There are no graphics there either, it's all just SDL rectangles.
There are no graphics there either, it's all just SDL rectangles.
Pretty cool.
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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Looks pretty awesome.
Nice man! Looking good, and pretty speedy development.
Unemployment and boredom![]()
Nice dude :).
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.
That looks pretty nice!
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.
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 :(
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.
started my habbo 'clone' for experience.
I fucking love 2d arrays
haha, looks pretty cool. What library / language are you using?
C++, DirectX
Probably not the easiest choice for a beginner lol.
No she's mine.
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.
That will work if you do that every frame.Code:objectspeed = objectspeed * resistance
Like this
Code:float fLength = vOldVelocity.Length(); fLength = Approach( fLength, 0, resistance * FrameTime() ) vector vNewVelocity = vOldVelocity.GetNormal() * fLength;
What does approach do?
Edited:
I need to account in the frame time, so no.
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; }
Ah I see, thanks.
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.
Ohhh right sorry. I didn't read you're post right.
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.
I was about to say, your code looks far from optimal, garry.
What code
Looks like something you'd expect on the iPhone
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?
Garry, I'm in love with your GUI usage. What is that?
The Clever Dan used reflector to dump the source(and optionally export to a project).
Made some textures for my balls, going to add cube maps and shadows soon.
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Very nice
Edited:
this thread makes me realize how much of a beginner I am to programming
Very nice, just get those shadows in :D
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/
-snop-
tehehehee