• What Are You Working On? V13
    5,003 replies, posted
I wonder if Nullsquared still reads this.
I'm currently trying to polish my game and make it look pretty. :P Having some trouble with the start up menu though, any ideas? [img]http://i51.tinypic.com/dgoqkg.jpg[/img] Currently there's that light in the center and it rotates displaying the "Zombie Outrage 2" logo. But it's definitely missing some stuff. Any ideas on what to add to it to make it look nicer?
Maybe some zombies wandering around. And occasionally someone someone dead appears and zombies within a radius eat the body. And some zombies getting bored and attacking other zombies.
[QUOTE=ZeekyHBomb;25684668]Maybe some zombies wandering around. And occasionally someone someone dead appears and zombies within a radius eat the body. And some zombies getting bored and attacking other zombies.[/QUOTE] Thanks bro you're a damn genius. : D I'm also planning on working on a master server where people send there scores and survival time when playing single player, and in that menu it shows the highest scores and things like that. But by any chance, do any of you guys have any ideas on what may seem fun in a top down zombie game? It uses box2D for physics by the way if that opens up any ideas. But remember that it's top down. Thanks in advance : )
What about the light from the bottom flashing and having the name/logo in the midle?
[QUOTE=xAustechx;25684732]Thanks bro you're a damn genius. : D I'm also planning on working on a master server where people send there scores and survival time when playing single player, and in that menu it shows the highest scores and things like that. But by any chance, do any of you guys have any ideas on what may seem fun in a top down zombie game? It uses box2D for physics by the way if that opens up any ideas. But remember that it's top down. Thanks in advance : )[/QUOTE] Does you game feature a flame thrower? If not, a flame thrower :D Does it have deployable auto-turrets? They could have either a limited time (electricity) or limited ammo. Or both. And maybe 'turrets' that will automatically shine on zombies near. Also limited in time of course. A timed night-vision. Do you have landmines? Maybe they could also have a small delay, so that when a group approaches it'll take out some more + a short light-flash. Also, sorry if any of those are in your game. I haven't played it yet :ohdear: Downloading it now and trying via Wine. Also, any chance of a Linux native port? Just SFML and Box2D right? Any other dependencies?
[QUOTE=ZeekyHBomb;25685009]Does you game feature a flame thrower? If not, a flame thrower :D Does it have deployable auto-turrets? They could have either a limited time (electricity) or limited ammo. Or both. And maybe 'turrets' that will automatically shine on zombies near. Also limited in time of course. A timed night-vision. Do you have landmines? Maybe they could also have a small delay, so that when a group approaches it'll take out some more + a short light-flash. Also, sorry if any of those are in your game. I haven't played it yet :ohdear: Downloading it now and trying via Wine. Also, any chance of a Linux native port? Just SFML and Box2D right? Any other dependencies?[/QUOTE] Funny you say that, it does have a flame thrower ;D As for Turrets, no, but thanks, I like the sound of it. And landmines sound cool. So does anything with explosions actually. And yeah, it's just SFML and Box2D. But I plan on using FMOD for audio in the future. I just need good sounds and I never had good luck with that. And thanks for downloading it, it's version 0.303 alpha, so it's probably not all too good and likable at the moment. :/ But thanks again for all the advice. :) Also, what do you think of this: [media]http://i54.tinypic.com/jaxsfm.jpg[/media] Dual Lights
Haha, cool. It's like the O is a lighthouse :P. I just played it and I don't know if it bugs because of Wine (which I find unlikely) but my bullets seemed to tend to pass through some zombies.
I'm currently porting my game engine to C++. I haven't used C++ for ages so picking up all the quirks is annoying me but I'll get there in the end. That said, templates and overloading make for much nicer code :) [img_thumb]http://img.meteornet.net/uploads/j1z6syhlw/gaem.png[/img_thumb] [img_thumb]http://img.meteornet.net/uploads/a44x/wat.png[/img_thumb] A long way to go :v:
[QUOTE=ZeekyHBomb;25685181]Haha, cool. It's like the O is a lighthouse :P. I just played it and I don't know if it bugs because of Wine (which I find unlikely) but my bullets seemed to tend to pass through some zombies.[/QUOTE] Ah shit. Never had that problem before. Are any of them even hitting that zombies? 0.o
Yes. It seems like you don't do line-intersection checks but move the bullets by their velocity and test for intersection at their current position.
Some more progress on my Frankenstein of a program. [IMG]http://i902.photobucket.com/albums/ac222/ScreenNamesSuck/MoreProgress.png[/IMG] I'm trying to write something like a "falling sand game" in raw DirectX/C++, all written from scratch. No SFML or anything. [media]http://www.youtube.com/watch?v=mM_HpBmKQd0[/media] Don't mind the mouse bug, it's just Fraps being glitchy.
[QUOTE=Catdaemon;25685182]I'm currently porting my game engine to C++. I haven't used C++ for ages so picking up all the quirks is annoying me but I'll get there in the end. That said, templates and overloading make for much nicer code :) [img_thumb]http://img.meteornet.net/uploads/j1z6syhlw/gaem.png[/img_thumb] [img_thumb]http://img.meteornet.net/uploads/a44x/wat.png[/img_thumb] A long way to go :v:[/QUOTE] In case you don't know, it's best to pass non-trivial types (like std::string) as const reference, so you don't have to copy them. If you don't mind Boost, check out boost::circular_buffer for that History variable :) If you decide against it, check the size first, so it doesn't have to allocate memory for 129 entries just to afterwards remove one element ;) And why is in main every instance on the heap? Are those big classes that could cause a stack overflow? [editline]27th October 2010[/editline] my automerge :arghfist:
[QUOTE=ZeekyHBomb;25685367]In case you don't know, it's best to pass non-trivial types (like std::string) as const reference, so you don't have to copy them. If you don't mind Boost, check out boost::circular_buffer for that History variable :) If you decide against it, check the size first, so it doesn't have to allocate memory for 129 entries just to afterwards remove one element ;) And why is in main every instance on the heap? Are those big classes that could cause a stack overflow? [/QUOTE] Thanks for circular_buffer, looks a lot better. Ignore everything in the main function, that's just currently for "does this class work ok? good delete everything" for now.
[QUOTE=ZeekyHBomb;25685290]Yes. It seems like you don't do line-intersection checks but move the bullets by their velocity and test for intersection at their current position.[/QUOTE] Shit, yeah it does check for hits based on position. Would doing line intersection just be something like: Get the angle of the bullet See if a line going in that path will hit anything? Edit: Also thanks about the "O being a light house" thing. It wasn't on purpose but yeah I thought the same thing. :P
[QUOTE=xAustechx;25685511]Shit, yeah it does check for hits based on position. Would doing line intersection just be something like: Get the angle of the bullet See if a line going in that path will hit anything? Edit: Also thanks about the "O being a light house" thing. It wasn't on purpose but yeah I thought the same thing. :P[/QUOTE] You probably need to check if the line from the bullets last position to the bullets current position is intersecting with anything.
[QUOTE=Catdaemon;25685456]"good delete everything" for now.[/QUOTE] delete everything. Right :P [QUOTE=xAustechx;25685511]Shit, yeah it does check for hits based on position. Would doing line intersection just be something like: Get the angle of the bullet See if a line going in that path will hit anything? Edit: Also thanks about the "O being a light house" thing. It wasn't on purpose but yeah I thought the same thing. :P[/QUOTE] Yeah. Actually, Box2D should already do this according to their site. Weird. Maybe it really is a Wine-related bug :(
[QUOTE=ZeekyHBomb;25685790]Yeah. Actually, Box2D should already do this according to their site. Weird. Maybe it really is a Wine-related bug :([/QUOTE] That is a cpu-heavy feature that you have to enable per-body by setting isBullet = true.
My little mini text adventure/'hacking' minigame, henceforth known as FaekOS, is not going so well. Maps not liking me right now. :argh: map<string, VarVal> map; VarVal is just a class that holds values. My code apaprently 'changes the meaning of 'map''
[QUOTE=neos300;25685985]My little mini text adventure/'hacking' minigame, henceforth known as FaekOS, is not going so well. Maps not liking me right now. :argh: map<string, VarVal> map; VarVal is just a class that holds values. My code apaprently 'changes the meaning of 'map''[/QUOTE] You are declaring the variable "map" that is of the type "map". The compiler gets confused, so rename the variable.
The variable name is the same as the class name. Either keep the std:: or rename the variable. [editline]27th October 2010[/editline] :ninja: [editline]27th October 2010[/editline] :ninja:
Oh ok, thanks.
[QUOTE=ZeekyHBomb;25685790]delete everything. Right :P Yeah. Actually, Box2D should already do this according to their site. Weird. Maybe it really is a Wine-related bug :([/QUOTE] Cant say i have had any problems with it on my windows machine. Then again my preferred weapon is the flamethrower which probably doesn't have this problem :v:
-ninjas everywhere-
[QUOTE=ZeekyHBomb;25685181]Haha, cool. It's like the O is a lighthouse :P. I just played it and I don't know if it bugs because of Wine (which I find unlikely) but my bullets seemed to tend to pass through some zombies.[/QUOTE] it's not just wine.
What exactly is the point of interfaces? They don't really seem necessary, but I'm sure there is some reason why they're there.
[QUOTE=SamPerson123;25686490]What exactly is the point of interfaces? They don't really seem necessary, but I'm sure there is some reason why they're there.[/QUOTE] So if you change some design decision on your project, you don't have to scrap as much code.
[QUOTE=SamPerson123;25686490]What exactly is the point of interfaces? They don't really seem necessary, but I'm sure there is some reason why they're there.[/QUOTE] This is a bad example but imagine if you had classes Cube, Sphere, Pyramid. They all implement IDrawable and contains the Render() method. You can then have a list of IDrawables that is iterated through every frame and render them all. You might say, but why not inherit from the same base class? It's because you can have as much interfaces as you like, while you can only inherit from one base class.
[QUOTE=Sinclair;25680398]I didn't. I was just answering his question.[/QUOTE] You didn't I never asked about minecraft I know its made in java. Anyways unity uses a variation of javascript which runs standalone on windows but also runs of phones etc. Also for the guy who asked why to use what. There are advantages and disadvantages for each scripting language but it could also be personal preferences, like me liking lua because I used it more then python or javascript so I implement it in my game.
Whenever I call hue::writer << somestring; it says that there is no match for operator<<(string whatever&) Yet when I run the demo it compiles fine. C++ is such a hypocrite.
Sorry, you need to Log In to post a reply to this thread.