Overloaded
Level 0
I use GameMaker: Studio to make games.
|
|
« Reply #960 on: June 05, 2013, 07:10:11 AM » |
|
I'm coding basic enemy airplane AI for my 2D WWII Airplane shooter game.
(First post, yey!)
|
|
|
Logged
|
This is my signature. Or, maybe this is Sparta, I dunno.
|
|
|
Kekskiller
Guest
|
|
« Reply #961 on: June 05, 2013, 03:06:40 PM » |
|
Simple pattern matching with '?' single chars and '*' for any sequence of chars.
It's actually not that trivial to get a robust and performant piece of code ready that can also match it's own syntactical elements using escape sequences. Interestingly, the code runs without any C/C++ standard library included due. Gonna expanded it some time to feature repeating structures, too.
|
|
|
Logged
|
|
|
|
Dr. Cooldude
Guest
|
|
« Reply #962 on: June 05, 2013, 08:01:48 PM » |
|
I'm coding basic enemy airplane AI for my 2D WWII Airplane shooter game.
(First post, yey!)
http://forums.tigsource.com/index.php?board=10.0Post here before it's too late :0
|
|
|
Logged
|
|
|
|
R.D.
|
|
« Reply #963 on: June 06, 2013, 03:16:46 AM » |
|
Can't work on CrossCode at the moment. But college work made it possible that I could work on a project which was on ice for a long time now: (RT/UT (MI) means render or update time in microseconds) compared to the last version: It runs much much faster and is optimized to run on a mobile device. I works with my own engine and libgdx. Debugging is a little bit simple this time. Just some checkboxes to toggle debug views.
|
|
|
Logged
|
|
|
|
cameron
Level 0
|
|
« Reply #964 on: June 08, 2013, 09:38:39 AM » |
|
A multiplayer (large-scale hopefully in the future) co-op dungeon crawling game, all web. Loving the progress HTML5 and WebSockets are making.
|
|
|
Logged
|
|
|
|
nereke
|
|
« Reply #965 on: June 09, 2013, 12:34:46 PM » |
|
Adding squish n' stretch functions to Flixel FlxSprite class.
|
|
« Last Edit: June 09, 2013, 12:42:18 PM by TheDrew »
|
Logged
|
|
|
|
surt
|
|
« Reply #966 on: June 09, 2013, 03:04:28 PM » |
|
Adding squish n' stretch functions to Flixel FlxSprite class. Those pixels are very clean for software deformation. Nice.
|
|
|
Logged
|
|
|
|
Sir Wolf
|
|
« Reply #967 on: June 09, 2013, 11:45:23 PM » |
|
Integrating a logging framework to our game so it can be debugged more effectively. Can't work on CrossCode at the moment. But college work made it possible that I could work on a project which was on ice for a long time now:
How long did it take to get from the "before" picture to the "after" version? The latter looks rather nice.
|
|
« Last Edit: June 10, 2013, 12:02:32 AM by Sir Wolf »
|
Logged
|
"We don't stop playing because we grow old; we grow old because we stop playing." -George Bernard Shawn
|
|
|
heisenbergman
|
|
« Reply #968 on: June 09, 2013, 11:52:08 PM » |
|
Adding squish n' stretch functions to Flixel FlxSprite class.
That squishing 'n' stretching looks great.
|
|
|
Logged
|
|
|
|
Magicflottant
Level 0
Flotte...
|
|
« Reply #969 on: June 10, 2013, 02:14:23 AM » |
|
I'm actualy coding a font drawing system for my game engine based on OpenGL.
|
|
|
Logged
|
|
|
|
R.D.
|
|
« Reply #970 on: June 10, 2013, 06:33:27 AM » |
|
I'm actualy coding a font drawing system for my game engine based on OpenGL.
Please tell me you will add custom styles for effects? Like animating a series of characters.
|
|
|
Logged
|
|
|
|
heisenbergman
|
|
« Reply #971 on: June 10, 2013, 06:16:44 PM » |
|
Wrestling with how to efficiently implement AI in my game right now.
Pathfinding 101, yo.
|
|
|
Logged
|
|
|
|
Magicflottant
Level 0
Flotte...
|
|
« Reply #972 on: June 10, 2013, 09:54:02 PM » |
|
Please tell me you will add custom styles for effects? Like animating a series of characters.
Euh, yes probably... But the first step is to have a basic and functional high level font system.
|
|
|
Logged
|
|
|
|
8BitPimp
|
|
« Reply #973 on: June 18, 2013, 02:14:17 PM » |
|
A 2D implementation of instant radiosity.
|
|
|
Logged
|
|
|
|
Kekskiller
Guest
|
|
« Reply #974 on: June 18, 2013, 02:41:41 PM » |
|
Interesting look, is this artifacty look due to the GIF or is it some sort of pattern you use instead of smooth transitions?
|
|
|
Logged
|
|
|
|
8BitPimp
|
|
« Reply #975 on: June 18, 2013, 02:45:39 PM » |
|
Interesting look, is this artifacty look due to the GIF or is it some sort of pattern you use instead of smooth transitions?
Yeah that's the GIF compression unfortunately. I tried to compress the GIF down to around 1mb so it wouldn't be super annoying to have it download in the browser. I don't actually know what an acceptable size is these days for a GIF. Here is a better quality version, just with a lower GIF frame rate. I also upped the radiosity resolution and the number of samples. Its still plenty real time though
|
|
« Last Edit: June 18, 2013, 03:00:28 PM by 8BitPimp »
|
Logged
|
|
|
|
Kekskiller
Guest
|
|
« Reply #976 on: June 18, 2013, 02:59:01 PM » |
|
the artifacts look terrific. you should recode the algorithm to produce stuff like this!
|
|
|
Logged
|
|
|
|
8BitPimp
|
|
« Reply #977 on: June 18, 2013, 03:12:36 PM » |
|
the artifacts look terrific. you should recode the algorithm to produce stuff like this!
You could be right, it does have a certain charm.
|
|
|
Logged
|
|
|
|
Kekskiller
Guest
|
|
« Reply #978 on: June 18, 2013, 03:20:44 PM » |
|
Working on a sorta high-level flow control for sub iterations of game loops to easily port annoying stuff like key checks and API events in a compact way. So you only need to fill a few callbacks, require parallel and sequential game mode transitions and done it is without any unnecessary re-inventing.
|
|
|
Logged
|
|
|
|
Barch
Guest
|
|
« Reply #979 on: June 18, 2013, 04:15:52 PM » |
|
@at8bitpimmmmp You could just do a cactus and chuck a artifact filter on the top of it based on a 16*16 grid. Then have that filter cycle through the x and y position of the mouse based on a round(x/16)*16 so it only cycles when it changes to it or however small you make it idk. And the filter could be just a series of artifact patterns and shapes that change with each cycle.
fucken hell that sounds awesome, Thats what I'm going to do right now.
|
|
|
Logged
|
|
|
|
|