1. Post #3521
    quality poster
    Dennab
    August 2009
    12,242 Posts
    Poobread

    welp apparently i messed up posting code because i keep posting in the wrong thread lmao

    Edited:

    Somebody is doing. Not heard much activity on it in a while. In any case, the one Kopimi is writing is HTML/JS, so it'll work on any platform with a decent browser. You can wrap it as normal app using PhoneGap/Cordova.
    yeah i plan on developing full support for android, ios and wp7

    Edited:

    another good day!

    Code:
    Added:
    - Underlined usernames of online users (Thanks to Hexxeh for API extension)
    - Disabled new post field on locked threads (Thanks to Hexxeh for API extension)
    - Added hardware support for back-button (Android and Blackberry confirmed)
    - Post gradients to indicate post status (Old, new, my post)
    - Landscape support for Android (Not shown in current repo)
    - App saves state so you can exit/reopen the app and remain on the same page without reloading
    - Quote/Rate/Edit buttons (Non-functioning)
    
    Fixed:
    - 1px padding surrounding posts
    - Login system more efficient, only sends an auth request when necessary (Thanks to Hexxeh for theory)
    - Another "duplicating content" bug which caused post field and post ratings to be output twice.
    - Fixed not returning to most recent page of thread after replying
    and some other stuff, but thats the bulk of it

    thanks to andrew for the post gradients solution!

    https://github.com/kopimi/FPMobile
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  2. Post #3522
    Person
    geel9's Avatar
    June 2008
    5,562 Posts
    Poobread

    welp apparently i messed up posting code because i keep posting in the wrong thread lmao

    Edited:



    yeah i plan on developing full support for android, ios and wp7

    Edited:



    another good day!

    Code:
    Added:
    - Underlined usernames of online users (Thanks to Hexxeh for API extension)
    - Disabled new post field on locked threads (Thanks to Hexxeh for API extension)
    - Added hardware support for back-button (Android and Blackberry confirmed)
    - Post gradients to indicate post status (Old, new, my post)
    - Landscape support for Android (Not shown in current repo)
    - App saves state so you can exit/reopen the app and remain on the same page without reloading
    - Quote/Rate/Edit buttons (Non-functioning)
    
    Fixed:
    - 1px padding surrounding posts
    - Login system more efficient, only sends an auth request when necessary (Thanks to Hexxeh for theory)
    - Another "duplicating content" bug which caused post field and post ratings to be output twice.
    - Fixed not returning to most recent page of thread after replying
    and some other stuff, but thats the bulk of it

    thanks to andrew for the post gradients solution!

    https://github.com/kopimi/FPMobile
    This is looking really nice. Good job.
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  3. Post #3523
    Gold Member
    Downsider's Avatar
    July 2007
    1,985 Posts
    why would flash appeal to the broader market, just out of curiosity?

    there's something about javascript + HTML5's Canvas that really appeals to me, together with some nice HTML5 based UI, etc.
    Tons of reasons.

    1) There's a shitload of Flash arcades on the net that your game could get on and gather a huge following. These don't exist for any other web tech right now. Draw users in with a free PC version, have them drop in for the downloadable Marmalade version for mobile by way of linking to it on the game's menu.
    2) HTML5 + Canvas has a browser-specific performance threshold and does not support hardware acceleration. Flash, in general, performs better across browsers and PC's. The same experience for all users = less unwarrented criticisms.
    3) Even if you use WebGL for hardware acceleration, you're restricting it to users that have OpenGL ES 2.0 compatible hardware.
    4) You can compile your codebase into Flash VM instructions using Alchemy- A process that's good enough to have been used to port Doom, Quake, and even UE3 to Flash, and is used commercially very frequently.

    Also, there's a market for sponsorships on Flash games. I know a guy who makes and sells Flash games to people who only want their logo at the front of his game (ArmorGames, etc do this) or a sitelock, and when he puts his games out for bid he can get anywhere from $2,000 - $15,000 for a promising new title- and way more for a sequel to a game that has precedent to be successful. He puts out a lot of these games.

    You've already put out a decent game. If you do this once every month or two and port them to Flash, you could be sitting pretty on decent sums for every title, and that's a flat rate from the sponsorships, not to mention the additional revenue you'd earn from the AppStore, and thanks to the added exposure of the Flash version, a lot more buyers.
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  4. Post #3524
    CJF
    PieClock's Avatar
    August 2006
    16,087 Posts
    yeah i plan on developing full support for android, ios and wp7
    Plan on doing an iPad version? I have a pretty sweet vision on what a FP iPad app could look like in my head.
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  5. Post #3525
    quality poster
    Dennab
    August 2009
    12,242 Posts
    Plan on doing an iPad version? I have a pretty sweet vision on what a FP iPad app could look like in my head.
    yes!

    if you have suggestions for any version of the app just add me on steam
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  6. Post #3526
    Gold Member
    Hentie's Avatar
    May 2010
    2,128 Posts
    Some more progress on the isometric engine that I posted a while ago.
    Pretend that the rock is a player, I named him Dwayne Johnson.
    I added console commands to move Dwayne Johnson:
    "move ne"
    "move se"
    and you know the rest.

    i cannot stop my music or else it will disrupt my workflow*



    *im lying out of my asshole, do u guys like my moosik? :(
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  7. Post #3527
    itty-bitty pretty kitty
    Dennab
    September 2008
    9,837 Posts
    *im lying out of my asshole, do u guys like my moosik? :(
    Yes, it's wolfgang gartner, what's not to like

    Edited:

    What's the method behind making the cool "Zalgo" messed up text?
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  8. Post #3528
    Gold Member
    Hentie's Avatar
    May 2010
    2,128 Posts
    What's the method behind making the cool "Zalgo" messed up text?
    I swear this is deja vu
    http://www.marlborotech.com/Zalgo.html

    something with ascii out of the character range
    Edited:
    or not :(
    oh well, can never trust whatever you see on encyclopediadramatica.
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  9. Post #3529
    Gold Member

    March 2005
    3,028 Posts
    Unicode combining diacritical marks.
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  10. Post #3530
    Gold Member
    ZenX2's Avatar
    February 2009
    4,916 Posts
    Shh don't mention unicode, he might hear and try to explain the advantages of creating Zalgo text in UTF-32 over UTF-8
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  11. Post #3531
    Gold Member
    Lexic's Avatar
    March 2009
    6,118 Posts
    I honestly don't see how you would think that the concept of VAs and VAOs are the same. VAs have evolved into Vertex Buffer Objects (VBO) and VAs are used to bind these VBOs to shader variables. You seem to intend that VAs and VAOs are mutually exclusive in OpenGL development.
    What? I didn't mean to imply any of that. Maybe I'm getting the wrong end of the stick, because I've never actually used VAs, but when I looked them up earlier I gathered they work like this:
    When you set up a vertex array, you say "This is a chunk of data. This bit represents positions, this bit represents texture coordinates, this bit represents normals". You can then send the VA to the GPU in place of a bunch of glVertex3f() calls.
    My understanding from using VAOs is that they work like this:
    When you set up a vertex array object, you say "This buffer contains a chunk of data. This bit is the first input to the vertex shader, this bit is the second input to the vertex shader and this bit is the third input to the vertex shader." You then bind the VAO in place of doing whatever it is that you did before VAOs existed.
    Have I misunderstood something somewhere?
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  12. Post #3532
    open.gl
    Overv's Avatar
    February 2007
    7,431 Posts
    What? I didn't mean to imply any of that. Maybe I'm getting the wrong end of the stick, because I've never actually used VAs, but when I looked them up earlier I gathered they work like this:
    When you set up a vertex array, you say "This is a chunk of data. This bit represents positions, this bit represents texture coordinates, this bit represents normals". You can then send the VA to the GPU in place of a bunch of glVertex3f() calls.
    My understanding from using VAOs is that they work like this:
    When you set up a vertex array object, you say "This buffer contains a chunk of data. This bit is the first input to the vertex shader, this bit is the second input to the vertex shader and this bit is the third input to the vertex shader." You then bind the VAO in place of doing whatever it is that you did before VAOs existed.
    Have I misunderstood something somewhere?
    That is correct, but that's not what you said earlier.
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  13. Post #3533
    I am a moderator.
    Swebonny's Avatar
    August 2006
    12,878 Posts
    "[error occurred during error reporting , id 0xc0000005]"

    The hell man.
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  14. Post #3534
    Gold Member
    mechanarchy's Avatar
    September 2009
    1,213 Posts
    How long until vApril by the way guys? I dunno about you lot but it's been april for 10 hours where I am. What time is this thread supposed to auto-lock?
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  15. Post #3535
    Gold Member
    Hentie's Avatar
    May 2010
    2,128 Posts
    More work on IsoFancy.
    Finally got pathfinding to work after a gruesome 3~4 hours. I was wondering why it didn't work until I found out that I had some single little typo in.

    Going to try to get some avatar in next. Just going to rip some off of Habbo Hotel I guess.

    It's been April over here for more than 6 hours.
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  16. Post #3536
    Gold Member

    December 2009
    1,339 Posts
    "[error occurred during error reporting , id 0xc0000005]"

    The hell man.
    you better report that error to the error-reporting error-reporting
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  17. Post #3537
    AntonioR's Avatar
    April 2011
    980 Posts
    More work on IsoFancy.
    Finally got pathfinding to work after a gruesome 3~4 hours. I was wondering why it didn't work until I found out that I had some single little typo in.

    Going to try to get some avatar in next. Just going to rip some off of Habbo Hotel I guess.

    It's been April over here for more than 6 hours.
    The music...
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  18. Post #3538
    Gold Member
    Lexic's Avatar
    March 2009
    6,118 Posts
    That is correct, but that's not what you said earlier.
    It kinda is...?
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  19. Post #3539
    open.gl
    Overv's Avatar
    February 2007
    7,431 Posts
    It kinda is...?
    I wouldn't say vastly different. Both VAs and VAOs designate sections of the data being sent into the pipeline. The way they do that is different, but the raw concept is the same.`
    You gave a really generic description and then claimed that they are the same in concept. That's like saying a car is the same as a boat because they both get you to places.
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  20. Post #3540
    Paid for a title.
    Maurice's Avatar
    June 2005
    6,175 Posts


    Magic, bitches.
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  21. Post #3541
    RusselG's Avatar
    February 2011
    599 Posts


    Magic, bitches.
    How does this MagicDNS work?
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  22. Post #3542
    Samuka97's Avatar
    April 2007
    1,982 Posts
    How does this MagicDNS work?
    Magic.
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  23. Post #3543
    Paid for a title.
    Maurice's Avatar
    June 2005
    6,175 Posts
    The client asks our server for the words, the server associates client's IP and port with these 2 words and lets others get IP:port from them. So you tell your friend "connect to cute pony" and it'll find your game.
    It was Murkrow's idea and he already wrote it.
    I mean, magic.
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  24. Post #3544
    kraffslol's Avatar
    October 2009
    242 Posts
    How does this MagicDNS work?
    My guess: Database with the magic words bound to IPs.
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  25. Post #3545
    Everyone has a $1 title
    Skipcast's Avatar
    November 2008
    7,024 Posts
    -snip already answered-
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  26. Post #3546
    Gold Member
    mechanarchy's Avatar
    September 2009
    1,213 Posts
    The client asks our server for the words, the server associates client's IP and port with these 2 words and lets others get IP:port from them. So you tell your friend "connect to cute pony" and it'll find your game.
    It was Murkrow's idea and he already wrote it.
    I mean, magic.
    is every possible magic word somehow related to ponies, by any chance?
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  27. Post #3547
    Paid for a title.
    Maurice's Avatar
    June 2005
    6,175 Posts
    is every possible magic word somehow related to ponies, by any chance?
    We tried, but that didn't result in enough combinations :(
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  28. Post #3548
    MrTilepy's Avatar
    July 2007
    981 Posts
    I've created a public repository on GitHub for my Steam Chat client: https://github.com/Thumbscrew/Steamy-Chat.
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  29. Post #3549
    Gold Member
    Darwin226's Avatar
    January 2009
    4,034 Posts
    We tried, but that didn't result in enough combinations :(
    Is there a reason you don't allow people to chose their own words?
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  30. Post #3550
    Paid for a title.
    Maurice's Avatar
    June 2005
    6,175 Posts
    Is there a reason you don't allow people to chose their own words?
    I dunno, simplicity? This was all Murkrow's idea.
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  31. Post #3551
    Gold Member
    mechanarchy's Avatar
    September 2009
    1,213 Posts
    We tried, but that didn't result in enough combinations :(
    That's actually kinda disappointing. You didn't want to bump it up to combinations of 3 words so you wouldn't need non-pony-terms?
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  32. Post #3552
    Paid for a title.
    Maurice's Avatar
    June 2005
    6,175 Posts
    That's actually kinda disappointing. You didn't want to bump it up to combinations of 3 words so you wouldn't need non-pony-terms?
    The logo is already a reference

    Not everything I do needs to be pony.
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  33. Post #3553
    Gold Member
    Hentie's Avatar
    May 2010
    2,128 Posts
    Crappy avatar.
    Couldn't find habbo hotel sprites and I couldn't find isometric sprites with simple walk cycles.

    Also notice 4 extra directions that the player can perform in pathfinding :O
    Gotta fix how the player can go through walls though.
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  34. Post #3554
    AntonioR's Avatar
    April 2011
    980 Posts
    How does this MagicDNS work?
    Friendship is magic.
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  35. Post #3555
    Programming King and Most Patient Member 2013
    r0b0tsquid's Avatar
    December 2008
    1,159 Posts
    Made a simple water shader with Phong shading. Looks alright from this angle, but it seems to get clipped when I look behind. Guess I need to read up on Blinn-Phong.

    I also need to get those water normals sorted out, the repetition's really obvious.
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  36. Post #3556
    thetree's Avatar
    February 2010
    41 Posts


    Started making an isometric farming game. Getting mouse grid position took longer than it should have :/
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  37. Post #3557
    PENISCORP DIRECTOR
    Gran PC's Avatar
    August 2007
    3,086 Posts
    Since someone asked for it, here's null's font to image thingy: http://www.peniscorp.com/stuff/Fontgen.exe
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  38. Post #3558
    Richy19's Avatar
    May 2010
    5,368 Posts
    Since someone asked for it, here's null's font to image thingy: http://www.peniscorp.com/stuff/Fontgen.exe
    Thankyou sooo much.
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  39. Post #3559
    I gave enough money to buy a soda.
    Funley's Avatar
    May 2010
    1,389 Posts
    I just saw the Hunger Games, now i know exactly what to make my game to. I also got a GUI and some sweet drawing code working.

    Just to follow the tradition on every tilemap here in FP,
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  40. Post #3560
    Programming King and Most Patient Member 2013
    r0b0tsquid's Avatar
    December 2008
    1,159 Posts
    VGS_Devs posted:
    Disagree x 1
    Are you disagreeing with it looking alright, or with the repetition being obvious? If it's the latter, then it's because I'd accidentally ignored water normals in that screenshot (don't ask how) so you can't see the repetition.
    With the normals it looks like this:

    You can see a repeating grid-like pattern, due to my normals being the sum of a bunch of sine waves. (That's Blinn-Phong by the way, it's so much simpler than Phong!)
    Apparently my terrain would look better with a weak specular term, which kind of makes sense because it's not truly diffuse.
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