1. Post #321
    Gold Member
    nos217's Avatar
    December 2006
    2,568 Posts
    There are no graphics there either, it's all just SDL rectangles.
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  2. Post #322
    Gold Member
    ddrl46's Avatar
    October 2007
    3,526 Posts
    Pretty cool.
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  3. Post #323
    Gold Member
    MADmarine's Avatar
    July 2006
    507 Posts
    I've been making a bit of progress on my maze game, here's some screen-shots I took of it in action.

    - I've now got start and end flags
    - A lot of the UI done (I'm not a photoshop genius so C&C welcome)
    - Efficient level loading and saving. Level loading is instant and level saves don't go above 10KB. I've also got a system in place to read all .maz files (maps) from a specific folder and list them
    - Particle effects for the sun and teleports.

    1. Playing (player flags are little markers you can drop around the maze to help you navigate)
    2. Editor
    3. Main Menu
    4. Map List (I need to parse the names properly at some point)
    5. Win Screen (in progress, I'm working on high scores)
    6. Particle system for teleports (currently halfway through getting this to work)

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  4. Post #324
    Gold Member
    Jallen's Avatar
    December 2007
    7,199 Posts
    I've been making a bit of progress on my maze game, here's some screen-shots I took of it in action.

    - I've now got start and end flags
    - A lot of the UI done (I'm not a photoshop genius so C&C welcome)
    - Efficient level loading and saving. Level loading is instant and level saves don't go above 10KB. I've also got a system in place to read all .maz files (maps) from a specific folder and list them
    - Particle effects for the sun and teleports.

    1. Playing (player flags are little markers you can drop around the maze to help you navigate)
    2. Editor
    3. Main Menu
    4. Map List (I need to parse the names properly at some point)
    5. Win Screen (in progress, I'm working on high scores)
    6. Particle system for teleports (currently halfway through getting this to work)

    picz
    Looks pretty awesome.
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  5. Post #325
    Gold Member
    r4nk_'s Avatar
    April 2005
    2,006 Posts
    I've been making a bit of progress on my maze game, here's some screen-shots I took of it in action.

    - I've now got start and end flags
    - A lot of the UI done (I'm not a photoshop genius so C&C welcome)
    - Efficient level loading and saving. Level loading is instant and level saves don't go above 10KB. I've also got a system in place to read all .maz files (maps) from a specific folder and list them
    - Particle effects for the sun and teleports.

    1. Playing (player flags are little markers you can drop around the maze to help you navigate)
    2. Editor
    3. Main Menu
    4. Map List (I need to parse the names properly at some point)
    5. Win Screen (in progress, I'm working on high scores)
    6. Particle system for teleports (currently halfway through getting this to work)
    Nice man! Looking good, and pretty speedy development.
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  6. Post #326
    Gold Member
    MADmarine's Avatar
    July 2006
    507 Posts
    Nice man! Looking good, and pretty speedy development.
    Unemployment and boredom
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  7. Post #327
    Gold Member
    nos217's Avatar
    December 2006
    2,568 Posts
    Nice dude :).
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  8. Post #328
    Gold Member
    ddrl46's Avatar
    October 2007
    3,526 Posts
    Awesome, going to release it when its done?
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  9. Post #329
    Gold Member
    MADmarine's Avatar
    July 2006
    507 Posts
    Awesome, going to release it when its done?
    Yeah I don't see why not, it'll be a while before I'm happy with it though.
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  10. Post #330
    I've been making a bit of progress on my maze game, here's some screen-shots I took of it in action.
    That looks pretty nice!
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  11. Post #331
    Gold Member
    Acegikmo's Avatar
    October 2005
    637 Posts
    I'm working on some 2D platformer type game.
    I've got alot of work to do though. Right now I've got the editor working. Now I just need to make all gameplay mechanics and such.
    I can upload it if you want. It's a Java applet, so you simply try it out in the browser.

    Here's the editor so far anyway: (The angles are there for debugging purposes, ignore them)


    Everything is bound to hotkeys right now; I'll probably make a more simple GUI for it later on.
    I haven't implemented the features for loading foreground and background images yet either.
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  12. Post #332
    Gold Member
    Xeon06's Avatar
    September 2005
    1,204 Posts
    I've been making a bit of progress on my maze game, here's some screen-shots I took of it in action.

    - I've now got start and end flags
    - A lot of the UI done (I'm not a photoshop genius so C&C welcome)
    - Efficient level loading and saving. Level loading is instant and level saves don't go above 10KB. I've also got a system in place to read all .maz files (maps) from a specific folder and list them
    - Particle effects for the sun and teleports.

    1. Playing (player flags are little markers you can drop around the maze to help you navigate)
    2. Editor
    3. Main Menu
    4. Map List (I need to parse the names properly at some point)
    5. Win Screen (in progress, I'm working on high scores)
    6. Particle system for teleports (currently halfway through getting this to work)
    You need to add a random maze generator. That would be awesome.
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  13. Post #333
    Gold Member
    MADmarine's Avatar
    July 2006
    507 Posts
    You need to add a random maze generator. That would be awesome.
    I would love to do that, but I have no idea how to do it :(
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  14. Post #334
    Gold Member
    Jallen's Avatar
    December 2007
    7,199 Posts
    I would love to do that, but I have no idea how to do it :(
    My friend tried it for his computing project (mine was a roller coaster simulator, his was a game where you made a robot complete a maze by giving it steps of what to do)

    It didn't prove simple and there were all kinds of wierd patterns created. Good fun watching the patterns he came up with trying different algorithms though.
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  15. Post #335

    June 2009
    94 Posts
    started my habbo 'clone' for experience.



    I fucking love 2d arrays
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  16. Post #336
    Gold Member
    Jallen's Avatar
    December 2007
    7,199 Posts
    started my habbo 'clone' for experience.


    I fucking love 2d arrays
    haha, looks pretty cool. What library / language are you using?
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  17. Post #337

    June 2009
    94 Posts
    C++, DirectX

    Probably not the easiest choice for a beginner lol.
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  18. Post #338
    Gold Member
    nos217's Avatar
    December 2006
    2,568 Posts
    started my habbo 'clone' for experience.



    I fucking love 2d arrays
    No she's mine.
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  19. Post #339
    Gold Member
    Sporbie's Avatar
    August 2006
    671 Posts
    Hi, question again, mkay?

    I have some objects moving, and I have an air resistance value, which goes from 0 meaning maximum resistance and 1 meaning no resistance. The trouble with implementing this is frame time, how would I go about incorporating it? If I just multiply the resistance with it I get wrong results obviously.
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  20. Post #340
    Gold Member
    nos217's Avatar
    December 2006
    2,568 Posts
    Code:
    objectspeed = objectspeed * resistance
    That will work if you do that every frame.
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  21. Post #341
    Like this

    Code:
    float fLength = vOldVelocity.Length();
    fLength = Approach( fLength, 0, resistance * FrameTime() )
    vector vNewVelocity = vOldVelocity.GetNormal() * fLength;
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  22. Post #342
    Gold Member
    Sporbie's Avatar
    August 2006
    671 Posts
    What does approach do?

    Edited:

    Code:
    objectspeed = objectspeed * resistance
    That will work if you do that every frame.
    I need to account in the frame time, so no.
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  23. Post #343
    uhh

    Code:
    inline float Approach( float fCurrent, float fTarget, float fDelta )
    {
    	if ( fCurrent < fTarget )
    	{
    		fCurrent += fDelta;
    		if ( fCurrent > fTarget ) return fTarget;
    	}
    	else if ( fCurrent > fTarget )
    	{
    		fCurrent -= fDelta;
    		if ( fCurrent < fTarget ) return fTarget;
    	}
    
    	return fCurrent;
    }
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  24. Post #344
    Gold Member
    Sporbie's Avatar
    August 2006
    671 Posts
    Ah I see, thanks.
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  25. Post #345
    Gold Member
    jivemasta's Avatar
    January 2005
    315 Posts
    I would love to do that, but I have no idea how to do it :(
    I'd imagine the easiest way is to start out with a map of random noise of walls and no walls, with a start and finish spot. Then have it start at the start spot, and make a path to the finish with randomized motion that tries to get to the finish, not just random motion until it stumbles on the finish.
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  26. Post #346
    Gold Member
    nos217's Avatar
    December 2006
    2,568 Posts
    Ohhh right sorry. I didn't read you're post right.
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  27. Post #347
    Still rough around the edges, and I haven't optimized anything at all yet - but here's the latest build of my engine (complete with particle editor).

    http://img.garry.tv/Botch/BT_2009_07_08.zip

    In the particle editor click on gallery at the bottom and you can browse few a few different effects I made while I was coding it.
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  28. Post #348
    Gold Member
    Cathbadh's Avatar
    March 2006
    1,071 Posts
    I was about to say, your code looks far from optimal, garry.
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  29. Post #349
    What code
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  30. Post #350
    DONT KNOW WHETHER YOU GUYS ARE AWARE BUT UNITY3D COSTS LOTS OF MONEY AND THE FREE VERSION ISNT VERY GOOD
    SteveUK's Avatar
    May 2005
    2,192 Posts
    Looks like something you'd expect on the iPhone
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  31. Post #351
    Gold Member
    Sc00by22's Avatar
    August 2007
    1,246 Posts
    Still rough around the edges, and I haven't optimized anything at all yet - but here's the latest build of my engine (complete with particle editor).

    http://img.garry.tv/Botch/BT_2009_07_08.zip

    In the particle editor click on gallery at the bottom and you can browse few a few different effects I made while I was coding it.
    The particle editor is sweet


    Quick question - Why does the launcher.exe use 25% of my Quad core even though there's no bugs in there?
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  32. Post #352
    Gold Member
    nullsquared's Avatar
    November 2007
    2,450 Posts
    Garry, I'm in love with your GUI usage. What is that?
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  33. Post #353
    open.gl
    Overv's Avatar
    February 2007
    7,431 Posts
    He's using DotNetBar.
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  34. Post #354
    Gold Member
    Reason_Man's Avatar
    May 2005
    134 Posts
    What code
    The Clever Dan used reflector to dump the source(and optionally export to a project).
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  35. Post #355
    Gold Member
    r4nk_'s Avatar
    April 2005
    2,006 Posts
    Made some textures for my balls, going to add cube maps and shadows soon.

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  36. Post #356
    Gold Member
    raccoon12's Avatar
    November 2008
    3,145 Posts
    Very nice

    Edited:

    this thread makes me realize how much of a beginner I am to programming
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  37. Post #357
    Gold Member
    efeX's Avatar
    April 2009
    2,323 Posts
    Made some textures for my balls, going to add cube maps and shadows soon.

    Very nice, just get those shadows in :D
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  38. Post #358
    Gold Member
    Xeon06's Avatar
    September 2005
    1,204 Posts
    I would love to do that, but I have no idea how to do it :(
    There's a shitload of tutorials out there, I remember following a really good one but I can't find it anymore.

    Edited:

    Here, by the end of part 4 of this one you should have a nice maze:
    http://dirkkok.wordpress.com/dungeon...rticle-series/
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  39. Post #359
    Gold Member
    HubmaN V2's Avatar
    November 2007
    885 Posts
    -snop-
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  40. Post #360

    June 2009
    94 Posts
    Made some textures for my balls
    tehehehee
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