1. Post #2961
    Gold Member
    BackwardSpy's Avatar
    May 2008
    6,430 Posts
    people actually use that?
    Only yogurt.
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  2. Post #2962
    Gold Member
    Dennab
    May 2011
    436 Posts

    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?
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  3. Post #2963
    Gold Member
    synthiac's Avatar
    June 2007
    1,090 Posts
    Only yogurt.
    rest in peace
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  4. Post #2964
    garry's Avatar
    September 2001
    12,375 Posts

    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?
    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.
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  5. Post #2965
    Naarkie's Avatar
    September 2011
    319 Posts
    people actually use that?
    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.
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  6. Post #2966
    Gold Member
    synthiac's Avatar
    June 2007
    1,090 Posts
    I do :(
    i'm so sorry.
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  7. Post #2967
    I DEFY YOU, HEART MAN!
    Kepler's Avatar
    December 2011
    391 Posts

    Yes, I am making this.
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  8. Post #2968
    Naarkie's Avatar
    September 2011
    319 Posts
    21:53 - Alex: FUCK YOU DOWNSIDER
    21:53 - Alex: UR ANNOYING AS FUCK
    21:54 - Alex: OH LOOK AT ME
    21:54 - Alex: I WRITE COMPLEX MMO ENGINE
    21:54 - Alex: IOS AND STUFF
    21:54 - Alex: I VERY COOL
    21:54 - Alex: U ALL SHIT
    21:54 - Alex: ME BEST AMERICAN
    21:54 - Alex: I KNOW WHAT IM DOING
    21:54 - Alex: I READ C++ FOR DUMBSHITS
    21:54 - Downsider: im thisrty
    FP Programmers chat is srs bsns.
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  9. Post #2969
    garry's Avatar
    September 2001
    12,375 Posts
    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
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  10. Post #2970
    I DEFY YOU, HEART MAN!
    Kepler's Avatar
    December 2011
    391 Posts

    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.
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  11. Post #2971
    Richy19's Avatar
    May 2010
    5,378 Posts
    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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  12. Post #2972
    Gold Member
    Darwin226's Avatar
    January 2009
    4,067 Posts
    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:
    Don't know why exactly but that's really awesome.
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  13. Post #2973
    This title has been removed due to a copyright claim from Viacom Inc.
    neos300's Avatar
    July 2008
    3,484 Posts
    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
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  14. Post #2974
    Richy19's Avatar
    May 2010
    5,378 Posts
    Don't know why exactly but that's really awesome.
    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
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  15. Post #2975
    italian
    TerabyteS_'s Avatar
    June 2011
    2,644 Posts

    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.
    Depends on which GUI toolkit you're using really
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  16. Post #2976
    I DEFY YOU, HEART MAN!
    Kepler's Avatar
    December 2011
    391 Posts
    Depends on which GUI toolkit you're using really
    Windows Forms. It was button1.Visible = false;
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  17. Post #2977
    Gold Member
    iPope's Avatar
    October 2008
    1,774 Posts
    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.
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  18. Post #2978
    italian
    TerabyteS_'s Avatar
    June 2011
    2,644 Posts
    Windows Forms. It was button1.Visible = false;
    If that system supports panels you could just use a different panel with its own content for each screen
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  19. Post #2979
    Gold Member
    ZenX2's Avatar
    February 2009
    4,961 Posts
    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.
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  20. Post #2980
    Gold Member
    Lexic's Avatar
    March 2009
    6,123 Posts
    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.
    Coroutines are synchronous. They won't mitigate slow code.
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  21. Post #2981
    Gold Member
    ZenX2's Avatar
    February 2009
    4,961 Posts
    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.
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  22. Post #2982
    itty-bitty pretty kitty
    Dennab
    September 2008
    9,837 Posts
    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.
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  23. Post #2983
    Gold Member
    Lexic's Avatar
    March 2009
    6,123 Posts
    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.
    Override love.run so you're not clearing the screen every frame and only update the characters that change when they change.
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  24. Post #2984
    Slaaf van EternalFlamez.Ik wilde heel graag de laatste Indie Bundle, en ik kreeg deze kuttitel er gratis bij.
    Staneh's Avatar
    March 2010
    4,059 Posts


    Snakes.
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  25. Post #2985
    Person
    geel9's Avatar
    June 2008
    5,592 Posts
    people actually use that?
    People tend to use libraries they made themselves.
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  26. Post #2986
    Gold Member
    ZenX2's Avatar
    February 2009
    4,961 Posts
    Override love.run so you're not clearing the screen every frame and only update the characters that change when they change.
    I'm already doing this, but with a canvas so I can still draw other stuff (Like my console).
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  27. Post #2987
    ..............
    nekosune's Avatar
    February 2009
    1,827 Posts
    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.
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  28. Post #2988
    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?
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  29. Post #2989
    ..............
    nekosune's Avatar
    February 2009
    1,827 Posts
    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.
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  30. Post #2990
    Paid for a title.
    Maurice's Avatar
    June 2005
    6,175 Posts
    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..   
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  31. Post #2991
    Gold Member
    Robber's Avatar
    January 2006
    6,077 Posts
    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.
    Is it moving randomly or strategically? Also, what are those numbers?
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  32. Post #2992
    ..............
    nekosune's Avatar
    February 2009
    1,827 Posts
    I understand!!

       I don't..   
    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:

    Is it moving randomly or strategically?
    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.
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  33. Post #2993
    garry's Avatar
    September 2001
    12,375 Posts
    Got basic selection done. That's it for today.

    http://puu.sh/ivVm (you can run it in place)

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  34. Post #2994
    Gold Member
    Robber's Avatar
    January 2006
    6,077 Posts
    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.
    So, the numbers are how sure he is that he is in that cell?
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  35. Post #2995
    ..............
    nekosune's Avatar
    February 2009
    1,827 Posts
    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
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  36. Post #2996
    Slaaf van EternalFlamez.Ik wilde heel graag de laatste Indie Bundle, en ik kreeg deze kuttitel er gratis bij.
    Staneh's Avatar
    March 2010
    4,059 Posts


    Map editor is almost done!
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  37. Post #2997
    Gold Member
    WTF Nuke's Avatar
    March 2009
    4,460 Posts
    Realm of the mad god are we?
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  38. Post #2998
    Gold Member
    Downsider's Avatar
    July 2007
    1,996 Posts


    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..
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  39. Post #2999
    hOnK :o)
    i300's Avatar
    December 2009
    3,987 Posts


    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.
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  40. Post #3000


    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
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