• What are you working on? v15
    5,001 replies, posted
Started coding Facepunch for Android. Nothing to show yet, but the custom controls and GUI are much easier to make than I expected.
So one of my friends decided to draw out a font for me inside the tileset I laid out. Expect the next media I put up of my game to (potentially) have a rendered FPS texture updating every frame (idk how efficient it is yet, but each character runs two methods, one to get pixels from the tileset bitmap based on String.charAt, and the other to place those pixels into a newly allocated one) Also, I'm turning textures into an intermediate class between the actual images and the game, I never realized how deeply rooted the old system was. Oh well, this will make things a lot easier, readable, and more flexible, especially since grabbing tileset coordinates used to rely on there being the same x and y size, as well as the same number of tiles on the x and on the y. Right after we get a single level prepared for a demo in 2 weeks and a day, we're probably going to come up with some sort of data storage (XML?) and allow for multiple levels by the next deadline, Feb 16.
All these cool game things are making me want to get into game development. I guess I'll start with XNA and move up?
[QUOTE=Overv;27357997]The [url=http://www.freetype.org/]Freetype library[/url].[/QUOTE] Well I wasn't asking, I was asking him. :P I know it uses a font library and OpenGL but he was acting like SFML and SDL had some type of magic that allowed them to load and render fonts.
[QUOTE=Lerlth;27359883]All these cool game things are making me want to get into game development. I guess I'll start with XNA and move up?[/QUOTE] I went straight from C#/Winforms to Android and OpenGL ES. I actually like the challenge of making a huge leap like that. Also, circular requirements lol. Texture asks for a Bitmap in the constructor, and my Bitmap generator method requires a Texture! [editline]11th January 2011[/editline] Figured it out. Made the class non-static and added the Texture (font tileset) to the constructor.
Messing around with the map generation and the collision detection is done. [img]http://img39.imageshack.us/img39/3365/c9fd947e92cc19d11ebe574.png[/img]
[IMG]http://i56.tinypic.com/2dhcxhf.png[/IMG] I've been working on integrating the Grid menu system into the main window. It also gives an FPS boost! This is mostly because I'm getting a Caanoo and want to port Grid to nlove :downs:
Hey, -snip- figured it out.
Hm I just ran into a problem, my particles have always been drawn with the depth buffer disabled, but now this kinda bothered me, so I wanted the quads to be drawn in correct order. The problem is, if I turn on the depth buffer, they are drawn in the correct depth, but they occlude my models... How would I be able to fix it and have transparency on the quads, with the correct depth sorting? [IMG]http://img684.imageshack.us/img684/6748/quads.png[/IMG]
Hey, For transparencies, the depth buffer won't help you much. Keep depth writing off and but depth reading on, and then sort the quads manually by whatever Z-depth you give them (if they are in 3D space, then you can use the distance to the camera). Once all of the opaque parts of the scene are drawn, render your sorted transparencies.
I solved it myself now ;) The problem is, that the alpha blending only works on already present pixels on the screen. So what it did previously was to draw the quads, and then the asteroids and such, so I just swapped the draw order. Now I'm drawing all the particles at last, and voila :)
[media]http://www.youtube.com/watch?v=WnXdwwzH1Cw[/media] Improved the beat detection. Still isn't perfect. Deloc and Layla--well, mainly Layla--would you mind elaborating on why you think this is dumb?
[QUOTE=s0ul0r;27363550]I solved it myself now ;) The problem is, that the alpha blending only works on already present pixels on the screen. So what it did previously was to draw the quads, and then the asteroids and such, so I just swapped the draw order. Now I'm drawing all the particles at last, and voila :)[/QUOTE] Hey, Yes, but did you keep depth writing off and sort them? If you didn't, then a "closer" quad might be drawn before a "further" quad, and it'll end up obstructing the further quad.
geel I think you should work on improving it aesthetically or in gameplay(dots firing dots at dots which when colliding eliminate both GOTY 2010) prior to worrying about beat detection tbh maybe make the player an actual play or person or something who is actually holding a weapon that might actually look like it's firing something or the zombie things look not like circles programmer art isn't an excuse to not try....
[QUOTE=Soda;27364049]geel I think you should work on improving it aesthetically or in gameplay(dots firing dots at dots which when colliding eliminate both GOTY 2010) prior to worrying about beat detection tbh maybe make the player an actual play or person or something who is actually holding a weapon that might actually look like it's firing something or the zombie things look not like circles programmer art isn't an excuse to not try....[/QUOTE] Soda, I (and many people here) think that you know shit all about programming and game design. The fact that you think polish should be done FIRST implies that you're a 12 year old using GameMaker. So Soda, fuck off. Thanks, WAYWO
[QUOTE=limitofinf;27364012]Hey, Yes, but did you keep depth writing off and sort them? If you didn't, then a "closer" quad might be drawn before a "further" quad, and it'll end up obstructing the further quad.[/QUOTE] No it's turned on now, Also, I'm sorting the quads after distance to camera. And fucking stop rating yourself optimistic...
[QUOTE=geel9;27364079]you're a 12 year old using GameMaker. [/QUOTE] but you're 14.
deloc is soda
[img]http://jmazouri.com/pubfiles/dictest.jpg[/img] Word definer, using Dictionary.com API. God damn it I hate XML.
[QUOTE=geel9;27363640][media]http://www.youtube.com/watch?v=WnXdwwzH1Cw[/media] Improved the beat detection. Still isn't perfect. Deloc and Layla--well, mainly Layla--would you mind elaborating on why you think this is dumb?[/QUOTE] Still feels really meh, much better than before but it just doesn't look right. @Below Care to elaborate on what that part is?
[QUOTE=Kopimi;27364667]Still feels really meh, much better than before but it just doesn't look right.[/QUOTE] Yeah, there's one part I don't like.
I just realized how depreciated OpenGL ES 1.0 is. It's OpenGL 1.3. From 1998 :ohdear: But of course this makes me want to eventually move away from Android and start learning some non-depreciated OpenGL, just to see how different it is. Maybe even ease my way in by teaching myself OpenGL ES 2.0, which introduces shaders.
So I'm having an issue with LiveStream ProCaster. It launches, says "Initializing main window", and crashes. Anyone else got this?
you're in the wrong thread, buddy
Kind of relates to programming in that I'm going to finally launch a livestream that isn't shitty quality. Anyways, I fixed it.
[code]// test.cpp : Defines the entry point for the console application. // #include "stdafx.h" #include <iostream> #define WIN32_LEAN_AND_MEAN #include <Windows.h> #include "..\Shared\Engine.h" using namespace std; int _tmain(int argc, _TCHAR* argv[]) { HMODULE hCore = LoadLibrary("core.dll"); Mavgine::EngineParams *pEngineParams = new Mavgine::EngineParams; pEngineParams->uTickRate = 66; Mavgine::CreateClassFn pCreateClass = (Mavgine::CreateClassFn)GetProcAddress(hCore, "CreateClass"); Mavgine::Engine *pEngine = (Mavgine::Engine*)pCreateClass(MavgineEngineVersion, pEngineParams); float debug = pEngine->GetRealTime(); while(true) { if(pEngine->ShouldTick()) { pEngine->ForceTick(); cout << "Tick" << endl; } } system("pause"); return 0; } [/code] IT TICKS :D Like the name of the engine? :P
[QUOTE=jmazouri;27364652][img_thumb]http://jmazouri.com/pubfiles/dictest.jpg[/img_thumb] Word definer, using Dictionary.com API. God damn it I hate XML.[/QUOTE] That's an interesting choice of words you've got there :v:
Alright, gonna start a livestream.People can vote on what I work on. [b]I promise it has high quality this time![/b] [media]http://www.livestream.com/flashprogrammer[/media]
You scared the hell out of me with that music. I had my speakers up loud.
[QUOTE=Niteshifter;27365153]You scared the hell out of me with that music. I had my speakers up loud.[/QUOTE] Were you "dawdwwdwdd"?
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