• What are you working on?
    5,004 replies, posted
I bet it's some trivial thing, you might just typed - instead of + in your code or something. I'd suggest you re-do lighting from scratch (just retype from current code and check everything if it is ok every step). A bit time consuming but that is learning process.
Someone once encoded a song to MP3 (192 kbit) 666 times and it sounded about as good as you would expect. This is trivial as a small script so I decided to do 320 kbit 100 times (sounds about the same after that) and then splice them together. [vid]https://dl.dropboxusercontent.com/u/15606445/mp3/out.mp3[/vid] (Technically it's 2-101 encodes because the output was a [URL="https://dl.dropboxusercontent.com/u/15606445/mp3/out.wav"]WAV[/URL]), [URL="http://babbemusic.blogspot.com/2013/12/journey-to-unknown.html"]original (track 10)[/URL]. I love simple formats like WAV and BMP, great for lazy debug code.
is it in bad taste to do something which on the surface is cool and fits my design- like a damaged VCR pause screen effect if another game (Hotline Miami 2) kinda already "did it first"?
[QUOTE=General J;49697631]is it in bad taste to do something which on the surface is cool and fits my design- like a damaged VCR pause screen effect if another game (Hotline Miami 2) kinda already "did it first"?[/QUOTE] No, you must be 100% original all the time. Pause screen? Fuck that, been done.
why even make games pong already came out like 50 years ago
[QUOTE=General J;49697631]is it in bad taste to do something which on the surface is cool and fits my design- like a damaged VCR pause screen effect if another game (Hotline Miami 2) kinda already "did it first"?[/QUOTE] It's only in bad taste if you're a Bloodbath Kavkaz developer.
making games is in pretty bad taste tbh
I haven't been following this thread and previous ones for quite awhile now, have I missed anything interesting?
[QUOTE=_RJ_;49697939]I haven't been following this thread and previous ones for quite awhile now, have I missed anything interesting?[/QUOTE] There was an argument about the amount of spaces in a tab, thats about it
[QUOTE=Richy19;49697954]There was an argument about the amount of spaces in a tab, thats about it[/QUOTE] The most popular opinion seemed to be 4 spaces in and 2 next to the tab.
It think it was 3 U+2003 character with the variable name corrupted with z͙͙̞̘͇a͓͖̱̜̫̦͡ͅl̹̝̣̦̥͈̖g̫̹̬͉̰͘ò̦.
3 spaces in a tab and I use variable-width fonts like Comic Sans MS in Microsoft Notepad, my code editor of choice.
[QUOTE=Protocol7;49698498]3 spaces in a tab and I use variable-width fonts like Comic Sans MS in Microsoft Notepad, my code editor of choice.[/QUOTE] I am impressed on how you managed to set the tab size in Notepad.
Yay! Dynamic texture updates, allowing for dynamic damage states! This actually just updates the textures to a solid colour, using a cl kernel, rather than storing all the different textures for damage updates and using a texture update [IMG]https://dl.dropboxusercontent.com/u/9317774/dynamictexturedamage.PNG[/IMG] That guy has had his chest thwacked once, his head twice, and his shoulder twice
Just being honest here, I really think that "style" of lighting is really unappealing and amateur looking. In addition to also being hard to read, like I can barely see the head and shoulder in this still case, I can only imagine it in motion in a fighting game. Congrats on the progress, but I think you need to look into rim lighting or something else that will be easier to see from all angles and creating a silhouette.
[QUOTE=cartman300;49698587]I am impressed on how you managed to set the tab size in Notepad.[/QUOTE] Are you saying you can't edit compiled programs with a hex editor? Pft, pleb.
Wow why did you guys rate my next gen engine funny. That hurts man. [img]http://pahlavan.se/dump/Rostam_Rendering_2016-02-08_20-05-33.png[/img] :frown:
Your engine is too pure for this world, people just don't understand.
[QUOTE=deyoppe;49696846]Seems like the lighting calculation does not keep track of rotation changes. If you keep an eye on this block [IMG]https://i.imgur.com/TsMxBCX.png[/IMG] It looks like the lighting is fine until it's moved. After that, the lighting seems to be calculated as if the block is still in the original position. My other guess is cosmic rays.[/QUOTE] That was my first guess, but then I saw the blocks in the lower left get brighter as the light moved away :v:
trying out some shaders on my Unity game to make it look good without actually doing art [vid]https://my.mixtape.moe/pkgvls.webm[/vid]
Nice, but why do you have stick figures for weapons
I don't really know if this is worthy of being put in WAYWO but it was pretty funny and I got a nice kick out of it. It's pretty much a C++ spammer that spams a certain key. [video] [url]https://www.youtube.com/watch?v=jJZkMHW-f4Q&feature=youtu.be&hd=1[/url] [/video] I don't know why there is static noise in the background. Just mute the video if it annoys you haha. Anyways, it took me like 20 minutes to whip up and I thought it would be good practice for C++.
you'll get a temporary chat ban for doing that
[QUOTE=mcormack1994;49699889]trying out some shaders on my Unity game to make it look good without actually doing art [vid]https://my.mixtape.moe/pkgvls.webm[/vid][/QUOTE] Are those two hands, or two of those robots from Interstellar ?
[QUOTE=Verideth;49700243]I don't really know if this is worthy of being put in WAYWO but it was pretty funny and I got a nice kick out of it. It's pretty much a C++ spammer that spams a certain key. [video] [url]https://www.youtube.com/watch?v=jJZkMHW-f4Q&feature=youtu.be&hd=1[/url] [/video] I don't know why there is static noise in the background. Just mute the video if it annoys you haha. Anyways, it took me like 20 minutes to whip up and I thought it would be good practice for C++.[/QUOTE] It's cool and worthy. I once made left-mouse auto-clicker with hotkey. I used it in Call of Duty 4 with long-range sniper. It had 7 bullets in magazine. They all went out in one second. I killed no-one in whole round :(
[QUOTE=Map in a box;49700355]you'll get a temporary chat ban for doing that[/QUOTE] For real haha?
[QUOTE=Socram;49699193]Just being honest here, I really think that "style" of lighting is really unappealing and amateur looking. In addition to also being hard to read, like I can barely see the head and shoulder in this still case, I can only imagine it in motion in a fighting game. Congrats on the progress, but I think you need to look into rim lighting or something else that will be easier to see from all angles and creating a silhouette.[/QUOTE] Do you mean specifically the damage states on the character? I agree, its not that great. Its better than *no* feedback (which is confusing from a gameplay perspective), but I'm still trying to figure out a more permanent solution. I might update the normal map to carve big chunks out of it, or I might procedurally generate cracks in the texture map - the main point is that I *can* now on a technical front In terms of the overall lighting though, there's only the ambient light which is why everything is so dark and crappy I had investigated outline shaders before, but it doesn't look all that great sadly [IMG]https://dl.dropboxusercontent.com/u/9317774/hmm2.PNG[/IMG]
[video]https://youtu.be/P8sRhjOqVd0[/video] I need some serious help on this project.. any takers? Also: [URL]http://i.imgur.com/KMsHA9F.gif[/URL]
Do any of you use Visual Studio 2015 for C++? Is anyone else surprised by the level of C++11/14 conformance? Ever since update 1 I have not had a single problem with variadic templates, templated using directives, constexpr, and a host of other C++11/14 features. Granted there is no expression SFINAE, but still. Super impressed with Microsoft recently.
[QUOTE=Icedshot;49700713]Do you mean specifically the damage states on the character? I agree, its not that great. Its better than *no* feedback (which is confusing from a gameplay perspective), but I'm still trying to figure out a more permanent solution. I might update the normal map to carve big chunks out of it, or I might procedurally generate cracks in the texture map - the main point is that I *can* now on a technical front In terms of the overall lighting though, there's only the ambient light which is why everything is so dark and crappy I had investigated outline shaders before, but it doesn't look all that great sadly [IMG]https://dl.dropboxusercontent.com/u/9317774/hmm2.PNG[/IMG][/QUOTE] It looks amazing, definitely keep that.
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