• What are you working on? V3
    2,001 replies, posted
The old thread was auto locked. Below are the highlights of the previous thread. If you feel something is missing, PM me. [highlight]Highlights[/highlight] [QUOTE=Vampired;17212476][img]http://i31.tinypic.com/5as8rd.png[/img] I'm not an artist so my gradients suck, yes. But it's supposed to look like it gets darker further into the tunnel.[/QUOTE] [QUOTE=Sasupoika;17211259][img]http://i25.tinypic.com/29mppjc.png[/img] Third boss in the making. I need to make sprites. FFF.[/QUOTE] [QUOTE=Maurice;17128981]To continue with my useless programs, I wrote a program which creates a mosaic of a bigger picture using smaller pictures. (Inspired by that WoW one) [img]http://filesmelt.com/downloader/output11.png[/img][img]http://filesmelt.com/downloader/output3.png[/img] Took me about 4 hours, still a lot to fix (Like why is firefox so red?) :([/QUOTE] [QUOTE=Catdaemon;17129317][img]http://img.meteornet.net/uploads/1dbjndvv/ss.png[/img] Done a chat box! The messages here are relayed through the server, so you know that shit works. The text box and the blue fading thing background image are hidden until you press tab, then they fade in. You can hide it by pressing tab once more or escape in which case everything fades out but the text stays, so it behaves just like source.[/QUOTE] [QUOTE=compwhizii;17114476]Made from scratch [img]http://imgkk.com/i/41dy_l.png[/img] Nowhere near done, about 50% with HTML and layout. Then I'll take the PHP from version one and rewrite a lot of it and intergrate it into this.[/QUOTE] [QUOTE=qurl;17082278][img]https://dl.getdropbox.com/u/99765/sdfsdfdsr32r.png[/img] oh god[/QUOTE] [QUOTE=Namelezz!;16862901][IMG]http://cubeupload.com/files/a33a00aspscreenie5.png[/IMG] Changed the HUD a bit. New spell (Lesser Heal). Bloom is out till I get to my own computer.[/QUOTE] [QUOTE=Dlaor;16818043]Guitar hero clone :v: [img]http://img29.imageshack.us/img29/491/guitare.png[/img][/QUOTE] [QUOTE=Mattz333;16773136][img]http://img527.imageshack.us/img527/656/iso3.png[/img] Now I can edit the terrain with my mouse and I've made the shadows look more realistic. (That black outline on a bit of the F is due to me accidentally raising the point too high, and creating a shape I've not programmed it to shade correctly)[/QUOTE] [QUOTE=Guru-guru;16611945][img]http://davidjokinen.com/GameAlpha5.png[/img] now you can zoom in and out. Also added fog(its in the options menu to turn it on and off). Fixed a lot of random bugs. Link to play/try: [url]http://davidjokinen.com/play.php[/url][/QUOTE] [QUOTE=r4nk_;16325927]Finally got some more time to work on my farm game. Got multiple tile types with different textures implemented: [IMG]http://filebox.me/files/wuq40iyph_WIP.jpg[/IMG] Collision detection next I guess [B]edit:[/B] Oh wait I might do the skybox next[/QUOTE] [QUOTE=spacerat;16248475]Almost finished. This thing isn't tied to any particular game, so any new game with tiles, being programmed in any language, could utilise this tile editor. [img]http://img40.imageshack.us/img40/3293/editor.png[/img][/QUOTE] [highlight]Memorable posts[/highlight] [QUOTE=garry;16142304][QUOTE=dezek;16142189]and yes, I stole the normalmap image from Garrys Botch :ssh:[/QUOTE] Don't worry, I stole it from google images..[/QUOTE] [QUOTE=Sippeangelo;17197575][QUOTE=nos217;17196491]No I mean when you start a fullscreen game, it usually flickers a little before it goes fullscreen.[/QUOTE] Many games do that on purpose to "look professional" because games have been doing that for a long time.[/QUOTE] [QUOTE=garry;17201153]BRB adding Sleep( 30000 ) to the start of GMod to look more professional[/QUOTE] [QUOTE=efeX;17206023][QUOTE=garry;17201153]BRB adding Sleep( 30000 ) to the start of GMod to look more professional[/QUOTE] uhh. isn't it already there?[/QUOTE]
At the moment Botch, when running in windowed mode, creates a desktop sized back buffer. I thought this was better because you don't have to recreate it when the window is resized. But now I'm regretting it. Is the proper way to create a backbuffer the same size as the panel it's rendering in to? Doesn't that fuck up when textures have to be a power of two?
[QUOTE=garry;17228465]At the moment Botch, when running in windowed mode, creates a desktop sized back buffer. I thought this was better because you don't have to recreate it when the window is resized. But now I'm regretting it. Is the proper way to create a backbuffer the same size as the panel it's rendering in to? Doesn't that fuck up when textures have to be a power of two?[/QUOTE] oh cool you're still working on it!
Awh nothing of mine up there in the OP :( Oh well.. Currently working on not much.
[QUOTE=garry;17228465]At the moment Botch, when running in windowed mode, creates a desktop sized back buffer. I thought this was better because you don't have to recreate it when the window is resized. But now I'm regretting it. Is the proper way to create a backbuffer the same size as the panel it's rendering in to? Doesn't that fuck up when textures have to be a power of two?[/QUOTE] won't running the game in windowed mode make it run slower because DWM is rendering the desktop and aero effects?
Making a super high quality pong remake... I can't make a quality complex game because I am one man and it will always be crappy in places no matter what anyone says. So I'm making the simplest of games with the absolute best quality. Also, needs moar V1 highlights. Just click reply to the OP of the V2 and copy paste all the quote stuff.
[QUOTE=Jallen;17228854]Also, needs moar V1 highlights. Just click reply to the OP of the V2 and copy paste all the quote stuff.[/QUOTE] He can't, it's locked. :v:
[QUOTE=garry;17228465]At the moment Botch, when running in windowed mode, creates a desktop sized back buffer. I thought this was better because you don't have to recreate it when the window is resized. But now I'm regretting it. Is the proper way to create a backbuffer the same size as the panel it's rendering in to? Doesn't that fuck up when textures have to be a power of two?[/QUOTE] Wouldn't it better to have the backbuffer the proper size, rather than having to squish the image into the window? Plus it might look better, and potentially be faster to render. I might be getting the wrong end of the stick though.
[QUOTE=Jallen;17228854]Also, needs moar V1 highlights. Just click reply to the OP of the V2 and copy paste all the quote stuff.[/QUOTE] Nah, imagine the OP of V5 with all the highlights. We'll just keep it in the original threads.
Working on a program that generates social graphs/maps based on steam community friends. An example: [img]http://deadcode.info/maps/76561197960452261_22_9_15.png[/img] The program runs as an IRC bot that can generate a graph, and then upload it, based on someone's steam community url. You can see more examples here: [url]http://deadcode.info/maps/[/url] If you're interested in generating some of these graphs, feel free to connect to irc.gamesurge.net, and join #luahelp later today. If you see a person named "voidy" in the channel, that's the bot. The command to generate a map is "!map <steam name>". Some other interesting graphs: [url=http://deadcode.info/maps/robinwalker_21_47_54.png]Robin Walker[/url] If you thought that was huge, [url=http://deadcode.info/maps/Spacetech_20_25_36.png]Spacetech[/url]
[QUOTE=VoiDeD;17229452]Working on a program that generates social graphs/maps based on steam community friends. An example: The program runs as an IRC bot that can generate a graph, and then upload it, based on someone's steam community url. You can see more examples here: [url]http://deadcode.info/maps/[/url] If you're interested in generating some of these graphs, feel free to connect to irc.gamesurge.net, and join #luahelp later today. If you see a person named "voidy" in the channel, that's the bot. The command to generate a map is "!map <steam name>". Some other interesting graphs: [url=http://deadcode.info/maps/robinwalker_21_47_54.png]Robin Walker[/url] If you thought that was huge, [url=http://deadcode.info/maps/Spacetech_20_25_36.png]Spacetech[/url][/QUOTE] Looks confusing as shit More space in-between
[QUOTE=VoiDeD;17229452]Working on a program that generates social graphs/maps based on steam community friends. An example: <image> The program runs as an IRC bot that can generate a graph, and then upload it, based on someone's steam community url. You can see more examples here: [url]http://deadcode.info/maps/[/url] If you're interested in generating some of these graphs, feel free to connect to irc.gamesurge.net, and join #luahelp later today. If you see a person named "voidy" in the channel, that's the bot. The command to generate a map is "!map <steam name>". Some other interesting graphs: [url=http://deadcode.info/maps/robinwalker_21_47_54.png]Robin Walker[/url] If you thought that was huge, [url=http://deadcode.info/maps/Spacetech_20_25_36.png]Spacetech[/url][/QUOTE] Very cool, make it arrange all the user names in a circle and see what interesting patterns form.
What language is it written in (and with which library)?
[QUOTE=Overv;17230872]What language is it written in (and with which library)?[/QUOTE] C#. For graphing it makes use of [url=http://www.codeplex.com/quickgraph/]QuickGraph[/url] for data structures, and [url=http://www.graphviz.org/]Graphviz[/url] for rendering. The html scraping is done using [url=http://www.codeplex.com/htmlagilitypack]HtmlAgilityPack[/url]. The IRC aspect is done using my own IRC library, [url=http://code.assembla.com/IrcLib3/subversion/nodes/IrcLib3]IrcLib3[/url]. [QUOTE=iPope;17230348]Very cool, make it arrange all the user names in a circle and see what interesting patterns form.[/QUOTE] That's entirely possible, there are graphing algorithms in graphviz called circo and twopi, but they produce incredibly large images. The algorithm I chose was neato, because it describes compact graphs, but contains many options for how the nodes and edges should be laid out.
That looks sweet. Here is mine :D [media]http://deadcode.info/maps/ZomBuster_17_26_2.png[/media]
You didn't add my video :(.
After thinking about how cool they are, I've tried to code one of those selection circles (They're in L4D). Obviously hard to show, but I'll try. [img]http://filesmelt.com/downloader/circleselection.png[/img] I made it display the top left corner of the tooltip on the circle according to the angle mouse movement, then traced a line (red) from the center to whatever direction and as you can see, the line hit the source of the box pretty good and the displayed ° is also correct. (It's live. When I move my mouse around the tooltip follows the motions)
Namelezz, do you do your own art-work? It's so clean and crisp.
I'm in Computer Science 121 at my community college, and we're doing our first Java program. It's just a miles per gallon calculator, but I went a little overboard with it. It should only be 10 lines at the most, but I got it to 70. :smug: [cpp] /* This program calculates MPG based * on user input. */ package org.cs121.mpg; import java.util.InputMismatchException; import java.util.Scanner; /** * * @author PvtCupcakes */ public class MPG { public enum InputType { MILES, GALLONS }; public MPG() { } public double getInput(InputType type) { String prompt = getPrompt(type); System.out.printf("%s: ", prompt); return nextDouble(); } public double getMpg(double miles, double gallons) { return miles/gallons; } public double nextDouble() { Scanner in = new Scanner(System.in); try { return in.nextDouble(); } catch (InputMismatchException ex) { System.out.printf("Not a number. Try again\n"); return nextDouble(); } } public String getPrompt(InputType type) { String prompt = ""; switch(type) { case GALLONS: prompt = "Enter the gallons of gas used"; break; case MILES: prompt = "Enter the miles travelled"; break; default: /* * This will never happen because the * compiler will give an error if using * an InputType that doesn't exist */ break; } return prompt; } public static void main(String[] args) { MPG mpg = new MPG(); double miles = mpg.getInput(InputType.MILES); double gallons = mpg.getInput(InputType.GALLONS); System.out.printf("The mpg is: %.2f\n", mpg.getMpg(miles, gallons)); } } [/cpp] [editline]08:30PM[/editline] We haven't "learned" 99% of this.
You should really see if you can test out.
[QUOTE=Ortzinator;17238524]You should really see if you can test out.[/QUOTE] I'm not sure if I can at my school, but I could check. I already paid for the book and the class, so it doesn't matter either way.
[url=http://img17.imageshack.us/img17/5608/omgtest.png][img]http://i26.tinypic.com/eahbn7.jpg[/img][/url] (Click for larger image) Working on a deobfuscator for .net control flow obfuscation. I swear I have written/rewritten the algorithm it uses over 10 times. Before it was buggy, would break exes, etc. The current version works "perfectly". The exe runs fine and all the methods are "deobfuscated". There is 1 last thing I have to do which is have it sort the jumps because right now some methods wont display in reflector as C#/etc because it jumps to the end and jumps back. I already have an algorithm in my mind to use and hopefully it works :D.
[QUOTE=PvtCupcakes;17237379]I'm in Computer Science 121 at my community college, and we're doing our first Java program. It's just a miles per gallon calculator, but I went a little overboard with it. It should only be 10 lines at the most, but I got it to 70. :smug: [cpp]//java code[/cpp] [editline]08:30PM[/editline] We haven't "learned" 99% of this.[/QUOTE] I remember when I wrote my first Java program (a counter) in school we had to write System.out.println(whatever) in important places so we could understand what was happening. When I was finished, everyone was still writing their programs and I began writing one after every line. That was fun. You could make it static too.
discrete cosine transform [img]http://i25.tinypic.com/2w4jgv9.png[/img] [img]http://i26.tinypic.com/2dke9o8.png[/img]
Moar WebSnipper, submissions/cropping images and whatnot :)
[QUOTE=shitberyd;17243138]discrete cosine transform [/QUOTE] Sorta reminds me of those readouts on random displays in Doom 3
So after ages of doing nothing due to lack of motivation amongst other things, I've been spending the last few days working on my maze game again. I've added some things like bitmap fonts to my engine which have been long overdue to replace the default fonts from before that aren't good for big text. I've finally completed resolution scaling on the engine as well, so now everything will show up correctly proportioned on any resolution people throw at the game. I've added text input as you might have guessed from the end of the last thread. Been beefing up the map editor as well: [img]http://filesmelt.com/downloader/Screenshot_21.png[/img] All that's left now is to start adding more and more content like traps, keys, doors etc so the game is actually fun to play :v:
[QUOTE=MADmarine;17245127]stuff[/QUOTE] Can we have a download link please?
[QUOTE=Pirate Ninja;17245317]Can we have a download link please?[/QUOTE] I'll be releasing a beta soon, I'm gonna try it out on a few friends computers first so I can see any problems first hand.
Yay
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