• What are you working on? v16
    5,004 replies, posted
[QUOTE=The Inzuki;28750066]And do what, regular expressions from a swinging rope?[/QUOTE] You could explore the universe of cubes inhabited by red spiders. It would be an adventure game. [url]http://xkcd.com/8/[/url] Or make a fancy scientific sounding but romance-based game with lots of story line. [url]http://xkcd.com/162/[/url] The possibilities are endless. Someone could make an entire game franchise.
Has anyone got any experience exporting FBX files from 3DS Max to use in XNA? I've exported a model but the meshes are all over the place - it seems to be totally ignoring any scales or deforms. [editline]22nd March 2011[/editline] Actually never mind; it must be the FBX exporter I'm using in Max. A 3DS converted to FBX using a tool loads perfectly.
[QUOTE=DeadKiller987;28750395]You could explore the universe of cubes inhabited by red spiders. It would be an adventure game. [url]http://xkcd.com/8/[/url] Or make a fancy scientific sounding but romance-based game with lots of story line. [url]http://xkcd.com/162/[/url] The possibilities are endless. Someone could make an entire game franchise.[/QUOTE] A game that goes through every XKCD comic would be amazing.
[QUOTE=DeadKiller987;28749582]Stickfigure... Someone should make an XKCD inspired game.[/QUOTE] Noclip would be "import antigravity". :v:
[QUOTE=bootv2;28750213]well done! but minor changes like shades could use some blurring, these still seem too pixellate, as well as some corners which should be much more round.[/QUOTE] [img]http://dl.dropbox.com/u/5013896/forum/Facepunch/Programming%20WAYWO/kakashi.gif.hi-res-3.smooth.png[/img] I guess that's a bit too much. The last image had 0x30, 0x07, 0x06 and 0x30 as tolerances (YUVA, hqx default), this one has 0x80, 0x50, 0x50 and 0x30. I'll try to make a GUI so you can quickly adjust the settings.
An on topic note: I just got lovely if statements to work in my scripting language An off topic note: I managed to convince 3-4 of my friends that it was possible to download more ram off of the internet. Sigh
[QUOTE=pinesol;28749187]Yeah but old art beats programmer art? I'd rather look at old sprites than a stickfigure[/QUOTE] Programmer art is beautiful.
3-4 ? [img]http://dl.dropbox.com/u/5013896/forum/Facepunch/Programming%20WAYWO/Risizer.png[/img] Loading the first images calculates the lookup table, wich takes a few seconds. After that it's real-time.
[QUOTE=Tamschi;28752181]3-4 ? [/QUOTE] One of them might be on to me, its difficult to tell :v:
[QUOTE=Tamschi;28732317]Apart from being more readable, it has now options for AYUV tolerances and supports alpha blending.[/QUOTE] Awesome. I tried to scale my mario sprites with hq2x (the program off their site) but it doesn't support alpha. You should post your program so I can use it and give no credits at all.
I was about to put it on Dropbox: [url]http://dl.dropbox.com/u/5013896/forum/Facepunch/Programming%20WAYWO/Tamschitty%20Resizer%200.1.zip[/url] Hq4x isn't implemented yet; It has 140 preprocessor constants and I won't copy-paste-copy-paste-replace-all each one individually. Only increase A if you've got a translucency gradient, otherwise it doesn't matter. [editline]22nd March 2011[/editline] [img]http://dl.dropbox.com/u/5013896/forum/Facepunch/Programming%20WAYWO/moonwalker.png[/img] This one started to blur before all the pixels disappeared. I think it works best if there's roughly the same difference on most borders.
Any decent Pascal tutorials on the net ? Gotta learn it for IT exams... :/
Just got done with the guy rotating around following the mouse. You shoot in whatever direction the mouse is pointing. You can change weapons between a pistol, smg, and shotgun. Enemies spawn randomly to kill. Yes it says Form1, and yes I suck at art. (Didnt draw the enemies, they're from chips challenge.) [img]http://dl.dropbox.com/u/19301242/Pics/zombies.bmp[/img]
[QUOTE=Ortzinator;28749877]TBH that shows you may have your focus on the wrong things.[/QUOTE] It's easier to google for a sprite than to actually make one yourself I find.
Working on a simple GUI library for SFML. I could use GWEN, but there is no SFML renderer and for what I can tell it has some problems.
[QUOTE=neos300;28755265]Working on a simple GUI library for SFML. I could use GWEN, but there is no SFML renderer and for what I can tell it has some problems.[/QUOTE] Nice, will it be public?
[QUOTE=Richy19;28755406]Nice, will it be public?[/QUOTE] Yep. Also, a little info for anyone who has a hard time choosing names/codenames for projects: I name all my projects after ski slopes on the mountain I ski on.
[QUOTE=neos300;28755460]Yep. Also, a little info for anyone who has a hard time choosing names/codenames for projects: I name all my projects after ski slopes on the mountain I ski on.[/QUOTE] I just prefix stuff with the letter 'D'. For disastrous. Or daring. Or some other stuff that beings with D.
I like space names for projects.
Is it normal to feel like a god when you first learn how to use threads? I don't mean feel like an awesome programmer, I mean actually feel like you have godlike powers. [b]Edit:[/b] Boxes mean nothing to me, puny mortals.
I've never used threads before.
After 3 days hitting the wall because of farseers lack of reasonable documentation i am finally getting somewhere [img_thumb]http://img153.imageshack.us/img153/7734/64527844.jpg[/img_thumb] I seem to remember reading the pixel between the block and the floor is some bug but cant remember how to fix it. Also, was i right to use a body as the floor? or is there a special object that is used as the ground?
Man I wish I knew about covariant and contravariant earlier :(. Ergh, wasn't C#4.0 supposed to have variable size templates? [csharp] public delegate void OpenAction<in TThis>(TThis @this); public delegate void OpenAction<in TThis, in T>(TThis @this, T arg); public delegate void OpenAction<in TThis, in T, in T2>(TThis @this, T arg, T2 arg2); public delegate void OpenAction<in TThis, in T, in T2, in T3>(TThis @this, T arg, T2 arg2, T3 arg3); public delegate void OpenAction<in TThis, in T, in T2, in T3, in T4>(TThis @this, T arg, T2 arg2, T3 arg3, T4 arg4); public delegate void OpenAction<in TThis, in T, in T2, in T3, in T4, in T5>(TThis @this, T arg, T2 arg2, T3 arg3, T4 arg4, T5 arg5); public delegate void OpenAction<in TThis, in T, in T2, in T3, in T4, in T5, in T6>(TThis @this, T arg, T2 arg2, T3 arg3, T4 arg4, T5 arg5, T6 arg6); public delegate void OpenAction<in TThis, in T, in T2, in T3, in T4, in T5, in T6, in T7>(TThis @this, T arg, T2 arg2, T3 arg3, T4 arg4, T5 arg5, T6 arg6, T7 arg7); public delegate void OpenAction<in TThis, in T, in T2, in T3, in T4, in T5, in T6, in T7, in T8>(TThis @this, T arg, T2 arg2, T3 arg3, T4 arg4, T5 arg5, T6 arg6, T7 arg7, T8 arg8); public delegate R OpenFunc<in TThis, out R>(TThis @this); public delegate R OpenFunc<in TThis, in T, out R>(TThis @this, T arg); public delegate R OpenFunc<in TThis, in T, in T2, out R>(TThis @this, T arg, T2 arg2); public delegate R OpenFunc<in TThis, in T, in T2, in T3, out R>(TThis @this, T arg, T2 arg2, T3 arg3); public delegate R OpenFunc<in TThis, in T, in T2, in T3, in T4, out R>(TThis @this, T arg, T2 arg2, T3 arg3, T4 arg4); public delegate R OpenFunc<in TThis, in T, in T2, in T3, in T4, in T5, out R>(TThis @this, T arg, T2 arg2, T3 arg3, T4 arg4, T5 arg5); public delegate R OpenFunc<in TThis, in T, in T2, in T3, in T4, in T5, in T6, out R>(TThis @this, T arg, T2 arg2, T3 arg3, T4 arg4, T5 arg5, T6 arg6); public delegate R OpenFunc<in TThis, in T, in T2, in T3, in T4, in T5, in T6, in T7, out R>(TThis @this, T arg, T2 arg2, T3 arg3, T4 arg4, T5 arg5, T6 arg6, T7 arg7); public delegate R OpenFunc<in TThis, in T, in T2, in T3, in T4, in T5, in T6, in T7, in T8, out R>(TThis @this, T arg, T2 arg2, T3 arg3, T4 arg4, T5 arg5, T6 arg6, T7 arg7, T8 arg8); [/csharp] RAGE (Code above allows you to give the object the method is called on instead of binding the delegate to the object) [url]http://www.simple-talk.com/community/blogs/simonc/archive/2010/07/28/93676.aspx[/url]
[QUOTE=Quark:;28756395]I've never used threads before.[/QUOTE] My experience with threads is limited to those on facepunch
I've used threads only basically. I simply use [code] new Thread( () => { doStuff(); DoMoreStuff(); } ).Start();[/code] And that's it. Never had to use anything more complex.
Finally got saving and loading for my game, Nature. I'm so glad I was told about serialization for the first time before I started working on my 1000 line switch statement.
I've never needed them.
[QUOTE=Quark:;28757656]I've never needed them.[/QUOTE] They can be quite useful for loading screens, have the main program load crap and the thread display a loading bar or something. On other news does anyone know of a good resource or aything on designing map files?
[QUOTE=Richy19;28757979]They can be quite useful for loading screens, have the main program load crap and the thread display a loading bar or something.[/QUOTE]Indeed, this is how I plan on learning them. IMO it's best to learn something in a practical way to use it rather than just making a bunch of junk run in different threads.
[QUOTE=Quark:;28758405]Indeed, this is how I plan on learning them. IMO it's best to learn something in a practical way to use it rather than just making a bunch of junk run in different threads.[/QUOTE] I have to disagree with this. In my opinion I think it's best to learn a new area of programming, or something new by isolating it and doing very small things, that way you know how to use it. But, we're all different so I'm sure we have better ways of learning that suit ourselves. : )
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