[QUOTE=DrTaxi;45612613]What really surprises me is that SetPixel has been around for nearly 15 years and this is the first time I've seen someone do this.[/QUOTE]
Really? I've found loads of interesting things to do with this new found ability. For example this:
[IMG]http://i61.tinypic.com/2ro41av.png[/IMG]
That was me taking each byte from a file, converting it to a integer and then how far it goes down represents the number of the integer :p (With random colours of course!)
I think why I've been having a lot of success with this project is due to a shift in my thinking and my design process
My old way of thinking was asking "What will happen in my program?" It's the obvious way to think about it and really has an appeal of instant gratification. I would decide on a feature and throw code at until it worked, without considering how it would interfere with other code or whether my implementation was the best way to go about things. I ended up with heavily entangled code and a lot of tears.
My new way of thinking is "Why will these things happen in my program?" I sit down and write it out, and throw out any ideas I have. I flesh them out and change them if they aren't working out. The whole time I'm making sure that if any part of the idea has a leap of logic (e.g. You're overcome by fear after witnessing a murder, how do you react? By running away), that I go another level deeper trying to figure out what the intermediate steps are (in the example's case, by further developing objective processing).
Once I'm satisfied and confident that everything is broken down in a way that there are no leaps of logic, then I finally touch my code. The magic kicks in here, and if I've really thought it out properly, then I simply follow the ideas and it's (mostly) obvious what I have to do in the code to make it happen. (There are exceptions to this. In the case of my Limb system, the code to fulfill a 4 line idea was an immense, monolithic algorithm 350 lines long because some things FAR easier said than done in code)
Overall it's not a hard thing to do and most people probably have their own way of doing this already (whiteboards). After writing this out it's apparent that it's not only this helping me out, but thinking outside the box on a lot of topics with common solutions (which is also a somewhat common thing? oh well)
My AI certainly won't be smart like something based on neural networks, but it'll definitely allow for really entertaining/varied NPCs. I'll do a more thorough write-up on it once I've gotten partway through implementing it, I think it's a pretty interesting approach
Working on my first game. A simple hockey manager set in 2050.
Sometimes it generates really short players. I think I'll leave it that way :v:
[img]http://i.imgur.com/MwxwFIK.png[/img]
Um actually my mom said 4'10" was tall...
[QUOTE=Berkin;45612437]This is so impractical yet so entertaining.
I feel like we violated a law of Command Prompt physics.[/QUOTE]
Someone stick a raytracer in it.
[QUOTE=Hng;45614664]Someone stick a raytracer in it.[/QUOTE]
Or a whole game.
I don't think we can, there's no way to revert SetPixel as far as I can see :/
[QUOTE=Lumaio;45614872]I don't think we can, there's no way to revert SetPixel as far as I can see :/[/QUOTE]
You could make a really hard version of snake.
[QUOTE=Lumaio;45614872]I don't think we can, there's no way to revert SetPixel as far as I can see :/[/QUOTE]
I can hook into the DC using System.Drawing.Graphics, which means I can clear the whole screen with one method call. It's not that hard.
[QUOTE=cartman300;45610408]Well i'm not gonna really have proper physics, it's gonna be minecraft styled physics.
And about that 120 cell, i can't imagine any 4 dimensional object so that's gonna be a problem.
[...][/QUOTE]
As long as you don't require a consistent "up", you can just stitch dodecahedra onto each other at their faces into infinite loops to make one.
Maybe not [I]exactly[/I] a 4-dimensional thing, but it's a valid projection of it.
Made it generate little biographies for the players based on their nationality and highest stats.
[IMG]http://i.imgur.com/wNmeqYV.png[/IMG]
I've been continuing development on my game Mine Field Crosser, I recently re-wrote my game grid creation system and I got to thinking about allowing players to choose the size of the grid as well as difficulty, I think I'll need multiple high score lists if I do though.
[B]The way it all works now:[/B]
Players get 1 point for each square they enter without getting blown up.
If the player gets blown up they lose 3 points.
Players may place flags on squares for bonus points:
+3 for each mine flagged, -3 for each empty square flagged
If you make it across you get a bonus of 10,20,30, depending of difficulty.
High scores are done by point total and ties are resolved by time taken to get that score.
There are three difficulties, easy, medium, and hard. These currently correspond to the percentage of the game grid that will be mines.
The grid manager creates a path, fills some of the not path areas with obstacles then fills the rest of the empty squares that are not path and not obstacles with the appropriate percentage of mines.
The current game grid is 20 wide by 30 long.
This all seems to work good.
However I believe i'll need to keep several high score sets, one for each size of grid. I could let the player pick any size in a range keeping it longer than it is wide or I could offer several choices of grid size that are the same ratio I have now, like 10x15, 20x30, and 30x45. It seems like a mess to do, but i'm just not sure what people will like.
So if you don't mind lending me your opinion....
[B]Agree[/B]: DO NOT implement multiple grid sizes
[B]Disagree[/B]: Implement multiple grid sizes with corresponding high score lists
Thanks for the feed back, i'll post more content when I finish my detect animation.
I added a separate form that handles loading the audios just to have a nice progress bar to look at. I also added another nice progress bar that shows the current position of the playing audio.
[t]http://i.imgur.com/uvTYLXp.png[/t]
[t]http://i.imgur.com/t2aebmm.png[/t]
[img]http://i.imgur.com/dxLki0G.png[/img]
:v:
[img]http://i.imgur.com/WAkF33X.png[/img]
Working on map gen for an unnamed isometric RTS game :D
Started working on it this morning, and I just got on WAYWO and noticed everyone else is making mapgens... oh well.
Still cool I think!
[QUOTE=Extravagant;45612901]That was me taking each byte from a file, converting it to a integer and then how far it goes down represents the number of the integer :p (With random colours of course!)[/QUOTE]
We could make secret messages with this :o
[QUOTE=Lumaio;45617029]We could make secret messages with this :o[/QUOTE]
It's not so secret anymore now, is it? :v:
Would be easier just to flash Morse code by slowly changing the console background between two subtly different shades of very dark grey?
[QUOTE=Rayboy1995;45611639]I think have terrain generation good enough for now. I was hoping to have it less circular, but I'm tired of messing with that part at the moment.
-Awesome pic-
[/QUOTE]
If you are looking for island generation I did something similar a couple of months ago (I also thought I posted it here) anyway I can look up how I did it when I get home :
[IMG]https://dl.dropboxusercontent.com/u/28926055/island.png[/IMG]
[QUOTE=COBRAa;45616758][img]http://i.imgur.com/dxLki0G.png[/img]
:v:[/QUOTE]
And what editor is that?
[QUOTE=Arxae;45617439]And what editor is that?[/QUOTE]
Looks to me like Gedit.
The enemies can now lose the player's trail. I still need to add a better behaviour than making him walk to the last point he saw the player. You can make suggestions for what he could do.
I made a little noclip cheat to test it a bit better.
[video=youtube;_NZqe3QAvPk]http://www.youtube.com/watch?v=_NZqe3QAvPk[/video]
[QUOTE=Lumaio;45617029]We could make secret messages with this :o[/QUOTE]
Well... you can also SetPixel on more than the console... So, we could redraw a picture onto a clients computer on every process... (evil laugh)
But in other matters, I think I will use this to work on something new, like a console music visualizer or something along those lines (like I did with the byte thing) :dance:
[QUOTE=quincy18;45617379]If you are looking for island generation I did something similar a couple of months ago (I also thought I posted it here) anyway I can look up how I did it when I get home :
[/QUOTE]
Oh hey that would be very nice. Feel free to PM me a link or something. Thanks!
[editline]7th August 2014[/editline]
Also on an unrelated note I finally skeletal animation working in my engine. Looks like I'll be modelling a character tomorrow. Woooo I'm excited!
[QUOTE=Extravagant;45617517]Well... you can also SetPixel on more than the console... So, we could redraw a picture onto a clients computer on every process... (evil laugh)
But in other matters, I think I will use this to work on something new, like a console music visualizer or something along those lines (like I did with the byte thing) :dance:[/QUOTE]
Fair enough, but there is a pretty big limit to what you can do, mostly to do with how god damn slow SetPixel is.
[QUOTE=RickDork;45611418]I am coding something in C++.
This is the code: [url]https://github.com/RickDork/Sora[/url]
Tell me what you think of my code.[/QUOTE]
You could perhaps make your commits a little more descriptive and say what you added, changed or removed instead of "updates" :v:
Putting together dictionaries is a pain in the ass.
Here's a [URL="http://berkin.me/manbox/#4513AC1EDFA02194A56436CCE595077A5369584F"]pattern[/URL] I wrote up to showcase the bit I'm working on at the moment. I'm hoping to get every entry in this list classified by the end.
[t]http://i.imgur.com/yThnbAI.png[/t]
Hexclock Live Wallpaper for Android
[I]Tells you what time and colour it is[/I]
Based on a design by [url="https://twitter.com/jacopocolo"]Jacopo Colò[/url]
[URL="https://play.google.com/store/apps/details?id=uk.co.hgreen.hexclockwallpaper"]Google Play Store[/URL]
[t]https://lh3.ggpht.com/ihD1lG3qbU3dN-wdG5CRjrEqFQ9Hp0hgpQjigqgAx7Yv4DVEntqqzjejy4uIk8MIFg8=h900-rw[/t]
[QUOTE=laserpanda;45616054]Made it generate little biographies for the players based on their nationality and highest stats.
[IMG]http://i.imgur.com/wNmeqYV.png[/IMG][/QUOTE]
I laughed when I saw 182 fights in 33 games. How was he not banned after the first game hahaha
So I'm now working on visualizing different things in the console window..
(ignore the project name, that's what it was originally going to be but I couldn't be bothered to make a new project)
Before anything, this isn't an actual waveform, it's just the bytes like the other version
[IMG]http://i57.tinypic.com/k9cosg.png[/IMG]
Next I think I will try and visualize another window that's already open, into the console
Sorry, you need to Log In to post a reply to this thread.