[QUOTE=chimitos;37332921]It just takes a while to figure it out.[/QUOTE]
I took the blue pill. :(
[editline]21st August 2012[/editline]
Oh wait, I forgot, I meant the red pill.
Midnight to 2am is prime coding time.
Somehow level parsing is all making sense to me now and I can make my enemies do cool stuff like hide in trees.
[IMG]http://i.imgur.com/QlSvJ.gif[/IMG]
AAAAAAA BATS
Humdudumdudumdudu-
[IMG]http://i.imgur.com/Jjsut.gif[/IMG]
AAAAAAAAAAA BATS
please for god sakes don't make it shake that much when you get hit.
It needs more shake. I can still see.
You shouldn't really have any screen shaking with a graphic style like that. It's confusing and disorienting and more importantly really uncomfortable to look at. You really need to be aware of what looks nice and what is eye-torture to pull this off.
[QUOTE=Topgamer7;37333567]please for god sakes don't make it shake that much when you get hit.[/QUOTE]
pfft, you guys just don't get my ~artistic direction~
In all seriousness, it looks very different ingame. I'm leaving it in until I get some playtesters' opinions.
[QUOTE=chimitos;37332921]What I did was read most of the OpenGL Superbible.
After that I used the android tutorials, stackoverflow and this:
[url]www.disgruntledrats.com/?p=440[/url]
It's not that hard if you read from several different sources. It just takes a while to figure it out.
Good luck![/QUOTE]
Thanks for the disgruntles link buddy. I now have a lovely cornflower blue screen. :grin:
[t]http://i.imgur.com/kzNVY.png[/t]
Got inventories, potions, and weapon select working. Time for bed, I think.
[QUOTE=Nigey Nige;37333550]Midnight to 2am is prime coding time.
Somehow level parsing is all making sense to me now and I can make my enemies do cool stuff like hide in trees.
AAAAAAA BATS
Humdudumdudumdudu-
AAAAAAAAAAA BATS[/QUOTE]
He looks like some kind of crusader penguin man.
Just added uniform setters to that engine I found.
Now I can keep up with reading open.gl and add matrices and shit.
[url]https://github.com/voodooattack/FimbulvetrEngine[/url]
I am thinking about creating a strategy game. I don't know if someone already has played Metal Fatigue:
[img]http://ui01.gamespot.com/888/mfatigue2008030219491162_2.png[/img] [img]http://ui01.gamespot.com/263/mfatigue2008030322153534_2.png[/img] [img]http://img.brothersoft.com/screenshots/softimage/m/metal_fatigue-433331-1290147564.jpeg[/img]
Could be a good game if recreated. I just need some knowledge and a game engine, but I don't know what game engine do I use for strategy game.
[QUOTE=Cesar Augusto;37335506]Could be a good game if recreated. I just need some knowledge and a game engine, but I don't know what game engine do I use for strategy game.[/QUOTE]
There's [URL="http://springrts.com/"]Spring[/URL].
Working on an Android RPG type game. Got collisions working just now.
[IMG]i.imgur.com/zdIG2.png[/IMG]
It doesn't want to let me thumb or post it, so just copy and paste.
[QUOTE=WTF Nuke;37336931]Working on an Android RPG type game. Got collisions working just now.
i.imgur.com/zdIG2.png
Not sure how to thumb it.[/QUOTE]
[noparse][t](image)[/t][/noparse]
Hey whos that guy who made that sprite maker/animator program? Is it released yet?
[IMG]http://img820.imageshack.us/img820/2897/8202012glslstringer.png[/IMG]
Also because I wanted to learn Swing.
Am I the only one who loads shaders from files? I think it's bad to hard code in shaders.
[QUOTE=Naelstrom;37337206]Am I the only one who loads shaders from files? I think it's bad to hard code in shaders.[/QUOTE]
I do that, but it's still useful for these times when you have to create a constant simplest-ever shader (no lightning etc)
If I was todo that I would just use find and replace
On the shader file:
Find: \n
Replace: \\n\"\n\+\" (In Sublime text 2)
[vid]https://dl.dropbox.com/u/2276133/gameEngineTK1%202012-08-21%2002-00-10-02.webmvp8.webm[/vid]
making something in opengl/opentk.
[t]http://i.imgur.com/Yiq4V.png[/t]
good night
(glsl)
[QUOTE=boomer678;37337304]-sip-
making something in opengl/opentk.[/QUOTE]
Since when is there an OpenTK renderer for GWEN.NET?
[QUOTE=Naelstrom;37337206]Am I the only one who loads shaders from files? I think it's bad to hard code in shaders.[/QUOTE]
I only hard code shaders at the beginning of a project; once I have a nice workable filesystem and rendering, that's when I start dynamically loading them.
[QUOTE=Naelstrom;37337206]Am I the only one who loads shaders from files? I think it's bad to hard code in shaders.[/QUOTE]
It's doable with a nice little macro.
[img]http://i.imgur.com/T421y.png[/img]
I prefer keeping the shader code mixed in with my C++ code because there's so much code referring to shader variables.
What's the macro definition? I wasn't aware that C++ allowed run on strings.
[QUOTE=Lexic;37339696]What's the macro definition? I wasn't aware that C++ allowed run on strings.[/QUOTE]
It doesn't, sorta, it ignores the newlines in the run on string. The macro looks like this:
[cpp]#define GLSL( x ) "#version 150\n" #x[/cpp]
[QUOTE=Overv;37339922]It doesn't, sorta, it ignores the newlines in the run on string. The macro looks like this:
[cpp]#define GLSL( x ) "#version 150\n" #x[/cpp][/QUOTE]
Wait, so I could write a macro like this
[cpp]#define Stringify( x ) #x[/cpp]
And it'd work with a string of any type and the only thing that would happen is the newlines would get removed?
[editline]21st August 2012[/editline]
Fuck it I'll just try this instead of waiting for an answer :v:
[editline]for the record[/editline]
Seems to work
[IMG]http://i.imgur.com/cRsOO.gif[/IMG]
So I finished my "Make a tool" assignment. Meaning that the assignment is over with. My tool isn't though.
I made a public repo for it: [URL="https://bitbucket.org/JacksieP/skellingtons/"]https://bitbucket.org/JacksieP/skellingtons/[/URL]
Its current state is "You can animate stuff a bit."
Next feature is draw depth which will be on the bone and able to be changed on keyframes. Then I have to make a properly working undo/redo system (current one only works with what is saved to disk, not all editor changes so I stopped developing that further).
Level switching!
[IMG]http://i.imgur.com/3RKSU.gif[/IMG]
Took me a while to debug because I accidentally multiplied his movement by 16 and blasted him off into the void every time he switched.
You should try keeping your character on the same position on-screen between transitions.
Sorry, you need to Log In to post a reply to this thread.