• What are you working on? V2
    2,001 replies, posted
  • I love GUI's [cpp]currentMsgBox = new UI_MessageBox("Mass Alert!", "Hello fuckers blah blah blah\nAlso blah", "Moderator says");[/cpp] [img]https://files.getdropbox.com/u/99765/chatbox_9.png[/img] Rushed textures just to test Cool thing is I can pretty much slap my GUI into gtaiv using the script hook. Could make an awesome little spawn menu
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  • [QUOTE=qurl;16159923]I love GUI's [cpp]currentMsgBox = new UI_MessageBox("Mass Alert!", "Hello fuckers blah blah blah\nAlso blah", "Moderator says");[/cpp] [img]https://files.getdropbox.com/u/99765/chatbox_9.png[/img] Rushed textures just to test Cool thing is I can pretty much slap my GUI into gtaiv using the script hook. Could make an awesome little spawn menu[/QUOTE] Oh bloody hell I hate that font. But if you're going to make a Habbo clone, I guess it's OK.
  • [QUOTE=Sippeangelo;16160035]Oh bloody hell I hate that font. But if you're going to make a Habbo clone, I guess it's OK.[/QUOTE] Well pretty much everything is a PH
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  • [QUOTE=Swebonny;16160043]Anyone read C++ Primer Plus by Stephen Prata? Is it good?[/QUOTE] [url]http://www.amazon.com/Primer-Plus-5th-Stephen-Prata/dp/0672326973/ref=sr_1_5?ie=UTF8&s=books&qid=1248120142&sr=8-5[/url] It has great reviews. You can also take a look at the first chapter and the index. Amazon ships to Sweden too ;) By looking at the index, it seems to go very deep about every topic. 100 pages only about functions and another 200 about classes. Jeez... [editline]08:11PM[/editline] Wasn't short either. Over 1000 pages! Heck, I'm going to buy that!
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  • I have it. When I was 12 I tried reading it like it was an everyday book. Then I realized it's more of a reference.
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  • [QUOTE=Overv;16159040]Holyshit, the FPS went from 200 to 1900 [img]http://sa.tweek.us/emots/images/emot-aaaaa.gif[/img]. Thanks a lot for the suggestion, Garry [img]http://sa.tweek.us/emots/images/biggrin.gif[/img]. [url]http://i27.tinypic.com/ifvnyh.jpg[/url][/QUOTE] MAN I WISH I COULD GET THAT FPS IN COUNTER STRIKE LOL EX DEE But seriously, My App looks similar to yours, it's just that I stopped working on the "game" and started learning about the network(RakNet).
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  • Just figured out how to get 2D animations working in a game, so here is what i have so far! [media]http://www.youtube.com/watch?v=pbbjZJSskJY[/media]
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  • Trying to get my head around Cocoa Touch. Everything's a goddamn @property, which is ridiculous when you get to it because it's really a layer of abstraction designed to get people new to Cocoa used to working with selectors instead of ivars directly. Hell, at least make people use the pointer member operator...
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  • I am currently working on LUA coding for an addon. The people making the addon haven't made any progress in 2 months so I figured I already knew a few programming languages how hard could it be to pick up LUA and do it for them. :)
  • [QUOTE=Jimmylaw;16166290]Just figured out how to get 2D animations working in a game, so here is what i have so far! [media]http://www.youtube.com/watch?v=pbbjZJSskJY[/media][/QUOTE] Looks funny [img]http://www.facepunch.com/fp/rating/emoticon_tongue.png[/img]
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  • Moved onto Ubuntu recently after 12 years of Windows. Wanted to try out what development was like in it. Decided to go old school with vim, g++ and make. I've been rewriting a small tool for global find replace (Over a folder), going well so far. Got cross-compilation working, but boost is being a pain in the ass to compile windows binaries for. Enjoying the environment though, will probably stay.
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  • [QUOTE=Sippeangelo;16160113][url]http://www.amazon.com/Primer-Plus-5th-Stephen-Prata/dp/0672326973/ref=sr_1_5?ie=UTF8&s=books&qid=1248120142&sr=8-5[/url] It has great reviews. You can also take a look at the first chapter and the index. Amazon ships to Sweden too ;) By looking at the index, it seems to go very deep about every topic. 100 pages only about functions and another 200 about classes. Jeez... [editline]08:11PM[/editline] Wasn't short either. Over 1000 pages! Heck, I'm going to buy that![/QUOTE] I didn't know they shipped to Sweden. Bought it :D
  • Avatar of HubmaN V2
  • I just gave up on getting Ogre3D to play nice with Code::Blocks. Holy fucking goddamn, their Wiki is ancient. Time to reboot and see if it works with VC++, I suppose :( Their documentation and tutorials are top-notch, which make it much more frustrating.
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  • [QUOTE=HubmaN V2;16176621]I just gave up on getting Ogre3D to play nice with Code::Blocks. Holy fucking goddamn, their Wiki is ancient. Time to reboot and see if it works with VC++, I suppose :( Their documentation and tutorials are top-notch, which make it much more frustrating.[/QUOTE] Wait doesnt code::blocks come with a prebuilt project template or something for ogre apps?
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  • [QUOTE=Squad;16169867]I am currently working on LUA coding for an addon. The people making the addon haven't made any progress in 2 months so I figured I already knew a few programming languages how hard could it be to pick up LUA and do it for them. :)[/QUOTE] I think you mean "Lua". :)
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  • [QUOTE=r4nk_;16176992]Wait doesnt code::blocks come with a prebuilt project template or something for ogre apps?[/QUOTE] The forums say "fuck it" AFAIK, but I'll give it a try.
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  • After working on the rendering engine behind my jTetris I added some new features to it. [list][*]Score [*]Score effect [*]It's getting faster when you reach 2000, 4000, 6000,... points [/list] [hd]http://www.youtube.com/watch?v=2GE8DtkaH00&hd=1&fmt=22[/hd] [B]Edit:[/B] [url=http://files.getdropbox.com/u/1106779/Tetris.jar]Download[/url]
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  • Linking my animations to player controls! [media]http://www.youtube.com/watch?v=YSLeO7Fus9M[/media]
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  • [QUOTE=Jimmylaw;16177318]Linking my animations to player controls! [media]http://www.youtube.com/watch?v=YSLeO7Fus9M[/media][/QUOTE] The death animation looks great, did you make the animations yourself? Also, what language are you using? C# with XNA? The background looks like XNA's default background.
  • The build number on source games, is that number the amount of compiles? If so, how do you log the amount of times you've compiled a project?
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  • [QUOTE=Robber;16177363]The death animation looks great, did you make the animations yourself? Also, what language are you using? C# with XNA? The background looks like XNA's default background.[/QUOTE] Yea i made all the animations myself and yes i am using C# with xna.
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  • [QUOTE=HubmaN V2;16177131]The forums say "fuck it" AFAIK, but I'll give it a try.[/QUOTE] As in don't bother cuz it shit? or?
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  • [QUOTE=r4nk_;16177455]As in don't bother cuz it shit? or?[/QUOTE] No idea, actually. I suppose it means "the template requires some modifications that we're waiting on". Hell, I'll give it a try in the morning.
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  • [QUOTE=Robber;16177166]After working on the rendering engine behind my jTetris I added some new features to it. [list][*]Score [*]Score effect [*]It's getting faster when you reach 2000, 4000, 6000,... points [/list] [hd]http://www.youtube.com/watch?v=2GE8DtkaH00[/hd] [B]Edit:[/B] [url=http://files.getdropbox.com/u/1106779/Tetris.jar]Download[/url][/QUOTE] 2:40 epic fail lol :) lookin' good
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  • [QUOTE=qurl;16177376]The build number on source games, is that number the amount of compiles? If so, how do you log the amount of times you've compiled a project?[/QUOTE] I think it's the same as quake, which is the number of days since a certain date (the launch of quake maybe?)
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  • [QUOTE=nullsquared;16177590]2:40 epic fail lol :) lookin' good[/QUOTE] Thanks. :smile:
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  • Packet logger for a game. It hooks the game before/after the encryption/decryption. [IMG]http://i30.tinypic.com/2ujikpe.jpg[/IMG] Unmanaged to Managed is a bitch!
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  • Playing around with npc_blob [img]http://filesmelt.com/Imagehosting/pics/a9c81e2f42e5bb5c41b18f87634227aa.png[/img] [img]http://filesmelt.com/Imagehosting/pics/f120dabdf091656a51174d1183b2e226.png[/img] [img]http://filesmelt.com/Imagehosting/pics/845427ba2b24f647d3ffef948c8669ce.png[/img]
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  • Decided to get cracking on networked effects, and they work great: [img]http://img.meteornet.net/uploads/508jv3u4/ss.png[/img] (those are supposed to be gunshots, yes) Only problem I have is that you get loads at once if you have packet loss, ah well. I guess I could just send them unreliably. They're quite easy to do: [code] Type Gunshot Extends BaseEffect Field DieTime:Int Function MakeEffect:BaseEffect() Local e:BaseEffect = New Gunshot Return e End Function Method Spawn() DieTime = MilliSecs() + Duration If parent Then ang = parent.ang pos = parent.Pos.Copy() End If End Method Method Tick() If MilliSecs() > DieTime Then Remove() End If End Method Method Draw() If parent Then Local a:Float = 1 - FloatDiff(MilliSecs(), dietime, duration) SetAlpha(a) SetColor(255, 255, 0) SetRotation(ang - cc_angoffset.GetFloat()) DrawRect(pos.x, pos.y, 2, 200) SetRotation(0) SetColor(255, 255, 255) SetAlpha(1) AddLight(pos.x, pos.y, 255, 255, 0, 0.8, a * 0.5) End If End Method EndType RegisterEffect("gunshot", Gunshot.MakeEffect) [/code] Then you can just go like: DispatchEffect("gunshot", Self, Self.pos.x, Self.Pos.y, 200) I also did some basic key binding, although the code is quite horrid. Works good though.