[QUOTE=Fourier;47825439]Let's make all permutations possible:
LUA Lua lUa luA LUa LuA lUA lua[/QUOTE]
Whenever I see "Lua" I'm reminded of this
[IMG]http://i.imgur.com/J50nGqF.png[/IMG]
Finally figured out how to make a path through the level:
[vid]https://dl.dropboxusercontent.com/u/99717/OpenGL/PathFinding.webmvp8.webm[/vid]
The little blue boxes are the waypoints.
I could optimize it to remove some of those in a straight line..
[QUOTE=Lumaio;47826419]Whenever I see "Lua" I'm reminded of this
[IMG]http://i.imgur.com/J50nGqF.png[/IMG][/QUOTE]
That's because Monkey Island 4 was scripted using Lua. It's also a throwback to Monkey1, which had SCUMM Bar (which referred to their game engine).
It's Lu...Okay
Sorry for the video quality, but my battlezone replica is complete
[vid]http://a.pomf.se/dpngvp.mp4[/vid]
It was due today and I got a 105% grade, yay
So I have a git repo, and I have some symlincs in it.
A symlink to a folder is appearing in source tree as a file containing the location of the folder its pointing to
But a file im symlinking is appearing as the actual file? As in it just has the contents, Is this normal?
[QUOTE=Richy19;47826924]So I have a git repo, and I have some symlincs in it.
A symlink to a folder is appearing in source tree as a file containing the location of the folder its pointing to
But a file im symlinking is appearing as the actual file? As in it just has the contents, Is this normal?[/QUOTE]
Both should just appear as their target, so that is some odd shit. You are creating them as symbolic symlinks, right? That's the only reason I could tell it would act like this.
[editline]28th May 2015[/editline]
Just to be clear, that is also the correct way to do it.
[QUOTE=mastersrp;47826956]Both should just appear as their target, so that is some odd shit. You are creating them as symbolic symlinks, right? That's the only reason I could tell it would act like this.
[editline]28th May 2015[/editline]
Just to be clear, that is also the correct way to do it.[/QUOTE]
Im creating them via ln -s on OSX
[QUOTE=Richy19;47826977]Im creating them via ln -s on OSX[/QUOTE]
You're using relative symlinks right? Not absolute ones? Still, that shouldn't be a problem.
[QUOTE=mastersrp;47827016]You're using relative symlinks right? Not absolute ones? Still, that shouldn't be a problem.[/QUOTE]
Yea, basically im symlinking a file in the main repo to one in a submodule so I cant use absolute
[QUOTE=Tamschi;47823749]Whenever I see a section like that I really wonder what the people did for the game, just out of curiosity.
I can imagine for a few and a few are obvious, but for others I have no idea at all.
(Maybe it's just me but I'd probably just credit people for what they did or thank them less unspecifically e.g. for spreading the word in a significant way or contributing some content. I feel it's easier to do their contributions justice that way.)[/QUOTE]
Without spoiling it, I helped contribute to a small easter-egg in the game :)
[QUOTE=mastersrp;47827016]You're using relative symlinks right? Not absolute ones? Still, that shouldn't be a problem.[/QUOTE]
I think there was something funky going on with source tree, seems fine npw
garry doesn't understand that languages differ from one another that's why they're not all one language. thats why he's complaining about lua. case closed.
[QUOTE=Fourier;47825439]Let's make all permutations possible:
LUA Lua lUa luA LUa LuA lUA lua[/QUOTE]
I don't think we need another BASIC/SQL.
I like BaSiC because at the time I liked BaSiC I was at the age where I thought alternating capitals was cool.
[QUOTE=Rocket;47824885]Because Hatred is political instead of a game, while Rust is political [i]and[/i] a game.
[editline]28th May 2015[/editline]
There really doesn't seem to be anything more to Hatred other than "kill people." It's like a teenage revenge fantasy. Is there even any challenge?[/QUOTE]
What the fuck are you even talking about? How is this not a game and how does it have no challenge? It seems like a pretty standard video game to me.
[video=youtube;Qtej1D_rexY]https://www.youtube.com/watch?v=Qtej1D_rexY&feature=youtu.be[/video]
Hatred is just a video game that is either trying to be edgy or satirical, neither are terrible and the premise and gameplay aren't anything new (see GTA 1 and 2), both of which were controversial but still very popular and were fun games.
In other news, I got quite a bit of work done today.
I managed to completely rework the way I handle events in my level editor - every action is of the type 'created', 'modified', or 'deleted', and allows rolling back events for singular objects, or entire groups of objects.
The whole class just flip/flops before and after states onto a list of parents, and works so well. I'm very happy with how it works.
With that, I managed to easily add in cut/copy/paste/delete events, all of which just need 2 lines of code to be incorporated into the undo/redo system.
At this point, I'm pretty much done all basic editor functions!
[QUOTE=Karmah;47829131]Hatred is just a video game that is either trying to be edgy or satirical, neither are terrible and the premise and gameplay aren't anything new (see GTA 1 and 2), both of which were controversial but still very popular and were fun games.[/QUOTE]
Why is everyone missing out on the obvious Postal 1 inspiration? :p
So I'm making a simple battery level notifier for my laptop to kinda get back into programming:
[url]https://github.com/niobium93/BatteryNotifier/releases/tag/0.1[/url]
It just beeps at you and keeps beeping until you plug-in or unplug your charger. (Unlike Windows which opens a modal dialog minimizing all your games)
My settings form isn't implemented properly yet.
I can't seem to make a custom NumericUpDownBox display a % sign next to the numbers. Any help appreciated.
You can get the binary and the source above. CC appreciated.
Might be a silly thing, but why offer a separate download for the source when you host it on github?
[QUOTE=Arxae;47831028]Might be a silly thing, but why offer a separate download for the source when you host it on github?[/QUOTE]
i'm pretty sure github generates those automagically for releases
handy if you can't be bothered to clone the entire repository and checkout a specific version
[QUOTE=Arxae;47831028]Might be a silly thing, but why offer a separate download for the source when you host it on github?[/QUOTE]
IDK it just put it in there automaticly.
Anyone have apps on the Amazon app store? I got $3 in credit that expires tomorrow.
[QUOTE=DarKSunrise;47831068]i'm pretty sure github generates those automagically for releases
handy if you can't be bothered to clone the entire repository and checkout a specific version[/QUOTE]
[Quote]IDK it just put it in there automaticly.[/quote]
Heh, didn't know that. Carry on
EDIT: Side question. Anyone used Fossil before ([url]http://fossil-scm.org/[/url]). But not some small projects, but some larger ones. Taught about it when it came up a few pages ago.
[img]http://i.imgur.com/fQNMTHm.gif[/img]
been working on more control options for the player, like sprinting
unlike normal movement the sprint is acceleration based, so it's kind of like a tradeoff between speed and control for the player
[QUOTE=false prophet;47831913]Anyone have apps on the Amazon app store? I got $3 in credit that expires tomorrow.[/QUOTE]
Our game [url=http://www.amazon.com/Eat-Create-Sleep-Among-Ripples/dp/B00UHRBS70/]Among Ripples[/url] is on there, but it's free, so that doesn't help you much :v:
I'm gonna try programming a Unix OS in Java. Not even kidding.
[QUOTE=No_0ne;47832211][img]http://i.imgur.com/fQNMTHm.gif[/img]
been working on more control options for the player, like sprinting
unlike normal movement the sprint is acceleration based, so it's kind of like a tradeoff between speed and control for the player[/QUOTE]
Needs wall jumping, so that the pacing isn't dropped when you hit a jump puzzle.
I'm trying to get a little feedback on the combat system. If any of yall want to try ->[B] [URL]http://polkm.itch.io/the-spooky-cave-combat-beta[/URL][/B]
Anyways I've been working on making the particle system as fast and awesome as possible, does anyone know if there is a way to partially/lazily sort a list? For example depth sort the draw list over multiple frames instead of at the start of every frame. The problem now is that big bunches of particles are making the game hang briefly, making bloody fights kinda laggy tbh
[QUOTE=Naelstrom;47833952]Needs wall jumping, so that the pacing isn't dropped when you hit a jump puzzle.[/QUOTE]
Wall jumping is something I've considered before, but I'm conflicted about it. I don't know if that's the kind of direction I want to take the game or not, not even sure if I want to keep the sprint mechanic yet.
I'm juggling all these ideas but I don't know which ones to drop and which to keep
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