• What Are You Working On August 2012
    2,271 replies, posted
[QUOTE=Larikang;37397770]I assume you mean parentheses? Yeah, that's the right way to do it. In Ruby, parentheses work like they do in math: use them whenever there could be multiple ways of parsing the code (though even then they usually aren't necessary (also like in math)). [editline]25th August 2012[/editline] Also my reply seems super late due to pages of puns.[/QUOTE] Yeah I'm a Englican so they're brackets! Thanks :) [editline]25th August 2012[/editline] [QUOTE=voodooattack;37397785]No idea. I'm not the one making it, Parakon is.[/QUOTE] Oops [editline]25th August 2012[/editline] Also On A Sidenote I Made A Program To Piss Off My Friend Who Hates When People Type Like This [code]input = "hello oscar you might like this projram" output = input.downcase.split(' ').each { |word| word.capitalize! }.join ' ' puts output[/code]
[QUOTE=sambooo;37397804]Yeah I'm a Englican so they're brackets! Thanks :) [editline]25th August 2012[/editline] Oops [editline]25th August 2012[/editline] Also On A Sidenote I Made A Program To Piss Off My Friend Who Hates When People Type Like This [code]input = "hello oscar you might like this projram" output = input.downcase.split(' ').each { |word| word.capitalize! }.join ' ' puts output[/code][/QUOTE] you can use map to transform elements of a collection. so instead of this: [code] .each { |word| word.capitalize! } [/code] you can write: [code] .map { |word| word.capitalize } [/code] also, hot tip - if you ever have a block that just calls a method on its parameter, you can use the & operator on the method name: [code] .map(&:capitalize) [/code]
[QUOTE=TM Gmod;37396987] Ludum Dare 24 is go, theme is evolution, so I'm making a TD. Tower placement working. yay[/QUOTE] I love how you are playing the nightmare before xmas soundtrack aha.
[QUOTE=Topgamer7;37398411]I love how you are playing the nightmare before xmas soundtrack aha.[/QUOTE] Spotify room! :D we've got one set up and 11 people are in it, and voting for tracks
I'm attempting to improve movement in Astrostruct, it's slightly ridiculous right now [editline]25th August 2012[/editline] I did some stuff with friction and a max speed, now the player is 100% more controllable I can even do daring jumps over holes
[QUOTE=robmaister12;37395377]The projection matrix (your orthographic projection matrix) transforms your objects into clip space, which is 0-1 on all axes, and that space is then transformed into window coordinates, so if your window isn't square, you're going to get some stretching. The solution is to multiply either the height or the width by the aspect ratio. That way you get some stretching in the opposite direction in clip space, and that's negated when it's sent to the window. [editline]24th August 2012[/editline] and a very small bit of content, I replaced my hacked-together settings format reader with a regex-based lexer (and I'm going to write the parser next, right after I get it to return a token for newlines). [IMG]http://i.imgur.com/9romv.png[/IMG] Before you ask, I'm not using JSON since I want to be able to name blocks and have them inherit settings from other blocks, and to have built-in support for components from my component-based entity system. It's going to be how we store level editor data too, and it's going to work really well under git. Here's a snippet of the format (not really using block inheritance yet) [code]SHADER Vert.Animation Path = "Shaders/Animation.vert" Version = 120 Type = "Vertex" SHADER Vert.DebugFlat Path = "Shaders/DebugFlat.vert" Version = 120 Type = "Vertex" SHADER Vert.GenericLit Path = "Shaders/GenericLit.vert" Version = 120 Type = "Vertex" // later on in the file... SHADER Frag.DebugFlat Path = "Shaders/DebugFlat.frag" Version = 120 Type = "Fragment" SHADER Frag.GenericLit Path = "Shaders/GenericLit.frag" Version = 120 Type = "Fragment" SHADER Frag.ScreenOverlay Path = "Shaders/ScreenOverlay.frag" Version = 120 Type = "Fragment" // later on in the file... PROGRAM Animation Vert = "Vert.Animation" Frag = "Frag.GenericLit" LightHack = true PROGRAM DebugFlat Vert = "Vert.DebugFlat" Frag = "Frag.DebugFlat" PROGRAM GenericLit Vert = "Vert.GenericLit" Frag = "Frag.GenericLit" LightHack = true [/code][/QUOTE] Add a way to set up #defines in the list of shaders, so you could do what Valve do and use shader combos (and even maybe go to the extent of making them swap dynamically depending on conditions like they do.) Oh unless that "LightHack = true" thing is what that does, but if not you could add something like COMBO frag.basicShaderC0 Frag = frag.basicFrag Vert = vert.basicVert Def SOME_SHADER_DEFINE 1 Def SOME_OTHER_SHADER_DEFINE 0 COMBO frag.basicShaderC1 Frag = frag.basicFrag Vert = vert.basicVert Def SOME_SHADER_DEFINE 3 Def SOME_OTHER_SHADER_DEFINE 5 and then at runtime switch shaders on the fly based on a condition for example number of lights affecting the object (which is what valve do most commonly with combos.)
Forgot about Ludum Dare and overslept again till 1pm. Also I have no ideas for the theme. Next year, I spose.
I have been remodeling my game editor to use an excellent [URL="https://github.com/tgjones/gemini"]IDE library[/URL] I found. [IMG]https://dl.dropbox.com/u/3077939/editordemo.png[/IMG] It supports all kinds of awesome docking/tool windows. I wish I'd found this sooner.
[QUOTE=Gran PC;37341258]You should try keeping your character on the same position on-screen between transitions.[/QUOTE] Finally got back to this. There isn't actually supposed to be a transition, but fraps slows it down enough to look like there is one (because of the deliberate camera lag). None of the first level is in-memory while switching to the second level and vice-versa, so a transition would look weird without some kind of dynamic loading magic and fuck that I want to move onSO LET'S MOVE ON [editline]asd[/editline] drunked y do u hate me
HONEST QUESTION: What kind of GUI does apps like Facebook use? Do they interface with OpenGL or is it a heavily customized ICS/GB theme? [editline]25th August 2012[/editline] This is for Android btw.
[QUOTE=Mr.T;37401988]HONEST QUESTION: What kind of GUI does apps like Facebook use? Do they interface with OpenGL or is it a heavily customized ICS/GB theme? [editline]25th August 2012[/editline] This is for Android btw.[/QUOTE] They use the android UI toolkit, they just have custom resources for the views.
[QUOTE=danharibo;37402055]They use the android UI toolkit, they just have custom resources for the views.[/QUOTE] I think Kopimi's version used some sort of html5/js interface
[QUOTE=Richy19;37402115]I think Kopimi's version used some sort of html5/js interface[/QUOTE] Ohh, a HTML5 interface? This seems interesting, are there any frameworks for this?
[QUOTE=Mr.T;37402130]Ohh, a HTML5 interface? This seems interesting, are there any frameworks for this?[/QUOTE] This is what he uses but its not what your looking/asking for [url]http://phonegap.com/[/url]
[QUOTE=Mr.T;37402130]Ohh, a HTML5 interface? This seems interesting, are there any frameworks for this?[/QUOTE] You just learned how to make a basic Android UI and now you're switching to a completely new development environment again?
[QUOTE=Overv;37402228]You just learned how to make a basic Android UI and now you're switching to a completely new development environment again?[/QUOTE] Mr.T
[QUOTE=Jookia;37397433]Wow. That's the secret to running Windows?[/QUOTE] The secret is a combination of MinGW and MSYS, the PATH environment variable, CCleaner, defragging, and not expecting very much from it in the first place.
snip
[QUOTE=BlkDucky;37402275]Mr.T[/QUOTE] i pity the code
Making a Tower Defense + Platformer hybrid thingy for the Ludum Dare: [img]http://new.tinygrab.com/7cfbd51783b57d855969b53dc3a69ddb68d7931c68.png[/img]
[QUOTE=Parakon;37393565][IMG]http://niggaupload.com/images/cvy4w.gif[/IMG] Ok so this is a neat feature, when the player or another NPC meets the condition of an event ,hitting a sick grind, a murder, or pooping in the open to name a few. A sphere of influence will be created and any other NPC caught inside of it will learn of the deed and it'll be added to their memory. My plan for this is for when NPCs talk to eachother they can share this information. so in the big picture locals will spread the news around and good and bad deeds will be praised or condemned accordingly. You can also discuss the events as kinda seen in the gif. And the NPC in the gif has a more negative view of the player as seen in his different greeting, and the clock totally messed up idk why.[/QUOTE] Can you make him take off the pants jeez And it's also hard to guess who exactly is speaking
[QUOTE=amcfaggot;37403151]i pity the code[/QUOTE] What code?
[QUOTE=Legend286;37400963]Add a way to set up #defines in the list of shaders, so you could do what Valve do and use shader combos (and even maybe go to the extent of making them swap dynamically depending on conditions like they do.) Oh unless that "LightHack = true" thing is what that does, but if not you could add something like COMBO frag.basicShaderC0 Frag = frag.basicFrag Vert = vert.basicVert Def SOME_SHADER_DEFINE 1 Def SOME_OTHER_SHADER_DEFINE 0 COMBO frag.basicShaderC1 Frag = frag.basicFrag Vert = vert.basicVert Def SOME_SHADER_DEFINE 3 Def SOME_OTHER_SHADER_DEFINE 5 and then at runtime switch shaders on the fly based on a condition for example number of lights affecting the object (which is what valve do most commonly with combos.)[/QUOTE] LightHack is just a variable that tells the resource manager to send the default light uniforms during initalization as I haven't set up my renderer to actually update lights or to send the values to the shader. Although the conditional switching does sound like a very useful feature and I'll probably use it for some stuff later, we've still only got a very basic resource management system and I'm looking to improve that. I'm considering writing a deferred renderer which basically makes it useless for switching on number of lights.
Dislike the evolution theme, I wish it was something fun like cats or w/e
Remember that notepad I made earlier back and kind-of abandoned for 2 weeks? Well I thought I would resurrect it with a little twist :v: [IMG]http://imgbud.co.uk/images/9979ca.png[/IMG] I've made it into a JavaScript shell, pretty much. Edit: You can also do this (since it uses Java's ScriptEngine): [img]http://imgbud.co.uk/images/7e9fc4.png[/img]
[QUOTE=robmaister12;37403523]LightHack is just a variable that tells the resource manager to send the default light uniforms during initalization as I haven't set up my renderer to actually update lights or to send the values to the shader. Although the conditional switching does sound like a very useful feature and I'll probably use it for some stuff later, we've still only got a very basic resource management system and I'm looking to improve that. I'm considering writing a deferred renderer which basically makes it useless for switching on number of lights.[/QUOTE] Well yeah, but with deferred you then can use it for the composition pass where you can send in conditions like rimlighting, envmapping, fresnel for that, detail normals, etc. This is what Biohazard did for his alien swarm mod (because he uses light prepass which is basically deferred lighting, deferred shading is different & does all lighting in one pass as I'm sure you are aware.) [url]http://code.google.com/p/swarm-deferred/source/browse/trunk/src/materialsystem/swarmshaders/gbuffer_ps30.fxc[/url] the SKIP ones are just telling the combo system that there's no point compiling a combination of something that relies on another thing to be enabled unless it's enabled.
Oh god, the worst thing possible just happened. I updated my app and now it's crashing everwhere! [code]java.lang.RuntimeException: Unable to instantiate service at.robbert.deepand.DeepAndLWP: java.lang.ClassNotFoundException: at.robbert.deepand.DeepAndLWP at android.app.ActivityThread.handleCreateService(ActivityThread.java:2249) at android.app.ActivityThread.access$1600(ActivityThread.java:127) at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1213) at android.os.Handler.dispatchMessage(Handler.java:99) at android.os.Looper.loop(Looper.java:137) at android.app.ActivityThread.main(ActivityThread.java:4507) at java.lang.reflect.Method.invokeNative(Native Method) at java.lang.reflect.Method.invoke(Method.java:511) at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:790) at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:557) at dalvik.system.NativeStart.main(Native Method) Caused by: java.lang.ClassNotFoundException: at.robbert.deepand.DeepAndLWP at dalvik.system.BaseDexClassLoader.findClass(BaseDexClassLoader.java:61) at java.lang.ClassLoader.loadClass(ClassLoader.java:501) at java.lang.ClassLoader.loadClass(ClassLoader.java:461) at android.app.ActivityThread.handleCreateService(ActivityThread.java:2246) ... 10 more [/code] What am I supposed to do with this when the class obviously exists and it works on my phone! Oh god oh god we (I) are all going to die! [B]Edit:[/B] Alright, it was a corrupt APK. It's still very bad that I released it like that, but it seems to work now. Crisis averted :D
[url]http://www.youtube.com/watch?v=GvEywP8t12I[/url] Might be of inspiration to anyone working on the Ludum Dare.
Darn. So I'm writing a C++ to python library for my game (to aid in making a level editor). My engine uses a lot of template based crap, so I went with boost python (instead of using ruby, which would have been my first choice). I still had to write individual methods for each possible template argument though, so I probably should have gone with ruby.
[img]http://new.tinygrab.com/7cfbd51783af3600132a1e59fd1c8dd43182374a81.png[/img] ! [editline]25th August 2012[/editline] Why artistic, it's ugly :c
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