FabulousFellini
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Reply #5580 - Posted
2017-07-06 20:18:47 » |
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I finished all of the main programming for Dodger Dog! All that's left to finish is make 2 beats and fix bugs and the game is done! I'm excited.
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cylab
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Reply #5582 - Posted
2017-07-07 17:36:25 » |
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Uploaded a WIP version of a track I am working on to SoundCloud to share with some friends, so they can give feedback: https://soundcloud.com/mathias-h/live-in-my-shellSome feedback I already can give myself: - the bass in the beginning is not tight - the drums in the middle part are not loud enough (or the guitars are too loud) - the stabs at the end are not quantized,, so they sound off together with the delay... Do you agree? Anything else? Do you like it ? 
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Mathias - I Know What [you] Did Last Summer!
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Games published by our own members! Check 'em out!
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cylab
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Reply #5584 - Posted
2017-07-07 17:48:12 » |
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 But actually I only uploaded to soundcloud because I have no video... would have been youtube otherwise... so I am part of the problem!?
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Mathias - I Know What [you] Did Last Summer!
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FabulousFellini
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Reply #5585 - Posted
2017-07-07 17:50:05 » |
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 But actually I only uploaded to soundcloud because I have no video... would have been youtube otherwise... so I am part of the problem!? I would have to say no since you uploaded it to SoundCloud 
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FabulousFellini
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Reply #5586 - Posted
2017-07-07 17:52:00 » |
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Do you agree? Anything else? Do you like it ?  That bass part is f**king awesome!
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TritonDreyja
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Reply #5587 - Posted
2017-07-07 19:25:25 » |
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Cracked open TritonForge again to resume work, and made many little (yet significant) additions. Finally got around generating worlds on a separate thread and making progress bars for each step! Have no idea why I had such a hard time getting this done the other times but now I'm really happy that it's done.   The main splash screen also works better now. It pops up as soon as the game is launched and tells the user about each step of game loading. Simple yet satisfying. Since the last time I posted here, I've also gutted and redone the sky to have more colors throughout the day, simplified the evergreens in the background, made clouds translucent, and added roughed edges to background tiles.  Torches also flicker a bit now, I find it cute  Sometimes it's easy to forget just how much the little things matter.
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orange451
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Reply #5588 - Posted
2017-07-08 21:37:43 » |
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cygnus
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Reply #5589 - Posted
2017-07-09 02:09:39 » |
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I: made the first weapon texture -  switched the level system which previously had a single array of tiles, blocks and some other stuff to a chunk based system. In the short term it will negatively affect performance and greatly decrease memory usage, in the long term it will allow for better performance as it acts in the same way as a quadtree in that it allows me to narrow down an area to search in vastly.
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Games published by our own members! Check 'em out!
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princec
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Reply #5590 - Posted
2017-07-09 10:40:12 » |
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I made a streaming parser for a new JSON variant. I call it "tagged HJSON". It handles HJSON with the addition of tags to objects, which is about the only thing that seriously makes JSON less useful than XML, because XML blocks have named tags. It looks a bit like this: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53
| #thjson (optional first line) { # Optional root {} construct # comments are useful # specify rate in requests/second "rate": 1000
# key names do not need to be placed in quotes key: "value"
# you don't need quotes for strings text: look ma, no quotes!
# note that for quoteless strings everything up # to the next line is part of the string!
# commas are optional commas: { one: 1 two: 2 }
# trailing commas are allowed trailing: { one: 1, two: 2, }
# This is a tagged object tagged: clazz { one: 1, two: 2, } # It does tagged arrays too taggedarray: integers [1, 2, 3, 4]
# multiline string haiku: ''' JSON I love you. But you strangle my expression. This is so much better. '''
# Obviously you can always use standard JSON syntax as well: favNumbers: [ 1, 2, 3, 6, 42 ] } |
The tagging is purely optional and essentially just passes in a string to the beginObject() or beginArray() events. I plan to use it to refer to a map of tags to Java classes - so I will be able to use this new THJSON format to deserialise resource data directly into POJOs. Neat! It's about 680 lines of source and could do with optimising... it's nowhere near as fancy lightweight as the FTL parser. I will tidy it up a tiny bit, optimise it a bit, and share it on JGO soonish. Cas 
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orange451
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Reply #5591 - Posted
2017-07-09 15:53:21 » |
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will it handle quotes in quotes?
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princec
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Reply #5592 - Posted
2017-07-09 18:55:07 » |
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Yup. And binary and hex int literals too, which is sometimes handy. And one of the best bits is the multiline string handling. Cas 
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SkyAphid
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Reply #5593 - Posted
2017-07-10 08:54:14 » |
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 More giant robot shenanigans today.
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it just werks
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LiquidNitrogen
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Reply #5594 - Posted
2017-07-10 12:54:47 » |
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Almost reached the end of my GUI building fun. 
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SkyAphid
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Reply #5595 - Posted
2017-07-11 05:08:39 » |
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Almost reached the end of my GUI building fun.
What are you making? Is this some kind of Dorf Fort-esque game?
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it just werks
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dime26
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Reply #5596 - Posted
2017-07-11 23:09:40 » |
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Zero hour game development continues, found 20 minutes spare to add back lights to vehicles, a centre point light and re-position lights correctly, they were previously positioned to the centre of the vehicle's body. Function to calculate position of lights relative to the centre of the car, improvements welcomed!: https://gist.github.com/tyler6699/88e832e60a5dd27b3c9e9fdb33438a59Image GIF
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orange451
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Reply #5597 - Posted
2017-07-12 01:31:37 » |
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Been playing around with the lighting on the start screen. I think it's starting to look like a real game! =P 
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Apo
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Reply #5599 - Posted
2017-07-12 07:40:14 » |
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Worked on new games for my advent calendar =) 
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Sickan
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Reply #5600 - Posted
2017-07-13 19:40:21 » |
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Updated my Pico Editor to include syntax highlighting for Ruby as well as line numbers. 
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cygnus
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Reply #5601 - Posted
2017-07-13 20:24:59 » |
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New character texture:  and new weapon texture:  Also I've been messing around with the level layout - this is the first time I've truly been stumped. I have no idea what is a good idea. Any examples from the creators of a 2d top down game where performance is a fair concern would be GREATLY APPRECIATED.  EDIT - just finished the ore miner texture too:  EDIT again - I don't think I've shown this yet - this is the main menu logo: 
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Apo
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Reply #5602 - Posted
2017-07-13 21:45:16 » |
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Next game for my advent calendar is ready. =) 
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Ecumene
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Reply #5603 - Posted
2017-07-14 02:04:55 » |
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Almost reached the end of my GUI building fun.
I smell rimworld / prison architect! (I'm going that direction with my game too, honestly )
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Gjallar
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Reply #5604 - Posted
2017-07-14 05:09:13 » |
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Took the advice of some crazy cowboy-hat guy from a GDC presentation video, and wrote a tool to make my life easier. Sadly I couldn't find the video again, but he mentioned that he did a port for @princec so he might know who I'm talking about. (He seemed to like doing silly voices, idk if that helps) nvm I was thinking about someone else there Anyways, I made a very bare-bones editor to create normal maps for png images: 
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Herjan
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Reply #5605 - Posted
2017-07-14 19:31:52 » |
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Started programming a little game today after three years of wasting my free time! As you can see it is not java, but it was fun! Also came across this documentation which might help any novice game dev like me or somewhone who wants to step up to 3D. It is clear on game loops, basic 3D theory and so on: https://developer.mozilla.org/en-US/docs/Games/Anatomy
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ClaasJG
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Reply #5606 - Posted
2017-07-14 19:38:39 » |
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Ups, I pressed the Appreciate-Button by accident, I cant even see the gif for some reason :/ But I guess you earned it anyway  ClaasJG
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My english has to be tweaked. Please show me my mistakes.
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Guerra2442
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Reply #5608 - Posted
2017-07-15 03:05:44 » |
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theagentd
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Reply #5609 - Posted
2017-07-15 08:03:32 » |
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Spent approximately 20 hours split between today and yesterday working on........ something I'm not going to reveal right now. It's AFAIK something new that hasn't been done before with the quality I'm getting. I'll be writing one of my super long posts on this tomorrow, but right now it's like 10 in the morning and I REALLY need to sleep.
EDIT: Dammit, Archive, you prematurely made me reach 1000 medals! Thanks! xD
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Myomyomyo.
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