[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.
On other news does anyone know of a good resource or aything on designing map files?[/QUOTE]
I've always used them a ton for networking.
As for your mapping question, have you taken a look at Tiled?
[QUOTE=NorthernGate;28756949]My experience with threads is limited to those on facepunch[/QUOTE]
:rolleyes:
[QUOTE=Nigey Nige;28755823]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.[/QUOTE]
Don't worry, the feeling will go away once you learn more, and that using threads correctly is actually a nightmare :v:
[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]
Yes there is, go take a look at the sub forum again.
Cool, I have working namespaces in my scripting language, yet I have barely started variable assignment.
Loving the new weapon selection
[IMG]http://i55.tinypic.com/2eobcxy.jpg[/IMG]
[QUOTE=pinesol;28761202]Loving the new weapon selection
[img_thumb]http://i55.tinypic.com/2eobcxy.jpg[/img_thumb][/QUOTE]
Although radial menus are usually nice regardless, I don't think it makes a lot of sense to use one here, as the center of the screen is of no significance.
[QUOTE=pinesol;28761202]Loving the new weapon selection
[img_thumb]http://i55.tinypic.com/2eobcxy.jpg[/img_thumb][/QUOTE]
Hmm what weapon to choose.... hmm. I like sniping, so I guess I could give the Sniper Rifle a go. But then again, I really like rifles so maybe I'll choose a Sniper Rifle instead.
I'm stuck between those two, so maybe I'll leave them both behind and go with a simple Sniper Rifle instead.
[QUOTE=pinesol;28761202]Loving the new weapon selection
[img_thumb]http://i55.tinypic.com/2eobcxy.jpg[/img_thumb][/QUOTE]
[img]http://i.imgur.com/rCK3q.jpg[/img]
Just found out that the Resharper doesn't give you the option to disable deleting both "" and () when you just want to delete one.
[url]http://youtrack.jetbrains.net/issue/RSRP-234816[/url]
[QUOTE=high;28762692]Just found out that the Resharper disable option I was searching for doesn't exist.
[url]http://youtrack.jetbrains.net/issue/RSRP-234816[/url][/QUOTE]
My god, that would get annoying. Sharpdevelop is bad enough when you make an open curly bracket and it places the close wherever the fuck it likes.
[QUOTE=Shanethe13;28758614]As for your mapping question, have you taken a look at Tiled?[/QUOTE]
It would be great but i wasnt sure if there was any map loader that supported XBox 360, and if i have to write my own i might aswell write my own map file and level editor
Anyone know of any XBox compatible XNA GUI Libraries? i was going to use neoforce (?) but it has been discontinued and apparently isnt fully compatible with XBox
[QUOTE=Richy19;28763139]It would be great but i wasnt sure if there was any map loader that supported XBox 360, and if i have to write my own i might aswell write my own map file and level editor
Anyone know of any XBox compatible XNA GUI Libraries? i was going to use neoforce (?) but it has been discontinued and apparently isnt fully compatible with XBox[/QUOTE]
If you know a bit about XNA you can mess with the source and get it to work for the 360.
Stuff is getting cool now, still working on the level editor though.
[img]http://img51.imageshack.us/img51/4048/daa491f3054f493c8e19e9a.png[/img]
[url]http://dl.dropbox.com/u/8617556/Sidelined.rar[/url]
[QUOTE=jA_cOp;28761233]Although radial menus are usually nice regardless, I don't think it makes a lot of sense to use one here, as the center of the screen is of no significance.[/QUOTE]
What would you suggest then?
[QUOTE=pinesol;28764501]What would you suggest then?[/QUOTE]
I'm not sure really, if I were you I'd probably do some research to map out my possibilities a little, unless I had a really original idea.
Something like what Half-Life has is always nice and practical (though I admit, kinda boring) when you can spare some space at the top of the screen - which by the looks of it, you definitively can.
Many 2D games tend to have the simple system of having to press a next/previous key to cycle through a list of weapons, with varying amounts of visual feedback. Personally I don't like this approach because there's usually no easy way to quickly select a specific weapon.
I can think of many more options, but they're usually tied in with the gameplay, like more RPG-like approaches of configuring your gear, or only being able to carry two sets of weapons to begin with etc.
Sorry, not of much help, but I still do think the radial menu is out of place. It would make sense if you had a visible cursor for aiming or whatever, and a smaller radial menu would extend from that point or something like that.
[QUOTE=jA_cOp;28764714]I'm not sure really, if I were you I'd probably do some research to map out my possibilities a little, unless I had a really original idea.
Something like what Half-Life has is always nice and practical (though I admit, kinda boring) when you can spare some space at the top of the screen - which by the looks of it, you definitively can.
Many 2D games tend to have the simple system of having to press a next/previous key to cycle through a list of weapons, with varying amounts of visual feedback. Personally I don't like this approach because there's usually no easy way to quickly select a specific weapon.
I can think of many more options, but they're usually tied in with the gameplay, like more RPG-like approaches of configuring your gear, or only being able to carry two sets of weapons to begin with etc.
Sorry, not of much help, but I still do think the radial menu is out of place. It would make sense if you had a visible cursor for aiming or whatever, and a smaller radial menu would extend from that point or something like that.[/QUOTE]
Yeah I've been debating between cursor aiming or just a regular "spress spacebar to shoot" type game. That menu was really just a placeholder I wanted to get the weapon selection working. If you look in the top left corner, you can see I have an icon that shows the current weapon. Would it make more sense to have the weapons drop down below that one when you go to change weapons?
Started work on a physics puzzle game.
Right now you can place tiles and make balls appear which roll around.
[img_thumb]http://filesmelt.com/dl/phyics_game.png[/img_thumb]Weee
(Gotta love the programmer art)
Gonna do something with same colors passing through each other or not passing through each other or something.
It'll be awesome.
[QUOTE=somescripter;28764404]Stuff is getting cool now, still working on the level editor though.
[img_thumb]http://img51.imageshack.us/img51/4048/daa491f3054f493c8e19e9a.png[/img_thumb]
[url]http://dl.dropbox.com/u/8617556/Sidelined.rar[/url][/QUOTE]
Needs some shadows for those boxes. Nice job though.
So after not making anything for a long-ass time, I decided I'd make a game. It's an adventure-puzzley sort of game with an aesthetic that recalls graphics from various older computers and consoles. (I'm not limiting myself to a 256-color palette or anything, but I am making the game at 160x120 [partially because the aesthetic looks cool and partially because I'm a programmer more than an artist and it's really easy to draw and animate stuff at low resolutions].)
Here's sixteen screenshots, in sequential order as I play through the demo I have so far (skipping some more WIP rooms):
[IMG]http://rezich.com/interior/images/screenshots/interior_times_sixteen.png[/IMG]
A lot of the art isn't final, and I'm just starting to get all of the mechanics into the game. Also, the game has a pretty major twist in terms of both gameplay and tone that I'm not going to spoil (in hopes that I finish this sometime soon).
[QUOTE=takua;28767068][img_thumb]http://rezich.com/interior/images/screenshots/interior_times_sixteen.png[/img_thumb][/QUOTE]
I love it. But if you want to be technically accurate, it's LOAD "*",8,1. :v:
[QUOTE=q3k;28767141]I love it. But if you want to be technically accurate, it's LOAD "*",8,1. :v:[/QUOTE]
Ah, you're right! Fixed (turn your speakers down :v:):
[media]http://www.youtube.com/watch?v=55BhQ2ZNY1w[/media]
What was that computer that made those noises, like the ones in the video above.
Fucking nostalgia bomb;
From about 2002-2008 I was really in to WWE (as most teenagers are). I was part of a forum (where I first met SteveUK, small world) where we modded the shit out of a crappy WWE game. In late 2004 I started making my own game for that forum using Blitz3D.
Bear in mind that in 2004, the only programming experience I had was with VB6 and I'm not sure if anyone has used Blitz3D but there is literally no OOP in it at all. The only thing you can make that resembles any form of OOP is basic Types. Never the less with relatively no programming experience and the most god-awful 3D programming tools known to man, I somehow managed to get this game to the state where you could play through like 30 of the wrestler's entrances with music, videos, lights, pyro particles, camera angles - everything. It consists of over 8,000 lines of code, most of it copy/pasted due to lack of classes.
I worked at it on and off for about 4 years and then it became buried on my server and I had totally forgotten about it until roughly a week ago when I discovered it whilst looking for something else completely different.
Amazingly it still works, so naturally - Pics:
[IMG_thumb]http://i55.tinypic.com/5esk0j.png[/IMG_thumb] [IMG_thumb]http://i52.tinypic.com/2eyb76o.jpg[/IMG_thumb] [IMG_thumb]http://i55.tinypic.com/6p9vo5.png[/IMG_thumb]
[IMG_thumb]http://i55.tinypic.com/29lk6ww.png[/IMG_thumb] [IMG_thumb]http://i55.tinypic.com/9ubsls.png[/IMG_thumb] [IMG_thumb]http://i56.tinypic.com/kec1uv.png[/IMG_thumb]
[b]Blitz3D Vids[/b]
[media]http://www.youtube.com/watch?v=AqihwVPongM[/media]
[media]http://www.youtube.com/watch?v=Cl4RSK34L6s[/media]
I decided that this was too awesome to lose, and I've been wanting a decent 3D project to do in XNA, so I've decided that this is going to be it.
[b]XNA Porting Progress[/b]
Lights Working
[media]http://www.youtube.com/watch?v=5nf4VM6fY8E[/media]
Video Working
[media]http://www.youtube.com/watch?v=2MngI5r9foY[/media]
I haven't watched WWE for years but I'm gonna do this just because it brings back so many happy memories.
[QUOTE=q3k;28767141]I love it. But if you want to be technically accurate, it's LOAD "*",8,1. :v:[/QUOTE]
What does LOAD "*",8,1 do specifically? What are the parametres to LOAD?
I never lived the C64 generation .___.
[quote]Type: Command
General programming syntax: LOAD ["<filename>"] [,<device number>] [,<secondary number>][/quote]
Shamelessly stolen from [url]http://www.c64-wiki.com/index.php/LOAD[/url]
This is going to be my first game with a (decent) story. This is the intro sequence...
[img]http://i.imgur.com/qg4WB.gif[/img]
The fancy glow is done using a PostFX effect. SFML is just awesome.
Learning how to use Slick, a LWJGL extension:
[img]http://i.imgur.com/DsUYH.jpg[/img]
The plane moves and turns with WASD. Don't ask me how, necromancy probly.
[editline]23rd March 2011[/editline]
Also mysterious trigonomertics
Decided to clean up my game engine today, previously I had one class managing everything, I just split up the SceneManager part into a seperate class, this should work well.
[QUOTE=esalaka;28769453]What does LOAD "*",8,1 do specifically? What are the parametres to LOAD?[/QUOTE]
LOAD, filename, drive, load type.
Filename here is the first available ("*"), Drive is 8, which is the first disk drive (actually, since it says "press play on tape", it would fit more to make it load from 1, which is the cassette tape), and the load type is 1, which means into absolute memory specified by the first two bytes of the program (0 would load the program at the start of the BASIC memory).
[b]EDIT[/b]: Didn't notice Agent766 replied before me. Rate me clocks. :v:
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