Show Posts
|
|
Pages: 1 ... 4 5 [6] 7 8
|
|
102
|
Community / Creative / Re: Your biggest obstacle to create a game?
|
on: June 27, 2010, 04:58:14 PM
|
|
I used to often code lazily without concern for the future, and usually ended up digging myself into a hole. Now, my problem is that I work on the boring stuff (bug fixing, restructuring, performance) etc. for too long and get burned out.
Sometimes, a few months later I can pick a project back up again.
|
|
|
|
|
103
|
Community / Creative / Re: Today I created...
|
on: June 27, 2010, 05:58:27 AM
|
 I got the cities in my game to recognize more stuff around them. That looks great! What kind of game is it going to be? It's not is good as some of the other stuff posted here, but I got a procedural cave generator to work. 
|
|
|
|
|
105
|
Developer / Design / Re: So what are you working on?
|
on: June 26, 2010, 07:03:41 PM
|
 I got layers working. Was going to upload a video but YouTube was being stupid... Visiting family this week, then I'm going to fix some bugs and post an alpha version.
|
|
|
|
|
106
|
Developer / Design / Re: So what are you working on?
|
on: June 20, 2010, 10:26:11 AM
|
  The logical extension of Worldpaint (last month's project) is a multiplayer Java game, so that's what I'm making! I'll probably code sandbox mode first and release a demo, then I'll add multiplayer, and eventually I'd like to work on deathmatch and CTF using weapons. Realistic/Survival mode (where you spawn with nothing and have to live off the land) might be fun to code (and play), but I'm not trying to clone Minecraft in 2D, so I'd have to think of some original ideas. Right now, there's no layers, so building is almost pointless (if you build a house you can't go in it, or even get around it), and the camera is a bit jerky. The level generator needs to be improved as well.
|
|
|
|
|
108
|
Developer / Playtesting / Re: Buildsim [update!]
|
on: May 23, 2010, 05:30:26 PM
|
|
I thought about calling it Buildism, but blocky people running around killing each other with rocket launchers doesn't really have the Zen-like atmosphere that that name conveys.
|
|
|
|
|
109
|
Developer / Playtesting / Re: Buildsim [1st post updated!]
|
on: May 23, 2010, 02:29:21 PM
|
Here's the long-awaited update: http://1scripts.net/buildsim/webstart/play.php  Multiplayer is still unfinished, but here are the other changes: -Much more stable--the physics simulation doesn't break randomly, and I switched Lua libraries so it doesn't crash to the desktop at all. -Faster, on my computer at least -Screen doesn't flicker -You can drag parts while the simulation is running without them falling -Events fire quicker and more reliably (this is noticeable on the default scene) -Motors! Use the toolbar button, then add them like you would with other joints. -Tools! Click Insert>Object and add one to the StarterInventory, it will be given to all new players. You make them interactive by scripting, look at the SuperJump tool in the model browser for an example. -Insert>Model from Web: Lets you insert models from the Buildsim website! Later this evening or tomorrow, I'm going to add some more stuff to the model browser, make a documentation wiki for scripting, and make some example scenes. I might start promoting the game too. Known bugs: -When you start a new scene, the tree will go blank until you add a new part and select it (easy to fix) -When you add a character and delete it, the camera doesn't leave fixed mode, meaning you can't move it -When you delete the character, even if you start a new scene, box selecting doesn't work (has to do with the new tools, also easy to fix) Also, if you didn't notice it before, click Help>View Readme for some instructions (a few things are outdated) If you have time, feedback on the changes is welcome!
|
|
|
|
|
110
|
Developer / Technical / Re: Anyone else bias towards Game/RPG maker games?
|
on: May 23, 2010, 10:54:01 AM
|
|
I've seen some really good games made with Game Maker. My only problem with it is that it makes the process a little too easy in my opinion, so a lot of people that have no game development talent at all use GM to release low-quality, buggy, badly-drawn unoriginal stuff.
|
|
|
|
|
112
|
Developer / Technical / Re: The happy programmer room
|
on: May 23, 2010, 09:20:53 AM
|
|
I finally got the Buildsim character to transfer between the client and server in one piece. Threads and PropertyChangeBuffers are not my best friend...
|
|
|
|
|
114
|
Developer / Playtesting / Re: Worldpaint
|
on: May 16, 2010, 12:25:09 PM
|
|
I made the scrolling better by implementing preloading; when you visit a new place or scroll it buffers enough to let you scroll 2 more times in any direction. However, it's still possible to scroll faster than your computer can download, so holding down the arrow keys doesn't work too well.
It caches places you have been to; use the new reload button to refresh an area from the server.
There are still some bugs, like random empty boxes appearing, just use the reload button or scroll again to fix them.
|
|
|
|
|
116
|
Developer / Technical / Re: How do you handle triggers in your game engine?
|
on: May 15, 2010, 06:20:29 PM
|
I have an abstract class Event with a fire() method that executes Lua code. Here's the pseudo code for it: class Event { public Vector connections = new Vector<Connection>(64); public void connect(LuaObject o, LuaState l) // o is a function { connections.put(new Connection(o, l)); } //This can be overridden, some events use arguments with the connect function or other fancy stuff public void fire() { for(Connection c : connections) { //Push o onto the stack of l and call it } } } Then for an object: class LuaBox { //LuaGameObject that goes with Box public CollideEvent collided = new CollideEvent(); } The physics engine fires the event when needed; user scripts can access the connect function.
|
|
|
|
|
117
|
Developer / Playtesting / Re: Worldpaint
|
on: May 15, 2010, 03:09:11 PM
|
|
Sorry about the downtime, was making optimizations: -When you scroll it only downloads the part it needs to, not the whole screen. -Reduced the number of loops used (it was kind of redundant) -Negative array indices are now handled by putting an "n" in front rather than the +100,000 crap I was doing before, this reduced the size a bit.
However, if there is any speed increase at all, it's hardly detectable. I think the main bottleneck is just the initial connection to the server.
Like Indievelopper said, having it download stuff in the background would reduce the lag, but would also suck up my bandwith (I only get 15GB per month, and I run other sites off the same hosting account)
|
|
|
|
|
118
|
Developer / Playtesting / Re: Worldpaint
|
on: May 15, 2010, 01:48:05 PM
|
I saw this earlier and my first impression was "huh? He's just copying playpen" I just checked it and it's awesome. Although both of them allow players to create the world together, Playpen is more of a point-and-click adventure thing, and this isn't. So I apologise for what I was thinking! Great idea - I can see this being a lot of fun. I'll try and get my friends to check it out too and see what we can make.  EDIT: Would there be any way to make the scrolling smoother? EDIT 2: What about an option with a bigger window? EDIT 3: Discovered a slightly annoying thing - blocks are being drawn when the mouse button isn't being held I could make a bigger window, but it would probably make the scrolling even worse. I noticed the mouse thing too. It seems that sometimes, firefox isn't calling the onMouseUp event when it should, if you click again it fixes it. Also, IE has some bugs with the click and drag painting, there's another reason to switch to a better browser  Edit: Looks like some people are confused, if you delete the dirt underground it automatically turns gray. You don't need to use the gray block, which is a slightly different shade.
|
|
|
|
|
119
|
Developer / Playtesting / Re: Worldpaint
|
on: May 15, 2010, 01:26:32 PM
|
I just added keyboard scrolling, wasn't too hard. If you get into the right rhythm (yes, that's what she said) you can actually get it to scroll quite fast while still updating the screen. Right now the scrolling isn't too efficient, it redownloads the whole screen, not just the part that needs to be updated (about 5KB, plus processing time). A better way would be to only get the section that wasn't visible before, but the code for that could get complicated, and the processing time might be too great. This is the first JS game I've made, so I'm not too good at the fancy stuff yet. I've had my first griefing already, someone drew a penis peeing on the starter house 
|
|
|
|
|
120
|
Developer / Playtesting / Re: Worldpaint
|
on: May 15, 2010, 11:20:23 AM
|
(I know the name is bad, I'm uncreative) I'm a fan of Minecraft, and always wondered what would happen on an infinite server, so I decided to try something similar.  Build stuff! It is coded with JavaScript, AJAX, and PHP, no downloading required. The world size is only limited by my web hosts's HD space - if you scroll to a section that isn't generated yet, the server will generate it for you. The world is stored in 26x20 chunks, each is 4-6KB. I'd like to see how this will turn out, not sure if there will be a well-built city, a bunch of pixel art, or just random spam. Feedback would be appreciated! Credit for inspiration goes to Minecraft, Drawball, and PlayPen, not that I'm trying to compete with any of those. You can now drag the mouse, which makes building a lot easier, but I might have to remove that feature if it makes griefing too easy.
|
|
|
|
|