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891147 Posts in 33525 Topics- by 24768 Members - Latest Member: Stome

June 19, 2013, 02:52:30 AM
TIGSource ForumsDeveloperCreativeSo what are you working on?
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JMickle
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« Reply #9660 on: July 16, 2012, 03:37:44 AM »

When writing a conway's game of life, i'm pretty sure you have a "buffer" image that you write all the changes to, while reading from the unchanged one.
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Dacke
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« Reply #9661 on: July 16, 2012, 03:54:02 AM »

Yup, that's by far the easiest way to do it. Just have two images/arrays and alternate which one is active.
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« Reply #9662 on: July 16, 2012, 04:26:25 AM »

Those sand and water gifs are hypnotic, subliminal. Nice Grin

I made a game this weekend while I was ill: Video

Made for a giant 6 button colour coded controller for this maker faire event that's happening in sunny Manchester.

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SolarLune
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« Reply #9663 on: July 16, 2012, 07:14:11 AM »

That's a pretty cool game. I think the linked portals could be more obvious. And it bears resemblance to your game, ha ha. Is the character a 'prototype' version of the one you ended up going with?
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« Reply #9664 on: July 16, 2012, 07:38:31 AM »

Portals are connected to giant physical buttons on the floor so shouldn't be too much of a visibility issue I hope  Grin

Actually this character is drawn over the one from chroma Tongue I just used chroma source and assets to jam a game for this event. It's gonna be fun to see people jumping on giant buttons together trying to cooperate to solve puzzles!
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herror
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« Reply #9665 on: July 17, 2012, 10:58:27 AM »








'Company'. If you know what I mean.
(crappy fx in the second pic has been already reduced)
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Conker
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« Reply #9666 on: July 17, 2012, 11:01:54 AM »

Making the pool of maps for the test dungeon.
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happymonster
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« Reply #9667 on: July 17, 2012, 11:04:55 AM »

Looks great Herror!  Kiss
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« Reply #9668 on: July 17, 2012, 11:16:06 AM »

Working on a project for the PS Vita. So far it's merely a basic LoZ movement/tiles clone. Although it's pretty impressive considering I am not extremely strong in the language I have to use, and it's a very lightly documented API. (Of course, the SDK is still in OpenBeta, so that has some to do with it.)

http://www.youtube.com/watch?v=zIbho7FuQZs&feature=plcp

The FPS in that video is 30, but that is because of FRAPS. The tests we have run on the PS Vita have it operating at 60FPS, even with the full-tiled map.

I plan on adding an NPC and some form of combat soon. Right now it shows the player in Combat, but he doesn't have a weapon or anything.

Thanks,
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Ashking
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« Reply #9669 on: July 17, 2012, 11:22:24 AM »

@herror That looks supergreat.
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_Madk
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« Reply #9670 on: July 17, 2012, 01:08:34 PM »

That's how it works, yeah. On each turn, I scan an area, come across a yellow or blue pixel, then feed its position to a function processing whatever rules apply to it. The only proper optimization I have right now is that dirty rect I mentioned: as processed pixels make new records in distance from spawn, they push the boundaries of the scanned area. But it only really matters in the early stages, as the screen gets filled you could do something based on large uniform areas.

Oh, and the order of looping matters. Most importantly, it won't work as expected if you go up-to-down instead of the other way around, because falling grains would overwrite the ones underneath. Also, you can see how grains ride slopes differently on the left and right sides of a pile (it looks like it's winding left inside the cavern, because I'm going left-to-right). It's a problem inherent to systems that change while being scanned.

I wrote quicksand, one of the less significant falling sand games. it was still fully-featured, apart from it being my very first real program and so lacking a lot of the good coding practices that the others certainly had it really did live up to wx and burning sand.

I was going to give you the source code but I'm having trouble finding it. I think I remember how I did most things though so I could hand out advice and stuff.

most notably: once you have elements that fall up (like fire, for example) that solution of scanning bottom-to-top won't work anymore. keeping a second array with the new positions and then switching to it only after the update is probably the best solution.

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fraxcell
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« Reply #9671 on: July 18, 2012, 10:18:39 AM »

Making an ascii engine in game maker. Just finished exporting an importing .txt files, including those from ascii paint programs. Planning to use this to make a cyberpunk roguelike/adventure game.

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« Reply #9672 on: July 18, 2012, 03:16:24 PM »

I'm curious how you created the ASCII engine ~ Mostly about the structure and the rendering.
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« Reply #9673 on: July 18, 2012, 04:13:48 PM »

I'm curious how you created the ASCII engine ~ Mostly about the structure and the rendering.

Basically, when writing characters they are stored in a ds_grid so they can easily be manipulated, or be saved/exported using binary files (file_bin...)

Rendering is currently done using a single surface for maximum efficiency. Currently it's set up as a paint program, so you can place characters using the mouse, which are then simultaneously stored in the ds_grid and drawn onto the surface. When reading from a .txt file, the same process occurs. Right now the ds_grid and the surface operate somewhat independently, although I might change this so the surface is rendered directly from the ds_grid.

I'm using a custom 8x8 font, similar to this one. This is necessary since GM's default fonts don't include all 256 characters you would expect to find in an ascii game.

If people find it helpful, I may post the engine in its current state, especially since I don't think I've actually seen any ascii games or examples in GM (except for those which use ascii characters as sprites, which doesn't really count).
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« Reply #9674 on: July 18, 2012, 04:39:04 PM »

That would be really really helpful and interesting.  Ninja
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