• What are you working on? v16
    5,004 replies, posted
[QUOTE=Xerios3;29110421]ANOTHER RANDOM GAME CONTENT [media]http://www.youtube.com/watch?v=zr-t7m2YBeU[/media] used part of my flowfield algorithm for crystal growth =)[/QUOTE] Can I infer from that that gameplay will tend toward long battles?
[QUOTE=CarlBooth;29110692]That looks really cool (as always) How much is the video sped up by?[/QUOTE] Thanks :D The video is 8 times faster, it took me 8 mins to watch it grow at an accelerated speed [QUOTE=Ortzinator;29110782]Can I infer from that that gameplay will tend toward long battles?[/QUOTE] Depends on what game mode you're playing =) We'll also have a fortress mode, where it lets you build your own base defense ( walls, turrets, etc ) before the real game starts.
[QUOTE=Darwin226;29110450]Why would the syntax highlighter have the rules to parsing it? It just has a list of words it needs to color differently.[/QUOTE] No the other guy said your syntax highlighting would tell him how to parse it. I was just saying you could do the syntax highlighting all wrong and then he would be lost forever.
I suck at art so it's not fun to make games...
[QUOTE=likesoursugar;29111052]I suck at art so it's not fun to make games...[/QUOTE] Same here, that's why I'm currently practicing pixel art :v: [img]http://images.overvprojects.nl/SS-2011-04-11_21.03.03.png[/img] Not bad for a first attempt, I think.
A map generator being based completely on a seed (possible-something-the-user-types+time-in-milliseconds), save that to the start of the file followed by something to define the end of seed, and then everything the user spawns in that map is following that with coordinates and entity types and stuff so that maps could be saved that way, and when they're loaded the game first generates the map based entirely on the seed (so you regenerate the map EXACTLY the same way as before) and then whatever entities is specified in the "map file". Is that a good or a bad idea? It as more so that the server-client thing would work somewhat smoot as well, and it seemed .. Neat.
[QUOTE=T3hGamerDK;29111240]A map generator being based completely on a seed (possible-something-the-user-types+time-in-milliseconds), save that to the start of the file followed by something to define the end of seed, and then everything the user spawns in that map is following that with coordinates and entity types and stuff so that maps could be saved that way, and when they're loaded the game first generates the map based entirely on the seed (so you regenerate the map EXACTLY the same way as before) and then whatever entities is specified in the "map file". Is that a good or a bad idea? It as more so that the server-client thing would work somewhat smoot as well, and it seemed .. Neat.[/QUOTE] Seems like a good idea to me. If you can get it to work.
[QUOTE=Overv;29111119]Same here, that's why I'm currently practicing pixel art :v: [img_thumb]http://images.overvprojects.nl/SS-2011-04-11_21.03.03.png[/img_thumb] Not bad for a first attempt, I think.[/QUOTE] Already way above avg for the programming section
I have been working on a per pixel lightning shader in hlsl the last few days. It supports one directional light and 8 pointlights, its quite unoptimized at the moment(I get about 4 fps on my laptop :frown:). [MEDIA][IMG]http://filesmelt.com/dl/ppl.png[/IMG][/MEDIA]
I'm sorta fucked with the web spectating thing I was doing, I wanted it to essentially mirror the sentry aiming angle in the web part, however I can't find any way in sourcemod at all to get the eye angles of the sentry. I tried accessing the poseparameters directly and got a little further but I can't work out how to get the aiming angle from it. What would be an ideal compromise? I can easily get where it is and where straight ahead is. Should I make it: turn left and right on the map, essentially faking the sentry turning left and right, or should I have it defaulting to straight ahead, but aim at where it last did damage to a player.
[QUOTE=Jimbomcb;29112070]I'm sorta fucked with the web spectating thing I was doing, I wanted it to essentially mirror the sentry aiming angle in the web part, however I can't find any way in sourcemod at all to get the eye angles of the sentry. I tried accessing the poseparameters directly and got a little further but I can't work out how to get the aiming angle from it. What would be an ideal compromise? I can easily get where it is and where straight ahead is. Should I make it: turn left and right on the map, essentially faking the sentry turning left and right, or should I have it defaulting to straight ahead, but aim at where it last did damage to a player.[/QUOTE] That last idea is probably the winner here. Making it aim precisely where it is on the server is probably not that worth it, unless of course you can find an easy way to do it.
[QUOTE=Jimbomcb;29112070]I'm sorta fucked with the web spectating thing I was doing, I wanted it to essentially mirror the sentry aiming angle in the web part, however I can't find any way in sourcemod at all to get the eye angles of the sentry. I tried accessing the poseparameters directly and got a little further but I can't work out how to get the aiming angle from it. What would be an ideal compromise? I can easily get where it is and where straight ahead is. Should I make it: turn left and right on the map, essentially faking the sentry turning left and right, or should I have it defaulting to straight ahead, but aim at where it last did damage to a player.[/QUOTE] I'd have it default to straight ahead. Make it easier to get an overview of the battle.
[QUOTE=AyeGill;29112199]I'd have it default to straight ahead. Make it easier to get an overview of the battle.[/QUOTE] The sentry sprite consists of two images, so the base would always be pointing forward but the barrels would turn to who it last hit, any better?
Jesus christ, Visual studio is almost 7 gbs. What sort of fucking program is 7 gigabtes other than something like a video or lots of pictures??
[QUOTE=bobthe2lol;29112339]Jesus christ, Visual studio is almost 7 gbs. What sort of fucking program is 7 gigabtes other than something like a video or lots of pictures??[/QUOTE] Most "Tier 1" games released in the last 18 months come on 2 DVDs. e.g. GTA IV, Warcraft Expansions, Crysis 2, etc.
Does anyone know of a simple per-pixel collision detection tutorial or explanation? (Preferably for XNA) I've seen a few but can't get my head round them.
@ jimbomcb why is there a Vector3D class in particles.pde? isn't this what [url=http://processingjs.org/reference/PVector]PVector[/url] is for?
maybe? I hadn't used processing.js before and used some example that came with it as a base and it used that, so I assumed it was standard.
[QUOTE=leontodd;29112807]Does anyone know of a simple per-pixel collision detection tutorial or explanation? (Preferably for XNA) I've seen a few but can't get my head round them.[/QUOTE] This is the best one i know of [url]http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series2D/Coll_Detection_Overview.php[/url]
[QUOTE=Jimbomcb;29112070]I'm sorta fucked with the web spectating thing I was doing, I wanted it to essentially mirror the sentry aiming angle in the web part, however I can't find any way in sourcemod at all to get the eye angles of the sentry. I tried accessing the poseparameters directly and got a little further but I can't work out how to get the aiming angle from it. What would be an ideal compromise? I can easily get where it is and where straight ahead is. Should I make it: turn left and right on the map, essentially faking the sentry turning left and right, or should I have it defaulting to straight ahead, but aim at where it last did damage to a player.[/QUOTE] You'd only need the yaw. Pretty much GetAbsAngles() + QAngle( 0, yaw, 0 );
That's the point, there's no way to get the yaw of the barrels, I've tried pretty much everything I know and had no luck
[QUOTE=Jimbomcb;29113373]That's the point, there's no way to get the yaw of the barrels, I've tried pretty much everything I know and had no luck[/QUOTE] Tried GetPoseParameter() on the aim_yaw pp?
I was reading what I thought was the yaw from m_flPoseParameter, but with my limited knowledge of the way source handles all that stuff, I couldn't figure it out. m_flPoseParameter[6] seemed to be the yaw, it was the only value that changed appropriately when the sentry rotated, however I couldn't work out how to get an angle value from it for the main reason that both left and right of the forward went from 0-255, I couldn't find any way to distinguish between them. Not great at explaining so here's a diagram explaining what the poseparameters were returning [img]http://dl.dropbox.com/u/1032139/welp.png[/img]
Thank you for the inspiration Overv! Working on a map editor for some revenge of the titans game. [img]http://img203.imageshack.us/img203/9245/editori.png[/img]
Would you guys rather have an ingame map editor or an external one?
[QUOTE=neos300;29114133]Would you guys rather have an ingame map editor or an external one?[/QUOTE] External, but with the ability to launch it from the game.
[QUOTE=Overv;29105463]Because I wanted to learn how to use the HTML5 canvas anyway, I made a [url=http://bit.ly/fdLhJp][b]wireworld script[/b][/url] for you. I think that's the best way to go about it.[/QUOTE] Sorry for the late reply, but thanks a lot.
[QUOTE=neos300;29114133]Would you guys rather have an ingame map editor or an external one?[/QUOTE] Both would be sweet
[QUOTE=Samuka97;29105811][img_thumb]http://i225.photobucket.com/albums/dd159/samuka97/uglywindow.png[/img_thumb] Screw this noise, I'm re-making that window it's ugly as hell :saddowns: [editline]11th April 2011[/editline] ...or maybe I can, you know, make the stupid thing launch an actual WINDOW[/QUOTE] I think you should just stick to something simple. No gradients, huge text, huge buttons, scratchy colors or stuff like that.
[QUOTE=Jimbomcb;29113793]I was reading what I thought was the yaw from m_flPoseParameter, but with my limited knowledge of the way source handles all that stuff, I couldn't figure it out. m_flPoseParameter[6] seemed to be the yaw, it was the only value that changed appropriately when the sentry rotated, however I couldn't work out how to get an angle value from it for the main reason that both left and right of the forward went from 0-255, I couldn't find any way to distinguish between them. Not great at explaining so here's a diagram explaining what the poseparameters were returning [img_thumb]http://dl.dropbox.com/u/1032139/welp.png[/img_thumb][/QUOTE] The only other thing you'd need is a sign (pos or neg) which I'm surprised is not given. Have you looked and seen if any of the pose parameters change from 0 to 1 and vice-versa when you rotate?
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