• What are you working on?
    5,004 replies, posted
[QUOTE=Karmah;49561410]Were you also the same guy who months ago posted some footage of their engine doing some sort of frame reconstruction/interpolation thing? All of these techniques are things I'm extremely interested however not quite sure where to find useful information on these things.[/QUOTE] I'm afraid I just signed up on this site. Perhaps you're talking about temporal temporal reprojection? It's commonly used for ambient occlusion / screen space reflects / etc... effects. Unfortenately for some of these techniques papers are the only "informative" source, which sucks.
[QUOTE=proboardslol;49562417]What's the difference between being a C# dev and being a .net dev, and can I just get really good at C# and call myself a .net developer? What if I'm actually doing this on linux/mono[/QUOTE] Are you using anything from .NET? Then yes you are a "C#.NET Developer"
Lost track of deadlines and ended up having to develop a game for my assignment over the cause of one weekend. [quote] [video=youtube;W_FihBpmpXs]https://www.youtube.com/watch?v=W_FihBpmpXs[/video][video=youtube;O7Jbxl_4B3Q]https://www.youtube.com/watch?v=O7Jbxl_4B3Q[/video][video=youtube;RjhO6j0DxII]https://www.youtube.com/watch?v=RjhO6j0DxII[/video][video=youtube;TZu6b7mwRCM]https://www.youtube.com/watch?v=TZu6b7mwRCM[/video] [/quote] It's a sort of pinball breakout hybrid game, where the goal is to knock down all the captured humans (the little pink fellas). I'm quite happy with how it turned out considering and this should be good practise for any future game jams.
[QUOTE=proboardslol;49562417]What's the difference between being a C# dev and being a .net dev, and can I just get really good at C# and call myself a .net developer? What if I'm actually doing this on linux/mono[/QUOTE] I think .Net is more general, as it allows you to apply with different .net compatible languages (c++/cli, f# or even vb.net), may include ado.net, asp.net, entity framework, literally the technology behind windows apps (winform, wpf, phone 8/8.1, universal win10 apps) and any other shit you can think of. Being a C# developer would mean you get to work on a C# only codebase, but you still have to know at least some of the .net namespaces like System, System.IO, System.Collections.Generic, System.Linq etc to work efficiently without looking up msdn or autocomplete.
[video=youtube;AxwHp1MleNc]https://www.youtube.com/watch?v=AxwHp1MleNc[/video] More progress on the procedural colors Sorry about that guys Here are the articles I'm reading [URL="http://catlikecoding.com/unity/tutorials/noise/"]http://catlikecoding.com/unity/tutorials/noise/[/URL] and [URL="http://catlikecoding.com/unity/tutorials/noise-derivatives/"]http://catlikecoding.com/unity/tutorials/noise-derivatives/[/URL] They're really good and I've learned a lot.
Why does the interface turn red though?
We're trying out a new girl and environment design [IMG]http://i.imgur.com/Nu5C4PC.png[/IMG] And also a new game with smaller scope. I've added all enemies I wanted to add so far [IMG]http://i.imgur.com/4KaYeyd.gif[/IMG]
[vid]http://files.facepunch.com/ziks/2016/January/19/2016-01-19-1415-02.mp4[/vid] Rotating the clipboard with the copy / paste tool
[QUOTE=Ziks;49564109][vid]http://files.facepunch.com/ziks/2016/January/19/2016-01-19-1415-02.mp4[/vid] Rotating the clipboard with the copy / paste tool[/QUOTE] I kind of want to play a black and white with those controls now.
[QUOTE=DrDevil;49564183]I kind of want to play a black and white with those controls now.[/QUOTE] That was pretty much the first thing I was going to do when I got my hands on a developer kit, although it looks like I'll just have to do it when they release now. I have a lot of libraries I've developed over the years that let's me pretty much play Black and White in any engine I want :v
So I did something yesterday that totally fucked up my work day and made me waste 5 hours debugging an "impossible to debug" issue on Xbox One. My game crashes and doesn't give me a stack trace. Only after searching and debugging for hours did I find one forum post that didn't actually have anything to do with the issue, but triggered some insane flashback in my mind that made me go [I]"Oh you fucking moron. Why did you remove that build setting and forget to put it back" [/I](For those who are curious, it was related to the number of trampolines in the AOT Compilation Options) I propose a "Trail of thought" app, for developers. Especially for programmers. Where actions have to be "logged". If something goes bad like, for example, you forget what you've been doing the next day. You can revisit your thoughts. It's like micrologging, for your brain. Useful for people who like to talk to themselves and people who have to pick up the work of programmers who jumped out of the window.
[QUOTE=Handsome Matt;49564258]That was pretty much the first thing I was going to do when I got my hands on a developer kit, although it looks like I'll just have to do it when they release now. I have a lot of libraries I've developed over the years that let's me pretty much play Black and White in any engine I want :v[/QUOTE] All i want out of life is a stable version of Black & White that lets you skip the tutorial and is at least a little bit bug-free. Release your libraries and I'll give you my life savings [sp]£0[/sp]
[QUOTE=adnzzzzZ;49563832] And also a new game with smaller scope. I've added all enemies I wanted to add so far[/QUOTE] How do you capture full-quality videos like that
[QUOTE=Asgard;49564336]How do you capture full-quality videos like that[/QUOTE] You can use [URL="https://getsharex.com/"]ShareX[/URL] and export it to any format you want to. Like gif or webm.
So I spent yesterday evening and a bit of today to make this: [B]Entangled[/B] [vid]https://zippy.gfycat.com/SecondSelfishEyra.webm[/vid] It's going to be a small game. Publishable in max. 2 weeks. I'm going to add a lot more animation and effects. This is a prototype at best. It's mostly to try and make a splash in the industry, and have something to show for. Done a year in the industry now and I've only worked on cancelled games and prototypes :/ I'd like to be able to pull out my tablet at events and let people play something I made. [editline]19th January 2016[/editline] Sorry for the recording quality. It was supposed to be lossless :>
[QUOTE=Nigey Nige;49564325]All i want out of life is a stable version of Black & White that lets you skip the tutorial and is at least a little bit bug-free. Release your libraries and I'll give you my life savings [sp]£0[/sp][/QUOTE] [URL="http://www.bwfiles.com/forum/index.php?topic=7916.0"]heres my patch and guide[/URL] enjoy - some bonus ida screenshots in the comments, ignore the guy raging about it being stolen or some shit lmao. if you wanna skip tutorials make a new profile straight as soon as it lets you and you'll be given the option, patching that is in the virtual machine code and I haven't got around to writing a assembler for it.
[QUOTE=Handsome Matt;49564517][URL="http://www.bwfiles.com/forum/index.php?topic=7916.0"]heres my patch and guide[/URL] enjoy - some bonus ida screenshots in the comments, ignore the guy raging about it being stolen or some shit lmao. if you wanna skip tutorials make a new profile straight as soon as it lets you and you'll be given the option, patching that is in the virtual machine code and I haven't got around to writing a assembler for it.[/QUOTE] omg
[QUOTE=helifreak;49563782]Why does the interface turn red though?[/QUOTE] There's an option in unity to set an overlay color when in play mode. Useful for if you (like me) sometimes start to change values and do stuff in the editor only to find out you've accidentally done it all in play mode and none of it is going to stick.
[QUOTE=Socram;49564660]There's an option in unity to set an overlay color when in play mode. Useful for if you (like me) sometimes start to change values and do stuff in the editor only to find out you've accidentally done it all in play mode and none of it is going to stick.[/QUOTE] the panicked moments where you have to decide which component to copy to the clipboard, leaving the rest to disappear
Even funner when you let the generator set 20 points and 28 connections [img]https://i.imgur.com/UKIzQAA.png[/img] [editline]19th January 2016[/editline] Woot solved it [img]http://i.imgur.com/WTxovrE.png[/img] [editline]19th January 2016[/editline] I'll add an exit transition and let you guys play soon. Let me know if you're interested so I'm not actually wasting my time :>
[QUOTE=helifreak;49563782]Why does the interface turn red though?[/QUOTE] So I can know when its in play mode
These threads are one of the few things that actually motivate me to program when i don't feel like it. Here's me misusing my school's 2D C++ engine to draw a perlin noise heightmap. [t]http://puu.sh/mBIIm/a3c31b5f95.png[/t] Both generating and rendering it takes way too long, and the engine could do with some lower level calls to the Direct3D API it uses. The final project i'll be using this for doesn't require me to do much with the map however, so i could just write it to a bitmap and load that in after generation. Currently i've set the map generation aside and am working on a procedural character/NPC generator that will provide pre-calculated vectors to draw all their animations.
I participated in a 48-hour game jam a few days ago in a team of four. The end result was a game where you slaughter an endless amount of marauding Moomins. We even took the liberty of "borrowing" some voice clips and music from the TV show. I was a bit rusty with Phaser (JavaScript HTML5 library we used to make the game) and on a really unfortunate note everyone except me was unable to come to the jam on the last day, but it still came out pretty well. [IMG]http://i.imgur.com/8UlKjAq.png[/IMG] You can play it here right now: [URL="http://matoking.com/killmuumi"]http://matoking.com/killmuumi[/URL] Should be simple enough although it's in Finnish: arrow keys to move and X to shoot.
[img]http://i.imgur.com/ao3giBC.png[/img] annd that's done, fincs on #3dsdev wrote an implementation into libctru and wrote up [URL="https://github.com/devkitPro/3ds-examples/tree/master/graphics/printing/system-font"]this example[/URL] too - 3ds homebrew developers now have access to the native system font and can draw it super easily. :) now I can continue with my gui library using this.
[QUOTE=Nigey Nige;49559842]Extreme Pedestrianism is now basically feature-complete. Tackle your enemies into traffic, jump gracefully over terrifying piles of crates and leap fearlessly into the windscreen of a speeding bus with the help of our THREE (3) (III) SEPARATE KINDS OF JUMP Bonus: you'll never guess where we're going next low gravity makes this game very weird[/QUOTE] How did you go from not having used unity to this is what, a month? :cry:
[QUOTE=AtomiCal;49564272]So I did something yesterday that totally fucked up my work day and made me waste 5 hours debugging an "impossible to debug" issue on Xbox One. My game crashes and doesn't give me a stack trace. Only after searching and debugging for hours did I find one forum post that didn't actually have anything to do with the issue, but triggered some insane flashback in my mind that made me go [I]"Oh you fucking moron. Why did you remove that build setting and forget to put it back" [/I](For those who are curious, it was related to the number of trampolines in the AOT Compilation Options) I propose a "Trail of thought" app, for developers. Especially for programmers. Where actions have to be "logged". If something goes bad like, for example, you forget what you've been doing the next day. You can revisit your thoughts. It's like micrologging, for your brain. Useful for people who like to talk to themselves and people who have to pick up the work of programmers who jumped out of the window.[/QUOTE] version control dude
How do you guys render your fonts in (py)opengl?
[QUOTE=Asgard;49564755]Even funner when you let the generator set 20 points and 28 connections [editline]19th January 2016[/editline] Woot solved it [editline]19th January 2016[/editline] I'll add an exit transition and let you guys play soon. Let me know if you're interested so I'm not actually wasting my time :>[/QUOTE] So how do you generate only planar graphs?
[QUOTE=DrDevil;49566014]How do you guys render your fonts in (py)opengl?[/QUOTE] a common way of doing it in GUI systems is to obviously have your bitmap font, draw the glyphs however you want with quads etc.. but draw it to a texture that you can then draw without redrawing all the glyphs. at least that's how my approach has been to it these past few days and I can't see any performance issues or anywhere I can squeeze a little extra out of it.
[QUOTE=Handsome Matt;49565369][img]http://i.imgur.com/ao3giBC.png[/img] annd that's done, fincs on #3dsdev wrote an implementation into libctru and wrote up [URL="https://github.com/devkitPro/3ds-examples/tree/master/graphics/printing/system-font"]this example[/URL] too - 3ds homebrew developers now have access to the native system font and can draw it super easily. :) now I can continue with my gui library using this.[/QUOTE] Quick question: Does the current evironment (theoretically) give access to the data that's exchanged via StreetPass? If the file format itself is unknown (but not super encrypted) that's fine, I'm just no good at disassembling anything. Essentially I'm trying to decide whether I should learn (native) programming for the device or not bother with it for now. The wiki wasn't really that helpful yet in this regard. [editline]20th January 2016[/editline] [QUOTE=Handsome Matt;49566372]a common way of doing it in GUI systems is to obviously have your bitmap font, draw the glyphs however you want with quads etc.. but draw it to a texture that you can then draw without redrawing all the glyphs.[/QUOTE] On that note: The newer Ace Attorney games do the latter, though there's a bug in the one that has a text log where it tries to render [I]n[/I] phrases starting from the oldest and can run out of memory if the text's too long in non-Japanese versions. It doesn't crash, but the newest text log entries stay empty which is very annoying. At least on PC, rendering whole phrases is also better in that you can properly use vector fonts with subpixel spacing. [editline]20th January 2016[/editline] [QUOTE=proboardslol;49562417]What's the difference between being a C# dev and being a .net dev, and can I just get really good at C# and call myself a .net developer? What if I'm actually doing this on linux/mono edit: why rate dumb[/QUOTE] I think normally when people specifically say .NET they mean the standard library/framework, which takes a lot more time to get familiar with than any of the languages targeting it. Then again, learning .NET without C# may not be the best idea in the first place, since it's so commonly used on the platform. Mono may not count (yet) since the standard library is much smaller and it actually fails differently in some edge cases (that you normally won't run into, but they exist). [editline]20th January 2016[/editline] [QUOTE=Darwin226;49566110]So how do you generate only planar graphs?[/QUOTE] I'm fairly sure the least computationally intensive reliable way of doing that is creating it in a solved state and then scrambling the point, but I could be mistaken.
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