• What are you working on?
    5,004 replies, posted
[QUOTE=Alice3173;50349489]It was the only example I had handy but you're missing my point. I was pointing out how easy it is to overlook something that's actually simple but just doesn't cross your mind. A better example would probably be doing some math with that data before returning it. If you were to do something like "out += 9" then it would still treat it as a string but on the other hand "out -= 9" would automatically convert it into a number. It makes sense when you stop and think about it but it still works in a way that is going to trip up quite a lot of people. This is a good point though. I use that function so rarely I completely forgot it existed, lol.[/QUOTE] Yeah you are right, it's just the nature of languages without type safety. I wouldn't write this up for JS entirely though. Except maybe the operators between numbers and strings. But once you figure out your mistake the first time, you shouldn't have much problem afterwards to correctly parse variables based on what you want to do with them (eg. math, or string manipulation).
I've been enjoying watching the videos people are making about my game. They can also be helpful too by giving me ideas on what to possibly add or change. I found this one to be quite funny: [video=youtube;FjCoaREDMMg]https://www.youtube.com/watch?v=FjCoaREDMMg[/video] Managed to check off all the bugs that were on my list. So I'll probably just do some more testing and maybe a bit of balancing for now.
[QUOTE=Torrunt;50349725]I've been enjoying watching the videos people are making about my game. They can also be helpful too by giving me ideas on what to possibly add or change. I found this one to be quite funny: [video=youtube;FjCoaREDMMg]https://www.youtube.com/watch?v=FjCoaREDMMg[/video] Managed to check off all the bugs that were on my list. So I'll probably just do some more testing and maybe a bit of balancing for now.[/QUOTE] Hell yeaah 31 hours remaining :D. Can't wait.
Would you be interested in a UnOfficial Facepunch Codegolf Contest 2016 Summer?
Friction, gravity, collision iterations, better solver, etc. etc. [vid]https://zippy.gfycat.com/PersonalSnoopyIberianemeraldlizard.webm[/vid]
[QUOTE=Trebgarta;50350391]I assume codegolfing is like, small challanges and stuff? Then I would be interested, nowadays I find myself lacking in ideas and motivation to start medium-big sized projects.[/QUOTE] Code golf is writing code to fulfil a challenge in the lowest number of characters you can.
This was really fun to write. What I liked the most was that this required no additional engine code, which is usually a chore to add. The below is all game code. I don't get to do this very often. Hopefully I'll get to do it more as time goes on. `player.lua` [lua]if ( _SERVER ) then function player:sendText( text ) local payload = payload( "sayText" ) payload:set( "text", text ) self:send( payload ) end end if ( _CLIENT ) then local function onSayText( payload ) local text = payload:get( "text" ) chat.addText( text ) end payload.setHandler( onSayText, "sayText" ) end [/lua] `vaplayer.lua` [lua]function vaplayer:hasInventorySpace() local total = 0 for item, count in pairs( self:getInventory() ) do local itemdata = _G.item.getData( item ) if ( not itemdata.stackable ) then total = total + count else total = total + 1 end end return total < 28 end -- ... local function pickup( item ) return function( vaplayer, next ) if ( _SERVER ) then if ( not vaplayer:hasInventorySpace() ) then local text = "You don't have enough inventory space to do that." vaplayer:sendText( text ) return end local classname = item:getClassname() item:remove() vaplayer:give( classname ) end next() end end [/lua] [img]http://i.imgur.com/MySjk1e.png[/img] [editline]19th May 2016[/editline] I feel like despite my extremely slow programming speed, years of work are paying off. [editline]19th May 2016[/editline] Those are the bows my girlfriend made; she said, "Why do you take so long, this only took like 5 minutes." Why do I take so long?
nobody cares about speed if you deliver quality product
[QUOTE=ichiman94;50350841]nobody cares about speed if you deliver quality product[/QUOTE] I hope so. I played [url=http://ludumdare.com/compo/ludum-dare-22/?action=preview&uid=398]Minicraft[/url], from ld22, recently. It changed the way I interpreted people saying, "focus on making something playable." The statement doesn't really mean anything until you have overwhelming amounts of playable content, because only then are you engrossed in gameplay. The road to getting there still takes a long time on its own, and even then, that's without polish.
a quality product could mean that it's not only nice from the outside, but the insides are well engineered also you can tell the API is so good it takes nothing to implement pickups later on however if the game is the goal, why not hack it together?
[QUOTE=ichiman94;50350899]a quality product could mean that it's not only nice from the outside, but the insides are well engineered also you can tell the API is so good it takes nothing to implement pickups later on however if the game is the goal, why not hack it together?[/QUOTE] We publish the engine for others to use, too. As a result, I have both a personal and public interest in making it easy to use for people who are hobbyists, or use LÖVE, GMod, or Source and want something familiar.
[QUOTE=ichiman94;50350841]nobody cares about speed if you deliver quality product[/QUOTE] note: this is only true if your time doesn't have value :wink:
[QUOTE=Foda;50351195]note: this is only true if your time doesn't have value :wink:[/QUOTE] I am an indecisive faggot when it comes to software development, as I only dream up how I will approach that datastructure or something but I haven't made any code in the past 5 months... I don't expect anyone to be able to just punch kilobytes of data per minutes in a 6 hour sitting without ever minding if it's right or wrong to write a linked list instead of an array and call it christmas. In hobby projects, it's really okay to work in your pace and feel your way through programming, that's why amcwaters shouldn't feel bad for working slow. If you rush, you'll miss a detail and ruin it. To be fair, if you think too much then you never finish it (I have to work on this part)
[QUOTE=ichiman94;50350841]nobody cares about speed if you deliver quality product[/QUOTE] Wow do you work for Nintendo?
[QUOTE=ichiman94;50351280]I am an indecisive faggot when it comes to software development, as I only dream up how I will approach that datastructure or something but I haven't made any code in the past 5 months... I don't expect anyone to be able to just punch kilobytes of data per minutes in a 6 hour sitting without ever minding if it's right or wrong to write a linked list instead of an array and call it christmas. In hobby projects, it's really okay to work in your pace and feel your way through programming, that's why amcwaters shouldn't feel bad for working slow. If you rush, you'll miss a detail and ruin it. To be fair, if you think too much then you never finish it (I have to work on this part)[/QUOTE] My hobbyproject has a deadline with people expecting results. Kill me. [editline]19th May 2016[/editline] Also did I mention that nothing works as expected yet?
Just found out the functionality of the audio plugin I was planning on releasing soon (about 80% done) is getting native support (beyond what I can offer) in the next major release of the DAW, which is about a month out, essentially making my plugin useless to anyone that is planning on upgrading. Fucking sucks.
[QUOTE=Socram;50351483]Just found out the functionality of the audio plugin I was planning on releasing soon (about 80% done) is getting native support (beyond what I can offer) in the next major release of the DAW, which is about a month out, essentially making my plugin useless to anyone that is planning on upgrading. Fucking sucks.[/QUOTE] Email the devs and see if you can toss your code in with theirs?
[QUOTE=amc;50350804]-code for full inventory notification-[/QUOTE] What does the va in vaplayer stand for?
This may be a bit late, but I found it fascinating: [URL="http://cdn.wccftech.com/wp-content/uploads/2015/03/Augmented-Hair-in-Deus-Ex-Universe-Projects-TressFX-3-0.pdf"]Edios' Tomb Raider/next Deus Ex hair rendering method[/URL]
[QUOTE=chimitos;50351720]This may be a bit late, but I found it fascinating: [URL="http://cdn.wccftech.com/wp-content/uploads/2015/03/Augmented-Hair-in-Deus-Ex-Universe-Projects-TressFX-3-0.pdf"]Edios' Tomb Raider/next Deus Ex hair rendering method[/URL][/QUOTE] Thanks, I love these things.
[QUOTE=roastchicken;50351684]What does the va in vaplayer stand for?[/QUOTE] [img]http://i.imgur.com/FashjIK.png[/img]
[QUOTE=roastchicken;50351684]What does the va in vaplayer stand for?[/QUOTE] vertex adbenture [editline]19th May 2016[/editline] [QUOTE=amc;50352172][img]http://i.imgur.com/FashjIK.png[/img][/QUOTE] jokes aside i've missed seeing these updates, and i'm looking forward to seeing more :)
[img]http://i.imgur.com/mCOC7tJ.png[/img] i did it
[QUOTE=Chessnut;50353113]-opengl mastery- i did it[/QUOTE] now all you need is a triangle and you can claim your place among the greats
I don't post regularly, but I am exited to show what I am working on. This is my first proper game project that I plan on working on for a longer than a couple of days. Someday it is supposed to end up becomming a mixture between Distant Worlds and Aurora4x. [vid]https://a.pomf.cat/kczpjv.webm[/vid]
[media]https://www.youtube.com/watch?v=yTqiAcamsww[/media]
Hey y'all. If your reading this, and have nothing to work on, please feel free to submit a pull request on my Java http server and fix this issue [url]https://github.com/nystromb/httpserver/issues/16[/url]. It should be related to the request reader/parser. :)
Adding text drawing support to ShareX region capture: [vid]https://a.pomf.cat/xydzua.mp4[/vid]
Should do some richtext formatting so not all the text has the same formatting. Also all you need now is to hook into the rendering calls of fullscreen games so you can screenshot ingame with all the bells and whistles!
[vid]http://s1.webmshare.com/NM5Xx.webm[/vid] Redid collisions. Old one was buggy as hell. This one won't calculate collisions with map tiles unless the immediately adjacent tiles surrounding the player are marked as solid. Then, if the distance between the player and the block is less than the distance the player is attempting to move (player wants to move 5px, but block is 3px away), then it moves that delta instead of moving the original distance. This way, unless the player is moving faster than 32px at a time (which she won't), the player can move quickly without clipping into walls [editline]19th May 2016[/editline] Also she doesn't fit into some areas because her hitbox is huge, it has nothing to do with collision
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