• What are you working on? February 2012
    3,497 replies, posted
  • [img]http://i.imgur.com/HxgDP.png[/img] I finally got collisions working after a 2 hour struggle, but I got alot working now.
  • I've spent the last week or so working on a lunar lander game for AIR (making this for the playbook giveaway). I'm picking up AS3 along the way, but other than the "var name:Type" syntax it reminds me of Java. Made in FlashDevelop with FlashPunk and Nape, art in Inkscape/GIMP. I did add the particle effects today, but recently I mostly worked on the terrain generation. Generating the base is easy, just simple midpoint displacement, but choosing and flattening the landing zones was a pain. Seems to be efficient enough, though the target platform won't exactly be running an i5. It's not something that gets called often so I think I'll be fine. Excuse the relatively awful flying and my visible mouse cursor. [vid]http://files.trickystutorials.net/LunarLander_1.webm[/vid] Time to get the actual game elements in (scoring, menus, difficulty) and to work out touchscreen controls.
  • Recently got back into programming my own projects after a long hiatus. [img]http://i.cubeupload.com/ixcfPM.png[/img] The blue nodes are not-gates, the green/red nodes are on/off indicators. I don't think it's a good idea to overexplain/brag about your lofty project goals when you've only just begun, but in order to not be mysterious, essentially I'm making a sort of bot battle game.
  • [QUOTE=layla;34862858]Networked explosion damage today. [img]http://dl.dropbox.com/u/99765/fb38283.png[/img][/QUOTE] Holy shit Its infiniminer [img]http://www.zachtronicsindustries.com/images/infiniminer-ss.png[/img]
  • Massive progress in combat in my ADOMlike. [img]http://dl.dropbox.com/u/45554193/roguelike/roguelike%20combat%201.png[/img] I still need to add so much, like being able to eat the corpses.
  • [img]http://i.imgur.com/gUJe8.png[/img] Homemade Quadtrees! Im going to use them on A* later on. I have no idea how Quadtrees works so i just thought to myself how to make it look like the pictures and i think i've grasped the concept. Edit: :ninja:
  • [QUOTE=Orki;34873541][img]http://i.imgur.com/gUJe8.png[/img] Homemade Octrees! Im going to use them on A* later on. I have no idea how octrees works so i just thought to myself how to make it look like the pictures and i think i've grasped the concept.[/QUOTE] Uhh, I think that's a quadtree.
  • [QUOTE=supersnail11;34873584]Uhh, I think that's a quadtree.[/QUOTE] Dammit! Anyways, It will still speed up A*
  • [QUOTE=Orki;34873541][img]http://i.imgur.com/gUJe8.png[/img] Homemade Octrees! Im going to use them on A* later on. I have no idea how octrees works so i just thought to myself how to make it look like the pictures and i think i've grasped the concept.[/QUOTE] Unless there's a third dimension somewhere in that image that I'm not seeing, what you have there is a quadtree. A quadtree takes a world and splits it into for quadrants. If you've got a quadtree on a cartesian coordinate plane centered at (0, 0), the first split would split the world into the 4 quadrants (+, +), (-, +), (-, -), and (+, -). An octree works the same way, only in 3d, where there are 8 octants to split the world into instead of just 4 quadrants. [editline]25th February 2012[/editline] damn, ninja'd
  • [URL]http://dl.dropbox.com/u/52726455/Missile Mopup.swf[/URL] Working on an IOS game. I'm using the StencylWorks engine, its kinda like gamemaker but you can make decent stuff with it, and you can export as both a SWF and IOS game. This is my first attempt at this kinda stuff, but I feel like I'm making progress. Simply click to shoot at the incoming missiles, don't let them hit your bunker. Eventually its gonna have base upgrades, persistent currency to buy them with, more enemy missile types and scaling difficulty. [img]http://dl.dropbox.com/u/52726455/ConceptsSmall.jpg[/img] A mockup for a splash screen I made a little while ago.
  • [QUOTE=Orki;34873599]Dammit! Anyways, It will still speed up A*[/QUOTE] It's not really a quadtree, either, since the root node has way more than four children. It's kinda more like a uniform grid of quadtrees... maybe?
  • [img]http://i.imgur.com/hCRaQ.png[/img] I wasn't planning on pulling an allnighter, it's 8.30 am here now This is fun, everything is just plowing forward in a good pace!
  • Started porting the library Game Music Emu to .NET because why not? I dislike wrappers, so I thought I'd just fully port it over. I want to make a player for Nintendo NSF, SNES SPC, etc files, so that's why I'm doing it. Also .NET has very little game music libraries out there, so why not help that area expand a little bit more? Most of what I have done is [URL="https://github.com/lioncash/Game-Music-Emu.NET/tree/master/GameMusicEmuSharp"]here[/URL]
  • This was one of my more... frustrating endeavours. Nevertheless, it works! Working on a framework in C++ using OpenGL. I originally started on this framework to make my life easier at my university (most the stuff we do is graphical and in C++). However I made it in DirectX because that's primarily what we use there. I immediately threw out any hopes of portability. However a professor of mine is picking me up on a side project and we will be using JavaScript + WebGL. So just as I figured out DirectX, time to make the switch to OpenGL. :v: Additionally I thought "why the hell not try to make it on linux too?" And fuck, I should of just stuck with Windows. Luckily the difficult stuff is done. Anything I write from here on using OpenGL should just work on both I'm (probably incorrectly) assuming. But enough words, have some less-than-impressive pictures: [t]http://dl.dropbox.com/u/11093974/Junk/cwindows.png[/t] [t]http://dl.dropbox.com/u/11093974/Junk/clinux.png[/t] The whole thing is open source and hosted over at github. Fair warning though: The linux stuff was written on a "just make this shit work" basis, so it's really messy at the moment. [url]https://github.com/JoshuaBrookover/Cross-Framework/blob/master/src/Demos/HelloWorld.cpp[/url] [b]edit:[/b] the screenshots are slightly more impressive if you look at the code behind it
  • [QUOTE=Zyx;34867929]I actually made something like that quite some time ago in another game. Although not as perfect as in your example, which I don't know how to do it. [img]http://i56.tinypic.com/16bhwsj.jpg[/img] Also, the map size in the pokemon themed world is at 100*100 and quite unlaggy. Loads of space! My world editor can save worlds up to 1000*1000 at least, but it can only load up to 100*100 for some reason. Shit be strange son.[/QUOTE]My engine can generate, save and load up to 8000x8000 without any seeable lag :v:
  • [IMG]http://i.imgur.com/00kxp.png[/IMG] Presenting you Fat Tetris, I call it that way because it's wide. Fixed all down collision checking, now I have problems checking sideways collisions, once I fix that, I'll add the line checking and removing, and a scoreboard. Then I'm going to atempt to call it a Indie game and sell it for 5$ a piece on the internet.
  • [QUOTE=zachcalhoun;34876223]Then I'm going to atempt to call it a Indie game and sell it for 5$ a piece on the internet.[/QUOTE] You have to get an indie hat first. I recommend the latest in hipster trilbies.
  • [QUOTE=layla;34873167]I need an artist.[/QUOTE] Why? Too lazy to make your own art? Let's not forget you troll YouTube comments for UDK and CryEngine videos saying how people are lazy for relying on middleware to make games.
  • [QUOTE=marvincmarvin;34870689]I usually do something like this. local seed=1function rnd(min, max) seed=seed*love.timer.getTime()/5 return math.random(min,max)end[/QUOTE] You're making a seed and then not using it. What am I missing?
  • [QUOTE=SteveUK;34876394]Why? Too lazy to make your own art?[/QUOTE] Because I'm not an artist. I wish I was.
  • [QUOTE=Darwin226;34876415]You're making a seed and then not using it. What am I missing?[/QUOTE] What the hell are you people doing anyway? [lua]math.randomseed(os.time());math.random();math.random()[/lua] Simple as that. [editline].[/editline] Oh he said he tried that. Nevermind then.
  • I just got so lost in programming that when I went to go take a sip of my coffee the last 1/3 of it had gone cold. A bitter sweet moment.
  • [QUOTE=Maurice;34876556]What the hell are you people doing anyway? [lua]math.randomseed(os.time());math.random();math.random()[/lua] Simple as that. [editline].[/editline] Oh he said he tried that. Nevermind then.[/QUOTE] That's happening default in Love 0.8 now
  • Started working on my contest game and got bored so I made a music synced Lorenz Attractor in Unity instead. [media]http://www.youtube.com/watch?v=4pvFNpQe3ow[/media] The quality is crap because I try to upload anything big Telstra cut my net off for the day.
  • [QUOTE=jalb;34875546]This was one of my more... frustrating endeavours. Nevertheless, it works! Working on a framework in C++ using OpenGL. I originally started on this framework to make my life easier at my university (most the stuff we do is graphical and in C++). However I made it in DirectX because that's primarily what we use there. I immediately threw out any hopes of portability. However a professor of mine is picking me up on a side project and we will be using JavaScript + WebGL. So just as I figured out DirectX, time to make the switch to OpenGL. :v: Additionally I thought "why the hell not try to make it on linux too?" And fuck, I should of just stuck with Windows. Luckily the difficult stuff is done. Anything I write from here on using OpenGL should just work on both I'm (probably incorrectly) assuming. But enough words, have some less-than-impressive pictures: [t]http://dl.dropbox.com/u/11093974/Junk/cwindows.png[/t] [t]http://dl.dropbox.com/u/11093974/Junk/clinux.png[/t] The whole thing is open source and hosted over at github. Fair warning though: The linux stuff was written on a "just make this shit work" basis, so it's really messy at the moment. [url]https://github.com/JoshuaBrookover/Cross-Framework/blob/master/src/Demos/HelloWorld.cpp[/url] [b]edit:[/b] the screenshots are slightly more impressive if you look at the code behind it[/QUOTE] Interesting. I would've probably personally opted for a bit more separation by making the Window class have most of the implementation-specifics in virtual functions that would then be implemented by subclasses and have a factory create the window based on what platform the code has been compiled on. Of course, this is a much simpler way to do it.
  • I made some homing enemies: [img]http://dl.dropbox.com/u/99717/HomingBaddies.png[/img] Also, facepunch seems to go down quite a lot lately.
  • [QUOTE=Zyx;34877970]I made some homing enemies: [img]http://dl.dropbox.com/u/99717/HomingBaddies.png[/img][/QUOTE] Make their paths like some sort of a parabola so they don't follow you in a conga line
  • Making a GUI designer in GWEN for gwen/derma. Done the easy stuff.. now for the real work.. gulp. [img]http://puu.sh/isIq[/img]