• What are you working on? V10
    2,002 replies, posted
Why does everyone think null needs convincing to apply for a job?
[QUOTE=Joshyy;22191522]It's DrLuke, he's always late.[/QUOTE] I didn't see the new site, and I thought I'd be totally smart and things because I posted it first I'M SORRY OK? :saddowns:
[QUOTE=Joshyy;22192120]Looking good. Got a rough ETA of when we can expect a playable demo?[/QUOTE] when it's like, ready and stuff :v: Depends on if I get Steamworks or not
[QUOTE=NovembrDobby;22192414]when it's like, ready and stuff :v: Depends on if I get Steamworks or not[/QUOTE] Also, making your game in C# means your game can be decompiled, which means we'll see awesome mods :v:
I already plan to let users make their own level packs (pretty much possible already) and set base game folders to load new textures and sounds and stuff. I can't imagine many people would want to trawl through my code in its current state, never mind decompiled D: (is that even legal?)
[QUOTE=Dlaor;22192752]Also, making your game in C# means your game can be decompiled, which means we'll see awesome mods :v:[/QUOTE] Err? Releasing a binary means it can be decompiled.
Added support for multiple Sets of data. Wondering what I should add next. [url]http://bytecove.co.uk/stuff/graph.html[/url] [img]http://bytecove.co.uk/stuff/jsGraph3.png[/img]
[QUOTE=arienh4;22192855]Err? Releasing a binary means it can be decompiled.[/QUOTE] You can't turn a C++ binary back into C++.
[QUOTE=Dlaor;22193936]You can't turn a C++ binary back into C++.[/QUOTE] Theoretically you can, but it would be kinda difficult. You simply get assembly. That's the same as with .NET by the way, IL is quite like assembly.
[QUOTE=NovembrDobby;22191866]Added support for multiple languages: [IMG]http://i163.photobucket.com/albums/t315/novemberdobby/rotion43.png[/IMG] it was easier than I expected, I just made a .txt list of string references that can be filled in by translators.[/QUOTE] There are a few mis-translations in there. It should be "Zoom avant automatique" and "Jeu libre" (singular).
Oh, thanks, those are the only bits I translated so far (just to show it off) and my French is a bit rusty. Are you sure about 'Jeu libre' though, because it's defining the size of 'free' games so I thought it'd be plural?
Enough work for 2 days. [url]http://bytecove.co.uk/jsgraph/[/url] Time to work on something else for a bit
[QUOTE=danharibo;22197016]Enough work for 2 days. [url]http://bytecove.co.uk/jsgraph/[/url] Time to work on something else for a bit[/QUOTE] Looks good. This could be useful. :v: Now you should make it have animations and respond to user input.
I'm currently rewriting the text-rendering for my company's MHEG engine. We're having trouble with the syntax for Hong Kong fonts, and it was due ages ago, so I'm working on it at home. Oh yeah, this is a game-programming forum... Bye...
I am writing an RPN calculator. But I am a little confused on how division works in RPN. Please tell me which of the two examples is correct: 4 2 / = 2 4 2 / = 0.5
I've written a little app for brightness adjustment on my netbook. Windows was taking ages to boot (3-5 minutes until I could use it, seriously), so I thought I'd give ubuntu netbook edition a go. I'm really impressed: the interface is slick, and easy to use, and it boots up really fast (from the pressing the on button to usable in 30 seconds - I'm timed it :D, and that's including all the bios stuff) . But yeah, the one bug I had was that there was no way to adjust screen brightness: a bit of googling showed you could use the setpci command to adjust it on the console. I picked pyGTK utterly arbitrarily read the first tutorial page and a bit of the documentation, and now have a nice little app with a slider to set screen brightness.
[quote=ipope;22197781]i am writing an rpn calculator. But i am a little confused on how division works in rpn. Please tell me which of the two examples is correct: 4 2 / = 2 4 2 / = 0.5[/quote] 4 2 / = 2 [quote]Note that, despite the name, reverse Polish notation is not exactly the reverse of Polish notation, as the operands of non-commutative operations are still written in the conventional order (e.g. "/ 6 3" in Polish notation corresponds to "6 3 /" in reverse Polish, both evaluating to 2, whereas "3 6 /" would evaluate to 0.5).[/quote] [url]http://en.wikipedia.org/wiki/Reverse_Polish_notation[/url]
Still working on my game, I'm going to just make all the levels from brushes so I can then work on them in stages. But I was working on level 1 for a while and the basic layout seems ok, but I need to make it far less blocky and get some better textures and add more colours. My uncle came over to look at it and gave me some hints and perfect ideas to make my game really good (He's the story writer for "The Saga of Ryzom" which got an award for best story!(And is now fully open-source) [url]http://www.ryzom.com/en/[/url] [img]http://sphotos.ak.fbcdn.net/hphotos-ak-snc3/hs581.snc3/30646_1449987245628_1111630009_1319060_1187973_n.jpg[/img]
Fuck this shit. I am done bothering with puttygen. I searched and have only been able to find the name "public key blob" as a reference but not the actual format.
Move along
Please be a troll. PLEASE be a troll.
Just a small update for the bar graphs, I think I'll add gradients next or something [url]http://bytecove.co.uk/jsgraph/[/url]
[QUOTE=Canary;22201288][img]http://sphotos.ak.fbcdn.net/hphotos-ak-snc3/hs581.snc3/30646_1449987245628_1111630009_1319060_1187973_n.jpg[/img][/QUOTE] Have you posted this before? It looks good, tell us more :smile:
Can't even make out what it is.
[QUOTE=windwakr;22193848]You could do something like this: [code] printax: pusha push 0 mov bx,10 @@: xor dx,dx div bx push dx or al,al jz @f jmp @b @@: pop ax or al,al jz @f add ax,'0' call putchar jmp @b @@: popa ret [/code] Not pretty, but it gets the job done and preserves the registers. [/quote] Awesome, I'll take a look at that. [quote] As for the 'div' instruction, you should check it out in the docs, if you haven't already: [url]http://www.intel.com/products/processor/manuals/[/url] Gotta remember to clear out (e)dx, as div actually works on double the size you specify.[/QUOTE] I was reading the page on [url=http://faydoc.tripod.com/cpu/div.htm]Faydoc[/url], but I'll see if the Intel manual is any better. [editline]09:56AM[/editline] Cool, it works: [img]http://ahb.me/2NT[/img] Thank you, kind sir. [editline]09:58AM[/editline] Also I like how you've used the stack to do the numbers in reverse, I never thought of that :/ [editline]10:02AM[/editline] Woops, your subroutine screws up the stack when the number has a zero in one of the places. I'll try to fix it and post results. [editline]10:20AM[/editline] I saved SP to CX after the PUSHA instruction, and restored CX back to SP right before the POPA instruction. It saves the stack, but the printax routine still fails when the number has a zero in it: [img]http://ahb.me/2NY[/img] [editline]10:22AM[/editline] Yay, fixed it by using a different magic number to signal the end of the number to the printing part: [code] putax: pusha mov cx, sp push 42 mov bx, 10 .a: xor dx, dx div bx push dx or ax, ax jz .b jmp .a .b: pop ax cmp ax, 42 je .c add ax, '0' call putchar jmp .b .c: mov sp, cx popa ret [/code]
i thought this is "what are you working on" not "show off your useless assembly code" [highlight](User was permabanned for this post ("Shitposter" - birkett))[/highlight]
[QUOTE=diplo;22204725]i thought this is "what are you working on" not "show off your useless assembly code"[/QUOTE] I thought this is "what are you working on" not "troll the users without posting any content"
I thought this was that one place with smart people not that one place with people trollin around like its nobodies business.
I thought it was real butter.
Y'all thought wrong.
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