• What Are You Working On? July 2015
    1,392 replies, posted
[QUOTE=Tamschi;48298148]I suspect it's alpha-channel only or similar.[/QUOTE] Yup. I procedurally generated a text mesh using the backend from the UI Text component and created a material from the font texture to test it with. It's black no matter what I do with it.
[QUOTE=Berkin;48297530] [img]http://i.imgur.com/AvpBY0a.png[/img] [/QUOTE] Looks like album art
[IMG]https://f.benbristow.co.uk/ylqxvb.jpg[/IMG] It does kind of.
[QUOTE=benbb;48298473][IMG]https://f.benbristow.co.uk/ylqxvb.jpg[/IMG] It does kind of.[/QUOTE] Auto-generated pop songs... it's probably very feasible. If only the necessary software components weren't all so expensive.
[QUOTE=Tamschi;48298851]Auto-generated pop songs... it's probably very feasible. If only the necessary software components weren't all so expensive.[/QUOTE] Time to generate music with Rant?
[code] <beat> <beat> <beat> <beat> <say something funny> <beat> <beat> <beat> <say something sad> [/code] [sp]sorry I don't know rant[/sp]
Or generate the lyrics with Rant, and have someone sing it
Oh boy. I hadn't worked on this for about a month because reasons, but this past week I picked it back up and made a fair bit of progress on my game. [video=youtube;hukzdksHqxY]http://www.youtube.com/watch?v=hukzdksHqxY[/video] The background and music changes depending on what enemy touches you first, I also made an Earthbound style UI! It has pop-up windows and everything. I also made my battle loop work properly, and it supports any number of enemies. The game also loads in enemy templates from an xml file, so I can easily define what sprite it uses, what background it has and what music plays during the battle - along with all of it's boring stats like defence. Oh and health that gradually goes down over time. There's only one attack at the moment and the enemies are ridiculously overpowered, but progress!
Here's a BBC report on our VR jam in london. [url]http://www.bbc.com/news/technology-33624499[/url] At 1:30 you can see our game. A warioware-like game where you have to perform different tasks within a time limit.
Friend of mine started a kickstarter for his game, some cool fluffy blob physics platformer: [url]https://www.kickstarter.com/projects/siobyte/floof[/url] Would be cool if you could help spread the word or maybe throw him some bucks. He's kinda screwed if this doesn't work. Obligatory screenshot: [t]http://i.imgur.com/66XRKUM.png[/t]
[QUOTE=Ac!dL3ak;48299116]Or generate the lyrics with Rant, and have someone sing it[/QUOTE] I'd pay to see this.
[QUOTE=Darkwater124;48299750]Friend of mine started a kickstarter for his game, some cool fluffy blob physics platformer: [url]https://www.kickstarter.com/projects/siobyte/floof[/url] Would be cool if you could help spread the word or maybe throw him some bucks. He's kinda screwed if this doesn't work. Obligatory screenshot: [t]http://i.imgur.com/66XRKUM.png[/t][/QUOTE] [t]http://uk.playstation.com/media/124424/locoroco2_hero_vf3.jpg[/t] ?
[QUOTE=Perl;48299858][t]http://uk.playstation.com/media/124424/locoroco2_hero_vf3.jpg[/t] ?[/QUOTE] At least it's cute, seems (relatively) polished and the original is platform exclusive (and has different mechanics if I'm not mistaken) so it [I]may[/I] work out.
It's basically Gish. Which I like.
Wanted an app that got me the nearest bus times in as little taps as possible with as little bullshit as possible, so I built one using Ionic/Angular. [vid]https://f.benbristow.co.uk/amagrr.mp4[/vid] I don't care if you know the approximation of where I live.
[QUOTE=Ziks;48283438][vid]http://files.facepunch.com/ziks/2015/July/24/2015-07-24-1434-01.mp4[/vid] I'm done[/QUOTE] That was fun to watch through my Google Cardboard. [editline]26th July 2015[/editline] [QUOTE=Winner;48300616]dude ionic is tight af[/QUOTE] I know right? Gotta love Cordova/Phonegap. Get to use familiar HTML/CSS/JS, easily interact with the phone's APIs and 'one app fits all'. Far easier than doing apps natively too (Android Studio's a total mess).
Messing about with lighting trying to make a day/night cycle. [vid]http://webm.host/22bc5/vid.webm[/vid] Needless to say, I have a lot to learn.
[media]https://www.youtube.com/watch?v=HjghUiABrI8[/media] Playing with scale in VR. The RTS view where everything is toy-sized is really neat.
[QUOTE=Clavus;48301424][media]https://www.youtube.com/watch?v=HjghUiABrI8[/media] Playing with scale in VR. The RTS view where everything is toy-sized is really neat.[/QUOTE] I would love to give that a go. Could you upload a build?
[img]http://i.imgur.com/3lGWZAc.png[/img] This is slowly turning back into a playable game. Porting the logic is 99% done, and the menus shouldn't take much after that. Then slapping animations all over the place :speedfap:
And so the game I was working on is now cancelled and I'm doing code and working on the new game's mechanics, I'm pretty hyped for this new project because now we have a team that is motivated to work on the game, unlike the last one and they have great ideas, we have marked a deadline for a demo to show it at the Ossom Fights fighting game tournament, this is because the game has some very deep mechanics similar to fighting games, while being accessible to everyone, and the people there are the best kinds of people you can find to give you feedback in those sorts of games.
[IMG]https://steamcommunity.com/linkfilter/?url=http://cdn.akamai.steamstatic.com/steam/apps/387840/ss_39318f9ec3e4c398db7d965ec7e5a1d137d89c9b.1920x1080.jpg?t=1437965399[/IMG] Almost the whole game is randomly generated now. Also Now the game has color and im in love with it before it looked like this. [IMG]http://i.imgur.com/9tNNmA1.png[/IMG]
I was out of town this weekend but I managed to make more progress on my [url=https://github.com/inkadnb/Nebula]SOA framework[/url]. I added a Type Registry that holds a collection of user-defined types that can be serialized/deserialized. This allows the client and server to deal with user-defined types across network and assembly boundaries; as long as the types have been registered the call should work just fine. This also allowed me to get rid of AssemblyQualifiedNames and instead use the FullName for Services. I also got RPCs with generic type arguments working! :D [code] [TestCase] public void Generic_Service_Method_Overload_With_Two_Generic_Type_Arguments() { ServiceFactory.Instance.Register<IBogusServiceInterface, BogusService>(); var session = new Session(); var service = ServiceProxyGenerator.GetService<IBogusServiceInterface>(session); long expected = 4567; var result = service.ReturnBogusGenericObject<long, string>(4567, "asdasd"); Assert.True(result == expected); } [/code] Tomorrow I'll add in support for generic service methods being called with user-defined types. The type registry is only being used for Service resolution right now, it needs to be expanded to method resolution.
Is Visual Studio 2015 worth it or should I stick to 2013 for now? I've been a bit out of the loop.
what are you using it for? c#? c++? support for modern c++ is a bit better but it's still lagging behind other compilers
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well if you're using it for c++ the improved c++ support is kind of a big deal i would think but if you're already using visual studio i suppose c++ support doesn't matter that much sorry if i'm not making sense, i literally just woke up
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Nevermind, i am a dummy, i dyslexiad that original post into something else.
OH SHIT IT COMES WITH IMPROVED C++ SUPPORT? FUCK YEAH and yeah i use it for C++, but might give C# a spin because it looks like what all the cool kids are doing these days
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