This may sound stupid, but
<Tile x="1" y="0"></Tile>
should be something like:
<T p="1 0"></T>
30% more efficient and still readable :v:
I find JSON to be far more readable than XML, though it doesn't have some of the nice features XML has. Also, couldn't you use something more like:
[code]<T p="1,0" />[/code]
[QUOTE=Sidneys1;48741194]I find JSON to be far more readable than XML, though it doesn't have some of the nice features XML has. Also, couldn't you use something more like:
[code]<T p="1,0" />[/code][/QUOTE]
Eh, I could but I find it simpler to just use separate coordinate properties. Also C# does native XML deserialization so I naturally preferred it over JSON. I like the name change though, it's easy enough to change and it takes less work to write.
[QUOTE=thatbooisaspy;48740890][...] (binary files should be outlawed) [...][/QUOTE]
:glare:
There's not a single normal use case text files aren't inferior at other than being read and/or edited by the average person.
If you really want to use them in production instead of a level editor and file format documentation, to me it seems more reasonable to provide a converter instead.
I suppose it's a little less bad with hobby projects though.
Holy tits, textures are working! Told a friend he could slap me if I didn't get it working
[img]http://puu.sh/kkKCK/b41982bffc.jpg[/img]
Slapping is a good motivator
[QUOTE=Tamschi;48741472]:glare:
There's not a single normal use case text files aren't inferior at other than being read and/or edited by the average person.
If you really want to use them in production instead of a level editor and file format documentation, to me it seems more reasonable to provide a converter instead.
I suppose it's a little less bad with hobby projects though.[/QUOTE]
I hate how games have a un-readable format for their save files, hence my hate for binary files for editable content (is that the right word?). Either way the format gets reverse-engineered anyway, I don't see the point. Why go through all of the trouble to make your save files unreadable when your users are going to get their hands on it sooner or later, why not make them easily editable, or if it is binary, put out documentation, in the end it's a happy user.
[QUOTE=thatbooisaspy;48741554]I hate how games have a un-readable format for their save files, hence my hate for binary files for editable content (is that the right word?). Either way the format gets reverse-engineered anyway, I don't see the point. Why go through all of the trouble to make your save files unreadable when your users are going to get their hands on it sooner or later, why not make them easily editable, or if it is binary, put out documentation, in the end it's a happy user.[/QUOTE]
Compression
[QUOTE=thatbooisaspy;48741554]I hate how games have a un-readable format for their save files, hence my hate for binary files for editable content (is that the right word?). Either way the format gets reverse-engineered anyway, I don't see the point. Why go through all of the trouble to make your save files unreadable when your users are going to get their hands on it sooner or later, why not make them easily editable, or if it is binary, put out documentation, in the end it's a happy user.[/QUOTE]
From my experience, binary files are simpler to integrate. Don't have to cast shit all the time, don't have to write lots of code to sift through the file/data. Just have a Serializable class and bam, it just works. But maybe I'm just doing things the dumb way when I use text formats.
Coincidentally, I'm working on progress saving for game right now.
Whoops.
[vid]https://dl.dropboxusercontent.com/u/357850863/ShareX/2015/09/2015-09-22_19-35-28.mp4[/vid]
Okay so big update, real platformer (subjective) physics! Now you can't go through walls and fall through floors. Now that my platforming can be respected, I made mario actually mario. Respawning works, when you get hit by a goomba it actually kills you. No death animation yet, focusing on actually having gameplay than a goomba having 2 frames of animation.
[vid]https://dl.dropboxusercontent.com/u/357850863/ShareX/2015/09/2015-09-22_19-47-58.mp4[/vid]
In editing mode it will just send you back to the editor, but normal respawning works and that is what's important. Some small changes, the game is more pixel-perfect now (pixel snapping with sprites and orthographic sizes being calculated correctly) and makes the game look much nicer. Goombas still need to not walk off ledges, they haven't gotten the same treatment as mario yet.
Now to move on to making the editor more usable :)
[editline]22nd September 2015[/editline]
[QUOTE=Pelf;48741867]From my experience, binary files are simpler to integrate. Don't have to cast shit all the time, don't have to write lots of code to sift through the file/data. Just have a Serializable class and bam, it just works. But maybe I'm just doing things the dumb way when I use text formats.
Coincidentally, I'm working on progress saving for game right now.[/QUOTE]
I thought with libraries it isn't that hard? In C# there is a ini library that I used a while back, it was pretty useful. I haven't developed anything with binary files, i'll see how they compare.
I implemented A* instead of Dijkstra's algorithm. It's still slow as shit.
[IMG]https://dl.dropboxusercontent.com/u/27714141/neurons.png[/IMG]
It fixed the connectivity though. Now it avoids pathing through neuron nodes when possible and takes the shortest path otherwise.
Now I need to get it to actually paint.
[QUOTE=voodooattack;48742140]I implemented A* instead of Dijkstra's algorithm. It's still slow as shit.
[IMG]https://dl.dropboxusercontent.com/u/27714141/neurons.png[/IMG]
It fixed the connectivity though. Now it avoids pathing through neuron nodes when possible and takes the shortest path otherwise.
Now I need to get it to actually paint.[/QUOTE]
Watch as it gains sentience and becomes an AI that whispers bad programming advice in your ear at night.
"Oh god, it's 3AM. What the fuck do you want?"
[I]"Uuuuuuse Jaaaavaaaaaaa....."[/I]
[QUOTE=Berkin;48742176]Watch as it gains sentience and becomes an AI that whispers bad programming advice in your ear at night.
"Oh god, it's 3AM. What the fuck do you want?"
[I]"Uuuuuuse Jaaaavaaaaaaa....."[/I][/QUOTE]
Can't get worse than Javascript.
[editline]23rd September 2015[/editline]
Although ES6 is awesome. [I]I'll kill you.[/I]
[QUOTE=Berkin;48742176]Watch as it gains sentience and becomes an AI that whispers bad programming advice in your ear at night.
"Oh god, it's 3AM. What the fuck do you want?"
[I]"Uuuuuuse Jaaaavaaaaaaa....."[/I][/QUOTE]
You sure it won't crack the secret of subliminal programming and abuse it to make him to forget "}"s? I think forgetting something so basic and yet so important over and over would drive me mad and I'm not even that experienced. :disgust:
[QUOTE=voodooattack;48742187]Although ES6 is awesome. [I]I'll kill you.[/I][/QUOTE]
I agree, ES6 is really fun. My slimes were programmed with it. Most of all, it's just [i]really fun[/i].
Can't wait until Firefox begins supporting it in builds that aren't just nightly.
In other news, I think I got accepted into a college to lay my foundation for a bachelors degree. It will be hard work, though. I have to get an associates in science first.
[QUOTE=NovembrDobby;48737618]Every time! It's the original CoD :v:
I swear there's a whole generation who skipped straight to 2 :pudge:[/QUOTE]
This would be the original CoD it looks very similar though but I noticed the other was CoD2 due to the windows are more detailed also.
[img]https://i.gyazo.com/67e3e6815e7f9ce3c43135f79cc37d76.png[/img]
[QUOTE=voodooattack;48742140]I implemented A* instead of Dijkstra's algorithm. It's still slow as shit.
[IMG]https://dl.dropboxusercontent.com/u/27714141/neurons.png[/IMG]
It fixed the connectivity though. Now it avoids pathing through neuron nodes when possible and takes the shortest path otherwise.
Now I need to get it to actually paint.[/QUOTE]
Do you do A* in actual 2D space or is it something weird?
[QUOTE=Tamschi;48741472]:glare:
There's not a single normal use case text files aren't inferior at other than being read and/or edited by the average person.
If you really want to use them in production instead of a level editor and file format documentation, to me it seems more reasonable to provide a converter instead.
I suppose it's a little less bad with hobby projects though.[/QUOTE]
there's one good reason to use text files for shit like levels though
if you check them into version control they can be merged
[editline]23rd September 2015[/editline]
although it would be pretty difficult if your changes are anything larger than changing a couple of values
i suppose you could write a specialized tool for merging levels though
I refactored fuccboiGDX to the point where it's no longer fuccboiGDX. fuccboiGDX had 3 modules that were tied together in an ugly way: Level, Rendering and Physics. I separated the Physics one [url]https://github.com/adonaac/hxdx[/url], I reworked the Level one (didn't make it a library yet) and I also reworked the rendering part. Now instead of each GameObject rendering itself it just sends data to a renderer that takes care of doing everything in whatever way it wants. Because of this I have much simpler and more flexible engine-level code now. For instance, I wrote a generic save/load routine for Levels that saves/loads all types of GameObjects (even if they contain references to other GameObjects in them) in like 10 minutes given the changes, something that wasn't as easy to do before. More importantly all this was done without having to change gameplay code at all, which is a cool thing to realize because it points to the importance of keeping the arrows between systems pointing only one way in whatever architecture you're building, since this properly divides systems and keeps changes in one from bleeding too much into the other. However even though gameplay wise I have to change nothing I do have to change all GameObjects to remove their draw functions and send the appropriate data to the renderer. But overall this was a cool refactor and I learned a lot with it thanks for listening
[QUOTE=DarKSunrise;48744077][...]
i suppose you could write a specialized tool for merging levels though[/QUOTE]
This would probably be easier for the binary file if you have that anyway, but yes.
I'm fairly certain both Git and Hg have good support for that so automatic merges are possible too.
Wrote a Java port of [URL="https://github.com/Sidneys1/Behaviorals"]Behaviorals[/URL]. Don't know if it works yet, Java generics are pretty hacky imo. C# made it so easy...
[QUOTE=thatbooisaspy;48740890][...]binary files should be outlawed[...][/QUOTE]
"Why are games loading so slow?"
[QUOTE=thatbooisaspy;48741554]Why go through all of the trouble to make your save files unreadable[...][/QUOTE]
Readability is rarely the point.
[QUOTE=thatbooisaspy;48741554][...]or if it is binary, put out documentation[...][/QUOTE]
Now we're getting somewhere.
[QUOTE=Fourier;48743783]Do you do A* in actual 2D space or is it something weird?[/QUOTE]
It's my first time using A* without a grid.
I convert a Voronoi diagram into a weighted graph structure (with graph edges between all vertices and cells, and weights being the distance) and after performing A* on the graph I smooth the resulting paths.
Not what I'm currently working on, but it is what I've just worked on. Released it yesterday.
[url]http://dopitch.eatcreatesleep.net/[/url]
It's one of those game idea generator thingies. It parodies how some games media are talking about games.
To be honest words like "more epic" or "but better" don't give much ideas.
Try mixing gameplay mechanics and character roles into it, like for instance "Survival game mixed with Metal Gear Solid where you play as a Doctor".
Maybe go even further and implement Rant :chem101:
So I want to create something like auto-folders that contain only files from other directories that meet certain search results. You can kinda do this in Windows by saving search results, but you can't A: use the search result like a folder (say, for a wallpaper slideshow) or B: tag all filetypes (don't know why, I thought that was the point of NTFS?)
So as a solution, I'm thinking of writing a program that manages tags in an alternate data stream on files, and creates these meta-folders by creating symlinks to the files that meet the criteria. Am I crazy or is this actually possible?
[QUOTE=Sidneys1;48745640]So I want to create something like auto-folders that contain only files from other directories that meet certain search results. You can kinda do this in Windows by saving search results, but you can't A: use the search result like a folder (say, for a wallpaper slideshow) or B: tag all filetypes (don't know why, I thought that was the point of NTFS?)
So as a solution, I'm thinking of writing a program that manages tags in an alternate data stream on files, and creates these meta-folders by creating symlinks to the files that meet the criteria. Am I crazy or is this actually possible?[/QUOTE]
It very much is, and I think Windows does this for a few folders anyway (minus the search part).
I assume it wouldn't be too smooth due to files disappearing from a path when unrelated ones are removed, because the folder doesn't match the criteria anymore.
[editline]23rd September 2015[/editline]
Alternatively you could implement it as file system driver, which would let you choose individual files more easily instead of "everything from a folder".
If you use symlinks for that you end up having to create a lot of them (but your program wouldn't have to run to keep them available).
[vid]https://dl.dropboxusercontent.com/u/357850863/ShareX/2015/09/2015-09-23_15-14-06.mp4[/vid]
Now you can jump on goombas and kill them! They are disabled instead of destroying because apparently that's the correct way to do it. I also just noticed how atrocious the movement system is.
A small bit that wasn't shown here is ceiling collision. I updated the editor to not look like shit and act like it. It works for now, still need to find a way to indicate which tool you're currently using. Also it now checks for duplicates for tile and entities, so that's nice. The cursor is lerped slightly so it looks much nicer. I modified the level format a bit but I haven't used any of the modified properties yet so wait for that. Also entities now have placeholders in the editor so you can tell where they are.
Also the time isn't off like that, apparently that's ffmpegs fault. Still need to not show the game UI in the editor, but progress!
[QUOTE=thatbooisaspy;48746902][vid]https://dl.dropboxusercontent.com/u/357850863/ShareX/2015/09/2015-09-23_15-14-06.mp4[/vid]
Now you can jump on goombas and kill them! They are disabled instead of destroying because apparently that's the correct way to do it. I also just noticed how atrocious the movement system is.
A small bit that wasn't shown here is ceiling collision. I updated the editor to not look like shit and act like it. It works for now, still need to find a way to indicate which tool you're currently using. Also it now checks for duplicates for tile and entities, so that's nice. The cursor is lerped slightly so it looks much nicer. I modified the level format a bit but I haven't used any of the modified properties yet so wait for that. Also entities now have placeholders in the editor so you can tell where they are.
Also the time isn't off like that, apparently that's ffmpegs fault. Still need to not show the game UI in the editor, but progress![/QUOTE]
Mario maker 2.0?
[QUOTE=Lumaio;48746915]Mario maker 2.0?[/QUOTE]
It's fun to recreate Mario Maker and overstepping the Wii U's boundaries to make it even more atrocious and insane.
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