• What are you working on? v15
    5,001 replies, posted
[QUOTE=xAustechx;27798542]*cough* So what are you guys working on?[/QUOTE] A weapon generator. I'm not even trying to join the bandwagon, I need one for my game. [img]http://gyazo.com/79e81df759b0bea4b69fb2e64e355307.png[/img] Something's wrong, though. :v:
[QUOTE=Hexxeh;27798793]I just post images of projects or features of projects I've finished? Isn't that pretty much what this thread is for?[/QUOTE] Yeah but others in this thread tend to hang around to see what everyone else is up to and give some C&C
[QUOTE=Hexxeh;27798793]I just post images of projects or features of projects I've finished? Isn't that pretty much what this thread is for?[/QUOTE] It's like christmas: the best part is giving. You need to give feedback, not just take feedback.
[QUOTE=xAustechx;27798542]*cough* So what are you guys working on?[/QUOTE] Well, everyone at college plays Tank Trouble (some free flash game that's for 1-3 players) in free periods/dinners but the controls and collision etc. are shite, so I was going to try and make a better version but I can't work out how to separate the rendering from the game loop - before, I updated all the instances every frame, but that meant everything moved faster if you increased the framerate... I thought I needed to use threads but I can't figure out how to make threads wait for each other to do things, the "guarded blocks" suggested by the java tutorials didn't work (the threads weren't notifying each other at all) and I don't really understand them that well. I could do with a good Java book, but I have no idea which to get. Learning from the internet is alright but it's hard to find things out - it's not that I don't know how to find the information, it's just that I don't know what to look for.
[QUOTE=aero1444;27799068]I thought I needed to use threads but I can't figure out how to make threads wait for each other to do things[/QUOTE] You mean mutexes?
[QUOTE=Hexxeh;27798793]I just post images of projects or features of projects I've finished? Isn't that pretty much what this thread is for?[/QUOTE]The thread is called "What are you [b]Working On[/b]" so I would assume it'd be more correct to post something WIP.
I've finally decided to make a roleplaying game for terminal but I can't decide whether I'll do it using C# or C++. Is there any decent libraries or tutorials you could point me to for either language? I'm interested in colours, making text bold etc if that is possible at all. In Windows.
[QUOTE=Awwent;27799767]I've finally decided to make a roleplaying game for terminal but I can't decide whether I'll do it using C# or C++. Is there any decent libraries or tutorials you could point me to for either language? I'm interested in colours, making text bold etc if that is possible at all. In Windows.[/QUOTE] No libraries needed, just the standard libraries in both languages will do fine.
[QUOTE=Awwent;27799767]I've finally decided to make a roleplaying game for terminal but I can't decide whether I'll do it using C# or C++. Is there any decent libraries or tutorials you could point me to for either language? I'm interested in colours, making text bold etc if that is possible at all. In Windows.[/QUOTE] For C++ there's PDCurses for colours etc. [url]http://pdcurses.sourceforge.net/[/url] NCurses is identical afaik so: [url]http://tldp.org/HOWTO/NCURSES-Programming-HOWTO/[/url] is useful for learning how to use it.
Hey wait isn't that a question?
[QUOTE=Awwent;27799767]I've finally decided to make a roleplaying game for terminal but I can't decide whether I'll do it using C# or C++. Is there any decent libraries or tutorials you could point me to for either language? I'm interested in colours, making text bold etc if that is possible at all. In Windows.[/QUOTE] To set console color, cpp [cpp] hConsole = GetStdHandle(STD_OUTPUT_HANDLE); SetConsoleTextAttribute(hConsole, color); [/cpp] For all colors [cpp] HANDLE hConsole = GetStdHandle(STD_OUTPUT_HANDLE); for(int i = 0; i < 128; i++) { SetConsoleTextAttribute(hConsole, i); std::cout << i << ": Some nice text!" << std::endl; } [/cpp]
[QUOTE=supersnail11;27799983]Hey wait isn't that a question?[/QUOTE] What?
[QUOTE=BlkDucky;27800032]What?[/QUOTE] So it should go in the "What do you need help with? V2"
[QUOTE=supersnail11;27800503]So it should go in the "What do you need help with? V2"[/QUOTE] Oh I see. Yes, it should. You worded that really poorly.
[media]http://i51.tinypic.com/zmfx2o.png[/media] 185x85 map generated and populated in less than 3 seconds. S = spawn point. E = exit point. . = random junk, not-really-useful items, such as common weapons, armors, potions. g = goodies, interesting items, scrolls, powerful potions, armors weapons. More goodies are in rooms further away from the spawn point. m = monster, enemy. More enemies further away from the spawn point, but can also appear randomly in small numbers.
That looks hellish to navigate, I love it
@Supah Awesome, keep up the good work. Sell it on steam and see if any one on here has a girl friend who might comment on... In other news, I think I finally get Public Private Key Encryption.
[QUOTE=likesoursugar;27799725]You mean mutexes?[/QUOTE] I have no idea, but basically: I have two threads, and I want one thread to control rendering while the other controls the game, but I'm not sure how to go about doing that because I need to instantiate all the objects before I try to render them (I was starting the render thread, creating the display and then starting the game loop, which needed to create the objects before the render thread started rendering them). I guess I could initialise all the objects first, but getting threads to wait for each other seems like a useful thing that I should learn. But like I said, I could do with a good book really.
Just been working on the VOIP system I am creating, was testing packets and how small they need to be so no delay is really noticeable when I DOS'ed my housemates computer... by accident of course. Probably should of seen it coming as sending a constant stream of data in varying packet sizes is never a good idea.
[QUOTE=Random112358;27801519]when I DDOS'ed my housemates computer...[/QUOTE] not distributed.
[QUOTE=haushippo;27801926]not distributed.[/QUOTE] Good point, although I was using separate threads to send stuff at the same time to test what happens when a computer receives packets at the same time so was slightly distributed, just distributed within Java.
So, because I have a copy of my music on my PC, a NAS and on my Notebook I just wrote myself the first part of a little syncing app.. Right now it's generating lists of all stored files (filename,size,date and crc32). So the second part can check for differences and move/copy files accordingly. Maybe there are already apps doing this somewhere on the web.. but since this is nothing that big I decided to do it myself :p It will also detect if two files are the same (size and crc equals) and will then ask the user what to do with it (like rename/move or keep), or compare the same files (filename wise) when they differ (size and crc wise) and copy over the newer file (since I often find better/higher quality versions of a song) If anyone's interested in it, I'll make it more user-friendly and release it after my exams :p
[QUOTE=Random112358;27802119]Good point, although I was using separate threads to send stuff at the same time to test what happens when a computer receives packets at the same time so was slightly distributed, just distributed within Java.[/QUOTE] Multiple sockets still isn't distributed.
[media]http://www.youtube.com/watch?v=CpfYQDIYUs0[/media] Just a simple game I wrote to make sure my framework was functioning properly.
[QUOTE=MrBob1337;27805492][media]http://www.youtube.com/watch?v=CpfYQDIYUs0[/media] Just a simple game I wrote to make sure my framework was functioning properly.[/QUOTE] Took me a while to realize you're on top. That kinda defies the pre-established standard for decades now :v:
i started working on my demo utility again and manage to get packet bitstream parsing working. [code]- demutil by stgn no thanks to AzuiSleet - valid demo loaded, here's some info: demo protocol: 3 network protocol: 15 server name: localhost:27015 client name: Ryan Kistner map name: gm_construct game directory: garrysmod seconds: 24.42 ticks: 1628 frames: 733 sign-on data: 118700 bytes voicedata: client 0, bits 1344 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 672 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 672 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 672 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: 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bits 448 voicedata: client 0, bits 672 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 672 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 672 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 672 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 672 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 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bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 672 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 672 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 672 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 672 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 672 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 672 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 448 voicedata: client 0, bits 672 voicedata: client 0, bits 224 - passthrough finished. press a key to leave.[/code] although the code is really eeeuuugh so i need to do something about that.
[QUOTE=Xeon06;27806151]Took me a while to realize you're on top. That kinda defies the pre-established standard for decades now :v:[/QUOTE] That brings up a whole new concept of top [B]down[/B] shooters! /sarcasm :D
[img]http://www.1337upload.net/files/SS-2011-02-01_22.11.47.png[/img] Created a custom font/text rendering thing as opengl's default text functions don't appear to work, it loads fonts from [url=http://www.1337upload.net/files/SS-2011-02-01_22.15.00.png]128x128 mspaint images[/url]. Doing things yourself is so much more fun.
rolling out your own code is pretty fun. I implemented tileset based fonts like you did but on Android, the Bitmap class makes it extremely easy considering you just Bitmap.getPixels() from the text tileset and Bitmap.setPixels() with a blank Bitmap. We've been trying out different sizes for the player and for the tileset. Both can definitely be smaller. Once we get a nice size for both, one where the player is smaller than the tiles, I'm going to round off how many tiles we have in the screen, and scale that out to the screen's dimensions, so that each screen can see the same distance out. I'm also considering making it variable with a slider in an options menu, or having a checkbox that disables the scaling feature, so that people with tablets can see a larger part of the level. Also, I've set an impossibly high standard for our game. I'm almost certain we won't make it, but the harder we push now, the closer we can say the release date for the game is at the presentation. I'd actually be pretty amazed if we can pull off in this timeframe. I am scheduling things gradually so that we can get enough done for it to look really great. And by gradually I mean that goals start getting vaguer and vaguer as I think further into the future, it helps me focus on the current goals and is allows for flexibility. I'll post a screenshot with the new sizes once we settle on a single one.
If anybody wants some fun font shit to do, check out GNU Unifont. It's a bitmap font except covers Unicode by some large degree.
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