[QUOTE=NovembrDobby;39798262]at last, the big 3
[/QUOTE]
Super Hexagon recently got released for Linux, I can't wait to waste another 10 hours..
[QUOTE=NovembrDobby;39798262]at last, the big 3
[img_thumb]http://i.imgur.com/UIhaJdD.jpg[/img_thumb][img_thumb]http://i.imgur.com/qoN6m9N.png[/img_thumb][img_thumb]http://i.imgur.com/xjsX5TF.jpg[/img_thumb][/QUOTE]
It took me a while to figure out what you meant by big 3...
[QUOTE=Tamschi;39797818]A piano roll viewer for the console:
[img]https://dl.dropbox.com/u/5013896/forum/Facepunch/Programming%20WAYWO/3.2013/Piano%20Roll%20Viewer.png[/img]
The x and ~ chars are there because the scale is too small. If a note falls completely through the grid, it's a ^, if it's aligned there are only + and -.
I also made a very bad synth, so now there's no clicking and the notes have overtones with envelopes:
[media]http://soundcloud.com/tamschi/bad-synth[/media][/QUOTE]
How serious are you about this project? I produce and have been wanting to work on a DAW in some capacity for a long time. Are you going to do a full on GUI and all that?
[QUOTE=laylay;39792750]I don't think valve would like me mounting their GCF's.
Sort of feel like I should just make a thread for this but I don't think it's worthy of a whole thread yet. I'm interested in hearing peoples ideas and opinions though.[/QUOTE]
Steamworks has APIs for mounting source games IIRC. I don't think they'd mind. Not to mention all the other source mods on steam for purchase that mount GCFs.
[QUOTE=NovembrDobby;39798262]at last, the big 3
[img_thumb]http://i.imgur.com/UIhaJdD.jpg[/img_thumb][img_thumb]http://i.imgur.com/qoN6m9N.png[/img_thumb][img_thumb]http://i.imgur.com/xjsX5TF.jpg[/img_thumb][/QUOTE]
Please distribute!
[QUOTE=HiredK;39794584]Have you implemented networking yet? If so how do you handle client-side prediction?[/QUOTE]
He has, and the clientsided prediction is iffy. Valve has a big wiki article [url=https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking] you can read here about how source does it, though.[/url]
Finally managed to merge and commit.
I'll never forget to push ever again...
[QUOTE=Darwin226;39799047]Finally managed to merge and commit.
I'll never forget to push ever again...[/QUOTE]
You think you've had it hard?
[IMG]http://puu.sh/1n1Y0[/IMG]
Source control hell.
[QUOTE=Jookia;34728960]Submitted the Unicode window title patch to SFML developer. Nope. Guess I'm moving my entire codebase back to SDL.[/quote]
[QUOTE=Jookia;34729200]You can read more about it at the [url=http://github.com/LaurentGomila/SFML/pull/174]Github pull request[/url].[/quote]
[url=http://github.com/LaurentGomila/SFML/commit/6bc077688ea4a624e2a70a856a3a8ab05f413726]A YEAR LATER[/url]
Revamping the art style for The Floor is Lava! We're now going with Wind Waker-style cel shading.
[IMG]http://i.imgur.com/yBwhEcR.png[/IMG]
The character model doesn't look very good but that's okay because we're redoing it to be much more faithful to the original concept artwork.
New character model WIP:
[IMG]http://i.imgur.com/JIbnS2I.png[/IMG]
here's the original art:
[thumb]http://24.media.tumblr.com/tumblr_m8h02j3ek41r8cmpoo2_1280.png[/thumb]
[QUOTE=Jookia;39799713][url=http://github.com/LaurentGomila/SFML/commit/6bc077688ea4a624e2a70a856a3a8ab05f413726]A YEAR LATER[/url][/QUOTE]
I have heard it is a complete pain to get patches merged with SFML's main tree.
[QUOTE=Eric95;39800022]Revamping the art style for The Floor is Lava! We're now going with Wind Waker-style cel shading.
[IMG]http://i.imgur.com/yBwhEcR.png[/IMG]
The character model doesn't look very good but that's okay because we're redoing it to be much more faithful to the original concept artwork.
New character model WIP:
[IMG]http://i.imgur.com/6SZTqaY.png[/IMG]
here's the original art:
[IMG]http://24.media.tumblr.com/tumblr_m8h02j3ek41r8cmpoo2_1280.png[/IMG][/QUOTE]
neat?
are you making the models yourself?
also what format is it in, and what program(s) are you using for modeling
[QUOTE=DarkCybo7;39800220]neat?
are you making the models yourself?
also what format is it in, and what program(s) are you using for modeling[/QUOTE]
Yes, I'm using Blender and I'm the modeler for this.
I'm also the programmer for this game and I've been posting updates every now and then in this thread which is why I thought it might be relevant. Here's some gameplay footage if you're wondering:
[video=youtube;s-C79Q_NJKc]http://www.youtube.com/watch?v=s-C79Q_NJKc[/video]
[QUOTE=KmartSqrl;39798422]How serious are you about this project? I produce and have been wanting to work on a DAW in some capacity for a long time. Are you going to do a full on GUI and all that?[/QUOTE]
I'd like to, but I don't know if I can do it. Hence the console thing, I just don't know how to make proper GUI editors yet.
The core framework is very modular, so new editors (GUI, CUI or whatever) can be registered on the fly, but it's still too incomplete and unstable. I definitely want to avoid floating client windows though, I hate those things. Maybe I'll add a GUI layout control interface or something, proper docking won't work because I want to keep UIs separate from the main program (so they can use different frameworks).
Performance is also a problem, right now it's not much faster than playback speed. I have a few places I can optimize though and did a few stupid things, so it should get at least a bit faster. I don't think it's a fundamental problem with the structure, but there really isn't much info on writing music software in C#. (The connection graph [I]should[/I] allow threading, as there's no global volatile state. I need to think about cache invalidation.)
I looked into VST hosting yesterday and [URL="http://vstnet.codeplex.com/"]there is a project[/URL] but I couldn't get the examples to build (probably "just" missing a C++ dependency :suicide:), so I pushed it back to at some point after MIDI files.
That just leaves live playback, which I have no idea about but may be able to integrate without complicating too much by "clamping" a mode switch onto an instrument while the GUI is open. That would actually work pretty well, now that I think about it, so mark that one as 1%-solved.
But yes, this is one of the two projects I have in the works that I really want to complete if I have the opportunity to. I you want to work together on this, I'd tentatively say yes, but not yet.
I actually worked less than a week on this project (3-4 nights and a few longer commutes) and don't really know where it's going, exactly. I'm thinking about maybe not making it free, if it turns out well enough and I have the time for it, so I'm a bit reluctant to share it.
That's actually pretty impressive. Sort of reminds me of psychonauts's look.
Is it open source
no
thanks, though
So I had an idea for a little puzzle game. Right now, I have it snap to 15 degrees, because when I had it move freely, I couldn't quite get thee gravity right... So instead of trying to fix the math, I just did a switch n' case. :suicide:
[video=youtube;GK4OkcqNARM]http://www.youtube.com/watch?v=GK4OkcqNARM[/video]
[QUOTE=Tamschi;39800267]I'd like to, but I don't know if I can do it. Hence the console thing, I just don't know how to make proper GUI editors yet.
The core framework is very modular, so new editors (GUI, CUI or whatever) can be registered on the fly, but it's still too incomplete and unstable. I definitely want to avoid floating client windows though, I hate those things. Maybe I'll add a GUI layout control interface or something, proper docking won't work because I want to keep UIs separate from the main program (so they can use different frameworks).
Performance is also a problem, right now it's not much faster than playback speed. I have a few places I can optimize though and did a few stupid things, so it should get at least a bit faster. I don't think it's a fundamental problem with the structure, but there really isn't much info on writing music software in C#. (The connection graph [I]should[/I] allow threading, as there's no global volatile state. I need to think about cache invalidation.)
I looked into VST hosting yesterday and [URL="http://vstnet.codeplex.com/"]there is a project[/URL] but I couldn't get the examples to build (probably "just" missing a C++ dependency :suicide:), so I pushed it back to at some point after MIDI files.
That just leaves live playback, which I have no idea about but may be able to integrate without complicating too much by "clamping" a mode switch onto an instrument while the GUI is open. That would actually work pretty well, now that I think about it, so mark that one as 1%-solved.
But yes, this is one of the two projects I have in the works that I really want to complete if I have the opportunity to. I you want to work together on this, I'd tentatively say yes, but not yet.
I actually worked less than a week on this project (3-4 nights and a few longer commutes) and don't really know where it's going, exactly. I'm thinking about maybe not making it free, if it turns out well enough and I have the time for it, so I'm a bit reluctant to share it.[/QUOTE]
Is the C++ dependency the VST sdk itself? Because that would make sense... You have to get it at Steinberg's website.
Just built my first computer, not the best in the world but its crazy better than the 10 year old toaster I was using.
Might be able to stream some fortblox now.
[QUOTE=Darwin226;39799047]Finally managed to merge and commit.
I'll never forget to push ever again...[/QUOTE]
This and the branch management are why I avoid Git.
[QUOTE=Map in a box;39799160]You think you've had it hard?
[IMG]http://puu.sh/1n1Y0[/IMG]
Source control hell.[/QUOTE]
That's TortoiseHg, right?
Learn about [URL="http://mercurial.selenic.com/wiki/RebaseExtension"]rebase[/URL] and [URL="http://mercurial.selenic.com/wiki/HisteditExtension"]histedit[/URL], they let you avoid integration merges and clean up local changesets, and have a great UI.
[editline]edit[/editline]
Just under no circumstance edit a revision in a subrepo while it's referenced from the parent repository.
[editline]5th March 2013[/editline]
[QUOTE=redx475;39800462]Is the C++ dependency the VST sdk itself? Because that would make sense... You have to get it at Steinberg's website.[/QUOTE]
No, I think it's a C++ framework that I haven't installed and some part of VST.NET that takes care of interop. It's likely that I'll need the SDK too though.
[QUOTE=Sonic96PL;39797803]Just started working on 2d Space Game.
The desert like planet in the middle is placeholder for a sun.
EDIT: Video was broken. Fixed.[/QUOTE]
May I ask what you are using? Is it a custom engine you made from scratch, uses XNA as a framework, etc.
I'm working on a space game as well, but it looks like yours has a different concept from mine. Mine is about managing a whole empire, sorta like Shores of Hazeron and Aurora had a bastard child. Still working on getting the engine working properly, but I am using XNA as my framework.
[QUOTE=Tamschi;39800548]This and the branch management are why I avoid Git.
That's TortoiseHg, right?
Learn about [URL="http://mercurial.selenic.com/wiki/RebaseExtension"]rebase[/URL] and [URL="http://mercurial.selenic.com/wiki/HisteditExtension"]histedit[/URL], they let you avoid integration merges and clean up local changesets, and have a great UI.
No, I think it's a C++ framework that I haven't installed and some part of VST.NET that takes care of interop. It's likely that I'll need the SDK too though.[/QUOTE]
It's already included in Tortoise HG, you just need to enable it.
[img]http://i.imgur.com/FnR8G94.png[/img]
[QUOTE=laylay;39800480]Just built my first computer, not the best in the world but its crazy better than the 10 year old toaster I was using.
Might be able to stream some fortblox now.[/QUOTE]
I'm listening
[QUOTE=Map in a box;39801294]I'm listening[/QUOTE]
You just missed it. Can stream in really good quality and stay above 200fps. Pretty happy.
[QUOTE=Bladezor;39801058]It's already included in Tortoise HG, you just need to enable it.
[img]http://i.imgur.com/FnR8G94.png[/img][/QUOTE]
It's also in the context menu under Modify history, in case you want to do it manually.
[QUOTE=Tamschi;39800548]This and the branch management are why I avoid Git.[/QUOTE]
It takes some practice to get used to using git branches effectively, but it's definitely worth it. Terrible merges are almost always due to terrible use of branches, and aren't a necessary part of using git.
[QUOTE=Larikang;39801574]It takes some practice to get used to using git branches effectively, but it's definitely worth it. Terrible merges are almost always due to terrible use of branches, and aren't a necessary part of using git.[/QUOTE]
In fact, git was designed to handle merges as well as possible. Terrible merges should only result from mofidying the same lines in several branches - and even then, the three-way merge should be relatively trivial, if git even finds it necessary.
guys
GUYS
[img]http://i.imgur.com/SYNorci.png[/img]
this is gonna make gmod HORRIBLE
Trying to do some weapon throwing code, and I keep knocking myself over. I add in code so that wont happen, but then it still did. Threw some quick debug stuff in the collision code:
[lua]print(ent, self.thrower)
print(ent ~= self.thower)
print(ent == self.thrower)[/lua]
The output:
[code]table: 0x00f0fd18 table: 0x00f0fd18
true
true[/code]
Why do you do this to me lua
[QUOTE=ZenX2;39802355]Trying to do some weapon throwing code, and I keep knocking myself over. I add in code so that wont happen, but then it still did. Threw some quick debug stuff in the collision code:
[lua]print(ent, self.thrower)
print(ent ~= self.thower)
print(ent == self.thrower)[/lua]
The output:
[code]table: 0x00f0fd18 table: 0x00f0fd18
true
true[/code]
Why do you do this to me lua[/QUOTE]
self.thower
[QUOTE=laylay;39801458]You just missed it. Can stream in really good quality and stay above 200fps. Pretty happy.[/QUOTE]
You're no fun :saddowns:
You should of posted stream URL on FP, steams been acting up for me.
[editline]4th March 2013[/editline]
What's your stream URL, I lost it and want to hope that you have it saved
[QUOTE=thomasfn;39802366]self.thower[/QUOTE]
That's the entity that threw it. The problem is that it says true for being equal and inequal
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