• What are you working on? v15
    5,001 replies, posted
[QUOTE=s0ul0r;27250292]I have no gameplay ideas for my "game" :D That's basically why it's not coming along so well. Maybe weapons would be a good start oO [editline]7th January 2011[/editline] When everything is nice and managed, stuff like projectiles aren't really hard :D [img_thumb]http://img411.imageshack.us/img411/5848/ss20110107044051.jpg[/img_thumb][/QUOTE] Maybe you could make a game similar to [url=http://store.steampowered.com/app/20700/]this[/url], except not shit and more open-ended. I like the idea of having a "mothership" that can FTL jump to different sectors and a smaller ship that you pilot and do stuff in.
[img]http://anyhub.net/file/1ocj-kfn52l.png[/img] Oh poo, a beta tester killed me.
[QUOTE=Tezzanator92;27245414]I've not been in the mood for complex coding today so here's more time-killing stuff. I added a new thing to my library: [img_thumb]https://dl.dropbox.com/u/286964/netcraft/console.png[/img_thumb][/QUOTE] How did you do it? I tried doing a similar console ages ago and failed horribly. Are you modifying the console buffer directly?
[QUOTE=raBBish;27253228]How did you do it? I tried doing a similar console ages ago and failed horribly. Are you modifying the console buffer directly?[/QUOTE] I would say: Console.SetCursorPos() and Console.SetBackgroundColour() in C#
[QUOTE=ZenX2;27248731]5 pages have gone by, and I would really like some input.[/QUOTE] Dunno about text, but if you want a saving-system you're not going to have much options apart from storing everything save-worthy in a file. You don't need it to be easily readable or editable by humans, so a binary format is going to have many advantages; if you worry about cross-platform saving and loading you just have to take care of storing in the same endian. [QUOTE=robmaister12;27252110]is using instanceof considered bad when you have a ArrayList of entities that are all subclasses in a class tree? It seems to be alright performance-wise, but I've read it's not good OO design. My alternative idea is to have ArrayLists for some smaller subcategories, but management would be a bit more complicated and I'd have to have object references in multiple ArrayLists as well... Will there be any sort of performance boost from using that alternate method, or is there another one that will work even better?[/QUOTE] Why do you even need to know the specific type of your entities?
Was bored in class to I looked around on my pc and found a old project, a text-based game engine powered by c++ and lua: [img]http://dl.dropbox.com/u/3605545/waywo_textgame_1.png[/img]
[QUOTE=raBBish;27253228]How did you do it? I tried doing a similar console ages ago and failed Are you modifying the console buffer directly?[/QUOTE] Got a list<string> buffer for the lines of log text and a string for the title bar. When either gets modified "Refresh()" gets called which: [code] Clear() SetCursorPos(0, 0) Writeline(StatusBar) SetCursorPos(0, 1); For(int i = 0; i < ConsoleHeight - 2; i++) { Writeline(Buffer[i]) }; SetCursorPos(0, ConsoleHeight - 1); // Cursor is then at the bottom ready for input [/code] It's alright but it can get flickery when lots is beng added to the buffer. Not sure how/if there is a way to fix the flickerig. I haven't tried writing to an internal buffer then writing that to the screen yet though. I added minecraft chat text colour codes: [img]https://dl.dropbox.com/u/286964/netcraft/cols.png[/img]
I was hoping I could finish everything for my collector by the time the reddit game jam rolled around tomorrow, but guess not. I'm still getting a few weird bugs, where sometimes, the std::deque underneath everything doesn't ever destruct, and this causes the whole collector to hang. As such, I'm currently writing a few more custom classes and such, but in the meantime, you can now see the source code on github [url=https://github.com/mnmlstc/bank]here[/url] However I need to state this now: DO NOT ACTUALLY USE THIS YET. It is by no means stable, and as such you should only use it to poke your nose around in, nothing more. Also the readme is not 100% accurate on what the library provides, I have not yet gotten around to supplying several extra additions. Hopefully, I can have some decent examples, and effectively no bugs as soon as the game jam is over. Also, despite the few weird errors I was getting when I went to do a test compile, I was surprised at how few there were. I guess triple checking everything I did helped :v:
[QUOTE=Richy19;27250247]Yep its all done by me (well all the programming is, art is from the internetz) I took a couple things from my old space game thing, but its mainly all recoded and new BTW nice to see your spaceship game is back :D just finished this so il upload a fast video for you to see Basic weapons selection HUD currently has a bug which doesnt make it disappear after you have selected something but i will tackle that in the morning. I also am going to make it fade in and out. [media]http://www.youtube.com/watch?v=i2keIVQdqn8[/media] Ahh crap forgot to include the new night transition, basically now it fades to night time/ day time instead of just switching[/QUOTE] Please please please make the character rotate by the legs and not the centre of the sprite :(
There's probably no point in me providing an image, so, Henceforth, on the 7th of January, 2011, 8:47 PM, Sydney, New South Wales, Australia, Earth, the World, the Universe, I declare, After days and days of effort, My custom installer + SparkleDotNET now work in tandem, as, my custom installer, it now supports the great /silent switch, and I have, a server-side script, to serve up, beautiful appcasts, and, lo and behold, an early, working, autoupdate system, is finally, in place, And henceforth, /collapses
[QUOTE=Sc00by22;27254479]Please please please make the character rotate by the legs and not the centre of the sprite :([/QUOTE] I noticed this also, the player seems to rotate around what looks like his hands, but a lot of top down's rotate around the feet, and more people have a feel for that.
[QUOTE=Richy19;27250247]Yep its all done by me (well all the programming is, art is from the internetz) I took a couple things from my old space game thing, but its mainly all recoded and new BTW nice to see your spaceship game is back :D just finished this so il upload a fast video for you to see Basic weapons selection HUD currently has a bug which doesnt make it disappear after you have selected something but i will tackle that in the morning. I also am going to make it fade in and out. [media]http://www.youtube.com/watch?v=i2keIVQdqn8[/media] Ahh crap forgot to include the new night transition, basically now it fades to night time/ day time instead of just switching[/QUOTE] Looks good, but I'm not a great fan of the chunky thick lined rectangle look. I dunno whether it's placeholder stuff, but some semitransparent curves would be nice and some smooth movement and scaling of the guns
[img_thumb]http://www.1337upload.net/files/GBuffer10.png[/img_thumb] [img_thumb]http://www.1337upload.net/files/GBuffer9.png[/img_thumb] Deferred lighting in XNA 4.0! You can see the color, normal, depth and light buffers on the left. There's about 200 dynamic point lights or so in the scene - I lost count. There's normal and specular mapping too, but it's still missing shadows. Gotta implement those next.
[QUOTE=Richy19;27247784]Dont know if its because i have just finished watching tron, but i feel the sudden urge to create a virtual environment where the inhabitants can live, reproduce, die... Im thinking EnviroSYS[/QUOTE] Do you mean a bit like this: [media]http://www.youtube.com/watch?v=_m97_kL4ox0[/media] If so I wanted to make a similar thing, a java program that would simulate a cell dividing, but I wanted to make it also like a game where it would have a few (like 20, I'm not mad) base pairs of DNA and they would stipulate stats like movement speed etc, then when they contacted another would they would create a third cell with some DNA from each parent. And then at random intervals I was going to make some base pairs mutate. Anyway the point was I never really figured out how to start or where to start, but if you do something like that I'd definitely look out for it, it sounds cool.
[QUOTE=Shane;27247894]Never really liked HLSW, always felt it was just too bloated and always wanted something that was simple and straight forward for source servers. This is my first real project I have attempted in C# and it is great to learn on. The console part is working so far, once I get all the bugs out I plan to recode it because I have thrown this together for a test. First content ever :D [img_thumb]http://img.darkflaw.com/shane/1294363796.png[/img_thumb][/QUOTE] Oh god yes. I really want an alternative to HLSW. Currently I just fire up the remote desktop instead. It'd be even better if someone made an Android app. [editline]7th January 2011[/editline] Oh wait, there already are.
Grr, the current SFML2 crashes on CRT startup.
[QUOTE=TehBigA;27244376]Yes it is, I either get a solid or no outline.[/QUOTE] Sorry for the lateness and I didn't read all the posts after yours to see if this was already answered, but you just specify the WS_EX_CLIENTEDGE style in the extended styles argument of CreateWindow.
[QUOTE=JenkinsJ;27255886]Do you mean a bit like this: [media]http://www.youtube.com/watch?v=_m97_kL4ox0[/media] If so I wanted to make a similar thing, a java program that would simulate a cell dividing, but I wanted to make it also like a game where it would have a few (like 20, I'm not mad) base pairs of DNA and they would stipulate stats like movement speed etc, then when they contacted another would they would create a third cell with some DNA from each parent. And then at random intervals I was going to make some base pairs mutate. Anyway the point was I never really figured out how to start or where to start, but if you do something like that I'd definitely look out for it, it sounds cool.[/QUOTE] I'd love to make an evolution sim, I think I'll put some thought into how I'd get them to think and evolve now and see if I can come up with something. I'm sure I'd enjoy that video, but at over an hour long I don't think I have the patience. edit: neural networks are complicated.
[QUOTE=Ortzinator;27252633]Maybe you could make a game similar to [url=http://store.steampowered.com/app/20700/]this[/url], except not shit and more open-ended. I like the idea of having a "mothership" that can FTL jump to different sectors and a smaller ship that you pilot and do stuff in.[/QUOTE] Yeah, I just got to be creative and think of some gameplay ideas :) I was thinking of something like Dungeon Defense (The UDK game that's like a Tower defense, but you can also walk around and shoot yourself) [img]http://games.softpedia.com/screenshots/Dungeon-Defense_9.jpg[/IMG]
[QUOTE=Jallen;27258500]I'd love to make an evolution sim, I think I'll put some thought into how I'd get them to think and evolve now and see if I can come up with something. I'm sure I'd enjoy that video, but at over an hour long I don't think I have the patience. edit: neural networks are complicated.[/QUOTE] Are genetic algorithms going to make a return? :v:
[QUOTE=Jallen;27258500]I'd love to make an evolution sim, I think I'll put some thought into how I'd get them to think and evolve now and see if I can come up with something. I'm sure I'd enjoy that video, but at over an hour long I don't think I have the patience. edit: neural networks are complicated.[/QUOTE] The difficult thing I think is that you can't program any AI into them. I think if I did I would let myself off the more difficult bits, like sight and movement direction wouldn't be decided by DNA but speed etc would.
[QUOTE=JenkinsJ;27260458]The difficult thing I think is that you can't program any AI into them. I think if I did I would let myself off the more difficult bits, like sight and movement direction wouldn't be decided by DNA but speed etc would.[/QUOTE] Well, if you've got a DSL that's direct and a scope that's small enough generating something and then doing some really simply static analysis wouldn't be too hard. The amount of junk-to-useful would be ridiculous, though.
I'm bored of games development for the time being, and will be looking more at software engineering for my Uni Course (instead of the games programming course I was going to take...) In other news: [url]http://chomp.fm/001/[/url]
[QUOTE=Loli;27260778]I'm bored of games development for the time being, and will be looking more at software engineering for my Uni Course (instead of the games programming course I was going to take...)[/QUOTE] All advice I've got is to never take programming as a major. Programming is something you're likely to learn by yourself, but software engineering (which I'm taking) is going to be much, much more useful if you want to land a good job in the business.
[QUOTE=raBBish;27260970]All advice I've got is to never take programming as a major. Programming is something you're likely to learn by yourself, but software engineering (which I'm taking) is going to be much, much more useful if you want to land a good job in the business.[/QUOTE] Yeah, I recently spoke to my brother in law and a couple of his work mates / connections (He's a programmer and his connections work for games studios) and they all returned... "Don't take games programming. No-one in this office has a specific degree in games programming. We all either have Computer Science degrees or Software Engineering degrees..." By the way... Computer Science - More low level sort of stuff Software Engineering - More based around applications development and design patters etc. The best advice I got was... "You can pick units from both Computer Science and Software Engineering, experiment with them both."
[QUOTE=raBBish;27260970]All advice I've got is to never take programming as a major. Programming is something you're likely to learn by yourself, but software engineering (which I'm taking) is going to be much, much more useful if you want to land a good job in the business.[/QUOTE] What is Software Engineering, versus simply programming? [editline]7th January 2011[/editline] [QUOTE=Loli;27261020] Computer Science - More low level sort of stuff Software Engineering - More based around applications development and design patters etc.[/QUOTE] Ah, that answered it. I prefer lower level stuff, so CS ftw.
[QUOTE=yakahughes;27261023]What is Software Engineering, versus simply programming? [editline]7th January 2011[/editline] Ah, that answered it. I prefer lower level stuff, so CS ftw.[/QUOTE] To quote my future university's site for a more specific answer: [quote]3. Students of Software Engineering will get expertise in software development, its processes, methods and tools. Typical roles for the graduates of this major include software architects, programming experts, software product managers, and systems analysts. Common tasks in the field include • Design, development, and maintenance of software and information systems • Software and systems analysis and design • Participation to software development projects in either supplier or customer role • Software research and product development • Management of software development organizations.[/quote] They don't actually even offer Computer Sciences (or anything like that), the three fields of specialization in IT are Intelligent Computing, Communications Software and Software Engineering.
Glad I helped...
[QUOTE=raBBish;27261105]To quote my future university's site for a more specific answer: They don't actually even offer Computer Sciences (or anything like that), the three fields of specialization in IT are Intelligent Computing, Communications Software and Software Engineering.[/QUOTE] Going to Lappeenranta University of Technology, eh? :v:
Anybody want to host a txt file for me? It's only 1kb and I need to be able to access it. [editline]7th January 2011[/editline] [QUOTE=esalaka;27262665]Going to Lappeenranta University of Technology, eh? :v:[/QUOTE] You Googled it too? :v:
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