Collaborative development over Skype is always fun.
[img]http://i.imgur.com/TJXgowp.png[/img]
That is exactly what we need. Multiuser editor experience. Somebody makes "server" and others join into it. It's like ultimate Garry's mod but just for programmers. At the end, all scripts,models, textures and data are collected into single project just like regular Unity.
[code] public static void main(String[] args) {
RenderWindow rw = new RenderWindow(640, 480, false, "TeaTest");
rw.create();
while (rw.isOpen()) {
rw.clear();
rw.display();
for (Event event : rw.pollEvents()) {
switch (event.type) {
case CLOSED:
rw.close();
break;
case KEY_PRESSED:
if (event.asKeyEvent().code == Keyboard.ESCAPE) {
rw.close();
}
System.out.println("Key Pressed!");
break;
case KEY_RELEASED:
System.out.println("Key Released!");
break;
case MOUSE_MOVED:
MouseMoveEvent m = event.asMouseMoveEvent();
System.out.println("Mouse pos: " + m.x + ", " + m.y);
break;
case MOUSE_BUTTON_PRESSED:
System.out.println("Mouse Button Pressed!");
break;
}
}
}
}[/code]
[url]https://vid.me/e/MY4X[/url]
This may not look that impressive, but here's the kicker:
It's made from my own framework, from pure opengl / glfw. No external libraries used whatsoever. Handles as many actions at once as you can throw at it. I FUCKING DID IT
now that the bulk of the backend is done, I can test drawing sprites and stuff. (:
After struggling yesterday night on a specific detail on how to deal with deserializing a Task<TResult> that's already been completed from JSON to one that's already executed.. a co-worker of mine pointed me to [url=https://msdn.microsoft.com/en-us/library/Hh194922(v=VS.110).aspx]Task.FromResult<TResult>[/url]. Felt like an idiot :P
Anyways async service calls are now in... yaaaayyyyyy
[code][TestCase]
public async Task Async_Service_Method_Call_Utilizing_Child_Class()
{
ServiceFactory.Instance.Register<IBogusServiceInterface, BogusService>();
var session = new Session();
var service = ServiceProxyGenerator.GetService<IBogusServiceInterface>(session);
var expected = "Bogus String3!";
var result = await service.ReturnBogusStringAsync(expected);
Assert.True(result == expected);
}
[TestCase]
public async Task Async_Service_Method_Task()
{
ServiceFactory.Instance.Register<IBogusServiceInterface, BogusService>();
var session = new Session();
var service = ServiceProxyGenerator.GetService<IBogusServiceInterface>(session);
await service.DoSomethingAsync();
Assert.Pass();
}[/code]
Lately I've been learning the ways of the linux, by installing a simple linux operating system (Ubuntu) and porting [url=https://github.com/meepdarknessmeep/gmsv_packetpeek]some[/url] of my Garry's Mod C++ Modules to it.
I realized the other day when Steam Community went out around the world that they did some sort of HTTP request to their servers when you click a link, BEFORE it gets sent to your browser... and it took at least 30 seconds for a timeout before it went to the browser and timed out again.
SO, I made [url=https://github.com/meepdarknessmeep/steamfilter-bypass-linux]something[/url] that bypasses it and all their requests so it goes straight to the url in your browser! :)
[QUOTE=ruarai;48318621]I've been scraping some of the exams for my awful VCE IT class. The exam reports have some interesting stuff, like what percent of people chose an answer.
Apparently, this is the hardest multiple choice question in the last 5 years.
[IMG]http://i.imgur.com/p2Ecet9.png[/IMG][/QUOTE]
D? What do they mean by efficient? The least amount of effort? D. The most effective? A. The brute force method? C. Either way I'd say A or D
My money is on A since people carry their phones and it specifically says "check any time", D says "Intranet" which is not as convenient.
I keep putting off working on my main project, because I keep getting ideas and inspiration to work on other things, and if I end up doing that I know I'll just end up quitting on those and moving to some other project..
Anyone else have this problem? Maybe someone has a way to help combat this feeling? :disappoint:
If you need a webm host there's [url]https://mixtape.moe/[/url] which is a clone of pomf.se
I've been stuck writing dialog for NPC's I didn't even make up at work for the past two weeks. Talk about repetitive and boring.
Then I implemented a silly little thing where you spawn a controller that spawns items in a house you can steal shit from.
Then I made it that if you get caught stealing the town guards come and throw up a dialog, ask you to pay a fine and return the item, and if you can't, they kill you.
That was strangely satisfying seeing it work.
[QUOTE=sarge997;48318811]I keep putting off working on my main project, because I keep getting ideas and inspiration to work on other things, and if I end up doing that I know I'll just end up quitting on those and moving to some other project..
Anyone else have this problem? Maybe someone has a way to help combat this feeling? :disappoint:[/QUOTE]
I've given up on trying to fight it, I like working on what's fun.
[vid]https://my.mixtape.moe/ppdqym.webm[/vid]
Sorry about the yellowish tint, I forgot I had Flux on.
Spent a while redoing the movement/cover system; it feels really nice to use now. Made a test map based on the intro level for MGS and tweaked the AI a bunch. The radar would be more useful, but you can't use a render an orthogonal camera to a texture in UE4 so I'll have to find something else to use.
[video=youtube;egy-yl-JMBw]https://www.youtube.com/watch?v=egy-yl-JMBw[/video]
Now that there's a basic AI to work with, I can start on the inventory system!
[QUOTE=Fourier;48317588]From players perspective, how much ads is too much?
I was thinking about this:
* 5 minutes after the game has started, adverts will start to show. This is only first time. when you use those 5 minutes, ads will start only 15 seconds after running the game
* They wont be on constantly but randomly each round. 60% of rounds are free of ads.
* They wont be inside main menu (first screen)[/QUOTE]
Watch this
[video=youtube_share;oRFXrheDP8s]http://youtu.be/oRFXrheDP8s[/video]
Working on AI is a lot more fun then UI.
Factoring in how many want an edible helped spread them out. Still have lots of tweaking to do.
[video=youtube;7_ySBHIcwN8]https://www.youtube.com/watch?v=7_ySBHIcwN8[/video]
[QUOTE=`impulse;48320860]Spent a while redoing the movement/cover system; it feels really nice to use now. Made a test map based on the intro level for MGS and tweaked the AI a bunch. The radar would be more useful, but you can't use a render an orthogonal camera to a texture in UE4 so I'll have to find something else to use.
[video=youtube;egy-yl-JMBw]https://www.youtube.com/watch?v=egy-yl-JMBw[/video]
Now that there's a basic AI to work with, I can start on the inventory system![/QUOTE]
I commented on your video, and I only have one complaint, about your timer-thing:
[url]https://youtu.be/NwNsrmcsBCM?t=291[/url]
[QUOTE=war_man333;48322153]I commented on your video, and I only have one complaint, about your timer-thing:
[URL]https://youtu.be/NwNsrmcsBCM?t=291[/URL][/QUOTE]
Heh. That's what all Metal Gear Solid detection timers use, though:
[img]http://portforward.com/games/walkthroughs/Metal-Gear-Solid-3-Snake-Eater/Metal-Gear-Solid-3-Snake-Eater-small-96.jpg[/img]
[QUOTE=`impulse;48320860]Spent a while redoing the movement/cover system; it feels really nice to use now. Made a test map based on the intro level for MGS and tweaked the AI a bunch. The radar would be more useful, but you can't use a render an orthogonal camera to a texture in UE4 so I'll have to find something else to use.
[video=youtube;egy-yl-JMBw]https://www.youtube.com/watch?v=egy-yl-JMBw[/video]
Now that there's a basic AI to work with, I can start on the inventory system![/QUOTE]
That's fucking awesome dude. Only complaint is that the guards don't say "WHAT WAS THAT NOISE?!?"
[QUOTE=Nabile13;48322314]Heh. That's what all Metal Gear Solid detection timers use, though:
[img]http://portforward.com/games/walkthroughs/Metal-Gear-Solid-3-Snake-Eater/Metal-Gear-Solid-3-Snake-Eater-small-96.jpg[/img][/QUOTE]
I haven't played any of them - do they run in weird seconds too?
[QUOTE=Berkin;48320002][vid]https://my.mixtape.moe/ppdqym.webm[/vid]
Sorry about the yellowish tint, I forgot I had Flux on.[/QUOTE]
I also had F.lux on and it was extra orange :v:
[QUOTE=PacifistHeavy;48322536]That's fucking awesome dude. Only complaint is that the guards don't say "WHAT WAS THAT NOISE?!?"[/QUOTE]
Don't worry, Guard02 shown briefly in the back of the map says it. :v:
[QUOTE=war_man333;48322648]I haven't played any of them - do they run in weird seconds too?[/QUOTE]
Yeah, the timer in MGS is odd. The seconds change speed all the time, I think it goes faster with less enemies around
I wonder why they didn't just make some other way of showing time left, but I guess it was easier to program a digital counter rather than some analog watch racing towards 12 o'clock.
I mentioned few weeks ago how I rewritten my engine and how games are just objects now. Here is a little demonstration, it's not Super Turbo Turkey Puncher 3, but close enough.
[video]http://youtube.com/watch?v=yrHRcrnoSwI[/video]
Do note that at 0:25 I'm using a GUI [sp]four levels deep[/sp], and the screens are displayed on dynamic objects that move, and everything is zoomed in and stuff.
[QUOTE=war_man333;48322823]I wonder why they didn't just make some other way of showing time left, but I guess it was easier to program a digital counter rather than some analog watch racing towards 12 o'clock.[/QUOTE]
My guess is they were limited in MGS1 with what they could do for the timer, and then in all games after they stuck with the design for nostalgic reasons. There's a lot of things in MGS like that, one that comes to mind is Snake only having one grunt for punching which can sound a bit goofy
[QUOTE=AntonioR;48322858]I mentioned few weeks ago how I rewritten my engine and how games are just objects now. Here is a little demonstration, it's not Super Turbo Turkey Puncher 3, but close enough.
Do note that at 0:25 I'm using a GUI [sp]four levels deep[/sp], and the screens are displayed on dynamic objects that move, and everything is zoomed in and stuff.[/QUOTE]
Now make a filesystem in the games so the game actually exists inside of the other game
Btw Berkin, are you making next "LSD" game?
[QUOTE=AntonioR;48322858]Demo[/QUOTE]
That ending blew my mind.
[QUOTE=AntonioR;48322858]I mentioned few weeks ago how I rewritten my engine and how games are just objects now. Here is a little demonstration, it's not Super Turbo Turkey Puncher 3, but close enough.
[video]http://youtube.com/watch?v=yrHRcrnoSwI[/video]
Do note that at 0:25 I'm using a GUI [sp]four levels deep[/sp], and the screens are displayed on dynamic objects that move, and everything is zoomed in and stuff.[/QUOTE]
Jesus christ, it's like those parodies where someone wakes up from a nightmarish dream, only to wake up from a nightmarish dream again.
You can now set sprite texture rectangles! It's not limited to the top left corner, so you can do stuff like this!
[IMG]http://puu.sh/jhC1X/3ab644da40.png[/IMG]
Here, I tell the sprite that I want its texture rectangle to be the bottom right quadrant of the texture.
[editline]29th July 2015[/editline]
I did this wrong, hold on. Even though it works, it works because the client (me making the test code) made a mistake.
[editline]29th July 2015[/editline]
There we go!
[IMG]http://puu.sh/jhDG0/ced87d6975.png[/IMG]
There were two things happening in the first image:
I was declaring my rectangle as (left, top, right, bottom), when the constructor is written as (left, top, width, height).
Then, when I set the position to 200, 200, it should've set the origin of the sprite that I set in the line previous to 200, 200, not the origin of the original sprite.
So now both of these issues have been fixed!
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