I wasn't planning on pulling an allnighter, it's 8.30 am here now
This is fun, everything is just plowing forward in a good pace!
Started porting the library Game Music Emu to .NET because why not?
I dislike wrappers, so I thought I'd just fully port it over. I want to make a player for Nintendo NSF, SNES SPC, etc files, so that's why I'm doing it. Also .NET has very little game music libraries out there, so why not help that area expand a little bit more?
Most of what I have done is here
This was one of my more... frustrating endeavours. Nevertheless, it works!
Additionally I thought "why the hell not try to make it on linux too?" And fuck, I should of just stuck with Windows. Luckily the difficult stuff is done. Anything I write from here on using OpenGL should just work on both I'm (probably incorrectly) assuming.
But enough words, have some less-than-impressive pictures:
The whole thing is open source and hosted over at github. Fair warning though: The linux stuff was written on a "just make this shit work" basis, so it's really messy at the moment.
edit: the screenshots are slightly more impressive if you look at the code behind it
Presenting you Fat Tetris, I call it that way because it's wide. Fixed all down collision checking, now I have problems checking sideways collisions, once I fix that, I'll add the line checking and removing, and a scoreboard. Then I'm going to atempt to call it a Indie game and sell it for 5$ a piece on the internet.
I just got so lost in programming that when I went to go take a sip of my coffee the last 1/3 of it had gone cold. A bitter sweet moment.
Started working on my contest game and got bored so I made a music synced Lorenz Attractor in Unity instead.
The quality is crap because I try to upload anything big Telstra cut my net off for the day.
Of course, this is a much simpler way to do it.
I made some homing enemies:
Also, facepunch seems to go down quite a lot lately.
Making a GUI designer in GWEN for gwen/derma. Done the easy stuff.. now for the real work.. gulp.
Finished work on a level editor for my remake of Chairmaggedon.
That should make things much easier.
Well now with world set to:
and the measurements it detects are:Code:colors = [['red', 'green', 'green', 'red' , 'red'], ['red', 'red', 'green', 'red', 'red'], ['red', 'red', 'green', 'green', 'red'], ['red', 'red', 'red', 'red', 'red']]
with motions:Code:measurements = ['green', 'green', 'green' ,'green', 'green']
with accuracyCode:motions = [[0,0],[0,1],[1,0],[1,0],[0,1]]
I get the result:Code:sensor_right = 0.7 p_move = 0.8
Can anyone recommend a decent C library for writing ID3v2 tags?
Seriously though, what is that?
I'm beginning to get more than a little annoyed with SFML. I've tried everything I can think of and I still can't get it to clear the sf::RenderTexture I'm using for my light map. The .clear() method doesn't seem to do anything at all. None of my raw opengl calls work either, despite my using setactive. Shit is whack.
Looks like I'll have to live with drawing a black rect over the screen instead
Using the rotMG textures for a second.
I'd really like to get into ruby but everything I want to seems so much simpler in C#.
And I don't mean the syntax. I mean the actual preparations.
For example, I wanted debuging in an IDE so I got Aptana and tried to debug. I need something called a ruby-debug-ide gem.
So I do gem install ruby-debug-ide.
A million errors about failing to build native something.
After messing with that for a bit, I decide to say fuck it and just use Notepad++ and ruby -rdebug for debugging. But at this point (although this works) I start to wonder why I would even want that since debugging in an IDE is clearly superior.
I'm far from quitting but it seems so hard to see the benefits of Ruby when noting is straight forward.
I also searched for OpenGL bindings but that too is a gem that won't install and seems really really complicated to setup.
I also wonder how any of those things can be packaged if I want to send it to someone.
Progress on the map editor!
It won't be a seperate app or something, but an option available from in-game.
Coud someone running Linux and with a decent/upto date graphics card run this and tell me how many ms it takes to draw?
All required libraries should be in there, but you might have to make it load libraries from within the same folder as the exe