[QUOTE=Loli;28169063][img_thumb]http://img163.imageshack.us/img163/1484/tempaw.png[/img_thumb]
Rendered in my engine, also took your advice on the cracks... Better?[/QUOTE]
Much. There's something about the floor that's bothering me, though... I think it's just too dark.
Less contrast on the floor.
[editline]20th February 2011[/editline]
Right now it looks like there's bricks floating in an endless pit of darkness
[img]http://img254.imageshack.us/img254/1245/tempfg.png[/img]
Boxes for before
Heats for after
[editline]20th February 2011[/editline]
It seems a little light now though
increase the contrast on the other bits and it will look OK
[IMG]http://i53.tinypic.com/2u88dgj.png[/IMG]
The darker one seems like it has more definition, I'd stick with it and if it turns out to interfere with the foreground by being too sharp or something you could lighten it a bit
[QUOTE=Kondor58;28169431]The darker one seems like it has more definition[/QUOTE]
Does that really matter? It's part of the background. If anything you don't want it to be too sharp to draw attention away from the foreground.
[QUOTE=Loli;28169063][img_thumb]http://img163.imageshack.us/img163/1484/tempaw.png[/img_thumb]
Rendered in my engine, also took your advice on the cracks... Better?[/QUOTE]
You need to add a light layer of noise IMO.
The lines between floor bricks are too thick in my opinion, make them 1 pixel thinner.
Wondering why my game kept crashing for no apparent reason:
[img]http://gyazo.com/aced0eaa7737163db1dda685207f42fb.png[/img]
Those are the names of all the monsters on the level. :psyduck:
Edit: And it seems to have fixed itself...? Okay, then.
[QUOTE=Loli;28169395][img_thumb]http://img254.imageshack.us/img254/1245/tempfg.png[/img_thumb]
Boxes for before
Heats for after
[editline]20th February 2011[/editline]
It seems a little light now though[/QUOTE]
I think before looks way better than after.
[QUOTE=BlkDucky;28170088]Wondering why my game kept crashing for no apparent reason:
[img_thumb]http://gyazo.com/aced0eaa7737163db1dda685207f42fb.png[/img_thumb]
Those are the names of all the monsters on the level. :psyduck:
Edit: And it seems to have fixed itself...? Okay, then.[/QUOTE]
Don't assume that everything is alright if it fixed itself. You're most likely not zeroing some memory that you are allocating, and just happen to get a byte with a 0 so the print function doesn't leave the allocated memory segment.
Check how you're allocating and setting your name variables.
[QUOTE=BlkDucky;28170088]Wondering why my game kept crashing for no apparent reason:
[img_thumb]http://gyazo.com/aced0eaa7737163db1dda685207f42fb.png[/img_thumb]
Those are the names of all the monsters on the level. :psyduck:
Edit: And it seems to have fixed itself...? Okay, then.[/QUOTE]
I call stack errors
They're buckets of fun because they appear and disappear randomly
[QUOTE=Dr Magnusson;28170490]Don't assume that everything is alright if it fixed itself. You're most likely not zeroing some memory that you are allocating, and just happen to get a byte with a 0 so the print function doesn't leave the allocated memory segment.
Check how you're allocating and setting your name variables.[/QUOTE]
Yeah. I'm a bit cautious, but where before I was getting crashes 100% of the time now I haven't had a single one in over 10000 dungeon generations.
I must have fixed it myself inadvertently, I guess. Still going to keep an eye out, though.
Edit: Accidentally rated myself disagree. :v:
[QUOTE=BlkDucky;28167743][img_thumb]http://gyazo.com/8c80468274eae7b8e15237fe76bb20e2.png[/img_thumb]
Sorry for posting about this so often, but WAYWO is moving pretty slowly and iNova made me some really nice power, agility and wisdom icons. :3: Thanks iNova![/QUOTE]
The icons themselves looks alright, but I don't think they fit the style of the game to be honest.
Your sprites have "pixels" that are actually 2x2 pixel squares in them, but the icons use, well, pixel-pixels :P
Basically the icons look too high-res compared to the rest of the game.
[QUOTE=Chris220;28170905]The icons themselves looks alright, but I don't think they fit the style of the game to be honest.
Your sprites have "pixels" that are actually 2x2 pixel squares in them, but the icons use, well, pixel-pixels :P
Basically the icons look too high-res compared to the rest of the game.[/QUOTE]
I did mean to scale them up like I did with the sprites actually, (the sprites are 8x8 scaled up to 16x16), but I didn't want the health and armour bars to look too small and unimportant.
Media'd because you must be getting bored of these screenshots by now :v:
[media]http://gyazo.com/17d4b6b66efed73dc90c824b516cd3da.png[/media]
Guess I could scale those up too, though.
[QUOTE=BlkDucky;28171223]The Zombie misses you![/QUOTE]
Aww, maybe I should call him more often. :saddowns:
I'm making a project for a school competition, and i need a sound library to use.
Anyone experienced want to recommend me a library?
Finally got around to reading NASA's equations on drag to implment into my simple physics engine.
Drag = Drag coefficent * .5 * air density * velocity^2 * area
Cool, all I don't know there is drag coefficent. I'll just go look it u-
Drag coefficent = Drag / (Area * .5 * air desnity * Velocity^2)
:psyboom:
[editline]20th February 2011[/editline]
[QUOTE=Naelstrom;28172122]I'm making a project for a school competition, and i need a sound library to use.
Anyone experienced want to recommend me a library?[/QUOTE]
irrKlang
[QUOTE=neos300;28172160]Finally got around to reading NASA's equations on drag to implment into my simple physics engine.
Drag = Drag coefficent * .5 * air density * velocity^2 * area
Cool, all I don't know there is drag coefficent. I'll just go look it u-
Drag coefficent = Drag / (Area * .5 * air desnity * Velocity^2)
:psyboom:[/QUOTE]
That really isn't that complicated at all.
[QUOTE=Overv;28172214]That really isn't that complicated at all.[/QUOTE]
To calculate Drag you need the Drag coefficent.
To calculate the Drag coefficent you need drag.
[img]http://puu.sh/10tt[/img] made that outline is rotating.
[QUOTE=neos300;28172242]To calculate Drag you need the Drag coefficent.
To calculate the Drag coefficent you need drag.[/QUOTE]
The drag coefficient is an intrinsic property of a material, and is somewhat arbitrary, between 1 and 0 (normally?)
Ie, i could say that my table has a drag coefficient of 0.5.
[QUOTE=Icedshot;28172310]The drag coefficient is an intrinsic property of a material, and is somewhat arbitrary, between 1 and 0 (normally?)
Ie, i could say that my table has a drag coefficient of 0.5.[/QUOTE]
So you can just randomly set a constant drag coefficient to .5 and it would work almost fine?
[QUOTE=Icedshot;28172310]The drag coefficient is an intrinsic property of a material, and is somewhat arbitrary, between 1 and 0 (normally?)
Ie, i could say that my table has a drag coefficient of 0.5.[/QUOTE]
Being really anal, but I'm pretty sure you mean shape...
It's not intrinsic either unless the shape is circular; it also depends on how the shape is aligned towards the fluid it's moving through.
[QUOTE=ThePuska;28172667]It's not intrinsic either unless the shape is circular; it also depends on how the shape is aligned towards the fluid it's moving through.[/QUOTE]
I thought area (in the formula) meant area of object currently moving through air, in the direction its moving?
That would account for the shape of the object, and the drag coefficient would be the material that the object is made from. Unless im horribly wrong, i do that a lot. Plus ive been starting some opengl today, so my brain = :psyboom:
Edit:
As i said, ive gone back and had another look at 3d programming (the last time was several years, and on the psp as well :v: )
im finding it a lot more simple that i remember actually
[IMG]http://i56.tinypic.com/209mvd4.png[/IMG]
[QUOTE=neos300;28172160]Finally got around to reading NASA's equations on drag to implment into my simple physics engine.
Drag = Drag coefficent * .5 * air density * velocity^2 * area
Cool, all I don't know there is drag coefficent. I'll just go look it u-
Drag coefficent = Drag / (Area * .5 * air desnity * Velocity^2)
:psyboom:
[editline]20th February 2011[/editline]
[B]irrKlang[/B][/QUOTE]
There's not really anything that irrklang offers that sfml does not, and irrklang charges for commercial use.
So really there's not any purpose to use irrklang instead of sfml.
>Read esa's post
>Refresh
>Esa's been banned
:v:
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