• What are you working on? v15
    5,001 replies, posted
[QUOTE=BlkDucky;28113036]C++ and SDL, so nope. They are, but the tiles are pretty heavily based off of these: [url]http://forums.tigsource.com/index.php?topic=8970.0[/url] And wait, what? What is this contest?[/QUOTE] Austech asked me too, so I did some g00g13 research and it was the [url=http://www.tigsource.com/2009/10/24/tigsource-presents-assemblee-competition/]tigsource asemblee[/url] competition. From what I gather it first had the artist people create a lot of graphics, and then the programmer made games and said which artist was of most use to them.. or something. Here's all the art created for the contest (HUGE collection; open at own risk: [url=http://www.derekyu.com/tigs/assemblee/leech.html]click.[/url])
Stage one, artist make art. Stage two, programmers make game with that art. The Oryx set you are talking about was hugely successful.
[QUOTE=iPope;28113351]Stage one, artist make art. Stage two, programmers make game with that art. The Oryx set you are talking about was hugely successful.[/QUOTE] I wish someone had made HD mario sprites :frown: [editline].[/editline] The number of votes is really sad for a great competition like this: [url]http://www.tigsource.com/2010/02/07/assemblee-competition-results/[/url] (Everybody had 7 votes)
[QUOTE=Maurice;28113262]Austech asked me too, so I did some g00g13 research and it was the [url=http://www.tigsource.com/2009/10/24/tigsource-presents-assemblee-competition/]tigsource asemblee[/url] competition. From what I gather it first had the artist people create a lot of graphics, and then the programmer made games and said which artist was of most use to them.. or something. Here's all the art created for the contest (HUGE collection; open at own risk: [url=http://www.derekyu.com/tigs/assemblee/leech.html]click.[/url])[/QUOTE] Thank you! And wow, those are a lot of sprites. Bookmarked it for future projects.
[QUOTE=xAustechx;28113029]I have 1 friend. :smug:[/QUOTE] beastnoff?
Realm of the Mad God uses those sprites too. [url]http://www.realmofthemadgod.com/[/url] (really recommend checking it out, it's a flash mmo where you run around shooting shit / leveling up and getting items. Really addictive until you get bored after an hour or so) [QUOTE=Jawalt;28113178]With the new avi I read all your posts differently, before I dunno why but your avi made me look at you like a douchebag. I know that sounds silly, but avis really set the 'tone' for the post to me.[/QUOTE] Oh lol, I must look like a complete philistine when I post then.
Does anyone have any code I could use for platform movement? My code fucking sucks.
[QUOTE=Jallen;28113737]Oh lol, I must look like a complete philistine when I post then.[/QUOTE] I must look like a smooth criminal.
[QUOTE=Maurice;28113929]I must look like a smooth criminal.[/QUOTE] Nah, you probably look like a guy that wants to show his mario clone. :v:
[QUOTE=xAustechx;28113971]Nah, you probably look like a guy that wants to show his mario clone. :v:[/QUOTE] Why is there no "meanie" rating? :frown:
Got FOV to work. [img]http://gyazo.com/1e229284e222ccb0a1ddf0c1a098e75e.png[/img] [img]http://gyazo.com/99d5dcf184c9412180f7c0e8f603fd34.png[/img] And yes, I did replace the floor tile for bonus originality points. :v: I forgot to fix the door, apparently.
I hate hitting a bump that has me re-arrange code. I just found out the hard way that glutDisplayFunc(); has to have a global or static function as the argument...
[QUOTE=Niteshifter;28114529]I hate hitting a bump that has me re-arrange code. I just found out the hard way that glutDisplayFunc(); has to have a global or static function as the argument...[/QUOTE] Well then make a global function to wrap up the function you want to use (or stop using glut)
[QUOTE=Niteshifter;28114529]I hate hitting a bump that has me re-arrange code. I just found out the hard way that glutDisplayFunc(); has to have a global or static function as the argument...[/QUOTE] Use SFML instead of Glut
Crap, Chipmunk gives me shitloads of compile errors when I try to compile it with Code::Blocks. Any solutions
[QUOTE=neos300;28114957]Crap, Chipmunk gives me shitloads of compile errors when I try to compile it with Code::Blocks. Any solutions[/QUOTE] Do this and then that and it'll be fixed. It would help if you gave us the compile errors.
C:\c++\ChipmunkLib\chipmunk.c:70: error: 'M_PI' undeclared (first use in this function) C:\c++\ChipmunkLib\chipmunk.c:70: error: (Each undeclared identifier is reported only once C:\c++\ChipmunkLib\chipmunk.c:70: error: for each function it appears in.) C:\c++\ChipmunkLib\chipmunk.c: In function 'cpAreaForSegment': C:\c++\ChipmunkLib\chipmunk.c:85: error: 'M_PI' undeclared (first use in this function) It doesn't even get past the first file. And I turned on C99
[QUOTE=neos300;28115237]And I turned on C99[/QUOTE] M_PI was dropped in C99 and GCC abides that standard.
Well apparently Chipmunk is C99 compliant. That doesn't make sense. [editline]17th February 2011[/editline] Okay, compiled with gnu99 and it worked fine.
I guess that means I'm going to have to use an IDE then.
[img]http://img152.imageshack.us/img152/8595/22837956.png[/img] woop woop
[QUOTE=Jallen;28111893]Ugh, we are learning Haskell on my computer science course at the moment and I don't know what you guys think about it, but it's such a piece of shit. I can't think of any reason why I would want to use a functional programming language ever in my life after this, I hate it with a fucking passion.[/QUOTE] Tim Sweeney, founder of epic games has described Haskell as being "decades ahead of the mainstream." Recursion is a bit of a mind fuck to start with, but it's a truly beautiful technique. I think Haskell must be the best designed language of any that I have ever used. Everything just fits together so perfectly. Two real reasons to use a functional language would be testability, which is very important today: it is very easy to test a function when you know it must produce the same inputs for given outputs, and won't depend on any state, and it is also beginning to be possible for compilers to use the same deterministic characteristics of the programming language to automatically parellelise generic code.
[QUOTE=TheBoff;28116292]Tim Sweeney, founder of epic games has described Haskell as being "decades ahead of the mainstream." Recursion is a bit of a mind fuck to start with, but it's a truly beautiful technique. I think Haskell must be the best designed language of any that I have ever used. Everything just fits together so perfectly. Two real reasons to use a functional language would be testability, which is very important today: it is very easy to test a function when you know it must produce the same inputs for given outputs, and won't depend on any state, and it is also beginning to be possible for compilers to use the same deterministic characteristics of the programming language to automatically parellelise generic code.[/QUOTE] I didn't get any of this but it sounds important.
Thanks for the responses, I'll try them later but, I'm worried because the supplied samples won't compile because of this.
[QUOTE=xAustechx;28113029]Heh, thanks. But there's always room for improvement. ; ) Plus, my "experience" came at a cost. Having no friends at 16 sucks so much. :v: <- Joke by the way. I have 1 friend. :smug:[/QUOTE]Being a programmer doesn't mean having no friends. Just don't talk about programming to other people, they are content thinking computers are magic boxes.
This is so true. I showed a simple console program to one of my classes, and now they think I'm smarter than my teacher :v:
Double-edged sword: the charity we're making our Android game for ([url=http://www.youthfortechnology.org/]the Youth for Technology Foundation[/url]) will have a press release on March 30 on our game. That's good... public recognition from a large charity right before I start applying to colleges. That same day will be the final day for independent projects, and the school will have presentations for all the projects between 5-10PM. Basically, if we can release it by then, we'll release it with a bang. The other edge is our progress, there's a chance we'll have to cut the number of initial levels we planned to have, or to leave some rarer / harder to track bugs on release. We have 41 days to patch up our bugs, implement the last few planned features, then add in a lot of levels (I still need to write the level editor) I've been keeping up with the scheduling, but I'm going to adjust so that we can be done a week earlier in case there's some sort of catastrophe or a somewhat obvious bug we missed. Basically, the game could turn out to not be that great because it was rushed towards the end. These next 41 days will be hell, considering we'll have a larger-than-usual workload at the same time.
It looked pretty good in the videos, I doubt it'll turn out bad.
Added a couple new features [media]http://www.youtube.com/watch?v=vO3gQSD2fhw[/media]
I really like it, Its just the images you use...
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