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879376 Posts in 32976 Topics- by 24363 Members - Latest Member: Renegade_Region

May 23, 2013, 11:20:32 PM
TIGSource ForumsDeveloperTechnical (Moderators: Glaiel-Gamer, ThemsAllTook)What are you programming RIGHT NOW?
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Author Topic: What are you programming RIGHT NOW?  (Read 67162 times)
selfproclaimedhacker
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« Reply #135 on: February 17, 2011, 09:27:57 AM »

Fleshing out core-mechanics to game.
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Evan Balster
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« Reply #136 on: February 17, 2011, 11:07:21 AM »

The core gameplay of my game  Smiley

What's this "game-play" programming of which you speak?
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Infinite Blank, SoundSelf, Cave Story+, Wreath
voice, accordion, mandolin, (oboe, soon)
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<plaid/audio>: opensource audio framework
_Tommo_
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« Reply #137 on: February 17, 2011, 11:46:38 AM »

It's that load of hacks that keeps the game together  Smiley
So game states, NPC states, buttons that do things, items...
this time I was developing two game modes: one where you draw things, and one where you lead your soldiers in a RTS fashion.

but actually I ended fighting with C++ to make the level serialization  Crazy
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increpare
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« Reply #138 on: February 17, 2011, 12:04:42 PM »

The core gameplay of my game  Smiley

What's this "game-play" programming of which you speak?
Gameplay is a sort of special effect, like, particles or MSAA, that you can introduce to a games engine to sustain a player's interest.
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John Sandoval
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« Reply #139 on: February 17, 2011, 12:06:58 PM »

The core gameplay of my game  Smiley

What's this "game-play" programming of which you speak?
Gameplay is a sort of special effect, like, particles or MSAA, that you can introduce to a games engine to sustain a player's interest.

HAH
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Zaknafein
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« Reply #140 on: February 17, 2011, 12:07:24 PM »

A screenshot stitcher so that I can make 300dpi screenshot mosaics for print.
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_Tommo_
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« Reply #141 on: February 17, 2011, 01:18:37 PM »

The core gameplay of my game  Smiley

What's this "game-play" programming of which you speak?
Gameplay is a sort of special effect, like, particles or MSAA, that you can introduce to a games engine to sustain a player's interest.

Yeah, i was developing a gameplay 4x, it's awesome by now
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teomat
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« Reply #142 on: February 18, 2011, 02:03:36 AM »

Replacing SdlDotNet with OpenTK. Will probably post in the grumpy programmer room later today.
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Richard Kain
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« Reply #143 on: February 18, 2011, 07:25:45 AM »

I recently started work on my very own game engine. It's a proud moment in the career of every programmer. This is actually an extension of sorts of the attempt I made last year to port Flixel to C#. I made decent progress with that port, and even had a playable demo. But I ultimately decided that following the exact structure of Flixel was too limiting, especially for an engine not intended to be used with Flash.

So now I'm re-working my own engine while just using Flixel's structure as a general guide. I'm using OpenTK for rendering, input, and sound, and Physics.NET for collisions and physics. I'm going to focus on getting most of the basic drawing and sound support first, and leave the physics and collisions for later.
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include<Luka>
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« Reply #144 on: February 18, 2011, 07:43:18 AM »

A minesweeper solver for a competition, no GUI. It is currently in a state where it can solve medium grids but I have to implement some subcell algorithm for those harder decisions.
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Programming is the closest thing I have to magic.
Pirate Hearts
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« Reply #145 on: February 18, 2011, 11:47:03 PM »

Got the core of a server browser working. There's zero in-game feedback yet and tons of easy ways to break it, but I can run two instances of the game, host a session on one, connect to it from the other, and have the host make changes the client can see.

Nine days left to finish this out and make a game for the Vs. compo...not sure I'm gonna make it.  Sad  But at least the tech will be pretty reusable.
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Triplefox
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« Reply #146 on: February 19, 2011, 01:06:25 AM »

I am procrastinating on making the creep group AI actually do something. Mainly because I don't want to do what I'm about to do, but I also have a "demo date" to get gameplay to a certain level of functionality: GDC.

This group AI is going to basically pick a random friendly character and target it, and try to take down anything in its way as it gets there. I call it the "Black Ops" AI.

What I actually want to do at some later point is to introduce a lot more AI planning - to have friendly units and buildings project spheres of influence, derive areas to mark for conquest, and then use the markers to motivate tasks for each unit. This involves a refactor and several new features, while the Black Ops AI doesn't need to know any of this. Plus, it may not be necessary to do much more than that, and most of the stuff I do for Black Ops will eventually transfer to a more complex system, so in a way it's not all bad.
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pixhead
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« Reply #147 on: February 19, 2011, 08:29:26 PM »

A small program that does my graphing homework for me...

I FUCKING HATE GRAPHS  Hand Shake Left Mock Anger Hand Shake Right
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"Games are made by artists, so to not consider them art is an insult to the artists who work on them." - Some guy on IGN.
Nix
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« Reply #148 on: February 19, 2011, 08:56:44 PM »

A small program that does my graphing homework for me...

I FUCKING HATE GRAPHS  Hand Shake Left Mock Anger Hand Shake Right

Can't you just use a graphing calculator?
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pixhead
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« Reply #149 on: February 19, 2011, 09:13:40 PM »

A small program that does my graphing homework for me...

I FUCKING HATE GRAPHS  Hand Shake Left Mock Anger Hand Shake Right

Can't you just use a graphing calculator?

If only I had enough money for one. Aren't they like 100 bucks
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"Games are made by artists, so to not consider them art is an insult to the artists who work on them." - Some guy on IGN.
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