[QUOTE=DoctorSalt;40140460]Yay, my first working XNA thing that I did without help:
[IMG]http://i.imgur.com/egZlQOV.png[/IMG]
It bounces walls around the walls. Now, somehow the ball gains speed over time whenever it collides. Any initial ideas why before I go into debug mode tomorrow?[/QUOTE]
If you push the ball out of the collision space in addition to reflecting it and there's gravity, the average difference in penetration depth between the floor and ceiling will increase the "energy". Basically you would add a bit of potential energy in collisions with the floor and remove a bit on the ceiling but because the ball is faster near the floor the work done there is a bit larger.
If you don't have gravity, no idea.
[editline]3rd April 2013[/editline]
[QUOTE=thomasfn;40139796]Working with Unity.
[code]mesh.vertices[idx].x = 10.0f;
mesh.vertices[idx].z = 10.0f;
Debug.Log(mesh.vertices[idx].x);
Debug.Log(mesh.vertices[idx].z);[/code]
[code]0
0[/code]
gg[/QUOTE]
That's C#, not Unity. You're trying to set a field in a struct but the outer field/array access creates a local copy so it's never written back into the array.
so you have to explicitly retrieve the original field rather than explicitly make a copy of it? who thought that would be a good idea?
Yes I fixed it by creating a local copy of the array, modifying that then setting the array back. Still, you'd expect the compiler to at least throw a warning or something.
[QUOTE=thomasfn;40141188]Yes I fixed it by creating a local copy of the array, modifying that then setting the array back. Still, you'd expect the compiler to at least throw a warning or something.[/QUOTE]
Microsoft's compiler/Visual Studio does. The problem is that the vectors here are mutable value types, which is usually discouraged for precisely this reason.
[QUOTE=chimitos;40140489]This little whiteboard is one of the most useful things I own.
I always thought paper+pencil worked fine. But now I know the difference.[/QUOTE]
It's great to be able to plan something out, and then be able to view it in its entirety on just one "page".
Been messing with aimlayers. There's 4 frames, down, center, up and directly up. I can blend between them to look up and down. But you can't just additively apply these ontop of an animation so I wrote a ghetto tool that works out the difference between the aim center and the other aim directions, I then take that difference and apply it to the base pose. I can then take that and apply it ontop of other animations with it's full weight.
I imagine that's part of what studiocompiler does.
[HD]http://www.youtube.com/watch?v=Vm7jh6tod08[/HD]
I need to start coming up with a standard for player animations so I can commission the models and animations I need.
I suppose this would be classed as 9-way movement because I can control the intensity of the movement by lowering the run weight and raising the idle weight.
So, I found this best of stackoverflow thing linked on reddit. Was a pretty interesting read for me. Thought I'd share.
[url]http://boso.herokuapp.com/[/url]
[QUOTE=laylay;40141745]Been messing with aimlayers. There's 4 frames, down, center, up and directly up. I can blend between them to look up and down. But you can't just additively apply these ontop of an animation so I wrote a ghetto tool that works out the difference between the aim center and the other aim directions, I then take that difference and apply it to the base pose. I can then take that and apply it ontop of other animations with it's full weight.
I imagine that's part of what studiocompiler does.
[HD]http://www.youtube.com/watch?v=Vm7jh6tod08[/HD]
I need to start coming up with a standard for player animations so I can commission the models and animations I need.
I suppose this would be classed as 9-way movement because I can control the intensity of the movement by lowering the run weight and raising the idle weight.[/QUOTE]
when are you gonna show the code
[QUOTE=DarkCybo7;40143472]when are you gonna show the code[/QUOTE]
You can get the source code for making a source mod via the SDK.
[QUOTE=miceiken;40143182]So, I found this best of stackoverflow thing linked on reddit. Was a pretty interesting read for me. Thought I'd share.
[url]http://boso.herokuapp.com/[/url][/QUOTE]
[url]http://stackoverflow.com/questions/11227809/why-is-processing-a-sorted-array-faster-than-an-unsorted-array[/url]
That's really interesting, didn't even know such a thing existed :v:
[QUOTE=danharibo;40143907]You can get the source code for making a source mod via the SDK.[/QUOTE]
you can't get the sdk for source 2 yet haha unlucky
Working on an open source jukebox that you'll be able to control from your phone, tablet or PC. Whoever decided that they were going to change this...
[code]
print "Hello World"
[/code]
to this
[code]
print("Hello World")
[/code]
Is both a genius and a dick hole. A genius because it actually makes sense now and is better to work with. A dick hole because I was used to the first version from Python 2.x
Oh yeah, I ordered this bad boy too.
[img]http://ecx.images-amazon.com/images/I/41TQOMhuPDL._SL500_AA300_.jpg[/img]
[QUOTE=danharibo;40143907]You can get the source code for making a source mod via the SDK.[/QUOTE]
It looks so much like Source and plays like it so much I wouldn't be shocked if he's lying to us and it's just a Source mod.
No offense, but that's some nice work there.
Oh man, the sooner I replace the assets, the better.
I've been looking at the oculus sdk today, looks like it will be super easy to support it.
Even making some of your own dev textures for the levels would help a lot I think.
[QUOTE=laylay;40147514]Oh man, the sooner I replace the assets, the better.
I've been looking at the oculus sdk today, looks like it will be super easy to support it.[/QUOTE]
I know it's not Source, but are you using BSP? The "blocky" shadows on the ground looked baked so I was just curious. I'm not sure if you've mentioned the level format before.
[QUOTE=FrankOfArabia;40147340]It looks so much like Source and plays like it so much I wouldn't be shocked if he's lying to us and it's just a Source mod.
No offense, but that's some nice work there.[/QUOTE]
I think it's gmod, not source.
[QUOTE=DarkCybo7;40147852]I think it's gmod, not source.[/QUOTE]
the best sarcasm is the sarcasm you cant tell apart from stupidity
equally said, the best stupidity is the stupidity you can't tell apart from sarcasm
[editline]3rd April 2013[/editline]
the only option is to laugh
[QUOTE=Drak_Thing;40147829]I know it's not Source, but are you using BSP? The "blocky" shadows on the ground looked baked so I was just curious. I'm not sure if you've mentioned the level format before.[/QUOTE]
Just think of it as a uniform grid, there's no need for a tree structure because It's already quick to trace through a grid.
I can't wait until it reaches a stage when I can make a thread and get constant feedback because right now it's hard to keep motivated.
I'd totally follow a thread on it already.
[QUOTE=Garb;40148437]I'd totally follow a thread on it already.[/QUOTE]
I'm only going to get one shot at first impressions, I don't want to half ass it.
I'd rather post it in GGD so I can get suggestions from non-programmers but I'd imagine they're going to be less forgiving than this section. When you've worked on a project for several years, it's a kick in the balls when someone says it's shit, which is obviously going to happen. I just want to minimize that as much as possible.
[QUOTE=laylay;40148594]I'm only going to get one shot at first impressions, I don't want to half ass it.
I'd rather post it in GGD so I can get suggestions from non-programmers but I'd imagine they're going to be less forgiving than this section. When you've worked on a project for several years, it's a kick in the balls when someone says it's shit, which is obviously going to happen. I just want to minimize that as much as possible.[/QUOTE]
If they say it's shit for no reason, then report it and ignore the user. Because it is definitely not shit.
[QUOTE=laylay;40148594]I'm only going to get one shot at first impressions, I don't want to half ass it.
I'd rather post it in GGD so I can get suggestions from non-programmers but I'd imagine they're going to be less forgiving than this section. When you've worked on a project for several years, it's a kick in the balls when someone says it's shit, which is obviously going to happen. I just want to minimize that as much as possible.[/QUOTE]
No normal human can tell this is shit. Only people who do not understand nor wish to understand it.
I think GGD is the wrong place to post it in because people do not understand the concept of challenge in programming.
It's like telling a price of something to a human that does not have concept of money.
GGD is a fine place to post it in, providing it's a state that you wouldn't feel bad releasing it in. If it's still at the 'demonstration of programming skills' stage for you, then it's worth waiting.
Terrain loaded from a heightmap and decorated with textures and trees based on height and slope.
[img]http://i.imgur.com/lptreQD.jpg[/img]
I've also added this little thing where you slide off steep slopes.
[B]My co-dev and I finally updated the The Floor is Lava blog with some progress. Here's the post:[/B]
[IMG]http://24.media.tumblr.com/16d191c9ee1e2c68d6812d222102f927/tumblr_mkp6ds45Mz1rjxnxto1_1280.png[/IMG]
We have a lot of updates and news we can show you! Probably the most obvious, we’ve decided to change how the lighting works! Originally all of the models were just rendered with a really basic shader, which was kind of lame and with the textures it made everything look like it had sand rubbed into it. Now we are leaning more towards cel-shading for that real cartoony look.
[IMG]http://i.imgur.com/aKBCLji.png[/IMG]
Not only is the lighting now completely different, but Ash’s face is different too!
Eric spent some time completely redoing Ash’s face to more accurately resemble the original concept art for her. Now she looks at least 4 times cuter, and people have stopped confusing her for a boy. Horray!
[video=youtube;6Mwr7k6zkwA]http://www.youtube.com/watch?v=6Mwr7k6zkwA[/video]
Here’s a video to show off some gameplay, the new lighting, and the new Ash model. Great!
We’ve also been really working on this bird guy. Look at him flappin’ around in that video. He’s got a lot of personality now, and Eric has been fine tuning the AI. Still runs into walls, and can’t figure out how to not run into the deadly lava, but we are getting there. Soon enemies will be really implemented in the game.
[IMG]http://i.imgur.com/YUpsKfx.png[/IMG]
Speaking of enemies, Allen’s been coming up with a few more enemy designs. We are trying to keep the cast pretty small, so these 5 might be it. Other than characters and boss monster designs, anyways.
[IMG]http://i.imgur.com/3Agfi3q.png[/IMG]
The little squidy/orthocera guys might be one of the first enemies revealed in the game. Pretty harmless on their own but they have some strength in numbers. Cute!
[IMG]http://i.imgur.com/iZt1FvK.png[/IMG]
Allen’s already started on the model for the slug crab thing. He’s just putting off on finishing it until the programming for the bird enemy is done, since a lot of that will also be used for this one too. In the meantime, he’s learning how to use Probuilder and actually starting to put the levels together! Neat! Up until now we have been doing short protolevel designs just to test out the game functions, but now we are actually putting the real stuff together!
[url]http://thefloorislava-dev.tumblr.com/post/47057132619/april-update[/url]
Here's a gif that I made that we didn't include in the post for some reason. I really like it
[IMG]http://i.imgur.com/St6zVJ0.gif[/IMG]
Personally I preferred the old rendering style, the new Ash model is great though!
[QUOTE=Eric95;40149706]
[IMG]http://i.imgur.com/3nlNZYT.png[/IMG]
Not only is the lighting now completely different, but Ash’s face is different too![/QUOTE]
Why does the new model in the picture scare the shit out of me...?
[QUOTE=laylay;40148594]I'm only going to get one shot at first impressions, I don't want to half ass it.
I'd rather post it in GGD so I can get suggestions from non-programmers but I'd imagine they're going to be less forgiving than this section. When you've worked on a project for several years, it's a kick in the balls when someone says it's shit, which is obviously going to happen. I just want to minimize that as much as possible.[/QUOTE]
hl2sb is shit
[editline]3rd April 2013[/editline]
thanks guys :smith:
[QUOTE=NightmareX91;40149847]Why does the new model in the picture scare the shit out of me...?[/QUOTE]
Because the lighting emphasizes her lower eyelids in a way that doesn't look very good sometimes. I've mostly fixed it now, that's an old picture.
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