• What Are You Working On Jan 2013
    1,974 replies, posted
[QUOTE=Conna;39419049]First five tutorial levels of my untitled game. Made the engine in C++ and binding Lua for scripting. This is alpha footage so yeah there's some placeholder art, sounds and visual effects. There's also lots of bugs too, and sprinting is disabled that's why I'm walking everywhere. Also please excuse the orange tint of the video, I'm not entirely sure why that's happening, it doesn't look like that in-game. [media]http://www.youtube.com/watch?v=djI69YQSYdo&hd=1[/media] Please note that these are just the tutorial levels which is why they're ridiculously easy, and why there's only one enemy type/no bosses.[/QUOTE] Nice, you should take a look at Hotline Miami.
[QUOTE=garry;39424552]Posted this in the wrong thread.. here it is in the right one. You know they're a cunt when.. [img]http://puu.sh/1Vi6R[/img][/QUOTE] Heh, that'll show those WINDOZE users. I feel like I stepped into the year 2002. Or onto a linux web forum.
[QUOTE=midlet_guy;39419259][IMG]http://instacode.linology.info/file/42131[/IMG] :v:[/QUOTE] lol
[QUOTE=gra;39426427]lol[/QUOTE] You've exceeded your posts per thread quota - wait a few hours til the new thread, then say hello world half way down page one and be showered in Programming Kings (for like the fifth time)
Started working on a puzzle game in Unity you can try out a very early concept here [url]http://www.mcparty.co/game/[/url] Just testing out the idea to see if i could build a whole game around it [img]http://puu.sh/1Vot1[/img] [img]http://puu.sh/1Votw[/img]
[QUOTE=garry;39424552]Posted this in the wrong thread.. here it is in the right one. You know they're a cunt when.. [img]http://puu.sh/1Vi6R[/img][/QUOTE] None of my applications run on windows because I refuse to conform.
Ugh github. [img]http://i.imgur.com/d4I2t0b.png[/img] [thumb]http://i.imgur.com/Ml4b5eo.png[/thumb] All of these failed builds are from github timing out when checking for changes. I think I might create a graph of when github doesn't respond.
Added gibbing for zombies, some vignette thingy to prevent seeing across the map, and extended the flashlight as per [url=http://facepunch.com/member.php?u=293850]Richy19[/url]'s suggestion. [media]http://www.youtube.com/watch?v=EHo_eXjiLC4&hd=1[/media]
[QUOTE=high;39426815]Ugh github. All of these failed builds are from github timing out when checking for changes. I think I might create a graph of when github doesn't respond.[/QUOTE] [url]https://status.github.com[/url]
[QUOTE=Conna;39426848]Added gibbing for zombies, some vignette thingy to prevent seeing across the map, and extended the flashlight as per [url=http://facepunch.com/member.php?u=293850]Richy19[/url]'s suggestion. [media]http://www.youtube.com/watch?v=EHo_eXjiLC4&hd=1[/media][/QUOTE] You should add a fog-of-war style to it and make it so that areas that aren't illuminated by the flashlight/areas you haven't seen yet, are darkened.
[QUOTE=Mega1mpact;39426993][url]https://status.github.com[/url][/QUOTE] Probably doesn't keep track of small down times. Also the failed builds vary from timeouts, connection refused, remote unexpectedly hung up, etc.
[QUOTE=high;39427265]Probably doesn't keep track of small down times. Also the failed builds vary from timeouts, connection refused, remote unexpectedly hung up, etc.[/QUOTE] That could be an issue on your part, too. Or a connectivity problem.
[QUOTE=esalaka;39427336]That could be an issue on your part, too. Or a connectivity problem.[/QUOTE] There are quite a few different issues though. Also connectivity is fine when these issues occur. I might try switching us to another host and see if we still have the same issues. [quote]ThoughtWorks.CruiseControl.Core.CruiseControlException: Source control operation failed: ssh_exchange_identification: Connection closed by remote host ThoughtWorks.CruiseControl.Core.CruiseControlException: Source control operation has timed out. ThoughtWorks.CruiseControl.Core.CruiseControlException: Source control operation failed: ERROR: Storage server temporarily offline. See [url]http://status.github.com[/url] for GitHub system status. ThoughtWorks.CruiseControl.Core.CruiseControlException: Source control operation failed: ssh: connect to host fs24 port 22: No route to host[/quote]
[QUOTE=Conna;39426848]Added gibbing for zombies, some vignette thingy to prevent seeing across the map, and extended the flashlight as per [url=http://facepunch.com/member.php?u=293850]Richy19[/url]'s suggestion. [media]http://www.youtube.com/watch?v=EHo_eXjiLC4&hd=1[/media][/QUOTE] What about being able to pick up the gibs and use them as a melee weapon? Maybe you get one hit and then it breaks or something?
[QUOTE=high;39427554]Also connectivity is fine when these issues occur.[/QUOTE] I meant that maybe it just happens that the network is linked in a retarded manner and a specific link between you and github is misbehaving, not general connectivity issues.
[QUOTE=garry;39424552]Posted this in the wrong thread.. here it is in the right one. You know they're a cunt when.. [img]http://puu.sh/1Vi6R[/img][/QUOTE] Microshit doesn't even define WIN32; it defines _WIN32 and __WIN32__
[IMG]http://i.minus.com/iNp7X4yHOvWId.png[/IMG] Got the lighting not being totally broken (is now just from the control point) and also fixed needing to disable backface culling. Another issue has however come to my attention and I am perplexed. In the screenshot shown the green circled bit is what should be generated, the beams in red should not. From what I can tell they are between the control points, at least approximately, since level 1 tessellation (eg none) results in them disappearing. My code can be found at [url]http://pastebin.com/0P0s2uP0[/url] in case anyone has any ideas.
today I learned: the difference between strcpy and strncpy can mean weeks worth of trying to pinpoint errors with memory usage. strncpy is more safer to use than strcpy, especially if you're dealing with dynamic sizes, memory allocation, and parsing. [editline]poop[/editline] I've finished my keyvalue parser, it uses squirrel's notation because I'm planning on binding squirrel, but I don't want to have to load squirrel for each keyvalue file, I just want to have a consistent notation. [code]/* default shaders provided by overv @ open.gl pls do not delete :[ */ { shaders = { "default.vsh", // load vertex shader "default.fsh" // load fragment shader }, fragdata = { "outColor" } }[/code] and this is how you access members: [code] KeyValue *shadermembers = kv->getMember("shaders"); if (shadermembers) { unsigned int b = 0; KeyValue *member = shadermembers->getMember(b); while ((member = kv->getMember(b)) != NULL) { glAttachShader( shaderProgram, shaders[member->getString()] ); b++; } }[/code]
[QUOTE=ThePuska;39428462]Microshit doesn't even define WIN32; it defines _WIN32 and __WIN32__[/QUOTE] [i]This[/i] is the biggest pain in the ass for that exact reason. Random libraries trying to compile for Unix and complaining about missing Unix headers. Go to the main header file and the first thing I see...
[QUOTE=DarkCybo7;39427025]You should add a fog-of-war style to it and make it so that areas that aren't illuminated by the flashlight/areas you haven't seen yet, are darkened.[/QUOTE] That's a really good idea, I'm gonna give that a go. Thanks!
Figured I would post about what I'm working on: the Garry's Mod vphysics replacement project [url]http://www.facepunch.com/showthread.php?t=1242860[/url] I put it in a separate thread because I initially thought that it might generate a lot of attention and cloud up the WAYWO. Also, would you guys be interested in me posting updates about it here, in addition to my thread?
[QUOTE=Gulen;39427628]What about being able to pick up the gibs and use them as a melee weapon? Maybe you get one hit and then it breaks or something?[/QUOTE] Haha, I love that. I'll get my art guy to make a melee animation for the guy. Cheers for the idea.
[QUOTE=Gulen;39427628]What about being able to pick up the gibs and use them as a melee weapon? Maybe you get one hit and then it breaks or something?[/QUOTE] And ribcage armour.
[IMG]http://i.imgur.com/TuhBhnX.png[/IMG] The 6/120 is not fps btw.
[img]http://i.imgur.com/kRtzJ86.png[/img] Implementing ACPI
does anyone have or are willing to prepare a new thread? it's been february for 14 hours in my timezone now, and i know we've forgotten the month's changed at least a couple of times in the past
[QUOTE=esalaka;39400820]Oh. Well it's still bad form to do that kind of a thing implicitly, as far as I'm concerned.[/QUOTE] It's only confusing if you're inexperienced with C++. Even terrible online tutorials mention it in their hello world chapters sometimes. Adding useless code that serves no purpose is what makes code confusing. Anyway, the funny thing about it is that my post wasn't about the code but about the very fact that retarded arguments like this come up all the time about the most meaningless shit, especially when you crowdsource.
I haven't done much programming outside of robotics for a while. I kind of feel like I have too much code and I need to start from scratch in Polycode with a progress-oriented mindset.
Fun in the FPP chat: Two bots in chat that both parse youtube links? You can name a youtube video the url to another youtube video? [img]http://puu.sh/1VHWu[/img] well then
[QUOTE=high;39426815]Ugh github. [img]http://i.imgur.com/d4I2t0b.png[/img] [thumb]http://i.imgur.com/Ml4b5eo.png[/thumb] All of these failed builds are from github timing out when checking for changes. I think I might create a graph of when github doesn't respond.[/QUOTE] We use CCNet and CCTray at work, I've never really been a fan, there's much better continuous integration solutions out there. Two great ones I've used are [url=http://trac.buildbot.net]BuildBot[/url], and [url=http://jenkins-ci.org]Jenkins[/url] CCNet is nice and simple, but it's incredibly dumb with erroring out. The issue you're showing isn't really GitHub's fault, you should configure CCNet to only pull and build when it detects a new change-set. I'm not sure if CCNet supports [url=http://buildbot.net/buildbot/docs/current/developer/tests.html]automated testing[/url] but that's something I really enjoyed about BuildBot and Jenkins.
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