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Painting
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« Reply #510 on: July 13, 2011, 09:11:42 AM » |
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Adding the background shouldn't take more than 10-20mins.
It does actually take a bit longer when you have half a dozen parallax layers to compose and arrange.
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TheLastBanana
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« Reply #511 on: July 15, 2011, 01:19:31 PM » |
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I'm programming a Spirit2 parser. It's incredibly confusing at first, but I think I'm starting to get it. I'm sure I'm going about it entirely the wrong way, but the parser seems to be working!
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Sakar
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« Reply #512 on: July 15, 2011, 08:25:32 PM » |
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Particle effects
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Klaim
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« Reply #513 on: July 16, 2011, 02:55:10 AM » |
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Juggling with Qt and Boost.MSM to setup the state machine of the editor I'm working on. (not for game, for digital comics) I can't wait to get back to games 
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DrDerekDoctors
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« Reply #514 on: July 16, 2011, 04:26:52 AM » |
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Path editor for a platformer. Joy! 
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Me, David Williamson and Mark Foster do an Indie Games podcast. Give it a listen. And then I'll send you an apology. http://pigignorant.com/
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Geeze
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« Reply #515 on: July 17, 2011, 05:50:11 AM » |
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A enemy editor in GM for GM which exports GML-code(to somewhere?)used to generate those enemies and I'll have to copypaste that code to the GM.
But it's worth it!
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Mercury
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« Reply #516 on: July 17, 2011, 06:14:08 AM » |
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Finished creating automatic path to level(with borders) to box2d body editor. It's something i'm working for my flash physics game. Little preview :  Now working on xml level loaders 
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BattleBeard
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« Reply #517 on: July 17, 2011, 06:35:15 AM » |
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Programming out something I programmed.
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ThemsAllTook
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« Reply #518 on: July 17, 2011, 08:11:09 AM » |
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Finished creating automatic path to level(with borders) to box2d body editor. It's something i'm working for my flash physics game.
That's pretty cool! Could you explain briefly how you triangulate it? I've wanted to implement something like that a few times but never quite got around to doing it.
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Mercury
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« Reply #519 on: July 17, 2011, 10:29:30 AM » |
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That's pretty cool! Could you explain briefly how you triangulate it? I've wanted to implement something like that a few times but never quite got around to doing it.
I used psyked implementation, which uses splashdust's clever ear clipping triangulation code  It's pretty neat. Here's the linky : http://www.psyked.co.uk/box2d/simple-box2d-custom-polygon-creation.htmBut I had to convert it to box2d 2.1 version (it works for box2d below version 2.1), changed some stuff here and there to make it work. I still have to do some optimizations on it.
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« Last Edit: July 17, 2011, 10:38:07 AM by Mercury »
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teomat
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« Reply #520 on: July 19, 2011, 11:26:15 AM » |
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Writing a physics/collision engine in go. Though it's more like I'm porting Box2d/FarseerPhysics.
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B_ill
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« Reply #521 on: July 19, 2011, 03:07:40 PM » |
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SpaceWar clone/upgrade 
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Game Programmer and Designer Latest Release: Chemical Cubes for Android and Kindle Fire (iOS coming soon)
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Dacke
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« Reply #522 on: July 19, 2011, 11:53:04 PM » |
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Writing a physics/collision engine in go. Though it's more like I'm porting Box2d/FarseerPhysics. Neat. How is the language treating you?
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vegan • socialist • atheist • humanist • liberal • FOSSer programmer • feminist • animal rights activist • pacifist • teetotaller
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Momeka_
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« Reply #523 on: July 20, 2011, 12:35:31 AM » |
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Artificial intelligence for some enemies.
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StudioFortress
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« Reply #524 on: July 20, 2011, 08:09:07 AM » |
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I am writing a blog post on pixel-perfect collision detection using HTML5. What is interesting though is that I came up with an algorithm which (kinda) splits the image into 9 large sections, and when it iterates it checks a single pixel from each of these sections in turn. So every 9 pixels is taken from the corners, edges and the middle.
It means that if there is a collision to be found, then it is (typically) found in _far_ less time, with marginal overhead added for the worst case scenario.
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