I can sleep faster than that.
I can render about 80,000 glyphs of varying sizes and font faces before running below my screen refresh rate
Feels good creating and optimizing your own text system.
Working on a tower defense/top-down shooter mix.
I'm gonna have to re do placing blocks, this way is extremely clunky.
Also, this uses an xbox controller.
Today I added Game Maker-style alarms to my base entity class, and added an audio loading/playing system to my game engine.
Now It's time to clean up the code a little and actually start building my game!
Hey guys. I had a heretical thought.
What if you had a debugger that visualizes code as it runs? But it would not only show you which line of code is executing, but also show you every separate process, show you what the stack looks like at this moment and what it means, and also visualize every object as it is created by drawing a table with the variables, the address, and the size of the object.
So if you have a recursive function, it would actually draw a tree diagram showing several instances of that function nested in each other.
Porting Silent Hill: Downpour from Xbox 360.
The only thing that makes this marginally easier is that it is a Unreal Engine 3, woah so we have some context.
-Ripped my Xbox360 disc
-Exported contents from xbox360 disc filesystem using wx360
Decided to see how hard it would be to get a sound file out, thought it would be easy, well I was wrong...
-Unpack proprietary compression of assets (using UModel, so far so good, painless)
-Discover sound files are in yet another proprietary format (XMA)
-Decide to use 2wav as its the only thing i can find
-Wont work, XMA headers are for xbox, not traditional XMA, so I strip them and convert it to UXMA with no headers (gah!)
-Attach headers, convert (finally)
get one sound file.
okay got it batch processing now, but still have to do it package by package.
so sounds are now working, i have a feeling the rest is going to be much, much harder.
Hey guys I'm gonna do some programming tod-
never mind I'm gonna do some revision instead
Snow! well actually it's just plain white applied with the grass normal map
Im guessing the first is the scene without any lighting applied, the second is the normals but I have no idea what the third is
Got a 2-D camera working (gonna do cool stuff with it later) and some weird looking lighting.
Water being rendered in a separate pass, so I can get the translucency right:
Also fog! :D
Got basic function definition working for my language.
I'm trying to make collision in Love, Lua.
It is my first attempt at a game but I cant figure out how to make collision on all sides of the square. It only works on the left side right now.
Anyone have a link to a tutorial on how to do collision between two 2D objects? I have all the detection stuff going on, just need to get the proper maths for actual collisions.
Scripting language, the beginnings of one anyway.
Thanks to turb for the help :D
if (k.isDown("s"))then if playerY < height - 26 then playerY = playerY + speed end end
sorry I thought you just wanted collision with the window boundary, but I suppose you could keep with that and have 4 types of collision for the player, up, down, left and right and if any of those are true then you can't move in that direction using the arrow keys, I'm not good with collision but that's how I'd do it
When I try to make 4 different code segments only one works, and when I try to collide with the other sides it pushes the ball through the square.
This took way longer than it should have.
Sorry I wasn't clear enough, I was trying to make the ball collide with the blue square. I already have collision with the sides of the program.