[QUOTE=Chris220;28327885]I'm interested in how you become a tough programmer[/QUOTE]
Taught, damn chrome spellcheck
[QUOTE=Richy19;28327687]Do you know if theres any wiki articles that explain all these type of standards?
Like CamelCase, underscoring private members...
PS: When i was tough programming, I was tough to have the first word lower case and the first letter of the rest of them upper. So: myVariable[/QUOTE]
camelBack.
Anyone interested in working on a 2D 64 player gme?
[QUOTE=Chris220;28327885]I'm interested in how you become a tough programmer[/QUOTE]
I know that was a joke but this: [url]http://hundredpushups.com/test.html[/url]
Seriously. It's awesome. I did it and I feel great.
(content coming soon, currently wrapping OpenTK input to a more usable class - boring stuff)
Got darn it, I'm falling behind because of this stupid FOV stuff.
[editline]27th February 2011[/editline]
Reveal your secrets, BlkDucky :saddowns:
What is layla doing here.
[quote=SEKCobra;525]Anyone interested in working on a 2D 64 player gme? [/quote]
Depends on what you mean by working on.
[img]http://i.imgur.com/bM78W.png[/img]
[QUOTE=SEKCobra;28328353]Anyone interested in working on a 2D 64 player gme?[/QUOTE]
64 player 2D portal clone. Do it.
[QUOTE=ZenX2;28328607]Got darn it, I'm falling behind because of this stupid FOV stuff.
[editline]27th February 2011[/editline]
Reveal your secrets, BlkDucky :saddowns:[/QUOTE]
Isnt my code working for you? (page 9 or 10)
[QUOTE=Dlaor-guy;28328768]64 player 2D portal clone. Do it.[/QUOTE]
I am, I'm currently writing a 2D engine and need to use it on something.
Quick question: Can I render to the alpha channel and color channels at the same time? I don't want to draw the light twice (it's only a quad though).
[QUOTE=ZenX2;28328607]Got darn it, I'm falling behind because of this stupid FOV stuff.
[editline]27th February 2011[/editline]
Reveal your secrets, BlkDucky :saddowns:[/QUOTE]
For FOV I basically used this: [url]http://roguebasin.roguelikedevelopment.org/index.php?title=Eligloscode[/url]
I'll probably go back and rewrite it, though, because as someone said sending rays in 360 degrees can cause errors (actually I think it was something to do with circles. Oh, I can't remember :v:). And it does for me across long distances:
[media]http://gyazo.com/0e7e4704381194232618d11dcf9beef7.png[/media]
[QUOTE=bromvlieg;28328830]Isnt my code working for you? (page 9 or 10)[/QUOTE]
It wasn't working, so I just decided to try it again, success!
It's relatively fast, but there are a few artifacts with room corners.
[editline]27th February 2011[/editline]
@BlkDucky: I've tried the second one, but like every one I try it failed.
Progress on my entry for the Programming Competition #2
[media]http://www.youtube.com/watch?v=K9vjPzuZYcs[/media]
Note: The "art" is just placeholder shapes. I have some sprites (some made by me, all the others made by my girlfriend) so I'll put those in soon!
Finally got FOV working! (sorta.)
It's kinda slow, but this is progress :science:
[img]http://f.anyhub.net/1YSz[/img]
For anybody familiar with Love, I'm new to it and I'm looking at all of the tutorials, and I've come across this physics one.
[img]http://gyazo.com/135cca2cc3d0483d2e57be0e929e0ee6.png[/img]
When the ball hits the ground there, it only bounces up a few pixels, how do I change the amount it bounces up?
Restitution, I believe.
You could also decrease gravity...
[QUOTE=Layley;28329927]For anybody familiar with Love, I'm new to it and I'm looking at all of the tutorials, and I've come across this physics one.
[img_thumb]http://gyazo.com/135cca2cc3d0483d2e57be0e929e0ee6.png[/img_thumb]
When the ball hits the ground there, it only bounces up a few pixels, how do I change the amount it bounces up?[/QUOTE]
We'd have to see the code, but as ZenX2 said there is probably a coefficient of restitution somewhere in there - making it higher will result in more energy retained (or even gained if it's >1) each bounce.
[url=http://love2d.org/wiki/Shape:setRestitution]Here's your bounciness factor[/url]
It was restitution.
Suddenly equippable items.
[media]http://gyazo.com/d176f721509167ad4a66d7fd1e506d43.png[/media]
Yup. It's hard to make out but that character is wearing the red outfit and sword from earlier and a poorly rendered hat. Characters can equip 3 items maximum: a weapon (the sword, obviously), a piece of armour (red outfit) and an accessory (dat hat).
[QUOTE=TheBoff;28330138]You could also decrease gravity...[/QUOTE]
It's not the same.
I think I'll cram all my sprites into a spritesheet.
[QUOTE=Chris220;28329617]Progress on my entry for the Programming Competition #2
[media]http://www.youtube.com/watch?v=K9vjPzuZYcs[/media]
Note: The "art" is just placeholder shapes. I have some sprites (some made by me, all the others made by my girlfriend) so I'll put those in soon![/QUOTE]
Aww, must of been fun making art for a game with your girlfriend. :D
Best of luck in the competition Chris! :)
Mini Meme?
Did some messing around with 3D and terrain generation earlier in XNA
[img]http://img194.imageshack.us/img194/8158/bullett.jpg[/img]
I installed mono but I can't find the embedding examples in the install directory. Anyways, do I need to do anything special if I am compiling a php extension that uses mono on my windows machine? Do I need to compile it on the server instead?
[QUOTE=Richy19;28331962]Did some messing around with 3D and terrain generation earlier in XNA
[img_thumb]http://img194.imageshack.us/img194/8158/bullett.jpg[/img_thumb][/QUOTE]
Sweet :D Following riemers like I said? :) I will say now though his code is....well....a mess but it's a good starting point. And it's mainly like that because it's a tutorial. If I was you I'd try abstracting it out into sensible classes and such as you go along.
[QUOTE=knighty;28332324]Sweet :D Following riemers like I said? :) I will say now though his code is....well....a mess but it's a good starting point. And it's mainly like that because it's a tutorial. If I was you I'd try abstracting it out into sensible classes and such as you go along.[/QUOTE]
Yea, its a nice tutorial but it doesnt even mention OOP
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