Type: Posts; User: Hentie
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as well as that i spent about 30 minutes pressing random keys and it was still satisfying to watch
I think part of the reason why it didn't get a lot of traction was it's learning curve. I couldn't figure out what was going on when I first played your game the blocks seemed to come out of nowhere...
working on 3 projects at once
Idk how to manage the filesystem in emscripten,...
it gave me that error even when there was no input lol
Playing around with Jekyll, a blogging system for github pages.
Check out this blog post:
i suck at writing pls dont judge me
I also made the...
oh yeah completely forgot i wasn't working with voxels
wow this is a fucking lame ass pageking
here have some of the stuff i bookmarked:
• Some guy rendered pool balls in his game with just a...
I was gonna draw a mask over an image. I felt like destruction and physics on huge arrays of pixels would take up a lot of memory, though in hindsight I think it would have been better. If anything...
so have you guys ever played worms before?
I used to use tables and classes for vectors and points but then after a while my game would take up way too much memory and the garbage collector wasn't releasing the vector instances fast enough.
ban prediction is also bannable, so...
Been reading up on networking games, so far this is what I learned:
• The server and client must calculate the same collision and movement.
• Use a fixed frametime. (Ensures a better repeatable...
Sculpting and Retopology Practice
Been playing around with emscripten and figured out it was super easy to get Lua to compile and link.
I was thinking about compiling Love2D with emscripten.
I'll let you guys know what's up.
slowly replacing loveframes
its called gui cum
it kind of looks like they moon you when they get killed
The code is just shit. They don't have proper state management, instead they check for the state inside the function which means to modify/add on to classes I have to copy a bunch of code in that I...
loveframes is shit, would not use other than for prototyping.
collision shapes are generated on the fly as well:
ok probably not programming related but here's concept art for our game:
imagine Super Time Force + Hotline Miami
I don't know how I feel...
More work on the game engine! I got player controllers working. Here's another demo of the hot-swappable engine!
Metatables are all held in a global _R table just like Garry's Mod and none of the classes get overwritten, only class methods.
Everything that's calling hot-reloadable...
Ported the class engine from SunScript over to plain old Lua.
Supports multiple inheritance / mixins (that's the main trait).
Calling super-class methods is...
spent a good 6 hours today rewriting most of my core engine code
I took the same route as everyone else and I made a quake console with bindable keys and console commands.
I started researching...
I found the game as a kid while googling for free multiplayer games.
It actually taught me a lot and i was able to learn a lot about logic and coding from the DragonSpeak language it had.
in all honesty:
i translated someone else's beat detection code to lua:
btw i learned that having a facepunch sticker on your laptop makes people avoid you
would this make a good example of OOP and classes?
Added slider and weld constraints.
My friend came up with a way to make platforms in the map without actually programming a platform: Each platform is just block with a huge mass, constrained to...
-snip- i posted in the wrong thread
Taking the dot product actually gives a more reasonable collision. We wanted to add a slide and the velocity wouldn't preserve with just 45 degree angles, so this is a faked conservation.
trying to program in conservation of energy
GOTTA GO FAAAST
we stole portal 2's faithplates
you actually set the goal of the trampoline and it will *ONLY* set your velocity so you get to the...
did you try setting "fps" to "0" for html5 in the xml file?
that fixed a lot of my framerate issues with hove.
if you're on a mac, you can use the quicktime screen recorder that comes with it
i throw whatever format it poops out into ffmpeg, gifsicle, and imagemagick
you look like you're lots of fun, open up your loving arms, watch out here I come...
It's box2d, imitating Love2d's api. I'm
implementing everything that HOVE doesnt implement, but under the class "Stove" so I can easily refactor it later. You can probably say... it's pretty...
messin with hove
For anyone using HOVE right now,
do you guys have any problems with autocomplete disappearing when adding the line:
<haxelib name="openfl-bitfive" if="html5" />
autocomplete works fine...
-snip- wow i didn't even read your entire post
ok im calling it a night
doesn't that just mean that transpiling is a real thing and that it's a more specific term for a form of compiling?
I thought compiling was to convert to a lower level language, while transpiling was to convert to another high level language. (source)
Also, after trying out HOVE, I gotta say it's pretty dope....
I've been talking with a friend and he convinced me that HaXe is too immature, and the documentation on it looks way too messy. Since you got a lot of credibility with your work, I think I might just...
yeah that's the exact reason that I ditched UnityScript and used C#, and why I'd never use TypeScript.
I was completely under the impression that he was transpiling lua into haxe
28th January 2014
his earlier posts seemed to suggested it too :-(
idk if this is already planned, but maybe have it so after players playtest a gamemode for 30 minutes, they get to decide if they like it or not?
i'm assuming you're wrapping the gamemodes when...
a thing my friends and I made for global game jam. the video is short cuzz i was intending on make a gif but i couldn't get the filesize...
you don't use chainshapes?
should we stop putting music into our waywo videos
yes or no