• What are you working on? v15
    5,001 replies, posted
making my own library for an image loader. I hate how I always forget to use fileName.c_str() when opening files in c++...
[QUOTE=Niteshifter;27882293]I hate how I always forget to use fileName.c_str() when opening files in c++...[/QUOTE] You're subconsciously realizing that C++ should use std::string for filenames.
[code] theBatch.DrawString(mFont, StartUp[pick], new Vector2(640 - mFont.MeasureString(StartUp[pick]).X/2, 256), Color.White, 0, new Vector2 (mFont.MeasureString(StartUp[pick]).X/2, mFont.MeasureString(StartUp[pick]).Y/2), 0.5f, SpriteEffects.None, 0); [/code] I have a resolution of 1280*720 (720p) but my string draws wherever the fuck it likes... Any ideas as to why it's doing this? Actually... This works for some fucked up reason... To late to be messing with code now, night Facepunch. [code] theBatch.DrawString(mFont, StartUp[pick], new Vector2(640, 256), Color.White, 0, new Vector2 (mFont.MeasureString(StartUp[pick]).X/2, mFont.MeasureString(StartUp[pick]).Y/2), 0.5f, SpriteEffects.None, 0); [/code]
Woo [img]http://i171.photobucket.com/albums/u281/nekosune1/market.png[/img] Who knew even 52 people want a basic compass app.
[QUOTE=thelinx;27882236][media]http://www.youtube.com/watch?v=qDAZHQ4wgKk[/media] As you can tell from my player sprite, I'm not a very good artist. Like, at all.[/QUOTE] It's far from the worst programmer art I've ever seen. I wouldn't really have noticed if you hadn't pointed it out. Why so monochrome, though?
Started off with Android development today. The setup was surprisingly smooth, except for when I tried to download the Android repo through Eclipse and for some reason the 'Finish' button didn't enable at the license page. I thought I was supposed to scroll down and read all 100 licenses listed or something. Luckily halfway through I concluded that its probably bullshit. Updated Eclipse itself. Issue resolved. :| At least I got the Hello world program done. Going to dissect the Live wallpaper example tomorrow.
[QUOTE=BlkDucky;27883280]It's far from the worst programmer art I've ever seen. I wouldn't really have noticed if you hadn't pointed it out. Why so monochrome, though?[/QUOTE] because I haven't added all the moving bullets and shit once I get that stuff working, I'll have them be in fabulous colours and it'll all be moving and stuff
I now know why Objective-C looks the way it does. It all makes sense now. Smalltalk uses a period to know when an expression ends, and the order can be preserved, but they couldn't do that and still have C compatibility in ObjC, hence all the [ ]. Which I guess sort of helps me in trying to find a solution to this parsing problem I've been having. Except I don't want to do what ObjC does, so I've got to look at other avenues to this problem. I might use parentheses. Or kill myself. It's completely up in the air at this point. [code] list foreach := [block| x := 0 x < (self size) ifTrue:[| (block:(self at:x)) x = x + 1 ] ] [/code] I mean it looks good to ME, I don't see any problems with it, aside from the eventual (nesting(of(parentheses))), but then again Lisp seems to have done pretty well over the years, and I don't have a problem with nested parentheses, unless it gets too ridiculous. Not to mention that this: [code] (block:(self at:x)) [/code] is a hell of a lot easier to understand what is happening than: [code] block:self at:x [/code] It also sure as hell makes it easier for me to precompile to bytecode, rather than interpreting it as I go (which is what Io does, and even then it uses parentheses in the first place. Io is not a fast language because of this, and it constantly rebuilding the AST. Buh) I also think it would allow for something like this: [code] [|return:'Your Mother'] length # Parser error, or nothing happens (depending on if there is a 'length' method in the global scope) ([|return:'Your Mother'] length) # Anonymous function call! [/code] Man, now that I look at it, the anonymous function call isn't the prettiest in the world, but show me a language that does it right, and it's probably Haskell, or some other functional language :v: But enough smalltalk (:yohoho:). I'm going to go try and write a small parser for this syntax. :)
Finally got this to be a bit stable [img_thumb]http://gyazo.com/051b6d4b0b6ca0a55a1dda6c4f395dfe.png[/img_thumb] It's basically a "find your way to the end" sort of thing. The mines with red on them are the path to the ending, later I'll make them look the same as the other mines so it's much harder to get to the other end..you lose 10 HP when you hit an active mine, but you've 3 med-kits to heal up with, used with space. When you die you respawn with full health. When you get 50 health your player changes like this [img_thumb]http://gyazo.com/60956b9647cb3fad2fb841dce9533653.png[/img_thumb] When you press W, A, S or D you move one square up, down, left or right. :) [editline]918[/editline] Almost forgot, credits to my friend for the floor texture, mines and health pack. I however made the beautiful door and player images. :D
I got bored and made a quick whack-a-mole. [IMG]http://i55.tinypic.com/2ry340y.png[/IMG]
Made an endianness thing that uses C++'s templates, so theoretically it works with all types: [cpp] std::cout << std::hex << littleEndian(0x12345678) << std::endl; std::cout << std::hex << littleEndian(short(0x1234)) << std::endl; std::cout << std::hex << (int)littleEndian(char(0x12)) << std::endl;[/cpp] [quote]78674512 3412 12[/quote]
[QUOTE=ZenX2;27884181]I got bored and made a quick whack-a-mole. [img_thumb]http://i55.tinypic.com/2ry340y.png[/img_thumb][/QUOTE] I must say, I love that face.
Do you think it would be possible to approximately monitor the stress an FPS player is feeling? I have detailed information about their characters' movement and aiming, their accuracy, their firing speed, their ammo and health, and knowledge about their enemies' relative locations and some information about the terrain (I could try guessing how strategically well the player is located for example). I was thinking of stacking environmental factors such as being low on ammo and health, being surrounded by enemies (or rather [i]knowing[/i] that they're surrounded by enemies - I don't however know how this could be deduced from the above information) and being at a badly defensible location. And being the only one in the team etc. They'd create some kind of passive pressure on the player. Then there'd be dead giveaways that the player is panicking - rapidly unloading the magazine, jumping, crouching and moving randomly and without goal, "flailing" or aiming and shooting in random directions or quickly jerking towards an enemy. But I don't know whether people play better under stress. Could you determine that they're stressed if they suddenly start aiming better? Or worse? Can you see how well they're focusing on the game from their movement and aiming?
[QUOTE=ThePuska;27884535]Do you think it would be possible to approximately monitor the stress an FPS player is feeling? I have detailed information about their characters' movement and aiming, their accuracy, their firing speed, their ammo and health, and knowledge about their enemies' relative locations and some information about the terrain (I could try guessing how strategically well the player is located for example). I was thinking of stacking environmental factors such as being low on ammo and health, being surrounded by enemies (or rather [i]knowing[/i] that they're surrounded by enemies - I don't however know how this could be deduced from the above information) and being at a badly defensible location. And being the only one in the team etc. They'd create some kind of passive pressure on the player. Then there'd be dead giveaways that the player is panicking - rapidly unloading the magazine, jumping, crouching and moving randomly and without goal, "flailing" or aiming and shooting in random directions or quickly jerking towards an enemy. But I don't know whether people play better under stress. Could you determine that they're stressed if they suddenly start aiming better? Or worse? Can you see how well they're focusing on the game from their movement and aiming?[/QUOTE] It's probably highly dependant on the player. I, for instance, would probably panic for a few seconds if I was low on ammo, health etc. etc. as well as being surrounded by enemies, but then I'd probably slow down shooting to conserve ammo and focus on specific targets. A fast or a slow rate of fire can mean anything. While you can probably get an approximation of the player "stress", it will never be perfect. People are just too different, I think.
[QUOTE=ThePuska;27884535]Do you think it would be possible to approximately monitor the stress an FPS player is feeling? I have detailed information about their characters' movement and aiming, their accuracy, their firing speed, their ammo and health, and knowledge about their enemies' relative locations and some information about the terrain (I could try guessing how strategically well the player is located for example). I was thinking of stacking environmental factors such as being low on ammo and health, being surrounded by enemies (or rather [i]knowing[/i] that they're surrounded by enemies - I don't however know how this could be deduced from the above information) and being at a badly defensible location. And being the only one in the team etc. They'd create some kind of passive pressure on the player. Then there'd be dead giveaways that the player is panicking - rapidly unloading the magazine, jumping, crouching and moving randomly and without goal, "flailing" or aiming and shooting in random directions or quickly jerking towards an enemy. But I don't know whether people play better under stress. Could you determine that they're stressed if they suddenly start aiming better? Or worse? Can you see how well they're focusing on the game from their movement and aiming?[/QUOTE] Well I believe Left 4 Dead 1/2 is supposed to do this with the Director, basically it'll try to place enemies and items based on the stress of the user, so if the user is getting a bit screwed over, the game tries to help out. It's very possible to work out the stress of a player, though you could just hook up a heart rate monitor and you'd have instant stress levels :D
Having to do both the graphics and programming drains my motivation hard.
Parsing finished. Now to switch up the code so it actually does images instead.
So I got my Rimshot, a program to make drumbeats, and I got a half finished Rockband clone with no functional midi reading. ... [img]http://filesmelt.com/dl/rimband.png[/img] genius. Took me way too long. 2 hours maybe.
Would it ruin the simplicity of StrutMine to add NPC's / healing stations / pickup med-kits? Agree for yes, disagree for no. :s [editline]6th February 2011[/editline] [img]http://gyazo.com/295e89e8c4516db718cabfb4525df9ca.png[/img] After reviewing these extremely helpful answers, I will make pickup med-kits.
Hey, I'm just beginning to learn programming and my teacher assigned a maze generation project. Its dynamic and can have as many or as few columns/rows as you want. Going to add in a random entrance and exit soon. [img]http://dl.dropbox.com/u/5478622/maze%20low.png[/img] [img]http://dl.dropbox.com/u/5478622/mazehigh.png[/img]
[QUOTE=mix999;27886577]Hey, [b]I'm just beginning to learn programming[/b] and my teacher assigned a [b]maze generation[/b] project. Its dynamic and can have as many or as few columns/rows as you want. Going to add in a random entrance and exit soon.[/QUOTE] Nice work!
[QUOTE=mix999;27886577]Hey, I'm just beginning to learn programming and my teacher assigned a maze generation project. Its dynamic and can have as many or as few columns/rows as you want. Going to add in a random entrance and exit soon. [img_thumb]http://dl.dropbox.com/u/5478622/maze%20low.png[/img_thumb] [img_thumb]http://dl.dropbox.com/u/5478622/mazehigh.png[/img_thumb][/QUOTE] Well, damn, when I was beginning to program I couldn't do that... can't even do it now....
Is it just random..?
[QUOTE=supersnail11;27886809]Well, damn, when I was beginning to program I couldn't do that... can't even do it now....[/QUOTE] Are you saying you can't program or..?
programming is frustrating as hell even with the tutorials it feels like a huge mess
[QUOTE=Archy;27887913]programming is frustrating as hell even with the tutorials it feels like a huge mess[/QUOTE] Stick with it, it gets better.
So I started on a graphing program tonight. The basic design is done, I've got a click n' drag set up so you can move around the graph. Starting on writing a parser to get things into RPN so I can work with things. [editline]6th February 2011[/editline] What's funny is what made me even think of trying this, was the discussion of Nullsquared a few pages back. It seems like a pretty decent project to try out.
[QUOTE=ThePuska;27884535]Do you think it would be possible to approximately monitor the stress an FPS player is feeling? I have detailed information about their characters' movement and aiming, their accuracy, their firing speed, their ammo and health, and knowledge about their enemies' relative locations and some information about the terrain (I could try guessing how strategically well the player is located for example). I was thinking of stacking environmental factors such as being low on ammo and health, being surrounded by enemies (or rather [i]knowing[/i] that they're surrounded by enemies - I don't however know how this could be deduced from the above information) and being at a badly defensible location. And being the only one in the team etc. They'd create some kind of passive pressure on the player. Then there'd be dead giveaways that the player is panicking - rapidly unloading the magazine, jumping, crouching and moving randomly and without goal, "flailing" or aiming and shooting in random directions or quickly jerking towards an enemy. But I don't know whether people play better under stress. Could you determine that they're stressed if they suddenly start aiming better? Or worse? Can you see how well they're focusing on the game from their movement and aiming?[/QUOTE] Sounds like one of things you pay a dozen people $500,000 to figure out.
And verily so, I decree this the new main menu. [img_thumb]http://gyazo.com/209563a3ae88b9edbc9e113364de31da.png[/img_thumb] Finished pickup med-kits, just in time to sleep so I stop getting paranoid of the noises downstairs.. [img_thumb]http://gyazo.com/47a8db3af1cc5adc205301ff318a7a40.png[/img_thumb] [img_thumb]http://gyazo.com/16fc62cfd972e036a97db56475b16f17.png[/img_thumb] Good night, I hope my first rush of content was tasty.. =) Should I keep it how it is now or should I add guns and stuff that are completely useless to the games goal?
[QUOTE=Quark:;27888519]And verily so, I decree this the new main menu. [img_thumb]http://gyazo.com/209563a3ae88b9edbc9e113364de31da.png[/img_thumb][/QUOTE] Looks suspiciously similar to [img]http://img217.imageshack.us/img217/831/minecraaaft.png[/img]
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