I really can't believe I won. It was super fun though, and I will definitely enter again next time!
I really can't believe I won. It was super fun though, and I will definitely enter again next time!
Congratulations!
Guys, you're all awesome. You know that right? Every time I click "show thread's images" it motivates me right back into action :>
..Tada? (AKA it prints a UTF8 string, then again, then a dump of it's hex of the UTF-16 conversion.)
Hot damn, I forgot gamemaker existed
Game maker gets the job done.
Got a VFS set up, now it can load content from the quake PK3-- if it doesn't detect the file there then it checks physical files.
When you get owned you don't tell people about it.
The games made with it could be worse, but I still don't recommend it
Edited:
Damn you and your snipping!
Honestly, it's better than most stuff people make. If he's having fun, why put him down? :I
Oh you snipped your post so you didn't look like a hugh jittiot
Better for OS Dev: VirtualBox or VMWare?
How does the software you use for your virtual machine matter in your programming?
Because one or the other might have better virtualization or debugging tools. It doesn't matter in my programming, but I need to choose one to write the OS.
You just said it doesn't matter, so why do you care?
It doesn't matter in the programming; because I can code for either one. But I don't know which has better debugging or support for types of IO
I prefer VirtualBox because you don't have to sign up for it/it's better supported in arch linux.
It also comes with more functions like state snapshots, which VMWare player you have to pay for.
Bochs might be useful if you want to debug, iirc
I guess I'll use VBox then. I don't use Bochs much/at all, so I don't have any experience with it. If I run into problems I'll try it.
I'm thinking of attempting to write a ray-caster in C++, anyone with any experience want to help explain how to get started?
I read this and saw it as a great resource for raycasting.
http://www.permadi.com/tutorial/raycast/rayc1.html
Buttons!
And unless Supahvee has added rocket launchers to his game, I have won this contest of "who gets it done first" that he never agreed to.
And again, I wish I had an artist.
Also while recording that I accidentally stomped the goomba TWICE.
I guess I'll have to add Aperture Science Goomba Dispensers™
Bah, they didn't want to work with me when I was (thinking I was) making Mario HD, they have no right to leech off my super awesome fame now.
Edited:
Indicator light things!
Edited:
Supahvee acts all nice but really he's a big meanie.
SupahVee posted:
This is very familiar. Remember the first game competition? Turb beat my Stereo Pong with like 4 votes with PongOS![]()
I made a text encrypter. :toot:
![]()
Did you just multiply the string and XOR the shit out of it?
It's AES, I used this.
Edited:
Features!
wrote a full raycaster with refraction and photon mapping (it was in java though and pretty slow ;p didn't use oct trees and such)
raycaster are a lot simpler than scanline algorithms as you simple use the world space to cast rays. (no matrix manipulations which are sometimes hard to understand for someone without math background)
idea is simple:
set up the view space and the object list before the main loop
cast rays per pixel
check for collisions
if collision exists calculate color (phong shading for example)
if not max recursion cast new rays from that collision point in direction of reflection AND refraction (recursive here!)
and draw pixel on a frame
repeat
I separated the collision detection from color calculation because you can use the collision detector for photon mapping later.
so what you need is a line->polygon line->sphere collision detection
and a way to calculate the color (phong shading, phong reflection model)
but start with spheres, a lot simpler and faster, you can see results within minutes if you manage to set up the worldspace and collision detection (although there are so many resources on that topic, you shouldn't have trouble finding a suitable algorithm)
what you have to understand is color calculation is the same as with scanline algorithms you can use phong shading/reflection or flat shading as it works the same. the only difference is that you don't use matrix manipulation to project the 3d world on a screen, you simply use rays and find the first object they collide with and calculate the color from there.
damn, thought you actually got an artist. Those sprites are looking mighty fine good sir.
Added "customizable" bullets.
Here's how the rocket looks:
Rocket = new VSOutlineProjectile { Name = "Rocket", Description = "Description", Image = Game.Data.Images["b-rocket.png"], Life = 170, DamageMultiplier = 10f, SpeedMultiplier = 0.3f }; RocketShrapnel = new VSOutlineProjectile { Name = "Rocket Shrapnel", Description = "Description", Image = Game.Data.Images["b-rocketshrapnel.png"], Life = 28, DamageMultiplier = 1, SpeedMultiplier = 1 }; Rocket.OnDestroy += delegate(VSLBullet mBullet) { for(int i = 0; i < 24; i++) { new VSLBullet(mBullet.Game, mBullet.Parent, mBullet.Body.Position, (360f / 24f)*i, RocketShrapnel.Clone(), 6500); } };
Is there some kind of top-secret WAYWO method for doing awesome 2D collision detection and platformer physics? Everyone else's seems so perfect whereas mine is just:
1) scroll through everything
2) check everything else
3) ????
4) profit (13fps)
Yes Layla, I know it's dumb. That's why I'm asking.
This makes it a ray tracer, not a ray caster.
Use a spatial partitioning algorithm
If it's tile based just figure out which tile the player's on (player pos / tile size), then check the tiles in that area. The number you should check depends on how big your player is.
oh yes sry I get those two confused ;p
wiki posted:
That's what I'm doing too!
Well, I'm handpicking the world tiles to check stuff against, but other than that I don't do any of SupahVee's fancy spatial partitioning stuff because he's a bad coder.
Many of you probably don't know it, but today is Programmers' Day: http://en.wikipedia.org/wiki/Programmers_Day
Good luck getting a job.