1. Post #2481
    Andrew McWatters
    Dennab
    March 2011
    4,658 Posts
    you asked for it

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  2. Post #2482
    voodooattack's Avatar
    October 2009
    1,994 Posts
    Ooooh Blkducky, I think you'll find this familiar

    That looks a lot like an older release of Dungeon Crawl Stone Soup. I like it.
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  3. Post #2483
    Der FΓΌhrer
    Quark:'s Avatar
    January 2011
    4,114 Posts
    Having a go at 2D skeletal animation.



    I can never remember how to properly rotate sprites around a point. atan2 or some shit iuno
    i sincerely hope that is his arm rotating
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  4. Post #2484
    Gold Member
    BlkDucky's Avatar
    May 2008
    6,503 Posts
    Ooooh Blkducky, I think you'll find this familiar

    Did my love for ADOM's interface really come off that strongly?



    Edited:

    it's amazing
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  5. Post #2485

    August 2011
    192 Posts
    sry for the lack of content lately, I've been doing so much stuff but none of it is directly visible, thus I present to you the Shuriken rain skill, just because I love OP characters in hack and slay games ;p

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  6. Post #2486
    Gold Member
    Phreebird's Avatar
    April 2009
    396 Posts
    you asked for it

    Thats really pretty.
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  7. Post #2487
    Goodthief's Avatar
    December 2009
    5,967 Posts
    Do you guys know what happened to the guy that made knight engine or night engine or something? Does he still post in this thread about his progress?
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  8. Post #2488
    Gold Member
    DoctorSalt's Avatar
    January 2009
    2,652 Posts
    Having a go at 2D skeletal animation.



    I can never remember how to properly rotate sprites around a point. atan2 or some shit iuno
    You mean the standard [Subtract vector][Rotate][Add vector] shindig?

    Btw, what do you think of this as a long term project?
    -I've been learning c#, getting into XNA stuff
    -The project will be to make a simple 2d remake of Evil Genius (to have it play like a very very simple version of dwarf fortress). Yea/nay?
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  9. Post #2489
    Gold Member
    ZenX2's Avatar
    February 2009
    5,131 Posts
    Did my love for ADOM's interface really come off that strongly?



    Edited:

    it's amazing


    The scrolling works just like in ADOM (Well, it uses the line by line scrolling, instead of the usual page by page scrolling in the ADOM inventory)
    It's starting to be more of an ADOMlike than a Roguelike
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  10. Post #2490
    Zwolf11's Avatar
    July 2009
    605 Posts
    Just got an invitation to interview with Microsoft for an internship as a freshman. Wish me luck.
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  11. Post #2491
    hOnK :o)
    i300's Avatar
    December 2009
    3,987 Posts
    Just got an invitation to interview with Microsoft for an internship as a freshman. Wish me luck.
    May I ask how they found you? Have you done previous internships with technology companies or have a popular blog or something?
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  12. Post #2492
    Zwolf11's Avatar
    July 2009
    605 Posts
    May I ask how they found you? Have you done previous internships with technology companies or have a popular blog or something?
    I'm majoring in Computer Science at Purdue University and a Microsoft recruiter comes by every once in a while and collects resumes and gives a little speech about the company/internship tips. Apparently I had an impressive resume for a freshman so they offered me an interview.
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  13. Post #2493
    Gold Member
    Hentie's Avatar
    May 2010
    2,129 Posts
    Nothing new, just something that reads BSP files and dumps the lumps into .lmp files.

    Found out that gm_construct.bsp was rendered 153 times.
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  14. Post #2494
    Team Hamster
    jalb's Avatar
    December 2009
    588 Posts
    So we gave our presentation yesterday on Dystopia Machina (school project). We had to develop it for a class (junior project, develop a tech demo of a game) and might continue developing it for another class (senior project, develop a game). We had to develop it from scratch (if you consider directx and fmod "from scratch") in 16 weeks. There's 8 of us. Here's what we've got so far:


    We didn't ever get a gun model in there, but it is a FPS.

    edit: And if you're going to GDC in San Francisco I will be showing off the game at the DeVry booth. I will only be at the booth at certain times so if anyone around here is actually going (last I checked no one was) then you can PM me and I'll tell you when.
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  15. Post #2495
    Chrispy_645's Avatar
    November 2010
    449 Posts
    I think I saw some pics earlier in this thread or in this forum (?) about some image to ASCII converter, so I thought I'd see if I could replicate it myself (not that it's hard to do or anything, but I wanted to do something fun and I couldn't be fucked coming up with my own little idea).


    Sorry for the ass quality.

    Also:





    The altered picture looks darker because the program uses a black background as a base, I'm thinking maybe I could change it to be grey... ie (127,127,127), so it's in between black and white.

    Source:
    http://dl.dropbox.com/u/12453703/Bitmap2ASCII.zip

    I might expand on it in some way maybe... idk, let you choose different fonts or something.

    console application master race
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  16. Post #2496
    Facepunch Staff
    layla's Avatar
    March 2010
    2,581 Posts
    Do you guys know what happened to the guy that made knight engine or night engine or something? Does he still post in this thread about his progress?
    I think he's making some my little pony kart racing game.

    http://ponykart.net/team
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  17. Post #2497
    Goodthief's Avatar
    December 2009
    5,967 Posts
    I think he's making some my little pony kart racing game.

    http://ponykart.net/team
    I hope that's not what he intended his engine to be used for. It had so much potential
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  18. Post #2498
    kill yourself
    Protocol7's Avatar
    June 2006
    26,086 Posts


    oh homework, I loathe your easiness

    bonus: error handling because doing homework the easy way is a copout



    (meant to be run under linux)
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  19. Post #2499
    Gold Member
    ZenX2's Avatar
    February 2009
    5,131 Posts
    I think he's making some my little pony kart racing game.

    http://ponykart.net/team
    Wow, that game looks pretty nice
    Although the fact that it's about ponies really limits its target audience to children/adults who watch a children's show.

    Edited:

    I hope that's not what he intended his engine to be used for. It had so much potential
    It's using ogre, and their engine was directx or whatever it's called, so I'm going to say that it probably isn't.
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  20. Post #2500
    Andrew McWatters
    Dennab
    March 2011
    4,658 Posts
    I hope that's not what he intended his engine to be used for. It had so much potential
    yeah like a pony dating sim instead, who gives an apple orchard about riding gokarts id rather ride rarity

    am i right guys

    Edited:

    I might expand on it in some way maybe... idk, let you choose different fonts or something.
    Consider edge detection to ASCII rendering, without colors, instead. It's the cheap way out to just generalize regions of pixels into single colored characters. I see it done way too much, and it's like what's the point. While you're at it you might as well slap gradients on the text if you're going to do it that way, since it's probably only useful for HTML or showing off somewhere somehow. It's another thing to create blocks of text out of images which look like the image.
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  21. Post #2501
    RUBY OVERLORD
    swift and shift's Avatar
    November 2011
    2,115 Posts
    kernel mode javascript:



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  22. Post #2502
    Gold Member
    Nipa's Avatar
    June 2006
    1,095 Posts
    kernel mode javascript:



    you crazy son of a bitch, you're actually doing it
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  23. Post #2503
    Gold Member
    Hentie's Avatar
    May 2010
    2,129 Posts
    Does anyone know the best formats for mapping? Like, I'm talking about in terms of performance, the tools available for the format, and how it handles lightmaps and how it handles spacial partitioning (octrees, binary spacial partioning, etc).

    I was going to use Quake/Valve's BSP format but I read up on it and everyone says it's archaic, so I'm having second thoughts on it.
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  24. Post #2504
    Gold Member
    BackwardSpy's Avatar
    May 2008
    6,563 Posts
    So we gave our presentation yesterday on Dystopia Machina (school project). We had to develop it for a class (junior project, develop a tech demo of a game) and might continue developing it for another class (senior project, develop a game). We had to develop it from scratch (if you consider directx and fmod "from scratch") in 16 weeks. There's 8 of us. Here's what we've got so far:


    We didn't ever get a gun model in there, but it is a FPS.

    edit: And if you're going to GDC in San Francisco I will be showing off the game at the DeVry booth. I will only be at the booth at certain times so if anyone around here is actually going (last I checked no one was) then you can PM me and I'll tell you when.
    BUHLIIING
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  25. Post #2505
    Gold Member
    Nipa's Avatar
    June 2006
    1,095 Posts
    Does anyone know the best formats for mapping? Like, I'm talking about in terms of performance, the tools available for the format, and how it handles lightmaps and how it handles spacial partitioning (octrees, binary spacial partioning, etc).

    I was going to use Quake/Valve's BSP format but I read up on it and everyone says it's archaic, so I'm having second thoughts on it.
    It depends: what do your maps mostly consist of? Indoor or outdoor areas?
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  26. Post #2506
    Gold Member
    Hentie's Avatar
    May 2010
    2,129 Posts
    It depends: what do your maps mostly consist of? Indoor or outdoor areas?
    Outdoor.
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  27. Post #2507
    Gold Member
    danharibo's Avatar
    July 2006
    4,498 Posts
    Does anyone know the best formats for mapping? Like, I'm talking about in terms of performance, the tools available for the format, and how it handles lightmaps and how it handles spacial partitioning (octrees, binary spacial partioning, etc).

    I was going to use Quake/Valve's BSP format but I read up on it and everyone says it's archaic, so I'm having second thoughts on it.
    Depends on what you need to do, if you're making a game that's mostly indoors then BSP or it's friends are more helpful that say an Octree, since that's better at larger spaces.

    Edited:

    Outdoor.
    Then a paged octree might not be a bad idea.
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  28. Post #2508
    Gold Member
    Hentie's Avatar
    May 2010
    2,129 Posts
    I don't want to be too specific on the general environment, but just for knowledge's sake, what are the best map formats for outdoor and indoor environments?

    Also, is GTKRadiant the only other open 3D map editor out there? Or can 3D modelling programs like blender or sketchup be converted into a map editor?
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  29. Post #2509
    Gold Member
    Jookia's Avatar
    July 2007
    6,768 Posts
    I'm currently looking at Ogre3D as 3D renderer for my vaporware game. Anybody know if it has benefits over OpenSceneGraph?
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  30. Post #2510
    Gold Member
    danharibo's Avatar
    July 2006
    4,498 Posts
    I'm currently looking at Ogre3D as 3D renderer for my vaporware game. Anybody know if it has benefits over OpenSceneGraph?
    Ogre3D has a better content pipeline imo
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  31. Post #2511
    Em See's Avatar
    January 2008
    1,116 Posts
    Code:
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    :c
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  32. Post #2512
    Gold Member
    Nisd's Avatar
    October 2008
    436 Posts
    you crazy son of a bitch, you're actually doing it
    Well javascript is the new black :)
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  33. Post #2513
    Gold Member
    Jookia's Avatar
    July 2007
    6,768 Posts
    Ogre3D has a better content pipeline imo
    From my point of view it requires configuration files and other unnecessary stuff. OSG seems is OpenGL-only (which is no problem at all).
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  34. Post #2514
    Gold Member
    danharibo's Avatar
    July 2006
    4,498 Posts
    From my point of view it requires configuration files and other unnecessary stuff. OSG seems is OpenGL-only (which is no problem at all).
    Ogre3D doesn't require any configuration files?
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  35. Post #2515
    Paid for a title.
    Maurice's Avatar
    June 2005
    6,175 Posts
    Code:
                  .  ...  .....:..::::..:.....              ...          .                                  ..:::...
    :c
    Maybe you should dither that.
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  36. Post #2516
    Richy19's Avatar
    May 2010
    5,413 Posts
    Mind me asking who does your artwork? its beautiful and I think would fit well with an idea i have :D
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  37. Post #2517
    T3hGamerDK's Avatar
    January 2011
    2,551 Posts
    From my point of view it requires configuration files and other unnecessary stuff. OSG seems is OpenGL-only (which is no problem at all).
    Ogre3D seems quite bloated, unless it has all the exact stuff you'll need. At least, that's what it seemed like to me, when I started looking at it.
    I'd rather go with something like OpenSceneGraph, or even as far as Irrlicht.
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  38. Post #2518
    Gold Member
    Jookia's Avatar
    July 2007
    6,768 Posts
    Hmm.. Looking in to Ogre3D, it has some good stuff.

    I really don't know which graphics system has the ability to calibrate or simulate an actual camera. I know Ogre has FOV. I really want to try and be able to mimic exposure levels, and have highlights and DOF and all that stuff. I'm not sure if it's possible with computers though.
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  39. Post #2519
    Gold Member
    Lexic's Avatar
    March 2009
    6,123 Posts
    You're probably going to need to write your own OpenGL renderer to do that kind of thing. Don't worry, it's quite fun. C:
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  40. Post #2520
    Gold Member

    October 2008
    3,838 Posts
    I'm not sure if it's possible with computers though.
    You might want to take a look at RTHDRIBL.
    I made a thread about it a few years ago: http://www.facepunch.com/threads/924156
    Also has a mirror for it because the official site is down.
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