• What are you working on? v15
    5,001 replies, posted
Has anyone had any experience with Mono for Android?
working on a map in hammer just to practice. [highlight](User was banned for this post ("This is not a mapping WAYWO - read the thread" - SteveUK))[/highlight]
Working on an invisible widget for Android that sends the phone's location to my server every hour, in case it ever gets stolen. When you try to drag icons or other widgets into that invisible space, it'll just look like Android doesn't allow you to drop anything there. I only need to think of something for the GPS icon. If it works well, I could put it on the Market.
[QUOTE=CarlBooth;27501944]Has anyone had any experience with Mono for Android?[/QUOTE] looked into it, it's quite good.
[QUOTE=Loli;27502446]looked into it, it's quite good.[/QUOTE] Thanks, I might pull it down and have a play. I was going to get in to iPhone development but I can't be arsed to download the iOS SDK every time it updates.
[QUOTE=Richy19;27501563]-snip-[/QUOTE] Ever thought of using noise to make the ground texture instead? itd be less repetitive :D
[QUOTE=CarlBooth;27502518]Thanks, I might pull it down and have a play. I was going to get in to iPhone development but I can't be arsed to download the iOS SDK every time it updates.[/QUOTE] Are you forced to use the newest? [editline]18th January 2011[/editline] [QUOTE=Icedshot;27502671]Ever thought of using noise to make the ground texture instead? itd be less repetitive :D[/QUOTE] bad idea
[QUOTE=Overv;27502268]Working on an invisible widget for Android that sends the phone's location to my server every hour, in case it ever gets stolen. When you try to drag icons or other widgets into that invisible space, it'll just look like Android doesn't allow you to drop anything there. I only need to think of something for the GPS icon. If it works well, I could put it on the Market.[/QUOTE] Why not do it as a service? no need for the invisible space and all
[QUOTE=Icedshot;27502671]Ever thought of using noise to make the ground texture instead? itd be less repetitive :D[/QUOTE] I think it would take abit of work do start messing around with it now, had i of done it at the beginning it could of worked but integrating it now would be abit of a hassle.
[QUOTE=nekosune;27502909]Why not do it as a service? no need for the invisible space and all[/QUOTE] Wouldn't that be more difficult to manage?
[QUOTE=Overv;27503285]Wouldn't that be more difficult to manage?[/QUOTE] Not really, and if you have it set to listen to the right broadcast, will start up with the phone. [url]http://www.brighthub.com/mobile/google-android/articles/34861.aspx[/url] it is basically, an activity minus the UI part.
[QUOTE=Jallen;27500995]It begins :buddy: [img_thumb]http://dl.dropbox.com/u/5062494/junk/android_dev_1.png[/img_thumb][/QUOTE] ugh stop posting empty projects in waywo. all of you.
Currently working on a game of Yahtzee seeing as I want to learn Ruby (my first programming language that I've really gotten into). However I just can't seem to make it work.
[QUOTE=iNova;27502800]bad idea[/QUOTE] Why? if you design a project with that in mind then it would make the ground much nicer [editline]18th January 2011[/editline] [QUOTE=Richy19;27503252]I think it would take abit of work do start messing around with it now, had i of done it at the beginning it could of worked but integrating it now would be abit of a hassle.[/QUOTE] heh ok.. it looks cool anyway :D [QUOTE=deloc;27503539]ugh stop posting empty projects in waywo. all of you.[/QUOTE] "empty projects"?
I'm currently rebuilding my engine from scratch for the fifth time now :v: and I realized something while doing so, a BSP map can be rendered more than one time and from different points of origin, kinda like this: [IMG]http://i53.tinypic.com/k1opea.png[/IMG] So basically would it be possible to render huge worlds using combination of various file format such as BSP, heightmap, 3ds, obj ... and by applying a good optimization using the player coord per instance?
[QUOTE=HiredK;27504630]I'm currently rebuilding my engine from scratch for the fifth time now :v: and I realized something while doing so, a BSP map can be rendered more than one time and from different points of origin, kinda like this: [img_thumb]http://i53.tinypic.com/k1opea.png[/img_thumb] So basically would it be possible to render huge worlds using combination of various file format such as BSP, heightmap, 3ds, obj ... and by applying a good optimization using the player coord per instance?[/QUOTE] If by any chance you start redoing it again, would you mind making a tutorial? or tutoring? :v:
2D game engine I've been working on for nearly a week. Box2D for physics, SFML for graphics and JsonCPP for json data. It's written in C++, compiles and runs nicely on windows and linux. [img]http://img833.imageshack.us/img833/6876/dreamscape2011011820343.png[/img] Level file: [code]{ "title" : "Test Level", "gravity" : [0,10], "playerstart" : [3,3.5], "backgroundcolor" : [50,50,255], "view" : { "type" : "static", "rect" : [0,0,20,10] }, "objects" : [ { "entity" : "platform", "data" : { "position" : [3,4], "archetype" : "placeholder" } }, { "entity" : "platform", "data" : { "position" : [11,4], "archetype" : "placeholder" } }, { "entity" : "platform", "data" : { "position" : [3,9], "archetype" : "placeholder" } }, { "entity" : "platform", "data" : { "position" : [11,9], "archetype" : "placeholder" } }, { "entity" : "platform", "data" : { "position" : [7,6.5], "archetype" : "placeholder" } } ] } [/code] Platform's data file: [code] { "object" : "platform", "archetypes" : { "placeholder" : { "background_image" : "media/images/platform_fence.png", "background_offset" : [0,-0.25], "physical_image" : "media/images/platform.png", "physical_offset" : [0,0], "foreground_image" : "", "foreground_offset" : [0,0] } } } [/code] Entities can have a number of presets called 'archetypes' that define lots of different values. For the platform entity it chooses the images used and can affect their position. The physics body is generated from the physical image used. The multiple images allows me to have a platform with a fence in the background and maybe a few bushes infront of the player too, all within a single entity. I'm trying to keep it really flexible. So far the engine has a media manager that loads and unloads images and sounds efficiently without reloading the same file or unloading one when it's still being used. I've also got a key binding system that loads the controls from a text file so the player can modify controls easily. I'm planning on adding a menu to change controls in game once I get around to implementing a menu system. I'm thinking of using gwen for the actual interfaces. Controls config: [code] { "jump" : "w", "jump2" : "space", "down" : "s", "left" : "a", "right" : "d", "exit" : "escape" } [/code] I hope the programmer art makes your eyes burn.
[QUOTE=HiredK;27504630]a BSP map can be rendered more than one time and from different points of origin[/QUOTE] Okay but isn't that obvious? It's like saying you can draw the same image multiple times once you read from file. That's what you're meant to do.
[QUOTE=Richy19;27504696]If by any chance you start redoing it again, would you mind making a tutorial? or tutoring? :v:[/QUOTE] Well right now the best I can do is direct you to another project witch helped me a lot the build my engine. [URL]http://www.fabiensanglard.net/bumpMapping/index.php[/URL] [editline]18th January 2011[/editline] [QUOTE=layla;27504841]Okay but isn't that obvious? It's like saying you can draw the same image multiple times once you read from file. That's what you're meant to do.[/QUOTE] Of course it's obvious, but I didn't know it was that easy. I thought that in order for a BSP map to run properly you had to setup all of it's features along the way (lightmaps and all the Quake engine-side stuff), but by simply loading the geometry and the textures id's chunk, you can mix it up with other files and render them all using custom GLSL shaders and maybe an exterior scene file. I know it's a simple concept but I never thought of that before.
I found the Facewound source code. It's bad. [url]http://dl.dropbox.com/u/3590255/Downloads/FacewoundSource.zip[/url] (~40mb)
[QUOTE=garry;27505182]I found the Facewound source code. It's bad. [url]http://dl.dropbox.com/u/3590255/Downloads/FacewoundSource.zip[/url] (~40mb)[/QUOTE] Holy Fucking shit ! Actual facewound mods !!
[QUOTE=garry;27505182]I found the Facewound source code. It's bad. [url]http://dl.dropbox.com/u/3590255/Downloads/FacewoundSource.zip[/url] (~40mb)[/QUOTE] well, that was unexpected.
[QUOTE=garry;27505182]I found the Facewound source code. It's bad. [url]http://dl.dropbox.com/u/3590255/Downloads/FacewoundSource.zip[/url] (~40mb)[/QUOTE] Wow, unexpected... Thanks for sharing :)
[QUOTE=nekosune;27503486]Not really, and if you have it set to listen to the right broadcast, will start up with the phone. [url]http://www.brighthub.com/mobile/google-android/articles/34861.aspx[/url] it is basically, an activity minus the UI part.[/QUOTE] How would you manage it without making it too obvious? (e.g. app in the app list?)
[QUOTE=Overv;27506683]How would you manage it without making it too obvious? (e.g. app in the app list?)[/QUOTE] Simple notepad activity (or some other simple like 20 min app) that on certain keypress turns it on or off?
[QUOTE=nekosune;27507178]Simple notepad activity (or some other simple like 20 min app) that on certain keypress turns it on or off?[/QUOTE] Invisible widget with widget settings for configuration is a lot easier for the end user and less noticeable for the inexperienced Android user than a nearly useless application.
My next project, particle engine [img_thumb]http://img210.imageshack.us/img210/9373/sfdf.png[/img_thumb] Also is there a better way to draw an image in SFML without having to assign it to a sprite?
[QUOTE=garry;27505182]I found the Facewound source code. It's bad. [url]http://dl.dropbox.com/u/3590255/Downloads/FacewoundSource.zip[/url] (~40mb)[/QUOTE] [code]1>shootergame - 1300 error(s), 1073 warning(s) ========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========[/code] This is going to be a wild ride, but I'm not giving up. [editline]19th January 2011[/editline] oh god what [cpp]1>.\Players.cpp(1391) : error C2065: 'yup' : undeclared identifier[/cpp] [editline]19th January 2011[/editline] [img]http://gyazo.com/26dc381a278f4cde6a7c2596b05ed51a.png[/img] :frog:
[QUOTE=mmavipc;27493856]then why does [cpp]char fpath[_MAX_FNAME]; _getcwd(fpath,_MAX_FNAME); char * lol = "\\inject.dll"; strcat(fpath,lol); HANDLE TTProcess = GetTTProc(); if(TTProcess!=NULL){ LPVOID remoteAddr=0; remoteAddr = VirtualAllocEx(TTProcess,NULL,_MAX_FNAME,MEM_COMMIT |MEM_RESERVE,PAGE_READWRITE); WriteProcessMemory(TTProcess,remoteAddr,fpath,_MAX_FNAME,NULL); HANDLE hThread = CreateRemoteThread(TTProcess,NULL,0,(LPTHREAD_START_ROUTINE)&LoadLibraryA,remoteAddr,0,NULL); WaitForSingleObject(hThread,INFINITE); }[/cpp] work?[/QUOTE] Are you running it on an account that won't let you access the registry? [editline]18th January 2011[/editline] [QUOTE=Icedshot;27500806]The source code is probably quite embarrassing, so no. :v: Unless you mean the game itself ill probably let it loose after i finish rehauling collision, and implement multiplayer! :D[/QUOTE] I'll take what it is right now, looks like a fun time waster. Kinda like falling sand game.
[QUOTE=supersnail11;27508587]Are you running it on an account that won't let you access the registry? [editline]18th January 2011[/editline] I'll take what it is right now, looks like a fun time waster. Kinda like falling sand game.[/QUOTE] Don't bring this up again.
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