• What are you working on? v16
    5,004 replies, posted
[QUOTE=BlkDucky;28209058]Yeah. It has to be cross-platform. That's kinda the point of OpenGL, isn't it?[/QUOTE] Of course, there will be window/context creation code for all major platforms. Perhaps I'll even include Android. Sample code will be available in a variety of languages (with help from others) and I'll try to write most of the non-code parts in a language-independent way.
Awesome :D I'd love to contribute. [editline]22nd February 2011[/editline] Also, content: [media]http://www.youtube.com/watch?v=gVRS7LOHTpU[/media]
[QUOTE=BlkDucky;28207215]Added Necromancer monster. When monsters are killed, they drop skulls. These skulls can be revived by Necromancers into Floating Skull mobs or any other monster with the revivable bool set to true. To prevent mob spam revivable monsters don't drop skulls. [media]http://gyazo.com/8b9a592753b908e7f4b5a2b3b1e19406.png[/media] I should probably make more videos and less screenshots, but eh. :effort:[/QUOTE] Thought about adding co-op? Necromancers raising old team-mates from the dead to come get you? Also, awesome.
[QUOTE=Nigey Nige;28210136]Thought about adding co-op? Necromancers raising old team-mates from the dead to come get you? Also, awesome.[/QUOTE] Thought about it, but I don't really think it'd work well because it's turn-based. And some players play a lot faster than others. It'd be frustrating waiting for the other player to take his turn. I know of some multiplayer roguelikes that give you a certain amount of time to move or your turn is over but it kinda takes away from the slowish paced strategy feel to it. AI controlled allies are a possibility, though. [editline]22nd February 2011[/editline] [QUOTE=bootv2;28210334]-snip-, nevermind. my position calculations were off, way off! [img_thumb]http://i53.tinypic.com/mt1eev.png[/img_thumb] I was starting this to be a roguelike, but I thought a sci-fi platformer-shooter would be nice to do, hence the brandwagon name.[/QUOTE] I thought you were editing a screenshot for a second there. :v:
[QUOTE=Rohans;28207213]It's impossible to make C++.NET look good, avoid it.[/QUOTE] If you mean a GUI in C++/CLI, then it's the same as in C# as it's the same framework. The code on the other hand: [QUOTE=Wikipedia] [url]http://en.wikipedia.org/wiki/C%2B%2B/CLI[/url] C++/CLI should be thought of as a language of its own (with a new set of keywords, for example) [/QUOTE] And it's horrible and the last time I checked VS2010 IntelliSense didn't even support it.
This is god damn ridiculous. I fixed an earlier problem of mine, but now I'm getting segfaults, overlaps, and maps that are bigger than the screen. Anyway, here's the kind of semi-good looking room that gets generated about half the time: [img_thumb]http://i.imgur.com/h7BhZ.png[/img_thumb] If anyone has a working dungeon generator (preferably using BSP trees), please give me a heads up. I'd love an explanation, and, if possible, some code. Thanks. Until I see someone else's working code, I think I'll try other algorithms.
[QUOTE=spear;28210564]This is god damn ridiculous. I fixed an earlier problem of mine, but now I'm getting segfaults, overlaps, and maps that are bigger than the screen. Anyway, here's the kind of semi-good looking room that gets generated about half the time: [img_thumb]http://i.imgur.com/h7BhZ.png[/img_thumb] If anyone has a working dungeon generator (preferably using BSP trees), please give me a heads up. I'd love an explanation, and, if possible, some code. Thanks. Until I see someone else's working code, I think I'll try other algorithms.[/QUOTE] Am I the only one who doesn't like the look of BSP maps? They just look "unrealistic" if that makes sense. I can't imagine some... denizen of the underworld digging a dungeon out like that. :v:
[url=https://github.com/SergeB/Cucumber]Interrupts![/url] Next up, testing whether IRQ works and writing a simple 8042 PS/2 driver. [url=http://i.imgur.com/AUxQg.png][img]http://i.imgur.com/AUxQgl.png[/img][/url]
Has anyone seen this? [url]http://www.facepunch.com/threads/1062374-Hangar-Zero-One-(Alpha-Release[/url]) The game is pretty awesome, tried to get the creator to come in here.
[QUOTE=Richy19;28210657]Has anyone seen this? [url]http://www.facepunch.com/threads/1062374-Hangar-Zero-One-(Alpha-Release[/url]) The game is pretty awesome, tried to get the creator to come in here.[/QUOTE] [quote]The most advanced algorithm in this game is the perlin noise used to generate the terrain. And that's not all that advanced to begin with. Other than that, it's just normal everyday game logic.[/quote] But we like perlin noise. :frown:
I'm jumping on the roguelike bandwagon, planning to make a multiplayer dungeon crawl. Does a fixed time turn system with around .5 seconds per turn sound good?
[QUOTE=raBBish;28210960]I'm jumping on the roguelike bandwagon, planning to make a multiplayer dungeon crawl. Does a fixed time turn system with around .5 seconds per turn sound good?[/QUOTE] Did you mean 5 seconds per turn?
[QUOTE=raBBish;28210960]I'm jumping on the roguelike bandwagon, planning to make a multiplayer dungeon crawl. Does a fixed time turn system with around .5 seconds per turn sound good?[/QUOTE] Sounds about right, I guess. I'll be interested in seeing how you handle this. I remember trying to zap wands etc. was a bother with such a time limit since you had to trawl through your inventory to find the right stuff very quickly.
but .5 seconds per turn is half a second you wouldnt have enought time to move he mouse
[QUOTE=BlkDucky;28207215]Added Necromancer monster. When monsters are killed, they drop skulls. These skulls can be revived by Necromancers into Floating Skull mobs or any other monster with the revivable bool set to true. To prevent mob spam revivable monsters don't drop skulls. [media]http://gyazo.com/8b9a592753b908e7f4b5a2b3b1e19406.png[/media] I should probably make more videos and less screenshots, but eh. :effort:[/QUOTE] I want to see this on the NDS or PSP so badly. This is the kind of game that belongs on a hand held :buddy: Also, for the OpenGL wiki stuff, you can always use a base like [url]http://www.arcsynthesis.org/gltut/[/url] , or [url]http://wiki.mechcore.net/[/url] for information. (Also don't forget to come by the ##OpenGL channel on freenode :D)
[QUOTE=BlkDucky;28211039]Sounds about right, I guess. I'll be interested in seeing how you handle this. I remember trying to zap wands etc. was a bother with such a time limit since you had to trawl through your inventory to find the right stuff very quickly.[/QUOTE] It wouldn't be nearly as deep as the classical roguelikes, I'm planning to streamline it a lot. Trying to avoid traversing menus as much as possible, I'd rather have hotbars, maybe with mouse control?
it'd be cool if someone actually had an original thought(hard 1 i no) like making a roguelike that wasn't grid-based, maybe a dungeon with walls comprised of light perlin noise and points marking turns [quote]I want to see this on the NDS or PSP so badly.[/quote]there's a very extensive one called powder that I believe has been ported to both
[QUOTE=raBBish;28211145]It wouldn't be nearly as deep as the classical roguelikes, I'm planning to streamline it a lot. Trying to avoid traversing menus as much as possible, I'd rather have hotbars, maybe with mouse control?[/QUOTE] Mouse control is probably still a bit slow. The top number bar would probably make more sense. [QUOTE=Chandler;28211114]I want to see this on the NDS or PSP so badly. This is the kind of game that belongs on a hand held :buddy:[/QUOTE] I'm certain the PSP and NDS have SDL libs somewhere. I might trying compiling it at some point...
[QUOTE=Soda;28211264]it'd be cool if someone actually had an original thought like making a roguelike that wasn't grid-based, maybe a dungeon with walls comprised of light perlin noise and points marking turns there's a very extensive one called powder that I believe has been ported to both[/QUOTE] How about a realtime roguelike. (Spelunky doesn't count)
[QUOTE=Soda;28211264]there's a very extensive one called powder that I believe has been ported to both[/QUOTE] Indeed. Agh. Meant to merge that.
[QUOTE=ZenX2;28204853]Finishing up before shipping out, I see. My robot can do everything perfectly :smug: We're even using a combination of most of the to-be-avoided features like pneumatics and articulated arms.[/QUOTE] We're using pnematics and whatnot. I only stayed there until 3:00, we're going to use those extra hours like fucking goddamn animals.
[QUOTE=bootv2;28211399]repost[/QUOTE] This is a pretty good SAT tutorial: [url]http://www.metanetsoftware.com/technique/tutorialA.html[/url]
It's alive! [url=http://i.imgur.com/5t36V.jpg][img]http://i.imgur.com/5t36Vm.jpg[/img][/url]
-snip- ... dho
[QUOTE=Chandler;28211114](Also don't forget to come by the ##OpenGL channel on freenode :D)[/QUOTE] Already there :buddy:
[QUOTE=BlkDucky;28211284] I'm certain the PSP and NDS have SDL libs somewhere. I might trying compiling it at some point...[/QUOTE] They do but they are terrible. Also, you'd have to worry about alignment issues on the PSP :P
[QUOTE=Chandler;28212162]They do but they are terrible. Also, you'd have to worry about alignment issues on the PSP :P[/QUOTE] Yeah, I guessed they wouldn't be too great. If it's simple enough to do, though, I might check it out anyway. Couldn't hurt. I seem to remember someone making a Tetris-like thing for the DS in here a few threads ago, was that using SDL...? Found it: It was a2h. Columns, not Tetris. [url]http://www.facepunch.com/threads/935572-What-are-you-working-on-V10?p=21824962#post21824962[/url]
I'm here... I'm he... Who cut the cake :saddowns:
I don't really get interfaces. How would I use ICloneable?
Do you want to use it or are you asking what possible use could it have?
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