[QUOTE=Contron;47736812]Looks good, but I would put some padding at the bottom of the Options window in order to make it consistent with everything else. It looks rather untidy having the buttons squashed against the bottom, in my opinion.[/QUOTE]
I'll certainly consider it! Though most of the command buttons like OK, Cancel, and Apply have this look.
I made a post in the UE4 thread and thought I might as well leave one in here too. Is anyone looking for a music composer?
[QUOTE=Rich209;47738180]I made a post in the UE4 thread and thought I might as well leave one in here too. Is anyone looking for a music composer?[/QUOTE]
I am for VA, Planimeter's sound engineer is busy at the moment. That being said, we're a volunteer group for open source projects. VA is just a possible commercial game, and while I'd like to compensate devs, the project(s) are bootstrapped.
Learning Rust, but it's creeping me the fuck out:
[img]http://i.imgur.com/6MpV0y3.png[/img]
Apparently the function decides to rest for a bit and then resume. I'm not even multithreading.
-edit-
I figure windows is too slow for Rust and the console doesn't have enough time to process the stdout buffer.
[QUOTE=Rocket;47738230]I'm not, but samples of your work would probably be helpful to anyone who is.[/QUOTE]
True enough.
[media]http://soundcloud.com/russiangodfather/smudged-lines[/media]
This was for a Portal 2 mod called Portal 2 Repercussions[media]http://soundcloud.com/russiangodfather/the-unknown-wind[/media]
[media]http://soundcloud.com/russiangodfather/a-brillant-idea[/media]
[media]http://soundcloud.com/russiangodfather/beyond-the-garden[/media]
[QUOTE=MatheusMCardoso;47738236]Learning Rust, but it's creeping me the fuck out:
[img]http://i.imgur.com/6MpV0y3.png[/img]
Apparently the function decides to rest for a bit and then resume. I'm not even multithreading.
-edit-
I figure windows is too slow for Rust and the console doesn't have enough time to process the stdout buffer.[/QUOTE]
The pause occurs when you're computing the sum of 1100087778366101931 and 1779979416004714189 which is greater than 2^64 which, without knowing anything at all about the language, leads me to believe that Rust is dynamically loading a bignum library at that point.
edit: wait what, no it's not. Disregard this. It's bigger than 2^61 though which has absolutely no meaning at all.
[QUOTE=ThePuska;47738604]The pause occurs when you're computing the sum of 1100087778366101931 and 1779979416004714189 which is greater than 2^64 which, without knowing anything at all about the language, leads me to believe that Rust is dynamically loading a bignum library at that point.
edit: wait what, no it's not. Disregard this. It's bigger than 2^61 though which has absolutely no meaning at all.[/QUOTE]
I learned i needed to flush stdout after printing to prevent this from happening.
I only ever had to do this in C with stdin, so the thought didn't cross my mind at first.
[QUOTE=ThePuska;47738604]The pause occurs when you're computing the sum of 1100087778366101931 and 1779979416004714189 which is greater than 2^64 which, without knowing anything at all about the language, leads me to believe that Rust is dynamically loading a bignum library at that point.
edit: wait what, no it's not. Disregard this. It's bigger than 2^61 though which has absolutely no meaning at all.[/QUOTE]
Rust doesn't do anything crazy implicitly like loading a bignum library.
[editline]17th May 2015[/editline]
It's probably a bug with how it interacts with the console.
I spent a few hours making lots of under the hood changes!
[quote]- Tiles are now based off of one constructor (no more individual classes
for tiles), and DungeonStyle uses factory methods to make different
types of tiles.
[B]- The Dungeon Generator now generates dungeons based off a DungeonStyle,
an interface where the types of tiles to be used in the dungeon are
defined. This means dungeon themes can be easily created, and the user can
even make a custom theme for the dungeon.[/B]
- Deleted a LOT of unused files.[/quote]
Biggest change is in bold (but the first change was needed to implement that).
Welp, looks like I got a busy weekend ahead of me now.
Time to convert my project over to one which makes use of components.
I feel like this is going to take a quite some time, but should hopefully be worth it.
[QUOTE=Rich209;47738276]True enough.
[media]http://soundcloud.com/russiangodfather/smudged-lines[/media]
This was for a Portal 2 mod called Portal 2 Repercussions[media]http://soundcloud.com/russiangodfather/the-unknown-wind[/media]
[media]http://soundcloud.com/russiangodfather/a-brillant-idea[/media]
[media]http://soundcloud.com/russiangodfather/beyond-the-garden[/media][/QUOTE]
These sound amazing! What do you use to make these? This is one of my favorite styles of music and I've always wanted to compose stuff like this.
[QUOTE=Berkin;47738949]These sound amazing! What do you use to make these? This is one of my favorite styles of music and I've always wanted to compose stuff like this.[/QUOTE]
Thank you, I appreciate the kind words. I use currently use FL Studios (hoping to transition to pro tools sometime soon though). And then I have a sound library I use called EastWest. That's about it besides creative thought, haha.
[QUOTE=Rocket;47739212]I've always wanted to get into music production, but other than having a lot of books that I've never read and having a lot of SoundCloud posts that are terrible, I haven't really made any progress.[/QUOTE]
It's awesome but you have to really enjoy the process to ever get to a level where you are writing good stuff. The learning curve is pretty big because you've got to learn the artsy music side of it AND the sciencey engineering side of it to get really good results. Expect to spend the first couple years hating most of the stuff you write haha.
[QUOTE=Funley;47736516]Mono has a tool called [URL="http://www.mono-project.com/docs/tools+libraries/tools/moma/"]MoMA[/URL] you can use to check if your application will run on Mono.[/QUOTE]
This is extremely outdated and wont tell you anything accurate.
[QUOTE=DrTaxi;47736574]Mono still lacks many new language features. C# is not the best choice when you want to make an application specifically for Linux. Or a WebSocket server, really, the dynamic languages have a lot more resources in that regard.[/QUOTE]
Mono currently supports all of C# 6. That's the version that is going to ship with VS 2015 when it's released. It also supports all of the standard libraries but of course there are some (non-standard, of course) that are Windows-only, like WPF (which needs DirectX).
WebSocket libraries work fine on Linux, I used [url=https://github.com/kerryjiang/SuperWebSocket]SuperWebSocket[/url] for like two years but recently switched to [url=https://github.com/sta/websocket-sharp]websocket-sharp[/url]. Never had any Mono issues in that time.
I am messing around with raycasting. It looks like shit right now. Also I am not sure how I am going to do textures.
[vid]http://360noscope.com/dl/2015-05-16_21-07-38.mp4[/vid]
[QUOTE=Rohans;47739297]Mono currently supports all of C# 6. That's the version that is going to ship with VS 2015 when it's released. It also supports all of the standard libraries but of course there are some (non-standard, of course) that are Windows-only, like WPF (which needs DirectX).
[/QUOTE]
I'm apparently out of the loop then, sorry.
Does anyone know a good library to do UI stuff in C++? I've been having a look around, but it seems like a clusterfuck.. particularly I need one which you can use easily with opengl (or sfml)
On a content side, Peons now have needs which gradually deplete, and certain objects can refill them. They'll auto pathfind towards objects that refill their needs when they get below a threshold, and refill them until full. They'll also go and repair things that get damaged
I'm trying to integrate some kind of simple UI system in now, so I can get on with the game part
[IMG]https://dl.dropboxusercontent.com/u/9317774/sheep.PNG[/IMG]
Not sure if its been updated recently but for opengl/sfml you could give Gwen a try (made by garry!!)
[QUOTE=Bumrang;47740265]Not sure if its been updated recently but for opengl/sfml you could give Gwen a try (made by garry!!)[/QUOTE]
Gwen hasn't been updated in over a year unfortunately
[QUOTE=Icedshot;47740285]Gwen hasn't been updated in over a year unfortunately[/QUOTE]
to be honest as long as it works i dont really see the problem. Imo give it a try it's probably still usable
Collision!
It also pushes you back if your character's bounding box changes while you're on a wall!
[vid]http://a.pomf.se/rbwizi.mp4[/vid]
Now I just need to implement a smooth camera system so the view doesn't jerk when the player moves just a tiny bit.
Got a lot done lately, I'm kinda proud. I did a whole keybinding system so you can make your own keybinds and junk now (mostly for the future).
Also I made the guns shoot bullets*
[img]http://puu.sh/hQdFm/05e7ab1dc3.gif[/img]
*the bullets were greatly slowed down in this demo for the sake of being able to seem them.
I'm having way too much fun working with/refactoring gun logic/code.
[QUOTE=MatheusMCardoso;47738236]Learning Rust, but it's creeping me the fuck out:
[img]http://i.imgur.com/6MpV0y3.png[/img]
Apparently the function decides to rest for a bit and then resume. I'm not even multithreading.
-edit-
I figure windows is too slow for Rust and the console doesn't have enough time to process the stdout buffer.[/QUOTE]
Rust's print! macro doesn't flush the output buffer, so you'll have to do that manually. You'll want to call
[cpp]
io::stdout().flush()
[/cpp]
either after every number, or just after you've printed all of them.
See this issue for discussion:
[url]https://github.com/rust-lang/rust/issues/23818[/url]
[editline]17th May 2015[/editline]
Just saw your update, whoops :v:
Not really programming but oh well.
Doing the DEFCON CTF Qual, good fun. I got a flag :D
Your teammate JamieH solved knockedupd [Reverse Engineering] for 1 points.
Finals are over, so it is time for me to refactor [URL="https://github.com/TheBerkin/Rant/blob/dev/Rant/Engine/Compiler/RantCompiler.cs"]Rant's clusterfuck of a compiler[/URL] into something human-readable. I have finally accepted that I am the only sentient pickle in the world, and that I should use programming practices that are more widely adopted rather than expecting my contributors to understand the coding style handed down to me by my brine-dwelling ancestors. Oh well... Such is life.
Also, I'm working on a fascinating guide to dictionary writing that goes over the basic format as well as some standards for class names and stuff. You can see my progress [URL="https://github.com/RantLang/DictionaryGuide"]here[/URL]. Let me know how much it blows your mind.
Hooray! You can now add items to arbitrary rooms. I need to sort out the UI problem pretty drastically now
[IMG]https://dl.dropboxusercontent.com/u/9317774/adding.PNG[/IMG]
Food everywhere
Checking WAYWO while playing FTL and I get this :v:
Better play some Command and Conquer now...
[img]https://hostr.co/file/970/Sb7myZdErhav/Screenshotfrom2015-05-1714-14-07.png[/img]
I have no idea
[QUOTE=Berkin;47741101]Finals are over, so it is time for me to refactor [URL="https://github.com/TheBerkin/Rant/blob/dev/Rant/Engine/Compiler/RantCompiler.cs"]Rant's clusterfuck of a compiler[/URL] into something human-readable. I have finally accepted that I am the only sentient pickle in the world, and that I should use programming practices that are more widely adopted rather than expecting my contributors to understand the coding style handed down to me by my brine-dwelling ancestors. Oh well... Such is life.
Also, I'm working on a fascinating guide to dictionary writing that goes over the basic format as well as some standards for class names and stuff. You can see my progress [URL="https://github.com/RantLang/DictionaryGuide"]here[/URL]. Let me know how much it blows your mind.[/QUOTE]
I still have one month and half left D:
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