• What are you working on? v15
    5,001 replies, posted
[QUOTE=Philly c;27334810]Traditionally pixel art games don't use transparency, so there's no point adding a fourth channel for a value that will be either 255 or 0.[/QUOTE] Exactly. Smaller image size (24-bit vs 32-bit), and a minimal one-time color key created on image load. That's not really needed due to images being small anyway, but the point is that when we don't need a variable alpha channel, a color key is [i]not[/i] worse than an alpha channel.
Just wait until you have to make magenta monsters. Then you're fucked XD
[QUOTE=dag10;27334861]Exactly. Smaller image size (24-bit vs 32-bit), and a minimal one-time color key created on image load. That's not really needed due to images being small anyway, but the point is that when we don't need a variable alpha channel, a color key is [i]not[/i] worse than an alpha channel.[/QUOTE] I think PNG8 has a fully-alpha color in its palette.
[IMG]http://i.imgur.com/KWB8M.png[/IMG]
Finally, I have some content! Not very interesting content, but content nonetheless. [img]http://i.imgur.com/NWRlU.png[/img] Learning to develop for Android.
[QUOTE=Jack Trades;27335714][img_thumb]http://i.imgur.com/KWB8M.png[/img_thumb][/QUOTE] What's up with layla? It's not the first time he's rating me dumb for posting in here. Is he retarded or something?
Has anyone else been reading [url=http://readthefuckinghig.tumblr.com/]Read the Fucking HIG[/url] ? He reviews the interfaces of Mac App Store programs. It's quite funny.
[QUOTE=Jack Trades;27335813]What's up with layla? It's not the first time he's rating me dumb for posting in here. Is he retarded or something?[/QUOTE] lol you care about ratings.
I think SFML's random generator is shit, I am using it for my genetic algorthim, and if I set the range for increasing on mutation to -20, 20, i get an insanely low fitness value (Which is an average of 3 values) (often in negatives) and if I set it to -10, 20 I get numbers in the thousands. I think I'm doing it wrong.
[QUOTE=neos300;27337199]I think SFML's random generator is shit, I am using it for my genetic algorthim, and if I set the range for increasing on mutation to -20, 20, i get an insanely low fitness value (Which is an average of 3 values) (often in negatives) and if I set it to -10, 20 I get numbers in the thousands. I think I'm doing it wrong.[/QUOTE] It's not SFML, bro. [url=http://www.sfml-dev.org/documentation/1.6/Randomizer_8cpp-source.htm]Look at their source.[/url]
thanks to some vb class i'm taking in high school, i have forgotten how to properly code c++ oh well, it's not like i could in the first place
After 5 minutes and 1 million generations: Top Car: Speed: -388 Acceleration: -133 Attractiveness: 690 Average: 56 Thats one nice looking but shit slow car.
[QUOTE=deloc;27336545]lol you care about ratings.[/QUOTE] I get pissed off when I don't get programming king ratings
[QUOTE=dag10;27333642]I understand pointers in C/++ very well, and I have used them for a long time. I understand that if I do &somevar, it will evaluate to the address of somevar. But one thing that I've never understood and SFML uses a lot is something like this: [cpp]void Draw(RenderTarget& Target) const;[/cpp] (That's right out of their docs). What does RenderTarget& Target mean?[/QUOTE] That's a [url="http://en.wikipedia.org/wiki/C%2B%2B_reference"]reference[/url]. Kind of like an immutable pointer that is pre-dereferenced and doesn't need to be "&"ed when called. Essentially you use it like you would use copied values (standard calls) but it passes a reference, which: A) means you don't spend time copying large objects (works similarly to a pointer in this respect) B) can alter a passed value, instead of working on a copy of the object (like a dereferenced pointer) (I wrote this all from memory, please correct any mistakes I've made in this explanation)
Got a parser ready for action. [code] @test D=A A;JMP (test) [/code] Will return: [code] 4: test ---------------- 1: A_COMMAND 1: test 2: C_COMMAND 2: D 2: A 3: C_COMMAND 3: A 3: JMP 4: L_COMMAND [/code] I have to wait for the translator because some people are fucking incompetent and can't do their job properly which takes my time away from coding.
Yey, Finally working tile collision. Even the timestep hack is fixed so I can't hax through the collision anymore if the timestep/ loop time is too high.
[QUOTE=BMCHa;27338684]That's a [url="http://en.wikipedia.org/wiki/C%2B%2B_reference"]reference[/url]. Kind of like an immutable pointer that is pre-dereferenced and doesn't need to be "&"ed when called. Essentially you use it like you would use copied values (standard calls) but it passes a reference, which: A) means you don't spend time copying large objects (works similarly to a pointer in this respect) B) can alter a passed value, instead of working on a copy of the object (like a dereferenced pointer) (I wrote this all from memory, please correct any mistakes I've made in this explanation)[/QUOTE] Would: [code] void MyFunction(int &MyInteger) [/code] be the same as: [code] void MyFunction(int& MyInteger) [/code] :downs: ?
[QUOTE=Drak_Thing;27341040]Would: [code] void MyFunction(int &MyInteger) [/code] be the same as: [code] void MyFunction(int& MyInteger) [/code] :downs: ?[/QUOTE] Yes, exactly the same. C++ ignores most whitespace.
[QUOTE=Jack Trades;27335714][img_thumb]http://i.imgur.com/KWB8M.png[/img_thumb][/QUOTE] Looks cool and interesting, what is it exactly ?
Reminds me of Dystopia hacking.
I'm trying to save the game state as a whole in GridQuest, by serializing the environment with json, then setting it as the global environment on load, but it's getting a stack overflow for some reason.
I've got most of a text-to-texture system going with a lot less code than I thought it would take (thanks, android.graphics.Bitmap!) Now I just need to add a method to my texture loading class, so it can store my Bitmap, as it's currently only accepting stuff from the Android context system (R.drawable.*) If it works successfully, I'll take a picture and post it... otherwise, I'll probably spend a while debugging it.
[QUOTE=Xerios3;27342194]Looks cool and interesting, what is it exactly ?[/QUOTE] Graphics prototype for a hacking puzzle game for Kongregate contest.
Arrrgh, I can save/load entities, but they break almost completely. (no collision, using things does nothing, etc.)
so text rendering works, but I'm too lazy to draw a full font, I got bored after drawing ASCII values 33-47, so I chose some random values from there. [b]It's supposed to be "($)" It's on the top left, on top of the progress bar.[/b] I do have spacing set up, which is why those dots are between each character, and why there are lines above and below the text. That'll all be cleaned up when I get one of my friends to make a font. [img]http://img412.imageshack.us/img412/5328/textworks.png[/img] Also, lots of changes since the last time I posted anything. Basically, removed that half-assed tileset, replaced it with some VERY shitty programmer art, added a player + UI layer + touch input, and a whole bunch of other stuff. We'll have a level done by Jan 26, so expect a video of an almost fully working level between now and then. None of the art is anywhere near final, and the layout of the current UI (mainly the progress bars) will change. EDIT: just realized people may scroll by this and not know where the text is supposed to be rendered, so I bolded it...
Guys, I'm making a sandbox and I'm wondering what to use for my GUI. I want something free for commercial use that's easy to use. It will be used with SFML but as long as I can just give it a hwnd to work with that's fine too since the interface will be fixed in place at the top of the window. I'm using C++. C# is great for gui stuff and I'm tempted to use it with SFML.net, but if I could avoid it and stick to C++ that would be great. Suggestions?
GWEN is kewl.. it's rendered in game though. [url]http://gwen.facepunchstudios.com/[/url] [img]http://dl.dropbox.com/u/3590255/Screenshots/Gwen/ModelViewer.png[/img] [img]http://dl.dropbox.com/u/3590255/Screenshots/Gwen/11Jan2011_001.png[/img] It's totally skinnable btw.. here's the texture used to draw the GUI above.. [img]http://dl.dropbox.com/u/3590255/Screenshots/Gwen/skin.png[/img]
[QUOTE=Jallen;27346021]...I'm wondering what to use for my GUI... Suggestions?[/QUOTE] No suggestions from me, sorry. :/ I haven't been doing a lot of programming done that I would of like to have done. And for some reason when this happens I kind of, feel unproductive or think less of myself because I could of put more effort. But, I've messed around with web development and I'm at a state of comfortability of making sites on my own. Messed with SQL and I'm gonna definitely use it for data storing :v: As for today, I woke up at 11Pm and I've been up since then, and I spent some time learning on how to embed Lua into C/C++. So I look forward to continuing on that when I get back from school. Plan on using Lua for scripting storyboards for Beat Tapper, and other fun things for future projects. : ) [b]Edit:[/b] Hm, GWEN does look pretty kewl. I might try it out when I need GUI.
[QUOTE=garry;27346448]GWEN is kewl.. it's rendered in game though. [url]http://gwen.facepunchstudios.com/[/url] [img_thumb]http://dl.dropbox.com/u/3590255/Screenshots/Gwen/ModelViewer.png[/img_thumb] [img_thumb]http://dl.dropbox.com/u/3590255/Screenshots/Gwen/11Jan2011_001.png[/img_thumb] It's totally skinnable btw.. here's the texture used to draw the GUI above.. [img_thumb]http://dl.dropbox.com/u/3590255/Screenshots/Gwen/skin.png[/img_thumb][/QUOTE] It looks great (and I could be lazy and just use the dx9 renderer in a separate window on my window :P) but I was looking at the site and it looks like the only docs are a tutorial, and the tutorial doesn't tell you how to do input. Any plans to update the docs at all?
Sure, if you want to use it - if you get stuck give me a shout and I'll write a tutorial on the specifics.
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