting my game to 4.0 :D
[url]http://creators.xna.com/en-US/launchcenter[/url]
sooooo happy
[QUOTE=Miktor.;24866658]Most of all, it sounds like an audio editor.[/QUOTE]
Actually it sounds like a Microsoft product.
[url=http://grv.microsoft.com/]Oh wait it is.[/url]
I'm working on a Bubble Bobble game.
If any of you played it you might remember it's jump mechanics. When you press a button, the character goes up and continues to go up until it reaches the maximum jump height or the button is released.
There was no jump curve.
In almost every other platformer the speed of ascend is decreased the higher you get and you get a curve.
Both of these things are really easy to make but I don't know if I should go with the classic way or the more realistic way.
Suggestions?
[QUOTE=Darwin226;24876142]I'm working on a Bubble Bobble game.
If any of you played it you might remember it's jump mechanics. When you press a button, the character goes up and continues to go up until it reaches the maximum jump height or the button is released.
There was no jump curve.
In almost every other platformer the speed of ascend is decreased the higher you get and you get a curve.
Both of these things are really easy to make but I don't know if I should go with the classic way or the more realistic way.
Suggestions?[/QUOTE]
You mean the more you hold the button, the higher you jump? Because that's pretty much what Mario did too.
No, I mean that in the first method the speed is constant while in the second method the speed decreases as you get higher (affected by gravity if you want to call it that)
[QUOTE=polkm;24873920]Im converting my game to 4.0 :D
[url]http://creators.xna.com/en-US/launchcenter[/url]
sooooo happy[/QUOTE]
Is there any new PC stuff or is it just for those damn windows phones?
[QUOTE=NovembrDobby;24876597]Is there any new PC stuff or is it just for those damn windows phones?[/QUOTE]
[quote]It adds support for the Windows Phone 7 platform (including 3D hardware acceleration), framework hardware profiles, configurable effects, built-in state objects, graphics device scalars and orientation, cross-platform and multi-touch input, microphone input and buffered audio playback, and Visual Studio 2010 integration.[/quote]
From Wikipedia.
[QUOTE=NovembrDobby;24876597]Is there any new PC stuff or is it just for those damn windows phones?[/QUOTE]
Just installed it on my laptop, Includes tools for PC, 360 and 7 Phones.
I installed all my dev tools on my PC 2 days ago so it has the beta, Typical.
[QUOTE=raBBish;24876617][quote]Visual Studio 2010 integration[/quote][/QUOTE]
Thank fuck. Goodbye VS2008.
[editline]0[/editline]
FFFfff ... they've changed how SpriteBatches are begun so now my camera doesn't work.
[editline]0[/editline]
All fixed. Cya VS 2008.
Still trying to fix my textured primitives, but ill get it. Once I convert fully Ill make something neat to show you guys.
[QUOTE=Darwin226;24876142]I'm working on a Bubble Bobble game.
If any of you played it you might remember it's jump mechanics. When you press a button, the character goes up and continues to go up until it reaches the maximum jump height or the button is released.
There was no jump curve.
In almost every other platformer the speed of ascend is decreased the higher you get and you get a curve.
Both of these things are really easy to make but I don't know if I should go with the classic way or the more realistic way.
Suggestions?[/QUOTE]
I remember all too well. Why not make both? Add a setting to switch between.
[QUOTE=Joshyy;24886803]I remember all too well. Why not make both? Add a setting to switch between.[/QUOTE]
It'd be amazingly hard to balance to jump types and make them both just the right difficulty on platformers.
[media]http://www.youtube.com/watch?v=cnJqgSllVpw[/media]
I have been very lazy. I revisited boss-code and tweaked bullet-function. Now you can change bullet colours, even during gameplay.
[QUOTE=Jawalt;24887912]It'd be amazingly hard to balance to jump types and make them both just the right difficulty on platformers.[/QUOTE]
The mario style works fairly well in games, maybe it's just me, but I hate having a definite jump height.
@Darwin, if you plan to have gaps they fall in, do the hold-button-for-higher-jump method.
[img]http://imgur.com/Jb63T.png[/img]
marching squares for collision mesh generation for a 2.5d game i'm developing. takes a slice from a larger voxel set that makes up 3d level geometry.
Working on a web framework for Kari:
Here's app.kari:
[code]
get "/" ::
put "<h1>Welcome aboard.</h1>"
put "<h3>You're riding Kari Web</h3>"
put "<p><a href='/add'>Calculator page</a></p>"
.
p:
p "
<form action='/add' method='post'>
<input name='a' /> + <input name='b' /><br/>
<input type='submit' value='Calculate!' />
</form>
"
. => add_form
get "/add" ::
add_form @put
.
post "/add" ::
add_form @put
put "<hr />"
put add POST_a POST_b
.
[/code]
And here's what it produces:
[img]http://ahb.me/sFZ[/img]
Just finishing a simple drag-n-drop app that will renumber the lines on our Gcode programs in school. Then one we have was a real pain in the ass. It fucked up all of my formatting.
In class I made a Gcode program that engraves "Hello World" into a 2"x3"x1.5" wax block. It's 92 lines now (without whitespace and several commands on a single line), but I need to add two more lines for every time it moves on the Z axis to slow it down then speed it back up.
[editline]12:18AM[/editline]
I'm scared.
It actually works.
[img]http://imgur.com/XVP3T.gif[/img]
in reality, this runs in realtime.
[QUOTE=deloc;24892787][img]http://imgur.com/XVP3T.gif[/img]
in reality, this runs in realtime.[/QUOTE]
Rated artistic because I do not really know whats going on.
It kinda looks like this
[url]http://en.wikipedia.org/wiki/Conway's_Game_of_Life[/url]
Try looking 3 posts above it.
Or look up [URL="http://en.wikipedia.org/wiki/Marching_cubes"]marching cubes[/URL].
Wikipedia does have a page for marching squares as well, but it's a bit weird - in reality, marching squares, which you see above, is essentially a 2d version of marching cubes.
[QUOTE=deloc;24892787][img]http://imgur.com/XVP3T.gif[/img]
in reality, this runs in realtime.[/QUOTE]
it'd be really nice to see dynamic shadowing be handled like this, seeing that, in most games the shadows look like the left
[QUOTE=Vbits;24893425]It kinda looks like this
[url]http://en.wikipedia.org/wiki/Conway's_Game_of_Life[/url][/QUOTE]
Not even remotely.
Implemented objects in Kari! (I needed to do this so Views in Kari Web MVC could access more than one varaiable)
[img]http://ahb.me/sKo[/img]
[editline]05:48PM[/editline]
[img]http://ahb.me/sKx[/img]
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