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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)What are you programming RIGHT NOW?
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Overloaded
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I use GameMaker: Studio to make games.


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« 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!)
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Kekskiller
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« 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.
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Dr. Cooldude
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« 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=10.0

Post here before it's too late :0
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R.D.
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Making a game about balls. Yepp.


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« 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.
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cameron
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« 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.
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nereke
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fighting homelessness, one game at a time


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« 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
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Meat by-product.


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« 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.
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Sir Wolf
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A wolf cub growing up


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« 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

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heisenbergman
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LoGaP


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« 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.
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Magicflottant
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Flotte...


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« 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.
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R.D.
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Making a game about balls. Yepp.


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« 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.
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heisenbergman
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« 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.
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Magicflottant
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Flotte...


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« 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.
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8BitPimp
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« Reply #973 on: June 18, 2013, 02:14:17 PM »



A 2D implementation of instant radiosity.
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Kekskiller
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« 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?
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8BitPimp
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« 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 Smiley

« Last Edit: June 18, 2013, 03:00:28 PM by 8BitPimp » Logged

Kekskiller
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« Reply #976 on: June 18, 2013, 02:59:01 PM »

the artifacts look terrific. you should recode the algorithm to produce stuff like this!
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8BitPimp
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« 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.  Hand Thumbs Up Left
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Kekskiller
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« 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.
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Barch
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« 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.
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