• What Are You Working On? May 2015
    1,601 replies, posted
[QUOTE=Sidneys1;47810591][URL="https://www.youtube.com/watch?v=5tCw3LsMdps"]Related[/URL]. On-topic: I have a summer internship teaching computer classes, but I won't be able to work on my personal projects. :( Unfortunately, after I spend some time away from a project I loose interest and focus. Any tips for helping me get back into projects that have been backshelved for a while?[/QUOTE] Remind yourself of your illogical tendency, realize that there is literally nothing other then yourself preventing you from working on it, and then proceed to do it.
Got basic ai [vid]http://a.pomf.se/pzglpw.mp4[/vid]
[QUOTE=layla;47808744]I've thought of that too, either have an entrance elevator or entrance door and that's where you come in through when you join the room. I'm also thinking some elevators could take you to a completely different server, that way you could link your room to a friends room.[/QUOTE] This is something I'd love seeing in a game such as Arcade. Actual, real-life elements for meta-game navigation. Bonus points for a "lobby" main menu. (A lobby you could customize yourself? Maybe even turn into a server? There's so much possibilities!)
[QUOTE=Darkwater124;47811340]This is something I'd love seeing in a game such as Arcade. Actual, real-life elements for meta-game navigation. Bonus points for a "lobby" main menu. (A lobby you could customize yourself? Maybe even turn into a server? There's so much possibilities!)[/QUOTE] Yeah I definitely want to avoid menus and UI as much as possible, not an easy thing to do without it being a pain in the arse to join servers but we'll come up with something.
[QUOTE=Winner;47808801]everything works nicely with utf-8 but outside of web dev 99.99% of fucking everything defaults to something else and it's maddening[/QUOTE] Really? Outside of Windows UTF-16 shenanigans ([url=https://msdn.microsoft.com/en-us/library/windows/desktop/dd374130%28v=vs.85%29.aspx]which is easy to workaround[/url]), everything I have encountered has been utf-8. I can't even name the last encoding I've had to be bothered with outside of UTF-8, UTF-16 and ASCII. [QUOTE=COBRAa;47809239]The one thing I wished UTF-8 done instead is to add an additional bit at the end of a byte to represent another byte appended to the end of the current code-point. That way, it would be almost impossible to have an invalid Unicode string.[/QUOTE] By "additional bit," do you mean that the high-order bit would be used to represent another byte in the same code point? As in, to hell with the "10xxxxxx" system? That system is put in place for the exact reason you mentioned: to recover from corrupt codepoints (which I'm going to assume is what you mean by "invalid Unicode.") If your text gets screwed up, you lose the codepoint regardless, what does it matter if it's still technically "valid"? [QUOTE=COBRAa;47809239]Another method of formatting I've thought about is to have the last bit set an offset (specified by the next bytes until the last bit of the byte is 0). That way you can represent *ANY* code-point with the same size as ASCII (assuming the charset is spaced within a 255 block).[/QUOTE] This is kind of clever, but falls apart when not in that 255 block (see Mandarin, Japanese, Korean). You also can't represent any language that borrows off of ASCII (for punctuation marks) which means you basically only support ASCII and maybe a few others.
[QUOTE=Rocket;47813266]Where's Jookia when you need him?[/QUOTE] was gonna say
Yay. Physics. And Unity Tutorials. :rolleyes: [IMG]http://i.imgur.com/AQmV69j.gif[/IMG]
[QUOTE=Winner;47813279]python's default encoding is ascii, and it usually plays nice with utf-8 encoding too, but one of the modules i was using completely breaks when passed a string with beyond-ascii characters. sure, that's the module author's fault, but it sure would be nice if i never had to think about it.[/QUOTE] I know you were exaggerating about the 99.99% thing, but one lazy python developer is not a set back for years of progress with UTF-8 acceptance. The main hindrance for UTF-8 adoption anymore is laziness to support Unicode at all (and the whole Windows/UTF-16 blunder). [QUOTE=Rocket;47813266]Where's Jookia when you need him?[/QUOTE] I'm filling in during his absence. My coworkers are already sick of me. The game we develop does not support Unicode. (among other changes i will be making around here) [i]"we use wstring, so we support unicode!"[/i] First thing I try is to print a unicode string in our Lua files. Garbage. Use a Unicode string as your username. Crash. Chat with Unicode characters. "Glyph not found." Crash. [b]UNACCEPTABLE[/b]
[QUOTE=jalb;47813922][...] First thing I try is to print a unicode string in our Lua files. Garbage. Use a Unicode string as your username. Crash. Chat with Unicode characters. "Glyph not found." Crash. [b]UNACCEPTABLE[/b][/QUOTE] That reminds me of how you can crash any WPF application by trying to make it display very long sequences of combining characters :v: It's not just an exception either, it invariably brings down the whole process. (WinForms, on the other hand, just silently fails to display the string.)
I don't have much to show, but hopefully it's worth showing anyway. [vid]https://a.pomf.se/gumrqs.mp4[/vid] [editline]asd[/editline] I know the UI looks like garbage, I'm working on it
Next month is coming soon. [editline]26th May 2015[/editline] No dibs
It might be cool if the person picking out highlights would include a "non-flashy" section. (Naturally, I'd like to be excluded from the pool to avoid a conflict of interest)
I'm actually a terrible person and decided to postpone working on my breakout clone until I've gotten better at coding. I cleaned up the Dong code some more, and added 3 new gamemodes. Normal pong, simple enough. [vid]https://a.pomf.se/oakxno.webm[/vid] Dunno what this mode is called, but each time you score your paddle gets bigger and your opponents paddle gets smaller. [vid]https://a.pomf.se/jkegtd.webm[/vid] Rainbow mode just cycles through the colours without needing to hit the ball. Looks pretty. [vid]https://a.pomf.se/ncwlhx.webm[/vid] Expert mode has smaller paddles and a faster ball. This one is actually pretty hard to play. [vid]https://a.pomf.se/bzmegp.webm[/vid]
[QUOTE=Zelpa;47815280]I'm actually a terrible person and decided to postpone working on my breakout clone until I've gotten better at coding....[/QUOTE] If I were you, I'd implement a simple finite state machine to prevent the ball from spazzing out like that (something like two boolean variables). Also, if you measure Δt between frames and compute the distance the ball travelled by multiplying it with the ball's speed, you get rid of the inconsistent velocity. I was dealing with the exact same issues when I was writing my first pong game.
[QUOTE=Zelpa;47815280]Dunno what this mode is called, but each time you score your paddle gets bigger and your opponents paddle gets smaller.[/QUOTE] I thought it would be the other way. What's the point of letting the guy winning win easier?
I am working on a virtual version of the "Trax" board game for a school project. It is almost finished. When it's finished I might release the source code and binaries for you to test if you guys care. It's a three person group project though. [IMG]https://cf.geekdo-images.com/images/pic150644_md.jpg[/IMG]
wtf is up with that ball velocity lol was it intended?
[QUOTE=Zelpa;47815280]JUICYDONGS[/QUOTE] collisions still need work, you should be checking for a collision before it occurs. something like this would work effectively for this type of game [code]// NON SPECIFIC LANGUAGE class ball { bbox = [10, 10]; xspeed = 0; yspeed = 0; } class paddle { bbox = [10, 50]; } function ball checkForCollision(paddle) { // long but easy to read if (y + yspeed >= paddle.y && y + yspeed <= paddle.y + paddle.bbox[1]) { if (x + xspeed <= paddle.x + paddle.bbox[0]) return true; if (x + xspeed + bbox[0] >= paddle.x) return true; } // condensed return (y + yspeed >= paddle.y && y + yspeed <= paddle.y + paddle.bbox[1] && ((x + xspeed <= paddle.x + paddle.bbox[0]) || (x + xspeed + bbox[0] >= paddle.x))) }[/code] [editline]27th May 2015[/editline] you could then do something like [code]if (ball.checkForCollision(leftPaddle) { ball.x = leftPaddle.x + leftPaddle.bbox[0]; xspeed = -xspeed; yspeed = <code for offsetting yspeed>; } if (ball.checkForCollision(rightPaddle) { ball.x = rightPaddle.x; xspeed = -xspeed; yspeed = <code for offsetting yspeed>; }[/code]
[QUOTE=awcmon;47815386]wtf is up with that ball velocity lol was it intended?[/QUOTE] Tied to FPS for some reason. Don't know why.
[QUOTE=Zelpa;47815440]Tied to FPS for some reason. Don't know why.[/QUOTE] You should be using the time difference between frames to calculate ball movement
[QUOTE=Zelpa;47815280]I'm actually a terrible person and decided to postpone working on my breakout clone until I've gotten better at coding.[/QUOTE] Stop right there. First of all, there is no such thing as getting better at coding. Any fool can code with basic knowledge of a language's syntax and the documentation at hand. You get better at problem solving, and the only way to get better at problem solving is to tackle problems. Working on your breakout clone will definitely teach you skills that can be useful for other games in the future, such as handling a large amount of blocks that can be modified during the runtime of the game. Skills such as this can help in the future with any game that involves modifying blocks at runtime (i.e. a Minecraft clone). Work on the breakout clone, and don't give up. You'll learn the the fundamentals of the language you're using, and you'll learn how to handle an array of entities with their own separate variables. At the end of the day, you'll have a working breakout clone to do what you want with.
[QUOTE=NightmareX91;47816081]Stop right there. First of all, there is no such thing as getting better at coding. Any fool can code with basic knowledge of a language's syntax and the documentation at hand. You get better at problem solving, and the only way to get better at problem solving is to tackle problems. Working on your breakout clone will definitely teach you skills that can be useful for other games in the future, such as handling a large amount of blocks that can be modified during the runtime of the game. Skills such as this can help in the future with any game that involves modifying blocks at runtime (i.e. a Minecraft clone). Work on the breakout clone, and don't give up. You'll learn the the fundamentals of the language you're using, and you'll learn how to handle an array of entities with their own separate variables. At the end of the day, you'll have a working breakout clone to do what you want with.[/QUOTE] pretty much this, the closest thing to "getting better at coding" is going from "no programming knowledge" to "developer" there's no real "getting better" as far as software goes outside of problem solving and experience most of my troubles in software development boil down to some [I]other[/I] idiot not documenting a critical implementation detail causing inexplicable bugs to arise [quote=some developer somewhere writing a library]oh you didn't want every property to be enumerable since that's expected behavior? well screw you im making every prop enumerable so your iteratees fuck up everything oh by the way im the defacto library to use and i never listen to pull requests or issues so get rekt [/quote]
Got crafting working today and fixed the bugs in the inventory. [vid]http://a.pomf.se/awykxs.webm[/vid] Pretty happy with how the crafting works, uses the same interface as the normal inventory, barely any duplication.
I'd say the best way to get 'better at coding' is to choose projects that single out tasks to get better at. Most of my frustration comes from solving too many problems at once and getting into a [I]dependency hell[/I] of what to learn first. For instance, learning graphics development and a language is difficult since if you'll have issues with both and might spend a lot of time inefficiently.
[QUOTE=DoctorSalt;47817712]I'd say the best way to get 'better at coding' is to choose projects that single out tasks to get better at. Most of my frustration comes from solving too many problems at once and getting into a [I]dependency hell[/I] of what to learn first. For instance, learning graphics development and a language is difficult since if you'll have issues with both and might spend a lot of time inefficiently.[/QUOTE] I'm the opposite. I learn better if I just pick something way out of my league and jump in the deep end. I really really enjoy the whole self-teaching process though, and I've gotten pretty good at breaking things down in to small enough steps for the new knowledge flood to be manageable.
I like it how I once synchronized multiple threads with WinForms Timer for DSP processing and it worked flawlessly.
[QUOTE=Megolas;47817447]Got crafting working today and fixed the bugs in the inventory. [vid]http://a.pomf.se/awykxs.webm[/vid] Pretty happy with how the crafting works, uses the same interface as the normal inventory, barely any duplication.[/QUOTE] Nice, is this going to be used in a 2D/3D game? Asking cause I am creating an inventory and I got at the point where I have to save items inside a backpack once I de-equip and drop it so if the players picks it up again everything's saved in the backpack.
[QUOTE=BoowmanTech;47817897]Nice, is this going to be used in a 2D/3D game? Asking cause I am creating an inventory and I got at the point where I have to save items inside a backpack once I de-equip and drop it so if the players picks it up again everything's saved in the backpack.[/QUOTE] Its a 3D game - blurred voxels can be seen in the background (Blur shader turns on when gui opens), though I didn't turn on terrain generation, which I have shown last month, IIRC. Honestly, it would be really simple if I didn't choose the grid system where some items take more space... And its a pain in the ass to make dropdowns close when clicking something else...
-snip- i fixed this, it was may stupid brain all along
what the hell is up with that font rendering
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