Only yogurt.
Only yogurt.
Been working on this 2D Engine for a while now, just added a speed tail effect and some simple glow. I'm still struggling getting the physics to work properly it seems like the speed is limited or rather slow, not sure what exactly it is.
Maybe someone has any experience with Box2D and is willing to help out?
rest in peace
With physics engine the scale you're using is really important. Try to design your implementation so the scale of the physics engine isn't linked to the scale of your game, and add a variable to adjust it. You'll find things get a lot more realistic when the scale is right.
I do :(
Creator of YogUI: YogUI is coolbeans. Make it skinnable, it looks like shit.
I am working on this:
Im making this for my physics teacher because resultant forces are too difficult a concept to my classmates.
i'm so sorry.
Yes, I am making this.
FP Programmers chat is srs bsns.
Got a basic class factory working.. you can drag and drop buttons from the left onto the canvas but you can't do much else.
http://puu.sh/iv79
Oh yeaaah
Does anyone know how to make it so that when I press "Start" the button is removed? I got it to work with the image, but not the button.
Just finished a few Resource managers, including TextureManager, FontMaganer and ShaderManager. I will do the audio one once I start needing audio.
They all have fallbacks so if the required file isnt found then a substitute is used.
How it should look:
How it looks when it cant find the font, image, shader.
The picture to the left is without a shader, the one on the right is just without image:
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Don't know why exactly but that's really awesome.
So I wrote a way to serialise one of my container classes (a std::map with some other crap) and I realized I implemented my own archive format without realising it, because you can store a char* in a boost::any
Should probably also mention that the substitute isnt a file, its coded in, so you could rename the resourec folder and it would still display the fallback stuff
Depends on which GUI toolkit you're using really
Windows Forms. It was button1.Visible = false;
You should rename your buttons to something sensible. I know this is just a silly project but it's a very good habit for now and the future.
If that system supports panels you could just use a different panel with its own content for each screen
My roguelike isn't running as fast as I want it to. I'm guessing that the printing of characters is the part that's taking the longest, but drawing in a coroutine didn't help much.
Edited:
Using os.clock() to time flushing to the buffer, it takes between 0.04 and 0.07. If it's going that fast, I'm not sure what is taking so long.
Edited:
Drawing the background colors takes about as long as drawing the foreground characters. Hmmmm.
Coroutines are synchronous. They won't mitigate slow code.
Yeah, that's kind of annoying. I think love.thread might be asynchronous, but you can't do any graphics stuff in there so it makes things a bit more difficult. I might be able to contain all my logic in a thread.
Drawing everything is taking up to a tenth of a second. Argh.
For a reason I will reveal later, I was compiling FreeDOS, and because I have a 64 bit system and I can't run the 16 bit and 32 bit applications needed to compile it, I needed to compile it inside FreeDOS. I used this tutorial. Tip for you windows users: imdisk is a replacement for losetup.
Override love.run so you're not clearing the screen every frame and only update the characters that change when they change.
Snakes.
People tend to use libraries they made themselves.
I'm already doing this, but with a canvas so I can still draw other stuff (Like my console).
Well I decided to show off my current project in a bit fancier way:
Edited:
it is a gif because it was a series of screenshots.
So.. what am I looking at?
A robot with a map of it's world that does not know where it is, working out based on motions and measurements, where it is in that world.
The black ringed cells are the ones the code thinks is most likely to be in.
I understand!!
I don't..
Is it moving randomly or strategically? Also, what are those numbers?
The robot has a perfect map of the world, but it dosnt know where in that map it is.
It knows when it moves up down left or right a cell, with an accuracy of 80%
it knows the colour of the cell it is with an accuracy of 70%.
Based on this it can within a few moves work out which cell it is actually in.
Edited:
The actual movement would be handled by some other system, in this case it was following green, but the localization code does not care what the motion is doing.
Got basic selection done. That's it for today.
http://puu.sh/ivVm (you can run it in place)
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So, the numbers are how sure he is that he is in that cell?
Yeah, this all is probability, as the with the accuracy of sensor / movement, it cant be sure, with 100% accuracy the cell it is in is 1 and the rest 0 at the end.
Edited:
basically it is this but for 2D:
http://www.cs.cmu.edu/afs/cs/project...00000000000000
Map editor is almost done!
Realm of the mad god are we?
I made a shitty icon to test our how you deal with setting up icons in Marmalade, and I actually like how it turned out in the environment..
You have some weird white pixels on the rounded part of the icon. I don't know why, but I am going to assume that you are having the icon be pre-rounded. You shouldn't make your icon pre-rounded.
Progress: Gesture menu, map editor and fly mode! (Gesture menu and map editor don't do anything else than shown, yet..)
Edited:
Oh god the colors