• What Are You Working On? April 2015
    1,741 replies, posted
[QUOTE=r0b0tsquid;47611058][t]http://i.imgur.com/wTgQ54p.png[/t] I want to make the QWOP of driving simulators.[/QUOTE] Enviro-Bear 2000 might be a good source of inspiration.
Just finished up a school project that we called Zephyr an Arabian Nights-inspired aerial dogfighter inspired by Luftrausers. Here's a link if you want to give it a try [url]http://www.indiedb.com/games/zephyr-by-six-shooter-studios[/url] Gonna make a thread about it as soon as i have uploaded the trailer to youtube.
[QUOTE=andrewmcwatters;47610574]lower end client proposals actually this is a problem with management and business development, those people are suppose to be making room to help you improve the image of the company by increasing your potential to create value in the organization software developers are expensive assets that you don't use as workhorses unless you're paying them poorly when you're working on something like 3-5 simultaneous projects i'd be seriously questioning the sales end of the business[/QUOTE] Yes it is a management problem but I don't think it's reasonable to throw blanket statements like "lower end client proposals." There's a ton of different factors involved. It's a difficult problem to address, especially when you're dealing with company growth, new developers, new support staff, new everything. It's easy to deal with problems when your scope is small, your team is small, and your client base is small, but once these start changing it's a balancing act.
[QUOTE=r0b0tsquid;47611058][t]http://i.imgur.com/wTgQ54p.png[/t] I want to make the QWOP of driving simulators.[/QUOTE] So, having 4 keys each assigned to applying a specific force vector on a piston?
[QUOTE=NixNax123;47611068]Some gameplay! And a changelog! Just need some more gameplay ideas... the game still isn't fun. [editline]27th April 2015[/editline] ms/f is only shit because of my recording software, by the way[/QUOTE] Make the engine particles have some of your velocity so they go past you when you stop.
[QUOTE=Karmah;47611839]So, having 4 keys each assigned to applying a specific force vector on a piston?[/QUOTE] Using the keyboard to drive the car would look like playing the piano.
Got VBOs figured out (finally) and went from 120fps to 4000. Yay!
[QUOTE=strvare;47611453]Just finished up a school project that we called Zephyr an Arabian Nights-inspired aerial dogfighter inspired by Luftrausers. Here's a link if you want to give it a try [url]http://www.indiedb.com/games/zephyr-by-six-shooter-studios[/url] Gonna make a thread about it as soon as i have uploaded the trailer to youtube.[/QUOTE] Just want to say the art is god damn amazing and I'm downloading it now. Where do you go to school and what do you major in that this was your project? How long did you work on it?
I wanted something for downloading my Soundcloud likes and playlists, so I found this [URL="https://github.com/013/Soundcloud-Downloader"]project[/URL], but it didn't have a feature for determining how many songs I want from a set or where to save them. Sooo I made my own version with all those things :v: [URL="https://github.com/Syntox32/Soundloader"]GitHubbbb[/URL]
memtex-csharp seems to play nice: [img]https://feen.us/y5mrkp.png[/img] All the overhead is because it's connecting to a remote server over the internet :v:
I cleaned up and released my Fallout .ESM to UE4 .T3D parser script! [url]https://github.com/rrkpp/UE4FO[/url] This was my first Python project so if anyone wants to point out examples of me being terrible please feel free. You can also use this script to dump .ESM data to .txt files, so you can use the data in other projects, including Unity games.
[QUOTE=Sidneys1;47612062]Got VBOs figured out (finally) and went from 120fps to 4000. Yay![/QUOTE] learn how Sidneys1 increased his FPS from 120 to 4000! developers ENVY him. these VBO supplements are available for a limited time only $60/mo! the game industry can't afford to let these secrets get out. find out more TODAY. [sp]girth[/sp]
[QUOTE=General J;47607651]How do I transmute my application into an .exe installer?[/QUOTE] an alchemist's stone
[QUOTE=leontodd;47612009]Using the keyboard to drive the car would look like playing the piano.[/QUOTE] I'd watch someone play that One would have to mash quick enough to gain momentum, then switch to doing the same general thing on the steering wheel. Imagine if it were a manual transmission too
I know this isn't exactly development related, but now that enough people in here are familiar with the people helping me with Vertex Adventure and Grid, I thought I'd share this: I found [url=http://americanhistory.si.edu/collections/search/object/nmah_1214979]this planimeter[/url] today. I thought the retailer of the instrument was very amusing. The backstory behind the name for Planimeter was that I wanted the name of a developer collective to be named after a device, tool, or instrument of some sort. I have a thing for mathematics, and being that I had a steady trend of projects and servers named after mathematical concepts or great mathematicians, naming the group after the planimeter seemed like a cool idea.
[QUOTE=NixNax123;47611068]Some gameplay! [vid]http://a.pomf.se/jzqods.webm[/vid] And a changelog! Just need some more gameplay ideas... the game still isn't fun. [editline]27th April 2015[/editline] ms/f is only shit because of my recording software, by the way[/QUOTE] Looks much better! Consider redoing the asteroid art to match the player (thinner outlines, flatter).
The FoV took me way longer than it should have, also I have some neat dungeon generation now [vid]https://a.pomf.se/xszavr.mp4[/vid]
[QUOTE=strvare;47611453]Just finished up a school project that we called Zephyr an Arabian Nights-inspired aerial dogfighter inspired by Luftrausers. Here's a link if you want to give it a try [url]http://www.indiedb.com/games/zephyr-by-six-shooter-studios[/url] Gonna make a thread about it as soon as i have uploaded the trailer to youtube.[/QUOTE] Did you do all the art for that? The backgrounds are gorgeous. Also, i'm in between a rock and a hard place at the moment. Need to study my ass off (and have been for months) for my 3rd year exams (CS+AI). But i also really need a job over summer so i need to build a portfolio and start sending out CVs/get interviews. Any of you folks been in the same position? Any tips?
[QUOTE=Occlusion;47613623]Did you do all the art for that? The backgrounds are gorgeous. Also, i'm in between a rock and a hard place at the moment. Need to study my ass off (and have been for months) for my 3rd year exams (CS+AI). But i also really need a job over summer so i need to build a portfolio and start sending out CVs/get interviews. Any of you folks been in the same position? Any tips?[/QUOTE] I'm generally the guy that dismisses school in here because I'm the Fonz and I do my own thing, ayy, but focus on your schoolwork. If you have existing projects, I'm sure those will be fine. Just demonstrate that you have working technical experience with some languages and show that on your own initiative you have started and completed some side stuff, even if it was for fun.
Currently working on my biggest mobile app project yet, and it's so far been a really fun experience. It includes a "feed" that queries a PHP script for MySQL database info and loads it into the feed (using Material Design cards).. [t]http://i.imgur.com/7wQaEWJ.jpg[/t] .. and you can click on them to view more details as well as certain actions! [t]http://i.imgur.com/ULS0l46.png[/t] There's also an activity to create these entries but it's a bit ugly so no screenshots. I know it's all really basic stuff but I'm still happy to have an app that resembles something real and usable for once.
Pretty much 90% done. Spending the last bit sprucing up the aesthetic of the game and having fun with shaders. [video=youtube;mghwpzJ9fuA]http://www.youtube.com/watch?v=mghwpzJ9fuA[/video]
Anyone know a good text rendering library for Opengl (C++)?
[QUOTE=The Inzuki;47615588]Anyone know a good text rendering library for Opengl (C++)?[/QUOTE] FreeType has served me well. You have to write a custom loader to load and render fonts in a way that works with the rest of your rendering code, but you can google those tuts anywhere. Here's my own proprietary method: [url]https://github.com/RickDork/Sora/blob/master/FontMaterial.cpp[/url]
[QUOTE=Donkie;47604949]Posted this in the Unity thread but since a unity fad is going on here I thought I'd chip in with my strafing double-decker [noparse][vid]http://f.donkie.co/KsSLI[/vid][/noparse][/QUOTE] The new Transformers look pretty silly
Been working on converting different pixel layouts seamlessly between eachother, without having to write cases for every type. [cpp] int main() { pixel<red, green, blue> px_rgb{ 42 }; pixel<blue, green, red> px_bgr; px_bgr.b = 1; px_bgr.g = 2; px_bgr.r = 3; std::cout << "before:\n"; std::cout << "\trgb: " << px_rgb << "\n"; std::cout << "\tbgr: " << px_bgr << "\n"; px_rgb = px_bgr; std::cout << "after:" << "\n"; std::cout << "\trgb: " << px_rgb; return 0; } [/cpp] [code] before: rgb: (red=42,green=42,blue=42) bgr: (blue=1,green=2,red=3) after: rgb: (red=3,green=2,blue=1) [/code] Who needs reflection anyway v:v:v
[t]http://i.imgur.com/sHAYbu3.gif[/t] Welp, redone my Freerice bot. Now accurate and most of the ads are loaded so they should pay for the rice :) Also, reached the 2500 grain of rice as I'm posting this. I still don't know if this is bad...
Guys, I need help, but mostly it's opinion and not technical so posting here instead of the other thread. Sorry for the wall of text from the beginning. I started programming by learning languages at codecademy.com, and found that I really enjoyed it.After that, I started doing simple problems, then modded some games, like Rise of Nations and Company of Heroes. But I felt modding was too limiting, so I turned to game development. First I looked for engines, after trying both and concluding that Unity and Unreal are too complicated for me, I went for something more basic. I made some simple libGDX tuts and projects, then I felt like... libGDX was too broad and basic, and I could use some support. I mean, I don't know much but, I could draw stuff on screen and nice, but the functionality, I could use some examples. So I looked for open source games, aka how people done it. Then I started looking at the source of [URL="http://play0ad.com/"]0 A.D.[/URL] and started learning it. As far as two weeks went, I got a basic grasp, and if I am to use Pyrogenesis(The engine of the game) I have some ideas, but not much and it's hard because Pyrogenesis is primarily a RTS engine than a 3D engine, and RTS's are hard to develop. I mean, 0 A.D. has been developed for like, a decade(?) by a team and it is still barebones, and I'm all alone here. But today, I learned about this [URL="http://www.godotengine.org/wp"]engine[/URL]. I didn't try it, but it seems to be a nice, accesible and innovative engine. I thought, instead of libGDX, I might work on a 2D game there. It seems to have good documentation too, which Pyrogenesis lacks (though there is some docs, and an extremely active and friendly irc channel). So I can't decide. I've learned some on Pyrogenesis, so I have some very little progress and knowledge, but developing there is hard for me, and lengthy. Godot is relatively new, so I might be wrong about documentation, and I haven't tried yet so no idea or knowledge there. And I have limited time avaliable on my hands since I have 3 extremely important exams in May and June, but I'd like to do something on PC in my avaliable time, but I can't decide. What do you guys think? Any tips for a beginner here? [t]http://www.facepunch.com/fp/ratings/rainbow.png[/t]Godot [t]http://www.facepunch.com/fp/ratings/palette.png[/t]Pyrogenesis
[QUOTE=andrewmcwatters;47613679]I'm generally the guy that dismisses school in here because I'm the Fonz and I do my own thing, ayy, but focus on your schoolwork. If you have existing projects, I'm sure those will be fine. Just demonstrate that you have working technical experience with some languages and show that on your own initiative you have started and completed some side stuff, even if it was for fun.[/QUOTE] Always wondered why a potential employer would care if my personal projects were finished or not. I mean, if I'm doing something for fun it seems a bit silly to continue working on it after I've done the fun part I wanted to do. I don't have an incentive to push myself to do what I don't want. When a job is involved, on the other hand, there's the monetary aspect so finding motivation becomes much less of a problem.
[QUOTE=Dostoyevsky;47616453] First I looked for engines, after trying both and concluding that Unity and Unreal are too complicated for me, I went for something more basic. ... And I have limited time avaliable on my hands since I have 3 extremely important exams in May and June, but I'd like to do something on PC in my avaliable time, but I can't decide. What do you guys think? Any tips for a beginner here?[/QUOTE] I'd stick it out with Unity if I were you. Monodevelop gets a lot of hate, but it will let you see results very quickly in the main editor.
[QUOTE=Superwafflez;47616949]I'd stick it out with Unity if I were you. Monodevelop gets a lot of hate, but it will let you see results very quickly in the main editor.[/QUOTE] I remember the first time I double clicked a script in Unity... I was very surprised, and hated it in the beginning. But then, apart from its slowness, I can say it gets the job done. I mean, for Pyrogenesis's JS scripts I have to use Notepad++. Getting too acquintaced with auto completion and source jumping through opening definitions made a habit in IDEs. I uninstalled Unity last week for disk space. I don't know what it was, why I didn't like it but I just didn't. I liked Unreal more, but the way everything was documented in BPs, and everyone doing BPs and sorts, I just couldn't do it there too. I knew C++ syntax, so I wanted to learn it, but there were few intermediate tutorials, all of beginner level tutorials were all about Blueprints. Goddamn blueprints. I just couldn't get up the runway with both. I liked libGDX most out of the three, even though I didn't know Java, I learned it fast and started coding right away. Well documented, and beginner friendly. Though it lacked an editor. None is perfect, I'm just trying to findthe one that suits the most. Thanks for your recommendation, but instead of installing Unity again, I want to decide between the two up there. I already have Unreal installed, Unity is huge and I ran out of my bandwidth quota, which means it'll take 10 hours at best :tinfoil: Maybe in summer, when I have more time and bandwidth, you might see me in the Unity dev thread though, no guarantees ;)
Sorry, you need to Log In to post a reply to this thread.