I got [URL="https://www.youtube.com/watch?v=428R_oEjGGI"]Human Resource Machine[/URL] from the [URL="https://www.humblebundle.com/eye-candy-bundle"]Humble Eyecandy Bundle[/URL] earlier today.
It's a short but fun game about programming (basically normal assembly, except it's all executed 'manually' and the instruction set is fairly small). [URL="https://gist.github.com/Tamschi/9e1bc4a35435c2e98dd42a293be0d530"]Here's my terrible solution to the last main level[/URL], linked because it's technically a spoiler I guess.
i enjoyed that game
[QUOTE=dexon;50300333][t]http://img15.hostingpics.net/pics/625696testwindowsemitter.gif[/t]
Started learning multi-threading stuff. I saw that kind of thing here before so i tried to remake it :D[/QUOTE]
Go a step further and attach Box2D bodies to them.
On a related note, flicking files into the recycle bin sounds like it would be fun...
[QUOTE=Tamschi;50300527]I got [URL="https://www.youtube.com/watch?v=428R_oEjGGI"]Human Resource Machine[/URL] from the [URL="https://www.humblebundle.com/eye-candy-bundle"]Humble Eyecandy Bundle[/URL] earlier today.
It's a short but fun game about programming (basically normal assembly, except it's all executed 'manually' and the instruction set is fairly small). [URL="https://gist.github.com/Tamschi/9e1bc4a35435c2e98dd42a293be0d530"]Here's my terrible solution to the last main level[/URL], linked because it's technically a spoiler I guess.[/QUOTE]
Thanks for the tip bought the bundle.
Github student developer pack now gets unlimited private repositories
[QUOTE=LordOfGears2;50301585]Github student developer pack now gets unlimited private repositories[/QUOTE]
They removed repository limits on all paid plans: [url]https://github.com/blog/2164-introducing-unlimited-private-repositories[/url]
If you want free unlimited private repositories just use [url=https://about.gitlab.com/]gitlab[/url].
github isn't the best service for private repositories.
[QUOTE=Tamschi;50300527]I got [URL="https://www.youtube.com/watch?v=428R_oEjGGI"]Human Resource Machine[/URL] from the [URL="https://www.humblebundle.com/eye-candy-bundle"]Humble Eyecandy Bundle[/URL] earlier today.
It's a short but fun game about programming (basically normal assembly, except it's all executed 'manually' and the instruction set is fairly small). [URL="https://gist.github.com/Tamschi/9e1bc4a35435c2e98dd42a293be0d530"]Here's my terrible solution to the last main level[/URL], linked because it's technically a spoiler I guess.[/QUOTE]
If you enjoyed that, you should give TIS-100 a try. It's actual assembly (custom made for the game, though)
It's the same concept as SpaceChem, and made by them too.
[QUOTE=Naelstrom;50301818]If you want free unlimited private repositories just use [url=https://about.gitlab.com/]gitlab[/url].
github isn't the best service for private repositories.[/QUOTE]
gitlab is a clusterfuck to use imo.
bitbucket represent, just try not to look at it too hard or else you'll crash their entire network.
[QUOTE=proboardslol;50297361]I have no clue where to start. I'm not even worried about shadows right now. I just want everything dark, except at the spots where I tell it to have a big circle of not-dark around it. and I want to be able to determine how dark the world is by default (like a background light, like the sun)
[editline]11th May 2016[/editline]
And I'm not afraid of math, if that makes things simpler[/QUOTE]
Well if you're just rasterizing then lights are simply just vectors and coordinates getting passed into the shader. So for a directional light all you need is an object that holds a color, intensity multiplier, and a rotation vector. You pass those variables into the shader and after making sure everything is in the same coordinate space, all you have to do is take the clamped dot product of the normal vector and the light vector.
I'm making a little island generator for fun and accidentally made some kind of wool generator.
[img]http://i.imgur.com/LIkOzEy.png[/img]
EDIT: Duuuuude
[img]http://i.imgur.com/vXAvxKY.png[/img]
Aw heeeelll yeah
[vid]https://zippy.gfycat.com/UnimportantHairyBrownbutterfly.webm[/vid]
[editline]xxx[/editline]
Addendum:
Mouse input! Console stuff really isn't all that bad :)
[img]https://zippy.gfycat.com/RealLavishBee.gif[/img]
As of yesterday I am now the lead programmer at the startup company I work for. It's pretty terrifying. We've hired people from all over the games industry, people much more experienced than myself, and despite our game being temporarily pulled off steam and a swarm of negative reviews as a result, we're doing quite well. Here's to hoping I don't screw everything up.
We have opted to rewrite the game and we're considering our first iteration a prototype. I've been a part of our new tech since day one and a year and a half later I can finally show some stuff off. There's much more going on functionality wise but screenshots will have to do for now.
[img]https://dl.dropboxusercontent.com/u/11093974/ChuhUWlU4AA5KXj.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/11093974/ChkPIQUVAAAZyIq.jpg[/img]
[QUOTE=chaz13;50302515]I'm making a little island generator for fun and accidentally made some kind of wool generator.
[img]http://i.imgur.com/LIkOzEy.png[/img]
[/QUOTE]
Start a hoax to see if you can convince everyone this the damage done to the human liver by GMO foods when seen under an electron microscope :v:
Surprise! Swordfighting game never goes away. I had a break for a while, but now I'm back
Sneak peek (ie i got this working 10 minutes ago) at the current concept for level design:
[IMG]https://dl.dropboxusercontent.com/u/9317774/cubey.PNG[/IMG]
[IMG]https://dl.dropboxusercontent.com/u/9317774/cubey2.PNG[/IMG]
This is essentially the technical test for defining a level as the net of a cube, and then constructing the level from it. There's still lots of minor holes in the terrain which is infuriating
[QUOTE=vexx21322;50301826]If you enjoyed that, you should give TIS-100 a try. It's actual assembly (custom made for the game, though)
It's the same concept as SpaceChem, and made by them too.[/QUOTE]
It's been a bit outside my budget range for games like that so far, unfortunately. I'll get it eventually though.
I've been doing a lot of work on the networking lately. Had to remote 2 PCs to debug multiplayer with more than 2 players. Felt like I could really do with a third monitor at times.
[t]http://i.imgur.com/HMVpEGm.png[/t]
Seems to work pretty well now, though It's not like I can control more than one player at a time. Will have to try and get a couple of friends or something to help me test it.
[quote][vid]https://my.mixtape.moe/jopvju.mp4[/vid][/quote]
This is shaping up to release sometime before the month ends. Just need to finish the art for bernie and Hillary's background, set up unity's IAP and implement the other game modes + more hats and shit
I just hope the app store won't give me too much trouble
[editline]12th May 2016[/editline]
[QUOTE=Map in a box;50302251]gitlab is a clusterfuck to use imo.
bitbucket represent, just try not to look at it too hard or else you'll crash their entire network.[/QUOTE]
bitbucket is great when you want your version control to be free and have a ping time of between 5ms and 2 days
[QUOTE=Lapin_b0t;50298684]It's like i was increasing the screen resolution that's how the algorytm work, even is not "sending" the pixels it has to calculate the whole pic, and bigger resolution means bigger precision.
Bonus, if zooming too much , we can see the [I]double[/I] (var type) limit
[IMG]http://puu.sh/oNVOM/1b170c894e.png[/IMG]
[URL="https://github.com/ExtReMLapin/BOLT/tree/fractol"]Project on github[/URL][/QUOTE]
If you really calculate fractals by just "zooming in" on the part you already calculated you should really rethink your concept about fractals.
I hope I don't sound too harsh but I don't know how to say it differently.
Finished my final year project & presented it to the public, a game and an analysis tool
[quote][thumb]http://johnjoemcbob.com/wp-content/uploads/2016/05/GradShow_Poster-576x1024.jpg[/thumb][/quote]
[IMG]http://johnjoemcbob.com/wp-content/uploads/2016/02/honoureditor.gif[/IMG][IMG]http://johnjoemcbob.com/wp-content/uploads/2016/02/ezgif.com-optimize-2.gif[/IMG]
Edit:
The tool allows for analysis of player movement, enemy movement, enemy deaths, etc by rendering them as heatmaps on top of the game levels.
It has functionality for either displaying all points of data over multiple play throughs, or displaying a time-lapse view of one match with moving data.
More [URL="http://johnjoemcbob.com/portfolio/honoureditor/"]here[/URL].
The game is a magical area defense game, players try to destroy all the enemies before they reach the end or before the player is killed.
More [URL="http://johnjoemcbob.com/portfolio/honourgame/"]here[/URL].
So what exactly can you analyze with it... player pathways? I don't know sorry.
[editline]12th May 2016[/editline]
Looks mathy btw.
Anybody knows how Dark Souls multiplayer works?
Is it peer-to-peer, or everything is hosted?
Is it using uPnP? Or TCP/UDP?
Isn't uPnP on local network only?
[QUOTE=Fourier;50306459]Isn't uPnP on local network only?[/QUOTE]
Not sure. When testing network connection on PS3, it tested for uPnP too. I never saw LAN PS3 games, so its probably for internet games
afaik uPnP is local and uPnP is also used to speak to routers about ports it needs to open.
[editline]12th May 2016[/editline]
I mean torrent programs have upnp option for port forwarding :v:.
[QUOTE=Fourier;50306543]afaik uPnP is local and uPnP is also used to speak to routers about ports it needs to open.
[editline]12th May 2016[/editline]
I mean torrent programs have upnp option for port forwarding :v:.[/QUOTE]
That's what I'm interested at. I'm trying to find a way to host games without having to port forward manually in router configuration. If Dark Souls on PS3 and torrent can do it, there's probably a way
[QUOTE=Fourier;50306378]So what exactly can you analyze with it... player pathways? I don't know sorry.
[editline]12th May 2016[/editline]
Looks mathy btw.[/QUOTE]
I should have explained a bit better, I've updated the original post;
[QUOTE]
The tool allows for analysis of player movement, enemy movement, enemy deaths, etc by rendering them as heatmaps on top of the game levels.
It has functionality for either displaying all points of data over multiple play throughs, or displaying a time-lapse view of one match with moving data.
More [URL="http://johnjoemcbob.com/portfolio/honoureditor/"]here[/URL].
The game is a magical area defense game, players try to destroy all the enemies before they reach the end or before the player is killed.
More [URL="http://johnjoemcbob.com/portfolio/honourgame/"]here[/URL].[/QUOTE]
[QUOTE=hakimhakim;50306437]Anybody knows how Dark Souls multiplayer works?
Is it peer-to-peer, or everything is hosted?
Is it using uPnP? Or TCP/UDP?[/QUOTE]
P2P, they use Xbox Live, Steamworks, or PSN Networking. Those services will try some different NAT traversal things including UPNP, NAT hold punching, and more, and might act as proxy, if all fails.
Those services provide a central server to initiate the connection (you will at minimum need to tell the other client what IP/port to connect too)
NAT traversal is basically "try these 5 different approaches", its a big mess, probably check out a library like libjingle or PJNATH
Working on that weird game for now
[video=youtube;T4IdsV7I3Kk]http://www.youtube.com/watch?v=T4IdsV7I3Kk[/video]
The island generator now makes wool AND islands woo.
[img]http://i.imgur.com/3t7pQ5r.png[/img]
The rivers follow strange paths, though...
Sorry, you need to Log In to post a reply to this thread.