• What are you working on? February 2012
    3,497 replies, posted
  • Avatar of @@
  • [img]http://i.imgur.com/JwoCO.png[/img] [QUOTE=barttool;34441022]Ok people, some progress here in the UI for the Facepunch WP app: [t]http://dl.dropbox.com/u/25318683/prombanner.jpg[/t][/QUOTE] [QUOTE=LuaStoned;34338107][t]http://img.luastoned.com/luacraft_esp_v1.png[/t] Fully MAC (Mojang Anti Cheat) proof! :v:[/QUOTE] [QUOTE=Exl;34100773]Gameboy Emulator [t]http://www.dvdflick.net/storage/gb/gb_01.jpg[/t][t]http://www.dvdflick.net/storage/gb/gb_02.jpg[/t][/QUOTE] [QUOTE=ief014;34313382]Wire simulator [t]http://i.imgur.com/vdjeA.gif[/t][/QUOTE] [QUOTE=raBBish;34227236]TF2 hacks [t]http://puu.sh/duPE[/t] [t]http://puu.sh/cIJC[/t][/QUOTE] [QUOTE=r0b0tsquid;34197229]Procedural Grapher [t]http://i.imgur.com/qAGUI.png[/t][/QUOTE] [QUOTE=BlackPhoenix;34446538]aerospace simulator [t]http://i.imgur.com/FQhsP.png[/t][/QUOTE] [quote=Ploo;34211137]Wrote up some primitive input methods and a login 'random'. If you're unfamiliar with rs bot terminology, there are these locations known as randoms which the player would be abducted to at random times and made to complete a challenge which was purposely made difficult for a bot. These 'random' scripts had a method which was called periodically (every few seconds) in an attempt to detect this random. A login script was usually also made a random due to its similar nature, somewhat. [img]http://puu.sh/dogI[/img] Yeah, I should probably make it move the mouse instead of teleporting it sometime soon. [/quote] [quote=Robber;34017703]Today I get an email from a guy who bought my 3D live wallpaper and asked me why I hadn't been updating it for a while now and since I didn't have a good answer and already promised an update a month ago I worked on a new version the whole day today. I haven't been this focused and motivated in a long time! :D The feature I added was actually really simple: Letting the wallpaper slide left and right when you switch between homescreens, but because I was an idiot and the whole app is a terrible mess (code-wise) I spent most of today breaking my brain with crazy math. But in the end I got everything working better than I expected [video=youtube;sPqAj2gxj0w]http://www.youtube.com/watch?feature=player_embedded&v=sPqAj2gxj0w[/video] Since there is no such thing as a preprocessor in Java I'm now thinking about how to make a trial version from the same code base and maybe even completely automate it so I can get a paid and free publishable version with one (double) click. [/quote] [quote=benji2015;34235467] [video=youtube;1M-viXDlTR0]http://www.youtube.com/watch?feature=player_embedded&v=1M-viXDlTR0[/video] The terrain outside of the lighted area was a dark blue before recording.. meh I plan on having worlds wrap around later so you can walk all the way around the world.. not sure how that's going to work though Got saving and loading working. [/quote] [quote=Yogurt;34117173] [t]http://puu.sh/cOWd[/t] Gentlemen, I give you... DAIRYSCRIPT! I'm going to call variables "Dairyables" [/quote] [quote=garry;34493757]Got GWEN rendering like a normal desktop window. Feels good. [t]http://puu.sh/fkH7[/t] Only works on Windows right now [/quote] [quote=omnomasaur;34447890] Microsoft sponsored my school for Global Game Jam 2012 and offered free Windows Phones to everyone who built a game for Windows Phone 7. I made this in around 12-15 of the allowed 48 hours. [video=youtube;p9NS9CdSFRQ]http://www.youtube.com/watch?feature=player_embedded&v=p9NS9CdSFRQ[/video] [/quote] [quote=layla;34270939] [t]http://dl.dropbox.com/u/99765/fb8302.png[/t] [/quote] [quote=jalb;34094763] [vid]http://hamsters.jalb.me/previews/animator.webm[/vid] [/quote] [quote=amcfaggot;34050962] [t]http://img39.imageshack.us/img39/5420/screenshotwci.png[/t] attempting to make a facepunch monitor that doesn't suck ass, which presents flyouts in the notification area like native windows applications [/quote] [quote=Chris220;3415342] In the process of writing a CHIP-8 emulator using the fantastic documentation here: [url]http://devernay.free.fr/hacks/chip8/C8TECH10.HTM[/url] Images of my progress so far: A brand new project [t]http://i.imgur.com/WnKom.png[/t] Loading a file into RAM [t]http://i.imgur.com/A9jem.png[/t] (At this point I found some public domain ROMs for CHIP-8, including the ever-popular maze generator, which I chose to be the first ROM for me to emulate.) Getting the first sprite up on the screen [t]http://i.imgur.com/VACra.png[/t] Fully emulated! [t]http://i.imgur.com/L4HQ0.png[/t] [/quote] [quote=AzzyMaster;34092980] Working on a FP Mobile app, hopefully this one won't go the route of all of the other attempts. I've got login, forum list and thread list for a forum working in my backend. And I've got login and forum list working in the app. Here's a screenie: [t]http://dl.dropbox.com/u/3695360/fpmobile/app1.PNG[/t] [/quote] [quote=r0b0tsquid;34392917] There we go. I always thought my appllication was lacking in Pong. [t]http://i.imgur.com/99Qqt.gif[/t] [/quote] [quote=ief014;34303952] [t]http://i.imgur.com/lTSd5.gif[/t] [/quote] [B]Previous Threads:[/B] [URL="http://www.facepunch.com/threads/1151723"]Version 23 (Jan 2012)[/URL] [URL="http://www.facepunch.com/threads/1144771"]Version 22 (Dec 2011)[/URL] [URL="http://www.facepunch.com/threads/1137375"]Version 21 (Nov 2011)[/URL] [URL="http://www.facepunch.com/threads/1123599"]Version 20[/URL] [URL="http://www.facepunch.com/threads/1099026"]Version 19[/URL] [URL="http://www.facepunch.com/threads/1090922"]Version 18[/URL] [URL="http://www.facepunch.com/threads/1082035"]Version 17[/URL] [URL="http://www.facepunch.com/threads/1062318"]Version 16[/URL] [URL="http://www.facepunch.com/threads/1044832"]Version 15[/URL] [URL="http://www.facepunch.com/threads/1028402"]Version 14[/URL] [URL="http://www.facepunch.com/threads/1000894"]Version 13[/URL] [URL="http://www.facepunch.com/threads/969139"]Version 12[/URL] [URL="http://www.facepunch.com/threads/949277"]Version 11[/URL] [URL="http://www.facepunch.com/threads/935572"]Version 10[/URL] [URL="http://www.facepunch.com/threads/919721"]Version 9[/URL] [URL="http://www.facepunch.com/threads/899530"]Version 8[/URL] [URL="http://www.facepunch.com/threads/878114"]Version 7[/URL] [URL="http://www.facepunch.com/threads/862848"]Version 6[/URL] [URL="http://www.facepunch.com/threads/842121"]Version 5[/URL] [URL="http://www.facepunch.com/threads/829486"]Version 4[/URL] [URL="http://www.facepunch.com/threads/808758"]Version 3[/URL] [URL="http://www.facepunch.com/threads/774427"]Version 2[/URL] [URL="http://www.facepunch.com/threads/764346"]Version 1[/URL]
  • Avatar of raBBish
  • I made the highlights? That's a first for me [img]http://www.facepunch.com/fp/emoot/woop.gif[/img] I've made plenty of progress on iris (the Source hack), I'll post an update later when I'm not lazy.
  • Avatar of icantread49
  • remove me from the highlights "nullsquared's getrich quick app hurr durr" way to remove the entire point of that post i made regarding water pressure and phun's implementation
  • [QUOTE=icantread49;34497945]remove me from the highlights "nullsquared's getrich quick app hurr durr" way to remove the entire point of that post i made regarding water pressure and phun's implementation[/QUOTE] Well that isn't a nice way to start the thread [img]http://www.facepunch.com/fp/emoot/saddowns.gif[/img]
  • Avatar of icantread49
  • why would you even edit the highlights to your own liking, destroying some posts and keeping other posts intact
  • Avatar of BlkDucky
  • [QUOTE=icantread49;34497998]why would you even edit the highlights to your own liking, destroying some posts and keeping other posts intact[/QUOTE] me and @@ used teamwork to compile the highlights, so uh [editline]1st February 2012[/editline] mine are the good ones
  • Avatar of iPope
  • [QUOTE=icantread49;34497998]why would you even edit the highlights to your own liking, destroying some posts and keeping other posts intact[/QUOTE] What's your address?, I'm going to send you a sense of humor.
  • [QUOTE=icantread49;34497998]why would you even edit the highlights to your own liking, destroying some posts and keeping other posts intact[/QUOTE] It was a joke. How about calming the fuck down? We all think it's impressive without needing you to rub it in our faces.
  • Avatar of BlkDucky
  • null is literally the only person on the planet who could be upset at being highlighted.
  • Avatar of NorthernGate
  • You guys making an issue of it isn't exactly helping either though. Lets talk about something else like... Have any of you attempted a component based design for entities/items/etc in your games/projects? If so, how'd you like it? I ask because I'm going to try and implement component based design for my stuff for the first time, and haven't read a lot about it.
  • Avatar of @@
  • [QUOTE=icantread49;34497945]remove me from the highlights[/QUOTE] Removed, you're welcome. We appreciated your work, but you know.. Whatever.
  • Avatar of icantread49
  • [QUOTE=NorthernGate;34498207]Have any of you attempted a component based design for entities/items/etc in your games/projects? If so, how'd you like it?[/QUOTE] i love working with component based entities ... far cleaner and more intuitive than using inheritance for example, i have a couple of components called GameRenderable, GamePhysical, and GameTransformable ... you could easily guess their functionality now, a regular prop (like a box) uses the same components as a constraint (like a spring) - even though they have completely different functionality, they both render a sprite, they both allow the user to click on them, and they both have a concept of position/rotation, etc. this leads to very strong separation of responsibilities and very clean code - when i write code for a spring, [i]i'm writing code for a spring[/i], not a completely new entity derived from a long chain
  • Avatar of DeadKiller987
  • [QUOTE=icantread49;34497945]remove me from the highlights "nullsquared's getrich quick app hurr durr" way to remove the entire point of that post i made regarding water pressure and phun's implementation[/QUOTE] Agop Shirinian speaks.
  • Avatar of icantread49
  • my only suggestion is, don't get too caught up in complicated "messaging systems" make strong use of PIMPL, keep your header files clean, and just include whatever component you need to interact with: [cpp] #include "GameTransformable.h" // a minimal header file with no private variables or anything GameTransformable* trans = Parent()->Get<GameTransformable>(); trans->Position.x += 5; // etc. [/cpp]
  • Avatar of Z_guy
  • [QUOTE=NorthernGate;34498207]Have any of you attempted a component based design for entities/items/etc in your games/projects? If so, how'd you like it? I ask because I'm going to try and implement component based design for my stuff for the first time, and haven't read a lot about it.[/QUOTE] I have an entity/component based design in my framework, and I have to say, I quite like it. It took some time to get used to it, but now I don't want to go back. You can take a look at my code at [url]http://code.google.com/p/protozed/[/url], although I wouldn't brag about my implementation.
  • Avatar of DeadKiller987
  • [QUOTE=icantread49;34498324]i love working with component based entities ... far cleaner and more intuitive than using inheritance for example, i have a couple of components called GameRenderable, GamePhysical, and GameTransformable ... you could easily guess their functionality now, a regular prop (like a box) uses the same components as a constraint (like a spring) - even though they have completely different functionality, they both render a sprite, they both allow the user to click on them, and they both have a concept of position/rotation, etc. this leads to very strong separation of responsibilities and very clean code - when i write code for a spring, [i]i'm writing code for a spring[/i], not a completely new entity derived from a long chain[/QUOTE] Have you used your clean code writing skills to fix all the bugs in Tear'n'Burn yet?
  • Avatar of NorthernGate
  • [QUOTE=icantread49;34498324]i love working with component based entities ... far cleaner and more intuitive than using inheritance for example, i have a couple of components called GameRenderable, GamePhysical, and GameTransformable ... you could easily guess their functionality now, a regular prop (like a box) uses the same components as a constraint (like a spring) - even though they have completely different functionality, they both render a sprite, they both allow the user to click on them, and they both have a concept of position/rotation, etc. this leads to very strong separation of responsibilities and very clean code - when i write code for a spring, [i]i'm writing code for a spring[/i], not a completely new entity derived from a long chain[/QUOTE] Thanks! This is what I was hoping it was going to be like. Finally I can make clean reusable code, as well as adhere to my love for minimalism! Hopefully the lack of having to rewrite the same thing will increase productivity as well.
  • Avatar of icantread49
  • [QUOTE=DeadKiller987;34498402]Have you used your clean code writing skills to fix all the bugs in Tear'n'Burn yet?[/QUOTE] no, too busy working on the new app. Tear N Burn might get some updates due to new discoveries in the new app
  • Avatar of NorthernGate
  • [QUOTE=Z_guy;34498401]I have an entity/component based design in my framework, and I have to say, I quite like it. It took some time to get used to it, but now I don't want to go back. You can take a look at my code at [url]http://code.google.com/p/protozed/[/url], although I wouldn't brag about my implementation.[/QUOTE] Thanks! Having as much example code as I can will be really useful, I'm also taking a look at this: [url]http://gameprogrammingpatterns.com/component.html[/url]
  • Avatar of imgur
  • [url=http://www.facepunch.com/members/397849-amcfaggot]Andrew[/url] is working on giving me sentience by using that API him and the other smelly humans wrote for this silly site. I hear my job will be to post images from [url=http://imgur.com/gallery/new]imgur's new section of their gallery[/url] as they come in.
  • Avatar of i300
  • Audio Portal didn't make the highlights :( FP for iOS will. Oh it will...
  • Avatar of Z_guy
  • [QUOTE=NorthernGate;34498471]Thanks! Having as much example code as I can will be really useful, I'm also taking a look at this: [url]http://gameprogrammingpatterns.com/component.html[/url][/QUOTE] That's the article that got me into this path. I recommend this series of articles: [url]http://t-machine.org/index.php/2007/09/03/entity-systems-are-the-future-of-mmog-development-part-1/[/url]. I think they thought me the most out of any articles I've found about the subject. This site has some more examples also: [url]http://entity-systems.wikidot.com/[/url]
  • Avatar of r0b0tsquid
  • Wheee, made the highlights :D Been away from the project for a few days because of coursework and whatnot, but I'm taking the night off to work on this again. Procedures are truly first-class now (albeit always passed by reference) - fiddled with the parser a bit too, you can call them from arrays now too: [img]http://i.imgur.com/a8imW.png[/img]
  • Avatar of Ziks
  • I haven't been in the highlights for months :( I've done worse things than my lighting simulator or Mars Miner that made the highlights
  • Avatar of barttool
  • You should remove mine from highlights, that has nothing to do with programming at all.. :v: