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878039 Posts in 32903 Topics- by 24325 Members - Latest Member: hoplite21

May 21, 2013, 03:41:17 AM
TIGSource ForumsDeveloperTechnical (Moderators: Glaiel-Gamer, ThemsAllTook)The happy programmer room
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pixhead
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« Reply #1890 on: June 04, 2011, 02:52:05 PM »

WOOT I am so happy with what I did even though it took me way longer than it should have
Oh well it's my first game, I'm allowed to take a long time...
right Who, Me?
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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.
mcc
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« Reply #1891 on: June 04, 2011, 03:39:59 PM »

WOOT I am so happy with what I did even though it took me way longer than it should have
Oh well it's my first game, I'm allowed to take a long time...
right Who, Me?
It MUST be completed by May 28 or else you are likely to be cited for ITAR compliance violations

You did get it done by May 28

...right?
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My projects:<br />Games: Jumpman Retro-futuristic platforming iJumpman iPhone version Drumcircle PC+smartphone music toy<br />More: RUN HELLO
Eibx
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« Reply #1892 on: June 08, 2011, 12:18:52 AM »

I started working on my game again, also why I'm sitting on TigSource again.

I finished my EffectManager, and I got a lot done on my Weapon class, which will have interchangeable parts.

- I also cleaned my apartment, which has nothing to do with programming, but I am indeed a Happy programmer.
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MindEraser
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« Reply #1893 on: June 08, 2011, 09:05:31 PM »

Just discovered today how nice Android's debugging is, and fixed a bug via it.
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Taiko
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« Reply #1894 on: June 09, 2011, 01:17:49 PM »

Just linked in with the SFML libraries to do texture loading and sound for the particle system demo I'm working on.  It works surprisingly well - the API is well documented and there are lots of samples.  I might end up using it for a game down the road.
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jotapeh
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« Reply #1895 on: June 09, 2011, 06:00:54 PM »

I seriously thought I'd be done with linked lists after writing 50 variations on them in school and whatnot.


And yet still like once a month I find a need for a linked list variation/specialization I havent implemented yet.



I know I'm late to the party here, but can you give an example of a variation? I only know the basic types so I'm confused that there would be such a plethora of them for you to program. And... I'm intrigued!
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Glaiel-Gamer
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« Reply #1896 on: June 09, 2011, 08:06:45 PM »

I seriously thought I'd be done with linked lists after writing 50 variations on them in school and whatnot.


And yet still like once a month I find a need for a linked list variation/specialization I havent implemented yet.



I know I'm late to the party here, but can you give an example of a variation? I only know the basic types so I'm confused that there would be such a plethora of them for you to program. And... I'm intrigued!

I believe the one in question was a sorted singly linked list where the criteria for sorting was different from the criteria for searching (i.e. using < operator wouldn't work for it)

Also have done linked list implemented as a queue

A lot of times its also really easy/trivial to implement a stack as a list

there's a lot of times they just sorta pop up without you realizing at first...
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goshki
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« Reply #1897 on: June 10, 2011, 11:06:17 PM »

For the title screen of my game I wanted to have a conveyor belt. The twist was, I wanted it to have erratic movement (sometimes faster, sometimes slower) but with fluent velocity changes. It appears that perlin noise is just perfect for such kind of task. Using the perlin noise as a velocity generator (shifting offset each frame) I've got the conveyor belt moving exactly as I imagined.
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Geti
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« Reply #1898 on: June 11, 2011, 10:08:58 PM »

That is a great solution to the problem! I've always been amazed at the amount of use people get out of noise functions.
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st33d
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« Reply #1899 on: June 12, 2011, 06:47:18 AM »

Attention

I've split the Software Engineering debate of into it's own thread so people can continue the discussion without intermissions of "yay! this works!":

http://forums.tigsource.com/index.php?topic=20018.0
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mcc
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« Reply #1900 on: June 12, 2011, 05:41:17 PM »

My new license plates just came in the mail. California license plates follow a pattern of 1 number, three letters, then three numbers; the last three letters+numbers are, as I understand, randomly assigned.

...

...

Thank you random number generator, I NOW HAVE "SDL" LICENSE PLATES.
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My projects:<br />Games: Jumpman Retro-futuristic platforming iJumpman iPhone version Drumcircle PC+smartphone music toy<br />More: RUN HELLO
Skomakar'n
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« Reply #1901 on: June 12, 2011, 08:43:53 PM »

My new license plates just came in the mail. California license plates follow a pattern of 1 number, three letters, then three numbers; the last three letters+numbers are, as I understand, randomly assigned.

...

...

Thank you random number generator, I NOW HAVE "SDL" LICENSE PLATES.
Haha. Nice.

CARS AREN'T INDIE, THOUGH. INDIES RIDE TRAINS AND DEVELOP DURING THEIR TRAVELS. HOW CAN YOU LIVE WITH YOURSELF?
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mak gam
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Adam Emil
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« Reply #1902 on: June 12, 2011, 11:55:06 PM »

You're still indie if you're driving one of these:

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mcc
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glitch


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« Reply #1903 on: June 13, 2011, 10:51:53 AM »

My new license plates just came in the mail. California license plates follow a pattern of 1 number, three letters, then three numbers; the last three letters+numbers are, as I understand, randomly assigned.

...

...

Thank you random number generator, I NOW HAVE "SDL" LICENSE PLATES.
Haha. Nice.

CARS AREN'T INDIE, THOUGH. INDIES RIDE TRAINS AND DEVELOP DURING THEIR TRAVELS. HOW CAN YOU LIVE WITH YOURSELF?
Nobody liked the game I made on the Caltrain! Tongue
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My projects:<br />Games: Jumpman Retro-futuristic platforming iJumpman iPhone version Drumcircle PC+smartphone music toy<br />More: RUN HELLO
knight
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« Reply #1904 on: June 15, 2011, 11:38:16 AM »

Writing HLSL shaders again. They are both amazingly fun and irritating but I'm enjoying the experience over all.
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