Endurion
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« Reply #120 on: February 15, 2011, 09:06:08 AM » |
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Writing a probable 20 step tutorial on building a c64 game. Hopefully something that I finally complete again.
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Evan Balster
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« Reply #121 on: February 15, 2011, 09:18:22 AM » |
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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.
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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>
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lapsus
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« Reply #122 on: February 15, 2011, 02:48:08 PM » |
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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
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Riley Adams
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« Reply #123 on: February 15, 2011, 03:42:32 PM » |
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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...
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ink.inc
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« Reply #124 on: February 15, 2011, 03:46:39 PM » |
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I like programming and drawing menus. It's fun.
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Triplefox
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« Reply #125 on: February 15, 2011, 03:47:26 PM » |
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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.
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TeaAndBiscuits
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« Reply #126 on: February 16, 2011, 04:53:43 AM » |
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Flocking algorithm. This is fun!
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PTibz
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« Reply #127 on: February 16, 2011, 06:33:06 PM » |
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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.
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Octodad!President/Community Manager at Young Horses
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Kekskiller
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« Reply #128 on: February 17, 2011, 03:05:09 AM » |
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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?
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increpare
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« Reply #129 on: February 17, 2011, 03:31:52 AM » |
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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
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_Tommo_
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« Reply #130 on: February 17, 2011, 03:54:01 AM » |
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The core gameplay of my game
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st33d
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« Reply #131 on: February 17, 2011, 05:01:48 AM » |
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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.
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SplinterOfChaos
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« Reply #132 on: February 17, 2011, 05:27:15 AM » |
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True Type Fonts in openGL. I can't believe writing text on the screen is so difficulty.
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selfproclaimedhacker
Level 0
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« Reply #133 on: February 17, 2011, 09:27:57 AM » |
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Fleshing out core-mechanics to game.
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Evan Balster
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« Reply #134 on: February 17, 2011, 11:07:21 AM » |
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The core gameplay of my game What's this "game-play" programming of which you speak?
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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>
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_Tommo_
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« Reply #135 on: February 17, 2011, 11:46:38 AM » |
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It's that load of hacks that keeps the game together 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
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increpare
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« Reply #136 on: February 17, 2011, 12:04:42 PM » |
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The core gameplay of my game 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.
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ink.inc
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« Reply #137 on: February 17, 2011, 12:06:58 PM » |
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The core gameplay of my game 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
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Zaknafein
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« Reply #138 on: February 17, 2011, 12:07:24 PM » |
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A screenshot stitcher so that I can make 300dpi screenshot mosaics for print.
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_Tommo_
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« Reply #139 on: February 17, 2011, 01:18:37 PM » |
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The core gameplay of my game 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
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