Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411562 Posts in 69384 Topics- by 58443 Members - Latest Member: junkmail

May 04, 2024, 12:04:43 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)What are you programming RIGHT NOW?
Pages: 1 ... 5 6 [7] 8 9 ... 71
Print
Author Topic: What are you programming RIGHT NOW?  (Read 210318 times)
Endurion
Level 2
**



View Profile WWW
« Reply #120 on: February 15, 2011, 09:06:08 AM »

Writing a probable 20 step tutorial on building a c64 game. Hopefully something that I finally complete again.
Logged
Evan Balster
Level 10
*****


I live in this head.


View Profile WWW
« Reply #121 on: February 15, 2011, 09:18:22 AM »

Started writing an audio engine two days ago but needed to get an organic animator operative for a friend.  The audio engine took all day yesterday to get to compile, which was a slowdown since it's in the same code base.
Logged

Creativity births expression.  Curiosity births exploration.
Our work is as soil to these seeds; our art is what grows from them...


Wreath, SoundSelf, Infinite Blank, Cave Story+, <plaid/audio>
lapsus
Level 1
*


The Grey Tower


View Profile WWW
« Reply #122 on: February 15, 2011, 02:48:08 PM »

ui ui ui ui... feels like that is all im doing on this game.
no matter how much i cut down on gameplay features the amount of menus needed stays the same
Logged

Riley Adams
Level 5
*****


I don't actually use Ubuntu much...


View Profile
« Reply #123 on: February 15, 2011, 03:42:32 PM »

ui ui ui ui... feels like that is all im doing on this game.
no matter how much i cut down on gameplay features the amount of menus needed stays the same


I know the feeling, I seem to always lose interest in projects as soon as it gets to menus... tedious stuff...
Logged

ink.inc
Guest
« Reply #124 on: February 15, 2011, 03:46:39 PM »

I like programming and drawing menus.

It's fun.   Shrug
Logged
Triplefox
Level 9
****



View Profile WWW
« Reply #125 on: February 15, 2011, 03:47:26 PM »

I still haven't done the projectiles. The collision system is for the first time actually going to trigger events, and I realized that I really needed to put in collision bitmasks to filter the uninteresting contacts, so I just added those, and at the same time did a refactor of the instantiation process:

When adding tags with hooks - like the collision ones - on entities, they're implicitly parameterized by global variables that you set before building the entity. (I decided the alternative - pass in data on every tag addition - is uglier and more confusing in the average case, since most tags are not "special," have no need for additional data, and there's a lack of clarity on how the data reaches the hook functions.) So today I cleaned it up from a bazillion collision globals(x/y/w/h/hspeed/vspeed/etc.) into one object, which lowers the likelihood of me screwing it up and spawning things with tainted initialization values.

Maybe now I can spawn the projectiles. Maybe.
Logged

TeaAndBiscuits
Level 0
***


View Profile
« Reply #126 on: February 16, 2011, 04:53:43 AM »

Flocking algorithm. This is fun!
Logged
PTibz
Level 0
***


Business Person


View Profile WWW
« Reply #127 on: February 16, 2011, 06:33:06 PM »

A graphics program, but specifically a perspective matrix creator and something to detect break angles to render hard/soft edges separately on a gouraud-esque per vertex shader. 
Logged

Octodad!
President/Community Manager at Young Horses
Kekskiller
Guest
« Reply #128 on: February 17, 2011, 03:05:09 AM »

Some more classes for data structures and mixings between them to ease my less logic-intensive but heavily massdata-based operations. Did I say I love pushing memory from a to b?
Logged
increpare
Guest
« Reply #129 on: February 17, 2011, 03:31:52 AM »

Refactoring some engine code in unity.  Wanted to make it neater, but made it a lot messier, was spending ages chasing down runtime errors.  Back to the drawing-board, and now I'm reimplementing.  Fingers crossed   Hand Fork LeftHand Knife Right
Logged
_Tommo_
Level 8
***


frn frn frn


View Profile WWW
« Reply #130 on: February 17, 2011, 03:54:01 AM »

The core gameplay of my game  Smiley
Logged

st33d
Guest
« Reply #131 on: February 17, 2011, 05:01:48 AM »

Refactoring my own code from a year ago that was a rush job, but a successful game.

The issue is that I've got chunks of code that are never touched, making me wonder what the fuck I was thinking.
Logged
SplinterOfChaos
Level 3
***



View Profile
« Reply #132 on: February 17, 2011, 05:27:15 AM »

True Type Fonts in openGL. I can't believe writing text on the screen is so difficulty.
Logged

selfproclaimedhacker
Level 0
*


View Profile
« Reply #133 on: February 17, 2011, 09:27:57 AM »

Fleshing out core-mechanics to game.
Logged
Evan Balster
Level 10
*****


I live in this head.


View Profile WWW
« Reply #134 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?
Logged

Creativity births expression.  Curiosity births exploration.
Our work is as soil to these seeds; our art is what grows from them...


Wreath, SoundSelf, Infinite Blank, Cave Story+, <plaid/audio>
_Tommo_
Level 8
***


frn frn frn


View Profile WWW
« Reply #135 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
Logged

increpare
Guest
« Reply #136 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.
Logged
ink.inc
Guest
« Reply #137 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
Logged
Zaknafein
Level 4
****



View Profile WWW
« Reply #138 on: February 17, 2011, 12:07:24 PM »

A screenshot stitcher so that I can make 300dpi screenshot mosaics for print.
Logged

_Tommo_
Level 8
***


frn frn frn


View Profile WWW
« Reply #139 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
Logged

Pages: 1 ... 5 6 [7] 8 9 ... 71
Print
Jump to:  

Theme orange-lt created by panic