• What are you working on? February 2012
    3,497 replies, posted
  • Avatar of Ziks
  • 128 char version: [lua]x=[[print("x=[=["..x.."]=]"..x:sub(1,10)..x:sub(12,20)..x:sub(22))]]print("x=[["..x.."]]"..x:sub(1,10)..x:sub(12,20)..x:sub(22))[/lua]
  • Avatar of ZenX2
  • Ooooooh yeaaaaaah [img]http://dl.dropbox.com/u/45554193/images/terminal%20colors.png[/img]
  • Avatar of neos300
  • Crap. I've lost the ability to put a GWEN gui ingame. All of my game's stuff is being put into a SFML RenderTexture, and when I have no GWEN stuff on the screen it works fine. However, as soon as I try to put some stuff in a ingame gui, then my render texture isn't rendered (or atleast it fills everything with black and then draws it's stuff over)
  • Avatar of ZenX2
  • Roguelike in the nearish future [editline]2nd February 2012[/editline] That automerge break [editline]2nd February 2012[/editline] [img]http://dl.dropbox.com/u/45554193/images/terminal%20gradient.png[/img]
  • Avatar of high
  • [QUOTE=Dlaor-guy;34512341]God damn I love ReSharper. It can automatically turn this... [img]http://i.imgur.com/xK5ov.png[/img] into this... [img]http://i.imgur.com/3Hh0D.png[/img] Doesn't really help readability, though...[/QUOTE] You should never really use the LINQ quick fix. If you couldn't come up with the LINQ it uses then you are just making it harder for yourself to read for no reason. Also you can make a bit less confusing LINQ statement using FirstOrDefault (my favorite). [csharp]var entity = _entityList.FirstOrDefault(entity => entity.Has<ComponentPhysics>() && entity.Get<ComponentPhysics>().Body == body); if (entity != null) return entity;[/csharp]
  • Avatar of Jookia
  • C++0x quine go [cpp]#include<cstdio> const char*c=R"(#include<cstdio> const char*c=R"(%s)%c; main(){printf(c,c,'"');})"; main(){printf(c,c,'"');}[/cpp]
  • [QUOTE=high;34516991]You should never really use the LINQ quick fix. If you couldn't come up with the LINQ it uses then you are just making it harder for yourself to read for no reason. Also you can make it a bit less confusing using FirstOrDefault (my favorite). [csharp]var entity = _entityList.FirstOrDefault(entity => entity.Has<ComponentPhysics>() && entity.Get<ComponentPhysics>().Body == body); if (entity != null) return entity;[/csharp][/QUOTE] I don't really think the LINQ it got replaced with is that unreadable. It's nice that you can just follow the arrows and read what kind of transformations each step does to the list.
  • Avatar of icantread49
  • [QUOTE=Dlaor-guy;34512341]God damn I love ReSharper. It can automatically turn this... [img]http://i.imgur.com/xK5ov.png[/img] into this... [img]http://i.imgur.com/3Hh0D.png[/img] Doesn't really help readability, though...[/QUOTE] probably doesn't help performance either (chained .Where() calls) [editline]2nd February 2012[/editline] [QUOTE=garry;34510060]I've considered that but I'm trying to be careful to [b]keep it as portable as possible[/b][/QUOTE] .exe -automerge fail- i think it'd be worth it to try the transparent window trick if available, otherwise fall back to your current method
  • Avatar of Nigey Nige
  • [img_thumb]http://i.imgur.com/0jBhk.jpg[/img_thumb] l'm making a TBS set in space, entitled: 'Hey, that's MY planet!' Players take planets close to them, build up resources and attack their opponents. Currently trying to solve a problem where the players can destroy all planets between them, thus cutting off their route to the opponent and making the game unwinnable. Anyone got a creative solution? I'd rather not just increase each planet's range, since I'm trying to learn good game design principles and want to keep the rules consistent.
  • Avatar of Nigey Nige
  • Also just in case my shield art gave anyone a haemmorragahrewgwrfuckspelling [IMG]http://i.imgur.com/Q4tsd.png[/IMG] [editline]2nd February 2012[/editline] fuck you null
  • Avatar of high
  • [QUOTE=Darwin226;34517035]I don't really think the LINQ it got replaced with is that unreadable. It's nice that you can just follow the arrows and read what kind of transformations each step does to the list.[/QUOTE] Ya its not unreadable but its not like you are gaining anything like performance. All you are doing is making the code slightly less readable for yourself. If it was more readable I think you would have used LINQ in the first place.
  • Avatar of ZenX2
  • [img]http://dl.dropbox.com/u/45554193/images/terminal%20color%20gradient.png[/img] Taste my double rainbow
  • Avatar of garry
  • In the early stages of making an addon publisher for GMod.. [img]http://puu.sh/futs[/img] [img]http://puu.sh/futC[/img] There's already one ingame for GMod13, but I think it'd be easier for people if it's external.
  • Avatar of LuaStoned
  • LuaCraft is finally released! :D [url]http://www.facepunch.com/threads/1160808[/url] Download: [url]http://luacraft.com/LuaCraft.exe[/url]
  • Avatar of NorthernGate
  • Setting up AABB was more annoying than it should've been, but I got it done. [img]http://puu.sh/fuM5[/img]
  • Avatar of calzoneman
  • [QUOTE=NorthernGate;34518743]Setting up AABB was more annoying than it should've been, but I got it done. [img]http://puu.sh/fuM5[/img][/QUOTE] That creates an interesting illusion; the red rectangle appears to be rotated slightly even though it isn't...
  • Avatar of COBRAa
  • [QUOTE=LuaStoned;34518106]LuaCraft is finally released! :D [url]http://www.facepunch.com/threads/1160808[/url] Download: [url]http://luacraft.com/LuaCraft.exe[/url][/QUOTE] Jar for Linux?
  • [QUOTE=COBRAa;34519351]Jar for Linux?[/QUOTE] [url=http://www.luacraft.com/LuaCraft.jar]Here you go.[/url]
  • loot, drop, inventory system completed [video=youtube;0Sk_3ASlVYU]http://www.youtube.com/watch?v=0Sk_3ASlVYU&feature=youtu.be[/video] note: you pick loot up when mouse pointer is over loot AND player in range to pick something up, looks random at first and I may fix it to make it more "solid" but the system is working so I'm happy and move onto more important things) next up skillbar! (which means new skills!!!!) On a side note, this system allows me to implement Quest NPCs as well, people should REALLY plan ahead more, I invested around 2 hours to figure out the best way to implement this system and it was worth it. right now I can make pretty much every object interactable and thus allow the creation of trigger items and of course quest NPCs.
  • Avatar of WTF Nuke
  • Got lighting working using a new system, I really like the results. [img]http://dl.dropbox.com/u/8414553/lightingfuckyeah.png[/img] Next I'm going to make vision directional (so you have a 90degeree clear view arc, and another 45 degrees on both sides of murky vision where you can sometimes make out things+ you can see terrain but not the floor/items). I want to make it a scarier rougelike, so that's the reason for directional vision.
  • Avatar of ZenX2
  • I was getting like 5 fps, I changed a few things, now I get solid 700 [editline]2nd February 2012[/editline] [img]http://dl.dropbox.com/u/45554193/images/terminaMOOO.png[/img] Every frame it writes what's below it, so everything slowly loops upwards
  • Avatar of calzoneman
  • [QUOTE=lord0war;34521464]What's your guys opinion on JGame? Is it any good?[/QUOTE] Never heard of it. I assume it's for Java, in which case I can say that Slick seems to be a pretty nice game library. I'm using LWJGL to render for performance reasons but Slick has a lot of nice utilities.
  • Avatar of gparent
  • [QUOTE=uint64;34513862]I don't understand how one can use bloat, that is R#. Hate it -_-[/QUOTE] What bloat? Are you running a PIII with 256 MB of RAM?
  • Avatar of Electroholic
  • Working on a mobile game. First time ever using openGL shit, not as bad as I thought it would be :p
  • Avatar of swift and shift
  • [QUOTE=icantread49;34517130]probably doesn't help performance either (chained .Where() calls)[/QUOTE] if you're hurting for performance so much that you can't take an extra call, you probably [i]shouldn't[/i] be using C#