[img]http://img231.imageshack.us/img231/4833/development06.png[/img]
I almost hit that hump in development where I'm like, "Ugh, I'm getting tired of working this. I don't know what to do anymore, so I might start something new." Luckily, I kept forcing myself to work and I accidentally got collision working, and exactly the way I wanted to. I'm not sure how to show off collision or animation with just a picture though.
On another note, I really need some new a new tileset to work with. The grass/water/sand will only work for development purposes for so long. It would probably look a whole lot more impressive with good tiles.
After having made so much progress with my little roguelike, I've lost motivation to continue working on it. Does anyone know how to get re-motivated or at least continue programming? What are some other interesting programming projects that focus more on algorithms and code optimization? I'm considering trying some more Project Euler problems; I think I completed about 25 before I started using C++ (I was using Python at the time). Part of my problem might just been that I don't think gaming is a worthwhile endeavor (more of a psychological block that I wish I could get over -- to me, gaming doesn't feel as serious a pursuit/contributory to the world as others might be). Suggestions are appreciated.
EDIT: Speaking of which, congratulations on the progress, KillerJaguar. I hope you can keep it up and not encounter many slumps, such as the one I'm in now. Keep at it! :buddy:
So I'm jumping on the bandwagon of creating Roguelikes, with a twist. Mine is going to be multiplayer. Using HTML5. I've got a test version online at:
[url]http://69.160.241.228/[/url]
You need Chrome. Arrow keys to move.
For now you can see how the movement is probably going to work (with smooth lerping probably).
I'm still working on my UDK game, been doing so for a long time now.
[QUOTE=spear;28370095]After having made so much progress with my little roguelike, I've lost motivation to continue working on it. Does anyone know how to get re-motivated or at least continue programming? [/QUOTE]
To be honest, part of my motivation was you. I'm a very competitive fellow, so I was viewing you as a rival. My motivation was to get farther/better than you. Today, I just barely got over the hump since I was bored in my programming class and wanted to make collision for my sprite. At the end of the class, I finished making a pretty good collision detection that I'm now re-motivated to work on it.
Find something that can be added and try adding it. Having code that works motivates me to continue working until I hit code that doesn't work.
[QUOTE=Samuelgames;28369939]Mind telling what are you using to convert zmap to obj?[/QUOTE]
[url]http://code.google.com/p/ozmav/[/url]
You can now find items randomly on the floor.
Showing the pick-up screen:
[media]http://gyazo.com/92231763d4a4935b27a825dba4e9b2be.png[/media]
Monsters also drop items, appropriately. The bandits, for instance, have a chance of dropping a red bandana:
[media]http://gyazo.com/34e64c4305b29010de0bc82274e2bd07.png[/media]
Showing the inventory screen which is pretty much identical to the pick-up screen:
[media]http://gyazo.com/910bde40fa4c816b52d122d15c3ce159.png[/media]
You can equip and drop items from the inventory using 'u' for use and 'd' for drop.
Showing after equip:
[media]http://gyazo.com/fd79976cce7f7cf28ab1a2acec5d1c95.png[/media]
For some reason my server was spammed with a warning every tick, and the log file is now 4 gigs. I gotta prevent that somehow.
I'm on a coding binge today.
[img]http://img28.imageshack.us/img28/1025/development07a.png[/img]
[img]http://img823.imageshack.us/img823/6017/development07b.png[/img]
[img]http://img143.imageshack.us/img143/8749/development07c.png[/img]
No wonder why people call Tuesday the most productive day of the week.
[img]http://img8.imageshack.us/img8/9199/modeleditor2.png[/img]
Looks like shit, I know.
And you can't do really much yet, either.
[QUOTE=KillerJaguar;28371441]No wonder why people call Tuesday the most productive day of the week.[/QUOTE]
I think today has been the least productive coding day ive ever had. Goddamit crysis.
What's a good cave generation algorithm? I've got basic movement down, now I just need to put the character in a map instead of a checkerboard arena.
[QUOTE=KillerJaguar;28371441]No wonder why people call Tuesday the most productive day of the week.[/QUOTE]
For me, today (well now yesterday) was fairly unproductive for me but was very productive for others, being the most knowledgeable one on a uni course isn't fun when it's the last lesson before a deadline, I helped so many people fix code it's unreal! Glad it's only C# console apps for now and that I can avoid programming next year.
[QUOTE=KillerJaguar;28371441]I'm on a coding binge today.
[img_thumb]http://img28.imageshack.us/img28/1025/development07a.png[/img_thumb]
[img_thumb]http://img823.imageshack.us/img823/6017/development07b.png[/img_thumb]
[img_thumb]http://img143.imageshack.us/img143/8749/development07c.png[/img_thumb]
No wonder why people call Tuesday the most productive day of the week.[/QUOTE]
I've done loads of 3D modelling today.
[img]http://img819.imageshack.us/img819/5315/development08.png[/img]
FOV is pretty much done at this point.
[editline]1st March 2011[/editline]
And now I think I might have hit the coding hump now that I have FOV done.
[QUOTE=KillerJaguar;28372378][img_thumb]http://img819.imageshack.us/img819/5315/development08.png[/img_thumb]
FOV is pretty much done at this point.
[editline]1st March 2011[/editline]
And now I think I might have hit the coding hump now that I have FOV done.[/QUOTE]
No. KEEP WRITING!
I still own the domain [url]www.locodroid.nl[/url] and I think it lasts for about 11 more months. Does anyone want it? It includes hosting with 1 GB of space and unlimited bandwidth. I gave up on my Android tracking widget thing, so I don't really need it anymore.
[quote]hi fp[/quote]
Heh. :3:
What country/whatever is .nl again?
Edit: Oh wait, Netherlands.
[QUOTE=BlkDucky;28373000]Heh. :3:
What country/whatever is .nl again?[/QUOTE]
netherlands?
[QUOTE=Niteshifter;28373986]Caves!
[img_thumb]http://i920.photobucket.com/albums/ad43/Portal2121/caves.png[/img_thumb][/QUOTE]
If you remove all of the individual blocks that stand out on their own it would look more natural.
[QUOTE=KillerJaguar;28373128]Any suggestion what I should get to doing next?[/QUOTE]
A random event system. It could be used for a multitude of things.
[QUOTE=Xeon06;28371397]For some reason my server was spammed with a warning every tick, and the log file is now 4 gigs. I gotta prevent that somehow.[/QUOTE]
I swear I didn't set it to ping every millisecond and send a thousand pings.
I wanted to join in on the roguelike fad and so I started work on a dungeon generation algorithm.
Then I got [url=http://tallcorporation.co.cc/projects/what/]a little distracted[/url]...
Finally got precompiled headers working in CMake with gcc.
Compile time went from 40 secs to 25 secs(and that is not counting the time I will save due to not having to create the precompiled header each run).
I can only wonder why CMake does not have native support for this nice feature.
I would also like a nice cave/terrain generating algorithm, if anyone would be kind enough to show me one.
Working on my XNA Tower Defense game for the game programming contest. It'll be my first real game :D
[img]http://jmazouri.com/pubfiles/xnatd.jpg[/img]
I've started work on my build system again. This time it's a bit more specialized for my needs, so I don't think others are going to get as good a use out of it as they would have before. This time, the approach I'm taking is that the bitfile isn't actually run, but instead produces serialized data that the bit tool chain can understand. This is because I'm turning the backend into a daemon/service that runs in the background, and whenever a change is detected, it ascertains what has changed, and dependencies taken into account and such, it runs through and performs work.
This means I'm also effectively extending python, and I have to say it's actually a lot of fun, and once you understand what happens in which order, very easy. I may try to keep the layout simple, so that I don't lock people out of their custom directory layouts, but I can't promise anything.
Luckily, this means I am still able to have a simple build file. Here's what I have so far that I'm trying to reach in terms of specifications (obviously nothing is set in stone):
[code]
with workspace('overall-name') as overall:
with project('project-name') as game:
game.require('not-yet-named')
game.source.type = bit.executable
game.source.include('{0}/include')
for dir_name in ['shared', bit.platform]:
game.source.files('{0}/source/{1}/*.c'.format(bit.project.directory, \
dir_name))
if bit.platform == bit.macosx:
game.source.files('{0}/source/macosx/*.m'.format(bit.project.directory))
game.link(overall.not_yet_named)
# A very special toolchain, which I'm writing concurrently
game.assets.files('{0}/assets/*'.format(bit.project.directory))
with project('not-yet-named') as named:
@task
def ignore_everything(*files):
pass # :smugdog:
named.source.type = library
named.source.files('multiple/*', 'globbing/*', 'expressions*')
[/code]
I'm clearly going a bit overboard with the context managers. Oh well :v:
[QUOTE=killman;28375957]Finally got precompiled headers working in CMake with gcc.
Compile time went from 40 secs to 25 secs(and that is not counting the time I will save due to not having to create the precompiled header each run).
I can only wonder why CMake does not have native support for this nice feature.[/QUOTE]
CMake takes the "I don't understand the concept of a language feature" approach, and instead breaks everything down into basic tasks for generation of files. Some build systems like Scons and Waf, which do not take a generative approach are capable of handling this themselves, but also make no attempts to perform this. A majority of build systems out there were not made for concurrent development, but rather focus on deployment of a project. (See: Autoconf, Scons, CMake, premake4, etc.).
I suppose the reason is that most folks think you won't be developing with the build system until you are distributing your work, and will rely on your own tools in the meantime.
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