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1059473 Posts in 43082 Topics- by 35039 Members - Latest Member: haddenadam

October 31, 2014, 11:35:41 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 115823 times)
baconman
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« Reply #940 on: April 19, 2013, 04:24:52 PM »

2D or 3D platformer? o.o
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Maud'Dib Atreides
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« Reply #941 on: April 19, 2013, 07:54:42 PM »

2D, and that's why it becomes such a jumbled mess of how to determine where the player should be on the overworld map.

I'm trying to use C#'s Dictionary class, but it doesn't let me do anything special with Keys, so I'm moving to the OrderedDictionary class. This way I can just search things by keys, and get indices position from the results.

Still, it's just a nasty mess of matrices and arrays. Hashtables aren't the answer obviously..
« Last Edit: April 19, 2013, 07:59:43 PM by Galaxy » Logged

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xeriku
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« Reply #942 on: April 20, 2013, 08:48:30 AM »

Cleaning up AABB collision detection and making my physics feel the way I want them to feel. I'd like to note that this is the cleanest custom implementation of AABB collision detection and response I've ever had. It feels really good!
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Dr. Cooldude
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« Reply #943 on: April 20, 2013, 09:26:13 AM »

Currently making a procedural level generator for our arcade shmup game. Kind of stuck right now, so I might ask for some help later if Google can't help me.

@xeriku, no offense, but your avatar is ridiculously large.
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xeriku
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« Reply #944 on: April 20, 2013, 12:46:03 PM »

Currently making a procedural level generator for our arcade shmup game. Kind of stuck right now, so I might ask for some help later if Google can't help me.

@xeriku, no offense, but your avatar is ridiculously large.

I fixed it, I didn't notice the scrollbar so I completely didn't realize it. Thanks for the heads up.
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Dr. Cooldude
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« Reply #945 on: April 20, 2013, 12:52:39 PM »

No problem Wink
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indie11
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« Reply #946 on: April 20, 2013, 04:43:26 PM »

coding save points in a platformer game
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Puyover
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« Reply #947 on: April 20, 2013, 04:46:11 PM »


Dungeon generation finished! Now I'm going to code the player class and all its stuff.
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Maud'Dib Atreides
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« Reply #948 on: April 26, 2013, 04:14:57 PM »

Elementary precalculus in action through rotating a box.

Sines and Cosines, implemented by own rotations of texture directly through System.Math and OpenGL.

It's effective.

EDIT: 2 Achievements in one day!

Hair becomes wet when you stand in the rain!

« Last Edit: April 26, 2013, 07:21:07 PM by Maud'Dib Atreides » Logged

Guy: Give me all of your money.
Chap: You can't talk to me that way, I'M BRITISH!
Guy: Well, You can't talk to me that way, I'm brutish.
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Chap: I'M BRITISH.
indie11
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« Reply #949 on: April 27, 2013, 02:50:05 AM »

Trying to create floating like effect but can't do it with the built-in tween functions, can anyone help me out ?
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kamac
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« Reply #950 on: April 28, 2013, 01:32:29 AM »

Trying to create floating like effect but can't do it with the built-in tween functions, can anyone help me out ?

Best idea is to create a new topic in technical thread. It's not really the best place to ask. Also, in that topic, please describe what do you want a bit more.
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Brainswitch
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« Reply #951 on: April 30, 2013, 04:51:26 AM »

Coding a FSM AI system for my Action RPG, it's very LEGO-ish/modular. So far it's working quite nicely, I've already stitched together a few nice AIs.

Programming is fun when you design a system in your head, program it and it works great.
(Programming is frustrating when you are stuck on bugs you cannot locate, like when I was working on the network/multiplayer code yesterday night)
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TomHunt
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« Reply #952 on: May 01, 2013, 11:55:34 AM »

an octree gameobject partitioner for unity to work around performance bottleneck of transform.parent assignment in a scene with a potentially very large number of interactive objects of uniform size and spacing.

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Will Vale
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« Reply #953 on: May 13, 2013, 05:18:19 AM »

Porting my stuff to Android. The engine lib compiles, but things are missing. Still, it's progress Smiley
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Klaim
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« Reply #954 on: May 13, 2013, 05:22:31 AM »

In the middle of separating backend and frontend library of a GUI tool to make digital comics. I'm having great trouble defining a backend API which can be used in a wide range of contexts.
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Schrompf
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« Reply #955 on: May 13, 2013, 05:43:22 AM »

Difficulty levels. I have a large XML file of "objects" specifying keyframe sequences and name-value pairs to configure every action in the game, so I simply added "contexts" that allow overwriting any of the values and I'm actually done. Now onwards to balance everything again.
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Let's Splatter it and then see if it still moves.
solkar
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« Reply #956 on: May 14, 2013, 12:01:13 PM »

I just finished with this effect random pixels turn on/off.

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colinshark
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« Reply #957 on: May 17, 2013, 12:03:16 PM »

A ummm... Email spammer.

This is the first time I've done such a thing, and I'm not proud. Funny though.



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I make Gimbal - Build Ships - Multiplayer - Physics
Dr. Cooldude
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« Reply #958 on: May 17, 2013, 01:56:32 PM »

A ummm... Email spammer.

This is the first time I've done such a thing, and I'm not proud. Funny though.




As long it's not for black hat purposes, then that's pretty nice Smiley


Off topic: why do I always get the first post in a new page... >_>
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Greemax
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« Reply #959 on: June 03, 2013, 05:43:26 AM »

I'm working on a projectile system. It's still buged but I'm trying to fix it. Quite anoying.
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