• What are you working on?
    5,949 replies, posted
  • Avatar of T3hGamerDK
  • [QUOTE=TerabyteS_;32196654]That'd require a lot of work to get it to be cross-platform, though. Even though it could be the fastest solution. Also, progressive scanning as the user plays the game might work well.[/QUOTE] Just use a cross-platform library then? No need to re-invent the wheel.
  • Avatar of TerabyteS_
  • [QUOTE=T3hGamerDK;32196666]Just use a cross-platform library then? No need to re-invent the wheel.[/QUOTE]Sure, if a proper one exists.
  • Avatar of Loli
  • Could anybody help? I'm trying to randomly generate platforms, but the same platform just keeps getting generated. The exact same platform, same width and height. The way I generate them. [code] public Platform(Texture2D Asset, int XPos) { Random r = new Random(); Width = r.Next(1, 8) * 256; Height = r.Next(1, 5) * 128; Position.X = XPos; Position.Y = 636 - Height; mAsset = Asset; } [/code] The way I add them to the list. [code] int mCurrentX = 0; for (int i = 0; i < 100; i++) { Platform p = new Platform(Content.Load<Texture2D>("sprites/platform"), mCurrentX); mPlatformList.Add(p); mCurrentX += mPlatformList[i].Width + 256; } [/code]
  • Avatar of danharibo
  • [QUOTE=Loli;32196875]Could anybody help? I'm trying to randomly generate platforms, but the same platform just keeps getting generated. The exact same platform, same width and height. The way I generate them. [code] public Platform(Texture2D Asset, int XPos) { Random r = new Random(); Width = r.Next(1, 8) * 256; Height = r.Next(1, 5) * 128; Position.X = XPos; Position.Y = 636 - Height; mAsset = Asset; } [/code] The way I add them to the list. [code] int mCurrentX = 0; for (int i = 0; i < 100; i++) { Platform p = new Platform(Content.Load<Texture2D>("sprites/platform"), mCurrentX); mPlatformList.Add(p); mCurrentX += mPlatformList[i].Width + 256; } [/code][/QUOTE]You're using Random wrong, you have to use the same random object (or seed it with a different value each time) or you'll just get the same number out.
  • Avatar of BlkDucky
  • [QUOTE=SupahVee;32196928][IMG]http://dl.dropbox.com/u/3724424/Programming/shooterlol1.gif[/IMG] :v:[/QUOTE] What happened to toohoo?
  • Avatar of SupahVee
  • [QUOTE=BlkDucky;32196950]What happened to toohoo?[/QUOTE] Engine is pretty much done: any entity can have a custom behavior task. So you can make bullets that shoot bullets, boss that shoot bullets, or bullets that shoot bosses. Also collisions work properly. I will work on it when I get bored with this platformer prototype.
  • Avatar of Darkest_97
  • [QUOTE=Maurice;32192289]Readded emancipation grills (They broke during the physics change) and made them like the portals "impossible to lag through". Then I did the graphics but I'm not so sure. [IMG]http://i.imgur.com/Adqjy.gif[/IMG] Any idea how to make it look less like star wars? The more I look at it the more I like it though. Maybe it needs more blue. [/QUOTE] I think it looks alright as it is. But I really think adding something to the ends where the beams come from would add so much to it.
  • Avatar of NovembrDobby
  • -snip late answer- [editline]9th September 2011[/editline] oh i didn't refresh the page oh automerge is broken man, what is going on
  • Avatar of TerabyteS_
  • [QUOTE=BlkDucky;32196736]Doesn't boost have a filesystem class?[/QUOTE][del]What is boost?[/del] k
  • Avatar of Deco Da Man
  • [QUOTE=TerabyteS_;32196654]That'd require a lot of work to get it to be cross-platform, though. Even though it could be the fastest solution. Also, progressive scanning as the user plays the game might work well.[/QUOTE] See [url=http://www.uderzo.it/main_products/space_sniffer/]SpaceSniffer[/url]. It's friggen incredible (albeit not cross-platform nor open sourced). Perhaps you could use some decompilation to discover the methods they use. I suggest using [url=http://technet.microsoft.com/en-us/sysinternals/bb896645]Process Monitor[/url] to see what file system operations it utilises.
  • Dumping some tech screenshots of what me and another guy working on. It´s a game called "Vortex" based on the Quake 2 engine which is mostly rewritten, maybe some of you remember a mod called "Quake 2 Vortex"? (which Half-Life 2 modular combat is based on btw). First time ever i release some media from it since it´s VERY early in develoment. [thumb]http://img822.imageshack.us/img822/7134/q2dm1090911183320.jpg[/thumb] [thumb]http://img705.imageshack.us/img705/1379/q2dm1090911183349.jpg[/thumb] [thumb]http://img821.imageshack.us/img821/204/q2dm1090911183401.jpg[/thumb] [thumb]http://img62.imageshack.us/img62/5002/q2dm1090911183411.jpg[/thumb] [thumb]http://img28.imageshack.us/img28/6529/vortex1p.jpg[/thumb] [thumb]http://img148.imageshack.us/img148/563/vortex2.jpg[/thumb] [thumb]http://img62.imageshack.us/img62/5444/vortex3.jpg[/thumb] [thumb]http://img198.imageshack.us/img198/5400/vortex4.jpg[/thumb] Edit: I will post more screenshots later when q2dm1 is properly relit and the screenshots won´t be so dark lol.
  • Avatar of TerabyteS_
  • Just wrote a Python (2.7) script to interpret the directory listing given by "ls -AmUFR /your/path > list.txt", and output it to a file. Input file is 10MB, output is 17MB :dance: [code]#!/usr/bin/env python import sys # Open and read list.txt, file generated with command "ls -AmUFR /your/path > list.txt" list_file = open("list.txt") list_file_content = list_file.read() # Split the content per-folder (they're separed by "\n\n") all_folders = list_file_content.split("\n\n") # Create a list containing a list for each folder, first element being folder name all_folders_files = [] for folder in all_folders: # Folder name and its files are separed by ":\n" folder_split = folder.split(":") # Add the folder name to a new list as first element this_folder = list() this_folder.append(folder_split[0]) folder_files = folder_split[1].split(",") for file_name in folder_files: # Remove potential unneeded newline in file name file_name = file_name.replace("\n", "") # Add to the list this_folder.append(file_name) # Finally, add this folder's content to the main list all_folders_files.append(this_folder) # Output the list to a file output_file = file("output.txt", "w") print >> output_file, all_folders_files[/code] [url]http://pastie.org/2509571[/url]
  • Working on my 2d lighting thingie with LÖVE: [video=youtube;k3BwZAazWTo]http://www.youtube.com/watch?v=k3BwZAazWTo[/video]
  • Avatar of Overv
  • Why is it that Windows still gives you Windows 98 style controls if you don't go out of your way to apply visual styles? [img]http://i.imgur.com/ilztN.png[/img]
  • Avatar of foszor
  • [QUOTE=Maurice;32192289]Readded emancipation grills (They broke during the physics change) and made them like the portals "impossible to lag through". Then I did the graphics but I'm not so sure. [img]http://i.imgur.com/Adqjy.gif[/img] Any idea how to make it look less like star wars? The more I look at it the more I like it though. Maybe it needs more blue. [/QUOTE] In my opinion, I'd like it to stay more Mario-esk and not so Portal-esk. I really, really like the idea of Mario with a Portal gun, but mashing the two game's art together is kind of a turn off. What if it was a turtle shell that moved back and forth, so it stayed more Mario style. [QUOTE=Darwin226;32193875]And now you have to add sentries.[/QUOTE] Again, couldn't it be the traditional Mario bullets instead of Portal sentries?
  • Avatar of RyanDv3
  • I disagree, he's not mashing art styles, he's dropping in [I]elements[/I] of portal into mario, for an almost... ironic effect. Besides, it's that heterogeneous combination of the two games that make it what it is. If he replaced the portals with pop-up sewer pipes (as it sounds like you are suggesting), then it would no longer be mari0 (the '0' being a portal), it would mario with game mechanics taken from Portal. [editline]9th September 2011[/editline] [QUOTE=foszor;32199905]Again, couldn't it be the traditional Mario bullets instead of Portal sentries?[/QUOTE] Elaborate; how exactly would the giant mario bullets emulate the function of portal turrets? Besides: in terms of gameplay, this idea makes zero sense. Mario's bullets already have a important and distinct gameplay role. Anyone who has played smb knows this. Trying to tactlessly reuse an existing gameplay mechanic for something it isn't designed for is bad design. And what about existing mario bullets? Are they to be allowed to exist in the game, while also serving the purpose of portal turrets? I'd like to build on my earlier position and also point out that the gameplay mechanics of the separate games only make sense to be EITHER completely reinvented in an entirely new game, or to be tactfully combined without unnecessary modification.
  • Avatar of Chuckl3s
  • [code]#include <iostream> using namespace std; int main() { int nValue = -9001; int nProcess; while(nValue < 10000) { cout << "Boobs! This is number: " << nProcess << "\n"; nProcess++; } return 0; } [/code] [img]http://i.imgur.com/pz0BB.png[/img] :3
  • Fixed my lighting to be gamma-correct (see [URL="http://filmicgames.com/archives/299"]this article[/URL]). Before: [IMG]http://i.minus.com/iP1qkK09u5CxC.png[/IMG] After: [IMG]http://i.minus.com/iTIqLTKsD25Ay.png[/IMG] A few lights on the screen: [IMG]http://i.minus.com/i7RhrOKg6t8ZP.png[/IMG] 2d lighting is awesome. :P
  • [QUOTE=Exl;32195825]Having never used C#, my best guess would be function call overhead.[/QUOTE] Changing it to a method makes almost no difference. [img]http://goo.gl/ULRjo[/img]
  • Avatar of thf
  • [QUOTE=Chuckl3s;32200890][code]#include <iostream> using namespace std; int main() { int nValue = -9001; int nProcess; while(nValue < 10000) { cout << "Boobs! This is number: " << nProcess << "\n"; nProcess++; } return 0; } [/code] [img]http://i.imgur.com/pz0BB.png[/img] :3[/QUOTE] Why the hell do you even have nValue? You could might as well use while (true).
  • [QUOTE=thf;32201505]Why the hell do you even have nValue? You could might as well use while (true).[/QUOTE] There are only so many boobs in the world. Just so happens that there are 19000 boobs on earth.
  • Avatar of thf
  • [QUOTE=Map in a box;32201531]There are only so many boobs in the world. Just so happens that there are 19000 boobs on earth.[/QUOTE] Though he never even increments nValue. He's also using an uninitialized variable...
  • Avatar of Chuckl3s
  • I purposefully didn't increment nValue. I wasn't aware of that way for me to infinitely print "Boobs!", so I chose a way that I know. Edit: K I revised it. [code]#include <iostream> using namespace std; int main() { int nProcess; while(true) { cout << "Boobs! This is number: " << nProcess << "\n"; nProcess++; } return 0; } [/code]
  • Avatar of Funley
  • I made my own Pong, called as Pwong. Its the very original Pong, just with a powerup system added. When you get a high enough streak (you hit the ball enough times), you will be able to start different powerups, including: -Hit Attach - The ball will attach your paddle when it hits your paddle. Can be used 3 times. -Speed Multiplier - Your paddle's speed will increase, making it easier to hit the ball. -Bounceback - You will be able to "hit" the ball in mid-air. -Freeze - Freeze the opposing player for 1 seconds. [IMG]http://i.imgur.com/wsgNc.png[/IMG] [IMG]http://i.imgur.com/Xa6ei.png[/IMG] There are a few things that still need to be done. There is alot of har-coding on it, which may come problematic in the future. Made in XNA. Download may come if you want to test it out :) NOTE: The bounceback and freeze powerups may be buggy. Please say if they dont work :)
  • Avatar of lexic
  • [QUOTE=thf;32201555]Though he never even increments nValue. He's also using an uninitialized variable...[/QUOTE] C++ variables are initialized when they're declared.