[QUOTE=freakadella;50353187]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][/QUOTE]
i cant even wrap my head around how niggas can make shit like this as their first project
maybe its because ive never really programmed before, but just making a game in game maker is taking forever and feels sluggish as fuck
and its just a shitty shooting game
man
Hello guys, need your opinion again.
It's regarding that 'file city' game that I'm working on.
While moving in the game-world, you can copy files from your HDD directly to various places.
What I wanted to know is, which copying method would you prefer?
1) Copy for real - Agree
- When you copy a file, the files are really copied into your HDD, for real
- When you destroy files with your gun or something, they will be deleted for real. You could do some real damage to your HDD.
- This means every building that you set up, every things that you place will have it's own real files in your HDD
- So you have more freedom. Less safety.
2) Copy the 'shortcuts' only - Disagree
- When you copy files object onto areas that is outside teh directory that you specified in the beginning, only their 'shortcuts' are copied. No real files are copied.
- This means it wouldn't consume your HDD for real, so you can save some space.
- But it also means if you move/delete the original files, then the 'shortcut' files also will disappear. No permanent damage to your HDD.
- You have less freedom. But more safety. It's also less ballsy.
Pic for aiding decision:
[IMG]http://i.imgur.com/kL6d7P0.png[/IMG]
[QUOTE=hakimhakim;50355049]
1) Copy for real - Agree
- When you copy a file, the files are really copied into your HDD, for real
- When you destroy files with your gun or something, they will be deleted for real
- This means every building that you set up, every things that you place will have it's own real files in your HDD
[/QUOTE]
Oh christ, you reminded me of this [URL="http://ludumdare.com/compo/2011/09/16/filekiller-the-most-horrific-game-i-can-make/"]thing[/URL].
[QUOTE=MadParakeet;50355196]Oh christ, you reminded me of this [URL="http://ludumdare.com/compo/2011/09/16/filekiller-the-most-horrific-game-i-can-make/"]thing[/URL].[/QUOTE]
That's the devil's work.
I better put in some recovery measure.
I don't think the files that we delete in this game were even sent to Recycle Bin :v:
the original game that started it all was lose/lose
I know I'm risking a shitstorm here, but what are your opinions on the whole Google vs Oracle thing?
It's obviously a common opinion that Google is in the right here, and in this case they probably are, but it seems to me that the matter really isn't as simple as most would make it seem.
I've designed libraries where 90% of the work was engineering an API that would be as convenient to use as possible and 10% was actually implementing it. Where exactly is the line drawn?
I understand that the common application developer might not have this perspective since they're the ones USING an API and their application implementation is pretty much all the code they see.
Even if the API was considered to be copyrightable, i assume 95% of the cases would still be fair use under interoperability (and public intrest).
Doesn't this basically mean that the work of one kind of programmer is valued differently than the work of another?
[vid]https://s.paste.ninja/2016-05-20_13-43-44.webm[/vid]
Saw a small UI library ( [url]https://github.com/andlabs/libui[/url] ) on Hacker News and decided to write a binding for .NET Core as core still seems to lack good lightweight UI options. Seems to work pretty well, the libui API was designed for FFI I guess as the author wrote it for a Go library. Do need to think about how I'm going to make it work with the GC correctly though, currently controls falling out of scope will eventually have their destructor called, even if they are currently being displayed, obviously this isn't really desired behaviour. For some it's pretty easy, I can just add a private member storing the child for example, but for the tabs, I am just adding tabs. You can also get the controls from their child (.Parent) and that would destroy it currently even if it isn't created with it. Maybe it's best to just not delete the controls on GC and rely on the user using .Despose()?
I've got myself into a weird situation where I need to iterate over an array without actually having an array. I have an SQL database for comments, and want to make a 'stacking' comment system, like reddit has. so I just made a comment_reply value for comments. I think I need to like, find every reply for the top level comments, then the replies for that, but I have no clue how to achieve it with PHP. What can I even do here?
[QUOTE=ben1066;50357124][vid]https://s.paste.ninja/2016-05-20_13-43-44.webm[/vid]
Saw a small UI library ( [url]https://github.com/andlabs/libui[/url] ) on Hacker News and decided to write a binding for .NET Core as core still seems to lack good lightweight UI options. Seems to work pretty well, the libui API was designed for FFI I guess as the author wrote it for a Go library. Do need to think about how I'm going to make it work with the GC correctly though, currently controls falling out of scope will eventually have their destructor called, even if they are currently being displayed, obviously this isn't really desired behaviour. For some it's pretty easy, I can just add a private member storing the child for example, but for the tabs, I am just adding tabs. You can also get the controls from their child (.Parent) and that would destroy it currently even if it isn't created with it. Maybe it's best to just not delete the controls on GC and rely on the user using .Despose()?[/QUOTE]
I'm pretty sure Dispose gets called automatically when the object is collected.
[QUOTE=Darwin226;50357182]I'm pretty sure Dispose gets called automatically when the object is collected.[/QUOTE]
If you override the finaliser, I don't believe it does otherwise? It would be nice to have the objects work with GC anyway, I'm just having a bit of a headache trying to work out how to do that properly... The Go library written does just keep it's own references and replicates the behaviour of the libui functions :(
[QUOTE=Darwin226;50357182]I'm pretty sure Dispose gets called automatically when the object is collected.[/QUOTE]
It doesn't; you have to override the finaliser as ben1066 pointed out.
This is because there are different kinds of disposable data, and some shouldn't run (normally) when the finaliser runs.
Also note that the finaliser runs on a second thread in .NET and is killed after a few seconds if it takes too long.
Relying on [I]IDisposable[/I] would make for a pretty terrible API.
If you write a good wrapper you can make it fully compliant with .NET idioms though, even seamlessly hooking up finalisers and unmanaged freeing if libui isn't thread-safe.
Unfortunately, 90% of existing wrapper libraries don't do that/are 'dumb' wrappers, so I just outright avoid using native dependencies at this point.
Hi guys. I am crossposting from my other thread. Doing a test on my Bachelor project - Made in Unity3D and has loads of Utility-based AI in it. If you guys have about 20 minutes to spare I would be SO happy if you could give it a go.
[url]https://facepunch.com/showthread.php?t=1519362[/url]
Here are some screenshots for content!
[t]http://i.imgur.com/g4apnp4.png[/t]
[t]http://i.imgur.com/MHr8SJ2.png[/t]
[t]http://i.imgur.com/0Gvtc8T.png[/t]
i updated Bulletin's dialog system. its based on homestuck's talksprite dialog thingy. i think it looks better now! characters can now have a custom pose, too. their heads also bounce when they talk.
[t]http://i.imgur.com/GPvVoaH.png[/t]
[t]http://i.imgur.com/QBO23vn.png[/t]
[t]http://i.imgur.com/rl1UBDm.png[/t]
So I spent 4-5 hours straight yesterday uprooting my entire rendering engine + the logic surrounding getting vertices to the graphics card for rendering entities, and managed to create a system in which the developer can assign any number of shaders to any number of entities for rendering. The various stages before rendering are able to infer vertex layouts based on the shader information, and produces as few rendering calls as possible by ordering by shader then by primitive shape.
Today? Today I'm going to uproot it again to allow for "instance uniforms" and push towards a more correct style of shader-based primitive transformation, essentially unlocking easy-to-produce cameras and super-generic rendering such that 2D and 3D geometry can be treated much the same way.
After this, I'll finally be able to experiment with shaders and physics without knowing I'm doing it the "wrong" way, and push forward with improving the engine's demo game with all kinds of mechanical and visual lovelies.
I'm going slowly insane, but it'll be worth it.
[editline]20th may 2016[/editline]
...oh shit page king. Errr...I guess I can show you the new shader representation I'm using internally to make all this work. This simple shader is part of a batch that will be removed/improved in the next wave of changes, but serves for demonstration.
(yes, I'm aware that the varying Col is not used :v:)
[IMG]https://dl.dropboxusercontent.com/u/38489921/Shared/shader.PNG[/IMG]
I want to mine in Vertex Adventure, and I'm writing prop_ore_rock right now, but I don't know what ores I want to have in the game.
Which ones should we have?
Here's Runescape's standard ores:
[code]
Copper ore
Tin ore
Iron ore
Silver ore
Coal
Gold ore
Mithril ore
Adamantite ore
and
Runite ore
[/code]
and Minecraft's:
[code]
Coal
Iron
Lapis Lazuli
Gold
Diamond
Redstone
Emerald
and
Nether Quartz
[/code]
I think I'd like a smaller number, like what Minecraft did.
The current design lists for Vertex Adventure are:
[code]
# Vertex Adventure
## Design
### NPCs
* Birds
* ~~Chicken~~
* Goblins
* Reindeer
* Unicorns
### Weapons
* Axe
* Pickaxe
* ~~Bow~~ & Arrow
* ~~Staff~~
* ~~Sword~~
### Items
* ~~Apples~~
* Bread
* Chicken
[/code]
Maybe I should slap this on GitHub? It's in our private repos right now on BitBucket. Idk.
[editline]20th May 2016[/editline]
I think the more ores you have, the more complicated the game can be...
[img]http://carp.tk/$/1463756837.png[/img]
A single file which is both a valid batch and bash script. Executing potato.bat under bash executes the magic.sh file while executing it under cmd executes the magic.bat script.
Note that i am using "source" in bash on windows because using ./potato.bat or exec ./potato.bat actually runs it using cmd, it works fine on linux tho.
Now with this bundled with [URL="https://github.com/BYVoid/Batsh"]Batsh[/URL], it would be possible to write cross platform scripts with a single entry file with no additional dependencies.
Idk if we should have both Reindeer and Unicorns. Maybe just one, or neither. I'd kind of like to have ghosts in the game. I don't want too many NPC types, either, really. Whoops, sorry, my automergé.
[QUOTE=cartman300;50357646][img]http://carp.tk/$/1463756837.png[/img]
A single file which is both a valid batch and bash script. Executing potato.bat under bash executes the magic.sh file while executing it under cmd executes the magic.bat script.
Note that i am using "source" in bash on windows because using ./potato.bat or exec ./potato.bat actually runs it using cmd, it works fine on linux tho.
Now with this bundled with [URL="https://github.com/BYVoid/Batsh"]Batsh[/URL], it would be possible to write cross platform scripts with a single entry file with no additional dependencies.[/QUOTE]
Only thing that bothers me about Batsh is I think people should be using .cmd instead of .bat these days.
[editline]20th May 2016[/editline]
[QUOTE=Trebgarta;50357659]Two words:
Dwarf Fortress[/QUOTE]
Holy cannoli, Dwarf Fortress has a lot of ores.
[editline]20th May 2016[/editline]
[QUOTE=Yahnich;50357652]just got with copper, tin, iron and coal, with that you can basically make like 80% of the world's most common alloys[/QUOTE]
I feel like bronze weapons in Runescape were just an excuse to flesh out both mining and smithing levels. When you have so much experience to churn through, it makes more sense to have more ore types than fewer.
But I also think diamond pickaxes are kind of silly, although neat looking in Minecraft... Of course, there's no level grind there.
[editline]20th May 2016[/editline]
You'll need to make fire in Vertex Adventure to cook things, so I guess you should need wood and coal? Can't you just rub sticks together? Haha.
[QUOTE=Wingz;50354759]i cant even wrap my head around how niggas can make shit like this as their first project
maybe its because ive never really programmed before, but just making a game in game maker is taking forever and feels sluggish as fuck
and its just a shitty shooting game
man[/QUOTE]
I have been programming as a hobby for a couple of years now, just not games. I know exactly how you feel, I always felt like that too (and still do so sometimes). If you stick with it, you will one day be just as surprised as I am right now that somebody thinks your work is pretty cool.
I think you should approach it by what the ores contribute to the design and gameplay. Put in enough to create and flesh out gameplay. If more ores improves the gameplay, add more, if the base set feels solid, stop there.
I guess what I am saying is don't pick an arbitrary amount based off other games and try to build gameplay around that.
[QUOTE=Socram;50357749]I think you should approach it by what the ores contribute to the design and gameplay. Put in enough to create and flesh out gameplay. If more ores improves the gameplay, add more, if the base set feels solid, stop there.
I guess what I am saying is don't pick an arbitrary amount based off other games and try to build gameplay around that.[/QUOTE]
Yeah, those are good points. There's plenty of work to be done with just a few items anyway.
[QUOTE=Tamschi;50357412]It doesn't; you have to override the finaliser as ben1066 pointed out.
This is because there are different kinds of disposable data, and some shouldn't run (normally) when the finaliser runs.
Also note that the finaliser runs on a second thread in .NET and is killed after a few seconds if it takes too long.
Relying on [I]IDisposable[/I] would make for a pretty terrible API.
If you write a good wrapper you can make it fully compliant with .NET idioms though, even seamlessly hooking up finalisers and unmanaged freeing if libui isn't thread-safe.
Unfortunately, 90% of existing wrapper libraries don't do that/are 'dumb' wrappers, so I just outright avoid using native dependencies at this point.[/QUOTE]
Yeah I've kinda worked out what I need to do, there are still some issues a few methods crash and I need to work out if this is a libui issue or not... And I'm missing a couple controls still, however!
[vid]https://s.paste.ninja/2016-05-20_17-32-26.webm[/vid]
Menu's are strange, you have to define them before a window is created, and then obviously not destroy them after the window is created, but they aren't actually part of the window?
[QUOTE=cam64DD;50357587]i updated Bulletin's dialog system. its based on homestuck's talksprite dialog thingy. i think it looks better now! characters can now have a custom pose, too. their heads also bounce when they talk.
[t]http://i.imgur.com/GPvVoaH.png[/t]
[t]http://i.imgur.com/QBO23vn.png[/t]
[t]http://i.imgur.com/rl1UBDm.png[/t][/QUOTE]
Make it so the characters name are based on real Facepunchers name
Facepunch had some interesting history. Maybe you can include them as backstory?
[QUOTE=cam64DD;50357587][B]* forum game *[/B][/QUOTE]
Your art style is ridiculously charming.
Trying to make some security systems (laser tripwires + security cameras + turrets). Making the NPCs use / investigate the alarms shouldn't be too hard but I have no idea how I'm going to make them search the area when they're suspicious. The navigation nodes are grouped by rooms, so maybe I can have them do some sort of room clearing routine. idk :ohno:
[QUOTE][video=youtube;C_3NL-7xhrM]https://www.youtube.com/watch?v=C_3NL-7xhrM[/video][/QUOTE]
[QUOTE=Map in a box;50353903]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![/QUOTE]
With GDI doing richtext like per character formatting very difficult. I needed to calculate every single character positions (assuming every character gonna be different text setting), new line situations and far more and not to mention GDI measure text techniques mainly far from perfect therefore there will be incorrect spaces between characters. Therefore it not gonna happen.
Also DirectX, OpenGL capture never gonna happen too because I don't have enough knowledge to accomplish that, otherwise I would have done it 8 years ago.
Woo! My game GIBZ was just released on Steam in early access.
[url]store.steampowered.com/app/448320[/url]
[QUOTE=Torrunt;50358434]Woo! My game GIBZ was just released on Steam in early access.
[url]store.steampowered.com/app/448320[/url][/QUOTE]
Congrats man! I'm getting back into working on SkyMercs now I'm done with uni and I'm hoping for a release in a few months.
Just booted it up to add the first of many super important features. Randomly generated clouds :v:
hey guys if you need to backup your project this is your reminder to do it now so that four hours of work doesn't turn into this
[img]http://i.imgur.com/diFoznp.png[/img]
[editline]20th May 2016[/editline]
maybe now is the time to learn source control
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