[QUOTE=Hexxeh;37192684]
Looks nice, but it's a shame you've decided to build your own API to do this. One of the reasons I launched a publicly documented API was to prevent a bunch of them springing up.
If you've got suggestions on how the API might be improved, I'd like to hear them.[/QUOTE]
Honestly, when my app used your API, it just wouldn't work 50% of the time. And you were never on Steam to yell at you to fix it.
Overv, when your version is ready, just tell me and I'll remove mine.
[IMG]http://i.imgur.com/DxkKL.png[/IMG]
Working on my 2D skeletal animation editor. Specifically the timeline control at the bottom.
"Make a tool" assignment for uni. C# is weird.
[QUOTE=geel9;37195805]Currently, while we're working on bot stability issues, we're hosting the bots on my computer (we're going to host them on our dedi once we know they can be up for a long time).
Unfortunately, even if our bots are incredibly stable, little brothers can still click the big red X.
As for your questions, the bots will friend people, but they have a timeout of 40 seconds. If they don't respond in that time, they move to the next person.[/QUOTE]
Ok, that makes sense. Have you thought about making it so that after the friend request has been sent, the job is stored in a pool of some sort and then the details are called up when a person sends the bot a trade request? It would mean you don't have to rely on timeouts to get things done, you can just get a bunch of invites out and the first person to initiate a trade would get the priority.
Similar things have been suggested but that would either invalidate the queue, or make it so that even when you have gotten through the queue you STILL have to wait.
Just had a successful trade of four of my dupes for 2 scrap. Very cool!
[editline]12th August 2012[/editline]
Ninja.
[editline]12th August 2012[/editline]
[QUOTE=geel9;37197163]Similar things have been suggested but that would either invalidate the queue, or make it so that even when you have gotten through the queue you STILL have to wait.[/QUOTE]
Yeah, I was thinking it would mean the queue system can be removed and just base it on who trades first. Could that cause any large issues, do you think?
[editline]12th August 2012[/editline]
Just noticed a small typo; if the trade is canceled due to the player being AFK, in the message the bot sends you have written "AKF" instead of "AFK".
[QUOTE=Chris220;37197168]Just had a successful trade of four of my dupes for 2 scrap. Very cool!
[editline]12th August 2012[/editline]
Ninja.
[editline]12th August 2012[/editline]
Yeah, I was thinking it would mean the queue system can be removed and just base it on who trades first. Could that cause any large issues, do you think?
[editline]12th August 2012[/editline]
Just noticed a small typo; if the trade is canceled due to the player being AFK, in the message the bot sends you have written "AKF" instead of "AFK".[/QUOTE]
The issues would be that we as a "service" are invalidated; the website would be pointless. In addition, it means that you just need to be lucky and trade the bot, and not fairly wait your turn.
[QUOTE=icantread49;37190394]So, long story short, after Phyzicle totally let me down, I've been working on this cool new idea for a touch-screen game. Unfortunately, I might not be able to finish it due to time constraints.
Either way, I'm curious to see what you guys think of it. Perhaps if there's any interest, I'll make some time for it.
[img]http://www.facepunch.com/fp/ratings/winner.png[/img] - make time for it!
[img]http://www.facepunch.com/fp/ratings/rainbow.png[/img] - eh
[url]http://puu.sh/QSSO[/url]
What do you guys think?[/QUOTE]
Looks like there's overwhelming support for continuing it! I'm going to try to make some time every day after work, and I'll let you guys know how it goes!
[QUOTE=swift and shift;37179666][url=http://p.yusukekamiyamane.com/]Fugue[/url] icons have the advantage of not being overused (yet)[/QUOTE]
some of them are used on Facepunch already :v:
he also has some awesome fonts for roguelikes:
[IMG]http://i.imgur.com/O0DzI.png[/IMG]
[QUOTE=geel9;37197612]The issues would be that we as a "service" are invalidated; the website would be pointless. In addition, it means that you just need to be lucky and trade the bot, and not fairly wait your turn.[/QUOTE]
I guess with only a few bots and lots of people it isn't such a good idea, it'd only really work if you had a LOT of bots running as well.
Either way it's working as intended now, got a couple of weapons and a huge amount of scrap.
Hey guys. I need special data structure but I don't know if it exists.
Basically, it's a tree where each node has one field that can be true, false or pass. When you access the value on one node, it returns true if true, false if false or if it's pass, it returns the value of the first parent that has the field set.
So basically
1(P)-2(P)-3(T)-4(P)-5(P)
5's value is true because 3 has true. If 4 had false, 5's value would be false.
This obviously isn't hard to make but I want to avoid having to go through the parents every time.
I also don't like the idea that each child has to be updated if one of the parents changes.
Can it be done?
Anything can be done. You just have to program it. (Or I do, in this case) Don't worry about efficiency for something like this: traversing the list is linear time and only requires a couple boolean operations per iteration.
[cpp]
public class PassList
{
private Node root = null, leaf = null;
public boolean get(int n)
{
Node cur = root;
boolean lastVal = false;
for (int i=0; i<n; i++)
{
if (cur == null) break;
if (!cur.pass) lastVal = cur.val;
cur = cur.next;
}
return lastVal;
}
public void add(boolean pass, boolean val)
{
Node newNode = new Node(pass, val);
if (root == null)
{
root = newNode;
leaf = root;
}
else
{
leaf.next = newNode;
leaf = newNode;
}
}
public void clear()
{
root = null;
leaf = null;
}
private class Node
{
private Node next = null;
private boolean pass;
private boolean val;
private Node(boolean pass, boolean val)
{
this.pass = pass; this.val = val;
}
}
}
[/cpp]
This defaults to returning 'false' if all nodes are set to pass or the list is empty.
View target and triggers! Well, trigger events are part of Unity already, but I still managed to make the triggers do something.
[vid]https://dl.dropbox.com/u/45530518/Unity%202012-08-12%2021-17-42-56.webmvp8.webm[/vid]
Now to see if damaging the player works and see if the player is mortal.
So I've been thinking about what I want to do for a small fun project, and I decided that I want to do a kind of "sand-style" particle simulator thing. Performed a few googles, and have found no really solid or helpful information about simulating this kind of physics yourself (without the aid of a physics engine).
I studied mechanical mathematics and physics at College, so theoretically I should be able to achieve this on my own knowledge, but with it being the end of a summer break my brain is incapable of recalling that kind of information right now. So, does anyone know a decent place to get some hints and tips on something like this?
[QUOTE=jonnopon3000;37200010]So I've been thinking about what I want to do for a small fun project, and I decided that I want to do a kind of "sand-style" particle simulator thing. Performed a few googles, and have found no really solid or helpful information about simulating this kind of physics yourself (without the aid of a physics engine).
I studied mechanical mathematics and physics at College, so theoretically I should be able to achieve this on my own knowledge, but with it being the end of a summer break my brain is incapable of recalling that kind of information right now. So, does anyone know a decent place to get some hints and tips on something like this?[/QUOTE]
Uh
[url]http://fallingsandgame.com/viewforum.php?f=13[/url]
I know it isn't much yet, but how is this for an early main menu?
[IMG]https://dl.dropbox.com/u/41041550/Coding/C%23/Forgotten Voxels Mono/gui_1.PNG[/IMG]
[QUOTE=dije;37201297]I know it isn't much yet, but how is this for an early hud?
[img]https://dl.dropbox.com/u/41041550/Coding/C%23/Forgotten%20Voxels%20Mono/gui_1.PNG[/img][/QUOTE]
I like it.
[QUOTE=dije;37201297]I know it isn't much yet, but how is this for an early main menu?
[IMG]https://dl.dropbox.com/u/41041550/Coding/C%23/Forgotten Voxels Mono/gui_1.PNG[/IMG][/QUOTE]
For an early one, it's not bad, but you might want to put some more work into the title. Maybe display the title with voxels?
[QUOTE=T3hGamerDK;37201505]For an early one, it's not bad, but you might want to put some more work into the title. Maybe display the title with voxels?[/QUOTE]
Or just make the entire menu out of voxels, including the buttons and everything.
Tho the text could better just stay text and not pixel(block)art
[QUOTE=benjojo;37194540]I think the issue was that the API could just go down for a week with out any notice. (Eg. when the IP Address of FP changes)[/QUOTE]
If people tell me it's broken, then I can fix it quickly.
[editline]12th August 2012[/editline]
[QUOTE=Overv;37195710]I have security requirements that are not compatible with your current API, because I do not want to store the password in the application.[/QUOTE]
So you want to be able to just get a session key and save that? That's what the API is doing transparently in the background, so I could arrange that.
I'm considering changing the authenticate call so that it returns the session ID, and then allowing clients to either pass the session ID or the username/password hash.
Would that satisfy your requirements?
[QUOTE=geel9;37196060]Honestly, when my app used your API, it just wouldn't work 50% of the time. And you were never on Steam to yell at you to fix it.
Overv, when your version is ready, just tell me and I'll remove mine.[/QUOTE]
That's because I use Steam for Mac and it blows. Most of the time during the day I'm now at work where I use Linux and it blows even more there.
I've told you many, many times to use Twitter to reach me (or email) because I respond to those most frequently.
Make the background less blurry so you can actually see cubes instead of a smashed birthday cake
[QUOTE=Staneh;37185706]Kind of looks like my game:
[img]http://puu.sh/QN2A[/img][/QUOTE]
It is so on.
Seriously, though, I'm interested to see where you take the idea. I guess I'm still building the basic engine. The finished product I'm aiming for is quite a long way away.
This may be a little too much casting :v:
[code]m_script=(root::Script*)((root::RootFileSystem*)m_parent->m_app->getManager("RFS"))->search(m_parent->getName()+".lua");[/code]
I really don't see a problem with all of the different APIs that have popped up for FP.
[QUOTE=dije;37202222]Update:
[img]https://dl.dropbox.com/u/41041550/Coding/C%23/Forgotten%20Voxels%20Mono/gui_2.PNG[/img][/QUOTE]
I've seen this before. :v:
Working on something with a friend:
[img]http://puu.sh/QQ5R[/img], still working out some kinks like squirrel doesn't even work but we plan to have it working soon.
[QUOTE=Gran PC;37204078][QUOTE=dije;37202222]Update:[img]https://dl.dropbox.com/u/41041550/Coding/C%23/Forgotten%20Voxels%20Mono/gui_2.PNG[/img][/QUOTE]
I've seen this before. :v:[/QUOTE]
maybe you forgot about it
[QUOTE=StaT;37181114][img]http://img194.imageshack.us/img194/7485/noobct.png[/img]
My first app with Glut
i have no fucking idea on what the fuck is going on :v:[/QUOTE]
ditch glut asap
use glfw
[img_thumb]http://bit.ly/Nk4fTT[/img_thumb]
Finally got a virtual machine running mac os; I'm surprised how many hoops I had to jump through to get my hands on "xcode", but finally I can start compiling stuff for mac from my base system!
Oh and it's pretty interesting because I have two monitors up allowing me to run a complete mac os in full screen on one side, move my mouse between them, and copy-paste stuff between them. It's quite fun.
[QUOTE=Naelstrom;37208334][img_thumb]http://bit.ly/Nk4fTT[/img_thumb]
Finally got a virtual machine running mac os; I'm surprised how many hoops I had to jump through to get my hands on "xcode", but finally I can start compiling stuff for mac from my base system!
Oh and it's pretty interesting because I have two monitors up allowing me to run a complete mac os in full screen on one side, move my mouse between them, and copy-paste stuff between them. It's quite fun.[/QUOTE]
How the fuck did you get OS X to run in a VM? I spent a few days trying that and all I got was kernel panics about ACPI.
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