[QUOTE=limitofinf;27898361]Hey,
And you used A* for this, right?
:v:
Sorry, but I am still dumbfounded as to where A* came into the dungeon generation.[/QUOTE]
A bit late, but I assume to link two rooms together (finding a path around other rooms)
[QUOTE=limitofinf;27898361]Hey,
And you used A* for this, right?
:v:
Sorry, but I am still dumbfounded as to where A* came into the dungeon generation.[/QUOTE]
No, I didn't. SupahVee used it for his. I think he used it to connect the room with corridors.
[QUOTE=bootv2;27898713]well, because I want to develop for windows, and my main computer runs windows 7 but this computer can't handle windows without huge lagg, so I just use this as a secondary computer to do small projects on.[/QUOTE]
Console C++ should be easy to develop cross-platform. There's really no reason to use wine for development. If you're just using printf or std::cout, there's literally no difference between platforms. If you need a console I/O library, do a conditional compile, #including PDCurses on Windows and ncurses on Linux.
[img]http://gyazo.com/a7f6dfb5c4c01ed48ab2f3fa2dba8561.png[/img]
[img]http://gyazo.com/b15c871921909e98a0a43bb1491bb688.png[/img]
Not very happy with the buttons.
[QUOTE=geel9;27899253][img_thumb]http://gyazo.com/a7f6dfb5c4c01ed48ab2f3fa2dba8561.png[/img_thumb]
[img_thumb]http://gyazo.com/b15c871921909e98a0a43bb1491bb688.png[/img_thumb]
Not very happy with the buttons.[/QUOTE]
Don't stretch them...
[QUOTE=spear;27898359][U][media]http://www.youtube.com/watch?v=1rJf3qF3PyE[/media][/U]
I know, the quality is horrible. I screen-recorded it, but whenever I tried uploading the video, it came out green... that's it. Completely green.
I finally got objects working, and I figured out how to store their locations! Next up is random map and object creation and the inventory.[/QUOTE]
That's why they call it a green screen.
[QUOTE=geel9;27899737][img_thumb]http://gyazo.com/9b2650e22075f905ac9bdba07ca8232b.png[/img_thumb][/QUOTE]
You're doing this on purpose, right?
I mean, it's better, but it looks kinda weird central, like that.
[QUOTE=geel9;27899737][img_thumb]http://gyazo.com/9b2650e22075f905ac9bdba07ca8232b.png[/img_thumb][/QUOTE]
Don't stretch images, it looks crap
[IMG]http://i53.tinypic.com/k2fsl5.png[/IMG]
[editline]6th February 2011[/editline]
In fact, do you want to just send me the Source Code and I'll do it all for you
[QUOTE=CarlBooth;27899937]Don't stretch images, it looks crap
[img_thumb]http://i53.tinypic.com/k2fsl5.png[/img_thumb]
[editline]6th February 2011[/editline]
In fact, do you want to just send me the Source Code and I'll do it all for you[/QUOTE]
Are you doing this on your own android app? Because there isn't a way to make it scale like that without directly setting the values and that's bad practice.
[QUOTE=geel9;27899737][img_thumb]http://gyazo.com/9b2650e22075f905ac9bdba07ca8232b.png[/img_thumb][/QUOTE]
[url]http://developer.android.com/reference/android/graphics/NinePatch.html[/url]
(And render the text yourself, don't use text on images)
Nevermind, I got it.
HD lightmaps are a pain in the ass to compile, but the end result is worth the wait :v:
[IMG]http://i55.tinypic.com/156xusx.png[/IMG]
[QUOTE=HiredK;27900642]HD lightmaps are a pain in the ass to compile, but the end result is worth the wait :v:
[img_thumb]http://i55.tinypic.com/156xusx.png[/img_thumb][/QUOTE]
Could I get a test version of this? I'd like to see how it runs on my shitty laptop. :buddy:
[QUOTE=HiredK;27900642]HD lightmaps are a pain in the ass to compile, but the end result is worth the wait :v:
[img_thumb]http://i55.tinypic.com/156xusx.png[/img_thumb][/QUOTE]
How fast does this render? What kind of FPS do you get uncapped, I mean?
[img]http://gyazo.com/ab07e0e79515289ea7f36d80fea10f4a.png[/img]
Nine patches!
[QUOTE=iNova;27900785]Could I get a test version of this? I'd like to see how it runs on my shitty laptop. :buddy:[/QUOTE]
Alright but it's far from being a finished project so I'm not sure if it's gonna work for everyone. It's a release version so all the files are compressed in the data.zip archive. Inside the archive you will find a info.dat file that you can modify to fit your preference. By default it's set to 1680x1050 fullscreen and the AA is set to 8 (AA can go up to 16). Don't forget to update the archive if you modify the info.dat file.
[B]DOWNLOAD: [/B][U][url]http://www.megaupload.com/?d=V1J92GPJ[/url][/U][URL="http://www.megaupload.com/?d=6UZ3O9E6"][/URL]
Completed my bullet behaviour scripting.
[lua]
-- syntax to create a bullet:
mybullet = Bullet(sprite, position, spriteRadius, hitboxRadius, events)
-- the events table is an array of {time, func} items.
-- the func will execute when the bullet's lifetime exceeds time.
-- the bullet also has a backend "updatefuncs" table, which contains functions that are executed on every bullet update
-- you add functions to it by making an event at 0.
-- here's an example bullet:
Bullet(self.files.gfx.bullet, Vector(math.random(50, 450), math.random(50, 450)), 8, 4, {
{0, function(self) -- executes on first bullet update
self.updatefuncs.move = function(self, dt)
self:modPosition(Vector(100, 100):rotate(self.angle) * dt) -- move in our direction for 100 pixels per second
end
self.updatefuncs.updateangle = function(self, dt)
local add = math.pi * dt -- move half a turn a second
if math.floor(self.lifetime) % 2 == 0 then -- if an odd second
add = -add -- negate the angle to add
end
self.angle = self.angle + add -- change the direction
end
self.updatefuncs.outofbounds = function(self)
if self:outOfBounds(550, 550) then -- 550x550 is the size of the game field
self.remove = true -- the Game class removes the bullet later on
end
end
self.color = Color(math.random(200, 255), math.random(200, 255), math.random(200, 255), 255) -- needs more fabulous
end},
{5, function(self) -- executes after five seconds of lifetime
self.updatefuncs.move = function(self, dt) -- you can override the old updatefuncs!
self:modPosition(Vector(200, 200):rotate(self.angle) * dt) -- move in our direction for 200 pixels per second
end
self.color = Color(math.random(200, 255), math.random(200, 255), math.random(200, 255), 255) -- why not?
},
})
[/lua]
I realise that this approach may be ...scary. Any feedback is appreciated.
[QUOTE=HiredK;27901873]Alright but it's far from being a finished project so I'm not sure if it's gonna work for everyone. It's a release version so all the files are compressed in the data.zip archive. Inside the archive you will find a info.dat file that you can modify to fit your preference. By default it's set to 1680x1050 fullscreen and the AA is set to 8 (AA can go up to 16). Don't forget to update the archive if you modify the info.dat file.
[b]DOWNLOAD:[/b] [url]http://www.megaupload.com/?d=6UZ3O9E6[/url][/QUOTE]
Funky.
[url=http://i.imgur.com/625uQ.jpg][img]http://i.imgur.com/625uQl.jpg[/img][/url]
[url=http://pastie.org/private/khp1x1ksild194mfcscieq]Log.[/url]
[QUOTE=q3k;27902021]Funky.
[URL="http://i.imgur.com/625uQ.jpg"][img_thumb]http://i.imgur.com/625uQl.jpg[/img_thumb][/URL]
[URL="http://pastie.org/private/khp1x1ksild194mfcscieq"]Log.[/URL][/QUOTE]
Fuck, try to open the EnvShader_fragment.glsl using notepad in the shaders folder, go to the line number 32 and change "texture2D" to "texture".
[b]EDIT:[/b] Nevermind, I re uploaded it, this one should work: [url]http://www.megaupload.com/?d=V1J92GPJ[/url]
[QUOTE=HiredK;27902127]Fuck, try to open the EnvShader_fragment.glsl using notepad in the shaders folder, go to the line number 32 and change "texture2D" to "texture".[/QUOTE]
Nope. No matching overload found for texture().
edit: the reuploaded version works. I see you just gave up on specular mapping :P.
edit2: Works fine, getting around 700FPS, so had to tune some settings in info.dat to make it navigable. Otherwise, very nice job - I am so stealing these textures.
[QUOTE=q3k;27902302]Nope. No matching overload found for texture().
edit: the reuploaded version works. I see you just gave up on specular mapping :P.[/QUOTE]
Not all the specular effect, just the specular map support. The difference is really small since the normal map already do most of the job, And it's just until I fix it :v:
[QUOTE=thelinx;27890270]I'm curious as to how you got the transparency to work...[/QUOTE]
I'm running through everything that should have the transparency about 100 times and have a different scissor and transparency every time. Notes and beatlines have only 1 transparency for performance.
Also holy shit, 2 new pages in 6 hours.
[QUOTE=q3k;27902302]Nope. No matching overload found for texture().
edit: the reuploaded version works. I see you just gave up on specular mapping :P.
edit2: Works fine, getting around 700FPS, so had to tune some settings in info.dat to make it navigable. Otherwise, very nice job - I am so stealing these textures.[/QUOTE]
[url]http://www.filterforge.com/filters/[/url]
[QUOTE=Maurice;27902575]I'm running through everything that should have the transparency about 100 times and have a different scissor and transparency every time. Notes and beatlines have only 1 transparency for performance.
Also holy shit, 2 new pages in 6 hours.[/QUOTE]
I see. Do you render the guitar to a framebuffer?
Heh, it crashed.
[editline]7th February 2011[/editline]
Didn't even render anything , by the way.
[QUOTE=thelinx;27902694]I see. Do you render the guitar to a framebuffer?[/QUOTE]
What guitar? You mean the stuff on the left?
I should, but my netbook doesn't support framebuffers (I think.. haven't looked into it a lot yet)
Or do you mean the fretboard? Yeah I could do that too.. but again netbook. No currently I am drawing about 10 polygons 100 times each frame. (Black background, 3 divide lines, 6 polygons for the stuff at the edges)
[QUOTE=Maurice;27902911]What guitar? You mean the stuff on the left?
I should, but my netbook doesn't support framebuffers (I think.. haven't looked into it a lot yet)
Or do you mean the fretboard? Yeah I could do that too.. but again netbook. No currently I am drawing about 10 polygons 100 times each frame.[/QUOTE]
I meant the fretboard but okay
[QUOTE=thelinx;27902994]I meant the fretboard but okay[/QUOTE]
That's all? I was expecting you to tell me how much of an idiot I am and that I simply have to ____(verb) the _____(noun) to get framebuffers to work.
I was also expecting to understand nothing since everytime someone tries to explain to me I just have to reticulate the splines, and I have no idea what he means.
[QUOTE=Maurice;27903130]That's all? I was expecting you to tell me how much of an idiot I am and that I simply have to ____(verb) the _____(noun) to get framebuffers to work.
I was also expecting to understand nothing since everytime someone tries to explain to me I just have to reticulate the splines, and I have no idea what he means.[/QUOTE]
If your netbook doesn't support framebuffers, there's nothing you can do about it except to yell at your graphics card manufacturer for having shitty drivers.
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