1. Post #3281
    Person
    geel9's Avatar
    June 2008
    5,743 Posts
    fuck fuck fuck

    i'm at the "we need to release but we keep thinking of more awesome features" stage of my physics sandbox

    we need to do a feature freeze
    "we?"
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  2. Post #3282
    ASK ME ABOUT MY PLAYBOOK INSTEAD OF COLLEGE
    icantread49's Avatar
    April 2011
    1,626 Posts
    what do you mean? as in, include the new feature as updates?

    that's definitely what we're going to do; i'm just saying that we need to decide which features are gonna make the first release, and which features will be left for an update
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  3. Post #3283
    Andrew McWatters
    Dennab
    March 2011
    4,658 Posts
    in my experience, working with me, myself, and i is a very difficult collaborative effort
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  4. Post #3284
    in my experience, working with me, myself, and i is a very difficult collaborative effort
    Needs perfect communication
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  5. Post #3285
    ASK ME ABOUT MY PLAYBOOK INSTEAD OF COLLEGE
    icantread49's Avatar
    April 2011
    1,626 Posts
    i'm working with a very talented artist
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  6. Post #3286
    Gold Member
    Robber's Avatar
    January 2006
    6,206 Posts
    God fucking damn it. I submitted my Playbook app 2 and half weeks ago and now I'm getting a mail that I signed it wrong. First of all I have no idea how I signed it wrong because it was an automated tool and I only had to point it to the signature files RIM sent me and secondly when I accidentally didn't sign my LWP for Android properly and tried to upload the APK signed with the standard SDK license it took Google about 1.5 seconds to tell me after I uploaded it. Why is RIM so slow?

    Anyway, now I'm working on fixing the signature. :saddowns:
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  7. Post #3287
    ASK ME ABOUT MY PLAYBOOK INSTEAD OF COLLEGE
    icantread49's Avatar
    April 2011
    1,626 Posts
    God fucking damn it. I submitted my Playbook app 2 and half weeks ago and now I'm getting a mail that I signed it wrong. First of all I have no idea how I signed it wrong because it was an automated tool and I only had to point it to the signature files RIM sent me and secondly when I accidentally didn't sign my LWP for Android properly and tried to upload the APK signed with the standard SDK license it took Google about 1.5 seconds to tell me after I uploaded it. Why is RIM so slow?

    Anyway, now I'm working on fixing the signature. :saddowns:
    RIM enjoys hand-testing every app and is too stupid to write some automated signature checks

    i signed my first BAR incorrectly (Marmalade didn't fully sign it), good thing i realized it was signed incorrectly because bb app world happily accepted it
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  8. Post #3288
    Gold Member
    Robber's Avatar
    January 2006
    6,206 Posts
    RIM enjoys hand-testing every app and is too stupid to write some automated signature checks

    i signed my first BAR incorrectly (Marmalade didn't fully sign it), good thing i realized it was signed incorrectly because bb app world happily accepted it
    How did you notice that you signed it incorrectly? Since RIM doesn't automatically check the signature I'd feel a lot safer only submitting it after checking it myself.
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  9. Post #3289
    quincy18's Avatar
    September 2007
    1,018 Posts
    Pretty sick this week, started programming anyways, having a go at 2d skeletal animations. Much harder then expected.

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  10. Post #3290
    ASK ME ABOUT MY PLAYBOOK INSTEAD OF COLLEGE
    icantread49's Avatar
    April 2011
    1,626 Posts
    How did you notice that you signed it incorrectly? Since RIM doesn't automatically check the signature I'd feel a lot safer only submitting it after checking it myself.
    To confirm that you app has been signed by both the RIM signing authority and yourself open your BAR file as a zip file and check the META-INF folder. This folder should contain 5 files:

    * AUTHOR.EC
    * AUTHOR.SF
    * MANIFEST.MF
    * RDK.EC
    * RDK.SF
    i got that information from this blog post. it's oriented towards marmalade but the command-line signing process isn't specific to marmalade

    http://www.drmop.com/index.php/2011/...ld-submission/
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  11. Post #3291
    Zyx
    Guest 3855 is lost and can't find the park exit
    Zyx's Avatar
    February 2005
    2,839 Posts
    Shooting, sounds, enemies hunting you down, shooting enemies, enemies shooting back, health for you and enemies.


    Sound generously donated by Half-Life 2.
    Artwork generously donated by Pokemon Leaf Green.
    Player/Enemy character artwork generously donated from someone

    Also, bullets are drawn with a black box to make it easier to spot in the video.
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  12. Post #3292
    ASK ME ABOUT MY PLAYBOOK INSTEAD OF COLLEGE
    icantread49's Avatar
    April 2011
    1,626 Posts
    i made a fun little vehicle on my ipod touch



    (ignore the placeholder action buttons)

    obviously the above vehicle is rather simple, i can't wait to see what people come up with when this goes public
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  13. Post #3293
    Gold Member
    synthiac's Avatar
    June 2007
    1,100 Posts
    i made a fun little vehicle on my ipod touch



    (ignore the placeholder action buttons)

    obviously the above vehicle is rather simple, i can't wait to see what people come up with when this goes public
    holy shit

    is that a webm video?
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  14. Post #3294
    Gold Member
    Darwin226's Avatar
    January 2009
    4,159 Posts
    i made a fun little vehicle on my ipod touch



    (ignore the placeholder action buttons)

    obviously the above vehicle is rather simple, i can't wait to see what people come up with when this goes public
    It looks really great. I hope it goes well null.
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  15. Post #3295
    Zyx
    Guest 3855 is lost and can't find the park exit
    Zyx's Avatar
    February 2005
    2,839 Posts
    i made a fun little vehicle on my ipod touch



    (ignore the placeholder action buttons)

    obviously the above vehicle is rather simple, i can't wait to see what people come up with when this goes public
    if you ask me, the background should be scrolling (Although not as fast as the foreground).
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  16. Post #3296
    Gold Member
    Robber's Avatar
    January 2006
    6,206 Posts
    i got that information from this blog post. it's oriented towards marmalade but the command-line signing process isn't specific to marmalade

    http://www.drmop.com/index.php/2011/...ld-submission/
    Thanks, apparently I did everything right but their awesome Eclipse plugin creates two bars, a signed one and an unsigned one. Guess which one is in the project's root folder and therefore the first one I saw.

    Edit:

    Argh, now it won't accept my new bar because it doesn't have the same package id (the last one didn't have any). So it's actually automatically opening the bar and checking shit, but it's not checking if it's signed properly at all. Why are you doing this to me (us) RIM? WHY??
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  17. Post #3297
    ASK ME ABOUT MY PLAYBOOK INSTEAD OF COLLEGE
    icantread49's Avatar
    April 2011
    1,626 Posts
    ah, yes. let's check if it has the same package id as the previous version, but if it doesn't have a package id, then that's good too!
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  18. Post #3298
    Gold Member
    BlkDucky's Avatar
    May 2008
    6,502 Posts
    if you ask me, the background should be scrolling (Although not as fast as the foreground).
    I had to look really close to even see the background on my laptop.
    I thought it was just plain white.
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  19. Post #3299
    ASK ME ABOUT MY PLAYBOOK INSTEAD OF COLLEGE
    icantread49's Avatar
    April 2011
    1,626 Posts
    I had to look really close to even see the background on my laptop.
    I thought it was just plain white.
    it's perfect on an ipod touch 2g, iphone 4s, ipad 2 so you might wanna fix your brightness and contrast
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  20. Post #3300
    Richy19's Avatar
    May 2010
    5,411 Posts
    I can just about see it but its not easy
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  21. Post #3301
    Gold Member
    Robber's Avatar
    January 2006
    6,206 Posts

    I love you RIM, thanks for destroying everything I just entered.
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  22. Post #3302
    garry's Avatar
    September 2001
    12,435 Posts
    This is either the best code I've ever written, or the total worst.

    	class UserDataStorage
    	{
    		public:
    
    			template<typename T> struct Value { Value( const T& v ){ val = v; }; T val; };
    
    			template<typename T>
    			void Add( T var )
    			{
    				if ( Exists<T>() ) return;
    
    				Value<T>* val = new Value<T>( var );
    				m_List[ typeid( var ).name() ] = (void*) val;
    			};
    			
    			template<typename T>
    			T& Get()
    			{
    				Value<T>* v = (Value<T>*)m_List[ typeid( T ).name() ];
    				return v->val;
    			};
    
    			template<typename T>
    			bool Exists()
    			{
    				return m_List.find( typeid( T ).name() ) != m_List.end();
    			};
    
    
    			std::map< Gwen::String, void*>	m_List;
    	};

    It tries to allow you to store multiple userdata (on an object where it's a public member) in a safe way..

    
    MyInformationClass* pInfo = new Info();
    pMyThing->UserData.Add( pInfo );
    
    MyInformationClass* pValue = pMyThing->UserData.Get<MyInformationClass*>();
    
    
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  23. Post #3303
    open.gl
    Overv's Avatar
    February 2007
    7,431 Posts
    i made a fun little vehicle on my ipod touch



    (ignore the placeholder action buttons)

    obviously the above vehicle is rather simple, i can't wait to see what people come up with when this goes public
    Nice UI work, you have a decent artist :).
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  24. Post #3304
    garry's Avatar
    September 2001
    12,435 Posts
    Lollz I kind of can't believe it works.



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  25. Post #3305
    Gold Member
    Robber's Avatar
    January 2006
    6,206 Posts
    i made a fun little vehicle on my ipod touch



    (ignore the placeholder action buttons)

    obviously the above vehicle is rather simple, i can't wait to see what people come up with when this goes public
    This reminds me a lot of Phun which is awesome. I'm definitely getting this when you release it for Android.

    Also, I finally submitted my app correctly (I think) without crashing RIM's software. I'll go back into lurking mode now.
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  26. Post #3306
    Gold Member
    Squeaken's Avatar
    January 2007
    3,710 Posts
    Coded a fairly rudimentary scaling difficulty system for that missile game, missiles appear more frequently and in larger numbers as the game goes on, along with different types of missiles appearing. Next up, currency and upgrades.

    http://dl.dropbox.com/u/52726455/Missile Mopup.swf
    Notes: The Blue missiles are emps and will prevent ammo regeneration for 5 seconds if they hit your base. The health on the large orange missiles is shown sloppily and was only for debugging. If you save the file and open it with Flash player rather than the browser it will look nicer, as browsers automatically make it full screen stretching the image. Framerates may be an issue as I haven't fully optimized it. Oh and sometimes your health drops below zero without ending the game, working on a fix.
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  27. Post #3307
    itty-bitty pretty kitty
    Dennab
    September 2008
    9,837 Posts
    i made a fun little vehicle on my ipod touch



    (ignore the placeholder action buttons)

    obviously the above vehicle is rather simple, i can't wait to see what people come up with when this goes public
    no longer looks like Phyzios
    Good job
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  28. Post #3308
    garry's Avatar
    September 2001
    12,435 Posts
    Yeah this is gonna leak memory like a bitch I guess?
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  29. Post #3309
    Richy19's Avatar
    May 2010
    5,411 Posts
    Just found this gem, https://market.android.com/details?i...les.csharptogo
    My lectures are going to be so much more interesting now :D
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  30. Post #3310
    ASK ME ABOUT MY PLAYBOOK INSTEAD OF COLLEGE
    icantread49's Avatar
    April 2011
    1,626 Posts
    This reminds me a lot of Phun which is awesome. I'm definitely getting this when you release it for Android.
    glad to hear!

    it's also being released for the PC and Mac for anyone interested
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  31. Post #3311
    Person
    geel9's Avatar
    June 2008
    5,743 Posts
    Added skinning to TextFields. I also made the skin for FilterTextFields be red and green depending on its validation state (only shows the color when selected; the programmer can also override this.)







    Edited:

    Note that the skins are all temporary, the main thing I'm showing off is the fact that they CAN be skinned.
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  32. Post #3312
    Gold Member
    Bambo.'s Avatar
    April 2011
    487 Posts
    Fuck college (UK version) interviews to the deepest depths of hell!
    I have one college interview tomorrow at 5:30 GMT and the raspberry pi release time is 6:00 GMT...

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  33. Post #3313
    Gold Member
    WTF Nuke's Avatar
    March 2009
    4,470 Posts
    Just got back from writing a computing contest. I got 4/5 of the questions, the last one being the hardest. I think I have a solution to it now though, going to try to make it work at home. The jist of it is that you have between 1 and 4 spots, and the same amount of coins. There are the same amount of coins as there are spots, and each coin has a value between 1 and n, n being the number of spots. You have to find the least amount of time to arrange the coins in ascending order. You can only move a smaller coin on top of a bigger coin, and you can only move the coin on top of the pile. So if you have the original configuration of coins: 3 2 1, then you have to move them to 1 2 3, the least amount of turns being 20. I think I figured it out, though I didn't put this down for my program:

       basically you move the only coins that can be moved, dividing the number of options into two (so for the configuration that I put up before(3 2 1), the first move can either be 32 blank 1 or 3 21 blank). You keep doing this and storing the configuration from two turns ago, and if you move something back to that position, you go back to that tree position and exhaust the other possible methods, labeling that one as a dead end. If you run out of possible methods, then the config is unsolvable and if you have multiple methods you compare the time it took to get to them and display whichever one is shorter.   
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  34. Post #3314
    ASK ME ABOUT MY PLAYBOOK INSTEAD OF COLLEGE
    icantread49's Avatar
    April 2011
    1,626 Posts
    towers of hanoi

    Edited:

    yeah if i remember correctly, you can write a ~3 line solution for that
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  35. Post #3315
    Gold Member
    WTF Nuke's Avatar
    March 2009
    4,470 Posts
    Oh, you're right. But you can't jump over pegs.

    Edited:

    And you have to assemble in ascending order, not on top of one another.
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  36. Post #3316
    Gold Member
    Lapsus's Avatar
    June 2006
    1,080 Posts
    I'm still trying and failing to get some sort of proper vertical control for my FPGA vga output, even though I'm having no problems with horizontal drawing at all, and the code is pretty much identical. I'm trying to add a green gradient from the top down over top of my red one, but all I'm getting is some very faint green lines at the points where the green changes intensity.



    I don't know if there's anyone else reading this thread that uses systemverilog, but it probably can't hurt to post the code and see if any of you can point out some obvious error that I'm missing entirely. Help?

    Code:
    module newvga(CLOCK_50, LEDR, SW, VGA_CLK, VGA_HS, VGA_VS, VGA_BLANK, VGA_SYNC, VGA_R, VGA_G, VGA_B);
    
    	input CLOCK_50; // 50MHz Clock
    
    	input [17:0]SW;    // Switches!
    	output [17:0]LEDR; // indicators woo
    	
    	output VGA_CLK;    // DACs latch on posedge
    	output VGA_HS;     // Horizontal Sync -----+ 
    	output VGA_VS;     // Vertical Sync -------| Active Low
    	output VGA_BLANK;  // Blanking ------------+
    	output VGA_SYNC;   // Unused
    	output [9:0]VGA_R; // ----+
    	output [9:0]VGA_G; // ----| Output DACs, 10 bit, 0-1023
    	output [9:0]VGA_B; // ----+
    	
    	// Clock Setup
    	reg [0:0]Clock_25;
    	
    	always @(posedge CLOCK_50) begin
    		Clock_25 += 1; // 50MHz / 2 = 25MHz, close enough to the 25.175 MHz in the spec
    	end
    	
    	reg [9:0]Horiz_Count; // 10 bits each
    	reg [9:0]Vert_Count;  //
    	
    	reg [0:0]Hsync;
    	reg [0:0]Vsync;
    	reg [9:0]Red;
    	reg [9:0]Green;
    	reg [9:0]Blue;
    	reg [9:0]Xpos;
    	reg [9:0]Ypos;
    	
    	assign LEDR = SW;
    	
    	assign VGA_CLK = Clock_25;
    	assign VGA_HS = !Hsync;		// Chip inputs are active low, so invert them.
    	assign VGA_VS = !Vsync;
    	assign VGA_BLANK = !Hsync | !Vsync; // When we're doing sync, blank!
    	assign VGA_SYNC = 1'b1; // Unused
    	assign VGA_R = Red;
    	assign VGA_G = Green;
    	assign VGA_B = Blue;
    	
    	/* Timings! http://tinyvga.com/vga-timing/640x480@60Hz
    		
    		I daresay 25MHz is close enough to 25.175MHz, can't get closer
    		
    		25.000 = 0.0400 usec/px
    		25.175 = 0.0397 usec/px
    		
    		Horizontal:		Time[us]
    		Visible 	640	25.60
    		Front Porch 	16	 0.64
    		Sync 		96	 3.84
    		Back Porch 	48	 1.92
    		Total 		800	32.00
    		
    		Vertical:		Time[ms]
    		Visible		480	15.360
    		Front Porch	 10	 0.320
    		Sync		  2	 0.064
    		Back Porch	 33	 1.056
    		Total		525	16.800
    	*/
    	
    	always @(posedge VGA_CLK) begin
    		Horiz_Count = Horiz_Count + 1;
    
    		if (Horiz_Count == 16) begin // We're past the front porch, into sync.
    			Hsync = 1;
    		end
    
    		if (Horiz_Count == 111) begin // past the sync into back porch.
    			Hsync = 0;
    		end
    
    		if (Horiz_Count > 160) begin	// We're past the back porch into the visible screen area.
    			Xpos = Xpos + 1;
    		end
    
    		if (Horiz_Count == 800) begin // We're off the screen again, new line!
    			Horiz_Count = 0;
    			Xpos = 0;
    			Vert_Count = Vert_Count + 1;
    	
    			if (Vert_Count == 10) begin // Past the front porch into sync.
    				Vsync = 1;
    			end
    	
    			if (Vert_Count == 12) begin // Past sync into back porch.
    				Vsync = 0;
    			end
    	
    			if (Vert_Count > 45) begin // We're in the visible area of the screen
    				Ypos += 1;
    			end
    	
    			if (Vert_Count == 525) begin // We're off the screen, reset.
    				Vert_Count = 0;
    				Ypos = 0;
    			end
    		end
    		
    		Red   = Xpos[6:5] * 255;
    		Green = Ypos[6:5] * 255;
    		
    	end
    endmodule
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  37. Post #3317
    garry's Avatar
    September 2001
    12,435 Posts
    Added a hierarchy tree! Also learned how to spell hierarchy !

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  38. Post #3318
    Person
    geel9's Avatar
    June 2008
    5,743 Posts
    Added a hierarchy tree! Also learned how to spell hierarchy !

    Is the goal to export pure C++ code or a format such as XML or JSON?
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  39. Post #3319
    garry's Avatar
    September 2001
    12,435 Posts
    I'm aiming at both, and GMod Lua. I'm gonna make it modular so you can write a class to export to anything.
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  40. Post #3320
    Gold Member
    BackwardSpy's Avatar
    May 2008
    6,563 Posts
    Lollz I kind of can't believe it works.



    Forgive me if I've missed something obvious, but what happens if you want to store that one piece of data of the same type? From what I can tell, you're storing and returning data based purely on its type name.
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