• What Are You Working On? - August 2014
    1,181 replies, posted
[IMG]http://i.gyazo.com/18b97c464538b09b3f5431bc2832e43f.png[/IMG] name generator :D
Now here's a challenge for you: generate a random name based on assembling together a random collection of syllables :)
[QUOTE=KillaMaaki;45727512]Now here's a challenge for you: generate a random name based on assembling together a random collection of syllables :)[/QUOTE] syllables as in app-le-sauce?
Well, I guess not technically syllables, but a random selection of strings. Actually if you REALLY want to be fancy with it, you could store a map of characters and possible characters which can come next. Then write a bit of code to analyze a chunk of text and generate the map of current character -> list of possible next characters. So assuming that was a Dictionary<char,List<char>> (that's probably what I'd use in C#, don't know the Java equivalent), you could do in psuedocode: [code] const int NAME_LENGTH = 10; char lastChar = randomChar(); string name = lastChar.ToString(); for( int i = 0; i < NAME_LENGTH; i++ ) { List<char> possibleNextChars = charmap[ lastChar ]; lastChar = possibleNextChars[ randomValue( 0, possibleNextChars.Count ) ]; name += lastChar; } [/code]
Better? [img] http://i.imgur.com/yD41oiC.png[/img]
I added some blending it looks alot better now. Before: [IMG]http://i.gyazo.com/6b9b3ca6112840e358fdde448385318e.png[/IMG] After: [IMG]http://i.gyazo.com/8ea5e0690fe668a74063e5dbd8627a49.png[/IMG]
I'm working on my physics platformer example I'm hoping to sell on the [URL="https://marketplace.yoyogames.com/"]YoYo (GameMaker) Marketplace[/URL], and I'm at the moment working on the Main Menu. [vid]http://zippy.gfycat.com/DopeySecondhandFox.webm[/vid] [vid]http://zippy.gfycat.com/ImpracticalGrimyEthiopianwolf.webm[/vid] [vid]http://fat.gfycat.com/VibrantPreciousAfricanaugurbuzzard.webm[/vid] Oh, I also finished the Lava. [vid]http://zippy.gfycat.com/PlumpAdventurousAmazonparrot.webm[/vid] [B]Edit[/B]: Fixed the links.
[IMG]http://i.imgur.com/aKiLAGW.gif[/IMG] Particles are cool i guess.
[video=youtube;H55PTfEmqMA]http://www.youtube.com/watch?v=H55PTfEmqMA[/video] Made a trailer for my game and prepared all press materials. First time contacting review websites, I have no idea how it'll go :tinfoil: [editline]18th August 2014[/editline] Actually, I should've first asked around here if people knew any good tips on how to get a puzzle game noticed. But I still have time, any help for a marketing noob like me?
[QUOTE=Darwin226;45725499]Except for the tiny little detail where it ALWAYS replaces tabs for spaces and there's no way around it.[/QUOTE] I can include an option to convert them to tabs when saving. It can be done with a simple Regex pattern replacement. [code](^|\n)(?<indent>\s{4})[/code] Replacing each "indent" group with the \t character will turn them into tabs.
[video=youtube;4BdyClVUp_8]http://www.youtube.com/watch?v=4BdyClVUp_8&feature=youtu.be[/video]
[QUOTE=Xerios3;45728850][video=youtube;H55PTfEmqMA]http://www.youtube.com/watch?v=H55PTfEmqMA[/video] Made a trailer for my game and prepared all press materials. First time contacting review websites, I have no idea how it'll go :tinfoil: [editline]18th August 2014[/editline] Actually, I should've first asked around here if people knew any good tips on how to get a puzzle game noticed. But I still have time, any help for a marketing noob like me?[/QUOTE] Looks really good! Whats the control scheme going to be?
[QUOTE=BackwardSpy;45726928]Source is up on github, perhaps you could correct that behaviour for your project?[/QUOTE] I can also write my own control or, what I'm currently doing, hack up the rich text box to do what I want. Hopefully, my code is decoupled enough so I can later replace it if there's need. [editline]18th August 2014[/editline] [QUOTE=Berkin;45729266]I can include an option to convert them to tabs when saving. It can be done with a simple Regex pattern replacement. [code](^|\n)(?<indent>\s{4})[/code] Replacing each "indent" group with the \t character will turn them into tabs.[/QUOTE] I wouldn't say that's acceptable behavior of a code editor. I'm open to be convinced otherwise though.
[QUOTE=Richy19;45729444]Looks really good! Whats the control scheme going to be?[/QUOTE] Move your balls around and push them against the walls, simple as that. Actually, the gameplay is similar to sokoban except that you move a whole line of blocks, left or right. I didn't invent the concept but with those rules puzzles tend to get really really difficult ( aka "fun" for people who love challenging puzzles )
I spent about 3-4 hours breaking my head over a bug where for some reason, a polygon would be rendered all weird unless it was a triangle. I figured out eventually that it was only the last polygon that exhibited this, but after an hour of staring at perfectly good buffer data I thought to look around. Finally, I found out the problem: I was writing to the element buffer without binding a VBO for another draw call. Moral of the story: check more than just the locality of the problem to find the solution. Also stop rearranging OpenGL calls just because they work and you want to feel cool.
[QUOTE=WTF Nuke;45730550]I spent about 3-4 hours breaking my head over a bug where for some reason, a polygon would be rendered all weird unless it was a triangle. I figured out eventually that it was only the last polygon that exhibited this, but after an hour of staring at perfectly good buffer data I thought to look around. Finally, I found out the problem: I was writing to the element buffer without binding a VBO for another draw call. Moral of the story: check more than just the locality of the problem to find the solution. Also stop rearranging OpenGL calls just because they work and you want to feel cool.[/QUOTE] It's pretty amazing how functional programming completely eliminates these kinds of problems. It's unfortunate that when dealing with OpenGL you can't really help yourself.
[QUOTE=Drury;45677400][url=https://www.youtube.com/watch?v=_my8OrrUZ-8]Is that game inspired by what I think it's inspired by?[/url][/QUOTE] Oh man, so much nostalgia. Rope maps were the tits. Most of my friends are console gamers so I was excited when they released it for 360. I was devastated to learn that the rope mechanics aren't the same anymore. zavist, you should try to match the rope mechanics. It seems like your character moves a bit too slow.
Asteroid generation: [vid]http://giant.gfycat.com/PresentPassionateEft.webm[/vid] The UVs are a bit funky at the moment. I might try using a cylindrical mapping using the longest axis as the height. Also thinking of relaxing the verts to smooth out the sharp edges you sometimes get.
[QUOTE=NovembrDobby;45731104]Asteroid generation: -snip- The UVs are a bit funky at the moment. I might try using a cylindrical mapping using the longest axis as the height. Also thinking of relaxing the verts to smooth out the sharp edges you sometimes get.[/QUOTE] i hate to be the immature one but [img]https://dl.dropboxusercontent.com/u/13397008/8-18-2014%203-53-51%20PM.png[/img] I felt that this was a peculiar looking asteroid
Fuck yeah! It took a bit of work, but I can now fully modify the cache. I can: -Read the cache index files -Read individual files in the cache -Extract archive files -Repack archive files -Repack the entire cache Note that the client I am using [b]is not my own.[/b] This means that it's reading my cache without me modifying its code in any way. So now I can change the name of the one item I wanted to change 8) [img]http://puu.sh/aYuZo/c2fc7a52d9.png[/img]
[IMG]http://i.imgur.com/8cP8b9l.png[/IMG] Math haaard :suicide:
[QUOTE=polkm;45733376][IMG]http://i.imgur.com/8cP8b9l.png[/IMG] Math haaard :suicide:[/QUOTE] Looks about right.
I'm curious, do you guys do your OpenGL stuff in pure code? Or do you use some sort of framework? [editline]phrasing, man[/editline] Bad phrasing, sorry, but it seems people know what I'm talking about. Things happen to my speech when I'm up for too long. :suicide:
[QUOTE=Lumaio;45733439]I'm curious, do you guys do your OpenGL stuff in pure code? Or do you use some sort of framework?[/QUOTE] Pure code for me. I am using my own opengl to lua bindings though
I mean it's pure code either way right? That seems like a really odd way to say without the help of any frameworks or what not, especially considering OpenGL itself is a structured interface for interacting with the GPU. To answer your question, I use C++/OpenGL with GLEW handling extensions, GLFW handling context and input, and GLM handling math and certain data structures. It could be "purer" by your definition, but a lot of the stuff those libraries take care of are extremely tedious and uninteresting boilerplate. Also, math haaard me too. Been trying to calculate terrain normals for way too long not sure wtf I am doing wrong. [IMG]http://i.imgur.com/Lnio3FMl.png[/IMG]
[QUOTE=Sam Za Nemesis;45731836]They all look like Frosted Flakes to me [img]http://www.theicecave.org/damage_control/multimedia/frosted-flakes-cereal-0909-de.jpg[/img][/QUOTE] More like coco puffs to me. [img]https://photos1.blogger.com/blogger/6473/2960/1600/cocoapuffs.0.jpg[/img]
Advertising all up in here.
[QUOTE=Lumaio;45733439]I'm curious, do you guys do your OpenGL stuff in pure code? Or do you use some sort of framework?[/QUOTE] Pretty much everybody who does C/C++ uses GLEW (or their framework does) And most people use a framework like OpenTK, GLFW, SDL, SFML to create Window/OpenGL-Context and handle input and stuff. [img]http://i.imgur.com/t4wh1T0.png[/img] Storing chunks in octrees now, using the octrees mainly for LOD rather then going all the way down to block level. Got Marching Cubes and Perlin-Noise running in ISPC, which gave me roughtly 2.5x performance over the C implementation in Visual studio. The result was that I manged to get my procedural generation significantly faster then i can transfer memory to my GPU, its not a big deal tho i can spend the spare CPU time on making it look less like shit. Normals still need some work and LOD levels don't stitch properly, and i need to make the buffer Uploading to the GPU async. But after that i can hopefully finally start on texturing, ao and maybe a decent skybox.
Got normals working, after wasting a bunch of time chasing my tail the code I had in the beginning needed one small change to be get correct results. Rotating directional light. Looks pretty trippy without casted shadows on the terrain. [IMG]http://i.imgur.com/CtLK80a.gif[/IMG]
Streaming applet thing for stuff. This is just a technical build so it looks ugly. Most of the playedlist and queue functionality is done + volume stuff. Extras don't work (cept votes). (Sorry for huge video) [vid]https://dl.dropboxusercontent.com/u/28522528/lol2.webm[/vid] Gotta double click the current song title to pop the lists open. They stick open till you manually close them. All other menus auto-collapse when you stop messing with them. What do you guys things of the idea/implementation?
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