• What Are You Working On? April 2015
    1,741 replies, posted
[QUOTE=TheEyes;47626162]Except it is literally just a reskinned Atom/Sublime, with an IntelliSense plugin and debugging plugin installed. Instead of releasing an entirely new editor, they could've just released the two plugins on NPM.[/QUOTE] It's actually it's own IDE, just built on Electron. Reportedly it seems to handle large files better than Atom, too.
A*! [img]http://i.imgur.com/oVSefY8.png[/img]
.net for linux? is wpf in too?
[QUOTE=Swebonny;47626388]A*! -img-[/QUOTE] You might find [URL="http://aigamedev.com/open/tutorial/symmetry-in-pathfinding/"]this[/URL] interesting. [QUOTE=eirexe;47626440].net for linux? is wpf in too?[/QUOTE] If only :/ IIRC it's heavily build on DirectX.
I finally finished learning WPF and now I'm actually making a UI and holy shit it's so nice to work with. I've recreated my WinForms UI so much faster than it originally took and it looks so much better Also I have to read gamefeel for my gamedev course, cool shit. Our next project is using gamemaker so I'll actually be able to post screenshots finally yay
Once you figure out data templates it opens up a whole new world. They were indispensable in [URL="https://github.com/Sidneys1/MinecraftMultitool"]this project[/URL] I did.
So I made the qBittorrent plugin for my status bar thing. It shows the current speed, progress and eta of the torrent you're downloading (this gets updated when the bar is visible) and it fires a notification when the torrent is done. I'd demonstrate but I really can't be bothered to look for a legal torrent that's of small enough size to show the notification. You'll just have to take my word for it. The whole project is on GitHub. Here's the code for the qBittorrent plugin: [url]https://github.com/LukaHorvat/StatusBar/blob/master/QBittorrent/Torrent.fs[/url] (it requires that you enable the web UI on port 1234 and disable authorization for localhost)
My A* code was so bad that in a worst case scenario test(where it visits all nodes) with 2851 nodes and 13354 links/edges it took ~65 ms to get the path, now it takes 1.5 ms. Still need to reduce the number of edges using a different polygon triangulation library.
[QUOTE=ZenX2;47626706]I finally finished learning WPF and now I'm actually making a UI and holy shit it's so nice to work with. I've recreated my WinForms UI so much faster than it originally took and it looks so much better Also I have to read gamefeel for my gamedev course, cool shit. Our next project is using gamemaker so I'll actually be able to post screenshots finally yay[/QUOTE] Did you use any specific resources to learn WPF? I've been trying to get familiar with it for ages but I find it quite hard.
Mostly [url]http://www.wpf-tutorial.com/[/url] and then it's pretty straightforward once you get the basics
Still working on that strafing bus which doesn't strafe anymore. I've succesfully (in my opinion) made nice suspension and friction settings for the wheels. Please try it out, the download is 28mb: Mouseclick to lock the cursor, escape to release it. [URL]http://donkie.co/unity/bus/Web.html[/URL] (Due to reasons unity web player might not work in chrome so try IE if it doesn't) Let me know what you think about: General feel, suspension, wheel friction, wheel turning speed, speed. [IMG]http://f.donkie.co/zU90P[/IMG]
[media]http://www.youtube.com/watch?v=_bo7hliyrsk[/media] There is a skeleton inside you right now.
[QUOTE=Cold;47627908][media]http://www.youtube.com/watch?v=_bo7hliyrsk[/media] There is a skeleton inside your right now.[/QUOTE] It's in my WHAT? Tell me where it is right now or I swear to god
A couple of days ago, someone posted his custom new tab page, so I've decided to make my own. [url=http://i.imgur.com/na1FooM.png][img]http://i.imgur.com/na1FooMl.png[/img][/url] [url=http://i.imgur.com/ZwZDDdV.png][img]http://i.imgur.com/ZwZDDdVl.png[/img][/url] [url=http://i.imgur.com/16d5B4z.png][img]http://i.imgur.com/16d5B4zl.png[/img][/url] The page is fetching all the data from nodejs (or to be more specific iojs) app that is running in the background on my computer. As always built using Polymer, following Google Material Design guidelines. Background images are randomly picked from /r/earthporn. I'm planning to add another card for upcoming events from Google Calendar, and another card with 'currently playing' information and control for my music player that I am working on :)
[img]http://i.imgur.com/srOEDCy.png[/img] I don't have any clue as to what I'm doing, but it's fun
Converted all the drawing code (except text) to VBOs (very useful!) and made poorer countries dimmer. Added international flights as well! Anyone have any ideas where I could get an actual map to overlay this on? I'm projecting the coordinates linearly to XY (scaled to be between -1 and 1). [t]http://imgur.com/PcvLHZk.png[/t]
Not very active lately but some more asset work for the mobile game... soon I will have more interesting things to show. These will be four pets available on release, their main purpose is to support the player by providing a skill that can be something offensive like a meteor shower or supportive like health regeneration. No lightning or fancy shaders on this render, just a diffuse texture. [img]http://i.imgur.com/5ZvjN6V.png[/img]
Currently putting a player model instead of some box because it's too confusing. [img]https://dl.dropboxusercontent.com/u/9580892/pmdl.png[/img] Not sure why a some of the normals aren't being affected by the light though..
Updated my SFML sprite lighting system. It now runs using GLSL shaders and supports a simple shadow effect: [img]http://puu.sh/hvMs1.gif[/img] The light rim is now no longer based on a single direction and instead uses a shader to warp around the affected areas, meaning that it will push out in all directions: [img]http://puu.sh/hvMBb.jpg[/img] [img]http://puu.sh/hvMU6.jpg[/img] Now to create a light manager to support multiple lights!
That sprite lighting thing looks really awesome. I love how much you are able to do without producing any extra assets. Drop-in solutions for things like that are just great.
[vid]https://dl.dropboxusercontent.com/u/10518681/Recordings/GTA5%202015-04-30%2000-50-05-24.webmhd.webm[/vid] For the GTA V players, I made a riot mode mod where the pedestrians go crazy and stuff You can download it here: [url]https://www.gta5-mods.com/scripts/ped-riot-chaos-mode[/url]
Jesus, it's like that one scene from 2012.
[QUOTE=Rocket;47629557]It's like that mod for Just Cause 2 where all the citizens get really bad at flying and driving and everyone crashes into each other and planes fall from the sky.[/QUOTE] You mean the multiplayer mod?
[QUOTE=Trumple;47629196][vid]https://dl.dropboxusercontent.com/u/10518681/Recordings/GTA5%202015-04-30%2000-50-05-24.webmhd.webm[/vid] For the GTA V players, I made a riot mode mod where the pedestrians go crazy and stuff You can download it here: [url]https://www.gta5-mods.com/scripts/ped-riot-chaos-mode[/url][/QUOTE] [img]http://puu.sh/hw1Bq/2111d328ac.png[/img] Sucks, I really wanted to see what this looked like.
[QUOTE=ZestyLemons;47630220][img]http://puu.sh/hw1Bq/2111d328ac.png[/img] Sucks, I really wanted to see what this looked like.[/QUOTE] Go to his download page, there are a few videos there
quickie Q here, is Spine good for pixel art? In my game there is going to be a shit load of outfits for people to get and in the past this was fine because in the original version of the game you got a hat. Each weapon has it's own unique attack animation, with hats it was easy, I just code in the places for the hat to move to. In the new version, your hat comes with an outfit and making a unique attack animation for each weapon and each outfit with that weapon is a nightmare. The game looks like this [img]http://s26.postimg.org/p25ntxi2x/fco_volcanic.png[/img] [editline]30th April 2015[/editline] alternatively I could hire someone from the game's community to grind out animations all day
Been doing custom UI for cVision nothing too fancy at the moment [IMG]http://puu.sh/hq7uv.png[/IMG]
[QUOTE=fewes;47628769]Updated my SFML sprite lighting system. It now runs using GLSL shaders and supports a simple shadow effect: [img]http://puu.sh/hvMs1.gif[/img] The light rim is now no longer based on a single direction and instead uses a shader to warp around the affected areas, meaning that it will push out in all directions: [img]http://puu.sh/hvMBb.jpg[/img] [img]http://puu.sh/hvMU6.jpg[/img] Now to create a light manager to support multiple lights![/QUOTE] That actually looks quite nice and refreshing from commonly used normal map to create sprite lightning. Not related to the lighting but there's a strong style clash between the character and the background, the pixel density is very different.
[QUOTE=bunguer;47630689]Not related to the lighting but there's a strong style clash between the character and the background, the pixel density is very different.[/QUOTE] Strange, even though I see it now I didn't before. I quite like it.
[QUOTE=Deseteral;47627960]A couple of days ago, someone posted his custom new tab page, so I've decided to make my own. [url=http://i.imgur.com/na1FooM.png][img]http://i.imgur.com/na1FooMl.png[/img][/url] [url=http://i.imgur.com/ZwZDDdV.png][img]http://i.imgur.com/ZwZDDdVl.png[/img][/url] [url=http://i.imgur.com/16d5B4z.png][img]http://i.imgur.com/16d5B4zl.png[/img][/url] The page is fetching all the data from nodejs (or to be more specific iojs) app that is running in the background on my computer. As always built using Polymer, following Google Material Design guidelines. Background images are randomly picked from /r/earthporn. I'm planning to add another card for upcoming events from Google Calendar, and another card with 'currently playing' information and control for my music player that I am working on :)[/QUOTE] Can I get a copy of this?
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