At 10/24/13 05:27 PM, MSGhero wrote:At 10/24/13 05:19 PM, Rustygames wrote:At 10/24/13 04:44 PM, egg82 wrote: there's 1-2 billion people with internet, so it's not too weird.
I believe they keep the official count on this web page
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At 10/24/13 05:27 PM, MSGhero wrote:At 10/24/13 05:19 PM, Rustygames wrote:At 10/24/13 04:44 PM, egg82 wrote: there's 1-2 billion people with internet, so it's not too weird.
I believe they keep the official count on this web page
I mean here http://www.youtube.com/watch?v=9bZkp7q19f0
So it looks like 4ur's got me working on the Concerned Joe launcher. Not that I mind at all, the challenge is refreshing after almost a month of nothing but YouTube :P
One thing I learned is there's no updated Twitter API for AS3, nor is there an OAuth API for Twitter's system. The only borrowed code in the launcher so far is AS3-Signals (because i'm too lazy to use events) - i'm quite proud of myself for remembering all of this xD
Programming stuffs (tutorials and extras)
PM me (instead of MintPaw) if you're confuzzled.
thank Skaren for the sig :P
@TomFulp http://gamasutra.com/view/news/203139/Get_a_job_Lead_QA_for_Castle_Crashers_dev_The_Behemoth.php
I need an internship for this summer <3
@InnerMike @VoidForce what are A levels? Is that like high school (age 13/14-17/18) or something else? I found a really cool research opportunity in Switzerland, and it wants me to list my education starting at A levels.
I also need 2 letters of recommendation, but I have no clue who would write those since I don't really know any profs...
At 10/26/13 05:27 PM, Innermike wrote: Last two years of high-school, though the way our systems work is so different it's a little hard to convert, from what I understand you can take AP classes in specific subjects but you still need credits in all areas? We pick 3~5 of our strongest subjects and just fully concentrate on those for the last two years and present our school results not as a GPA but individual grades like "ABBc" lower case being anything you only did for one year.
Yeah we have to take mostly all areas each year. 2 years of no history or geography or other boring stuff sounds delightful.
At 10/27/13 04:56 AM, PSvils wrote: But speaking of which, Egg82, in C#, how am I supposed to get a reasonably precise delta across frames? Currently, the gameloop is executing in less than a millisecond, and DateTime is shit. Now using Stopwatch, but systems that are based on the delta are still jittery, and I made a hackish "minimum" delta, where if the delta is lower than an amount, I make it that amount...what do you use in your engine?
I used MonoGame's (XNA's) deltaTime variable on occasions, but for the most part I never had to touch any of that. I just had a public variable with framerate and said in the update loop "if framerate < 0 then set static frame time to false, else if framerate == 0 return, else set frame time to 1 / framerate" (also "if framrate == 0 return" in the draw loop)
Programming stuffs (tutorials and extras)
PM me (instead of MintPaw) if you're confuzzled.
thank Skaren for the sig :P
At 10/24/13 06:43 PM, egg82 wrote: So it looks like 4ur's got me working on the Concerned Joe launcher. Not that I mind at all, the challenge is refreshing after almost a month of nothing but YouTube :P
Dude, AIR support on Ubuntu's awful... Can't you think of any other solution? I'm trying to think of any, but Visual Studio means no native support for Ubuntu, requests Wine. PythonGTK is nice but I can't be sure if all the users will have Python installed. C++ with Windows API (and other implementations for other operating systems) is perfect, specially that it won't need much time since it's just a launcher, but the fact that you need multiple implementations means that it's relatively hard.
At 10/28/13 03:12 PM, TheNavigat wrote: Dude, AIR support on Ubuntu's awful... Can't you think of any other solution? I'm trying to think of any, but Visual Studio means no native support for Ubuntu, requests Wine. PythonGTK is nice but I can't be sure if all the users will have Python installed. C++ with Windows API (and other implementations for other operating systems) is perfect, specially that it won't need much time since it's just a launcher, but the fact that you need multiple implementations means that it's relatively hard.
I believe MonoGame has all the requirements bundled into it, you just need to do something with the compiled project or something before you send it out. Though to be honest i'm not entirely sure about that whole process, I've never bundled outside of my own OS.
I would have gone for Python except the only native support it has is with Linux distros specifically. That and I don't know Python, which might be a requirement.
So basically i'm just assuming the people running the Linux version know what Google is.
If it turns out MonoGame is a better solution then I simply port the AIR project to C# - which really isn't hard. Until then, AIR ahoy!
side-note: writing out "var" and "function" for everything seems really annoying now that I've used the alternatives.
At 10/28/13 03:12 PM, PSvils wrote: Aha, gotcha. I found the Stopwatch class which is serving nicely. DateTime was screwy because it's resolution is like milliseconds, and at this stage, the main loop is suuuper much faster than a millisecond.
Whoa. How? I'm pretty sure my blank MonoGame test (nothing in it and unlocked framerate) wasn't even running that quickly. You on a super high-end machine?
Programming stuffs (tutorials and extras)
PM me (instead of MintPaw) if you're confuzzled.
thank Skaren for the sig :P
At 10/28/13 04:48 PM, egg82 wrote: Whoa. How? I'm pretty sure my blank MonoGame test (nothing in it and unlocked framerate) wasn't even running that quickly. You on a super high-end machine?
I ask P to test my stuff when I want to make sure people with crappy computers can handle it.
At 10/28/13 08:35 PM, PSvils wrote: I'm on the worst machine possible :D I have OpenGL 2.1, which means I just implemented a FrameBuffer post processing pipeline for nothing, but will hopefully find alternatives...
And an Intel Core2 Duo.
Then how in the world are you getting faster frame times? I'm so confused xD
But now the game is slowing down, we have some heavy math crunchers in it already for the main feature of it, but it looks pretty cool. I needed the post processing pipeline for antialiasing, since the polygons look like shit :(
Lara Croft proves that more polygons aren't always better, I think.
...
Well, on second thought...
A millisecond really isn't a short period of time...
No, but if your machine is rendering blank frames faster than mine then I think I have a problem.
Programming stuffs (tutorials and extras)
PM me (instead of MintPaw) if you're confuzzled.
thank Skaren for the sig :P
The comp sci classes I want to take are major restricted for a week. Hopefully no one takes them :(
There are rumors that seniors are selling spots to a high-level BMED class, but I think/hope they were joking.
At 10/28/13 04:48 PM, egg82 wrote: I believe MonoGame has all the requirements bundled into it, you just need to do something with the compiled project or something before you send it out. Though to be honest i'm not entirely sure about that whole process, I've never bundled outside of my own OS.
I would have gone for Python except the only native support it has is with Linux distros specifically. That and I don't know Python, which might be a requirement.
So basically i'm just assuming the people running the Linux version know what Google is.
If it turns out MonoGame is a better solution then I simply port the AIR project to C# - which really isn't hard. Until then, AIR ahoy!
side-note: writing out "var" and "function" for everything seems really annoying now that I've used the alternatives.
Well, I've never used MonoGame, but by Googling it, it seems a really good solution.
AIR's last version for Linux is 2.6, which is very old, that's why it's awful, basically. Adobe, *sigh*...
And well, have you ever tried Objective-C? That thing is extremely awesome :D Completely different syntax (not COMPLETELY different though if you saw Ruby. Ruby's hell of a language), MVC concept, ti's just a different world :D
At 10/29/13 03:42 PM, TheNavigat wrote: And well, have you ever tried Objective-C?
MVC concept, ti's just a different world :D
NNNNOOOPE!
Programming stuffs (tutorials and extras)
PM me (instead of MintPaw) if you're confuzzled.
thank Skaren for the sig :P
Currently 1600 frames in.... 25 seconds left to animate of this Halloween animation... Need to complete tomorrow.
Man, I forgot how long it takes to animate 5 seconds of a single animation. Sheesh.
Here's a treat.... Agrabah (Aladdin) on fire!
At 10/29/13 04:02 PM, Innermike wrote:At 10/29/13 03:42 PM, TheNavigat wrote: And well, have you ever tried Objective-C? That thing is extremely awesome :D Completely different syntax (not COMPLETELY different though if you saw Ruby. Ruby's hell of a language), MVC concept, ti's just a different world :DObjective-C is cool, I hated it for a long time but then I just sank into it and now I actually prefer it to C++, I don't use either a ton though so \_(ツ)_/. It's Xcode that could use a little cleaning up now, that would be cool.
Same here. I started with C++ so moving into Objective-C was extremely hard, especially that I had completely no OOP experience. I adore how Objective-C has very long methods, and how you can do very complicated stuff using 1 line of code. And of course, the best thing ever is its memory management.
And yea, I don't code for iOS anymore. No Mac... =(
At 10/29/13 11:28 PM, Rudy wrote: Currently 1600 frames in.... 25 seconds left to animate of this Halloween animation... Need to complete tomorrow.
Man, I forgot how long it takes to animate 5 seconds of a single animation. Sheesh.
Here's a treat.... Agrabah (Aladdin) on fire!
It's up! Check it out, folks and vote :)
At 10/31/13 07:35 PM, Carrion wrote: I heard you guys make stuff.
I don't know where you heard that, but it's entirely false.
At 10/31/13 09:52 PM, Innermike wrote: Sums this place up pretty well.
I'm honored that you would put me in your sig.
I guess we can do another screenshot saturday this weekend, get your projects ready!
At 10/31/13 09:55 PM, MSGhero wrote: I guess we can do another screenshot saturday this weekend, get your projects ready!
I cant wait till Saturday. Herrreeee.
This game is really close being done. I mean it. I just need to find time to finish. College hurting my free time tho :(
At 11/1/13 05:21 AM, swishcheese wrote: This game is really close being done. I mean it. I just need to find time to finish. College hurting my free time tho :(
Trust me, I know. Through some kind of loophole/fine print, I have 12 less credits to take than I thought, so my next 3 semesters won't be as time-consuming as the rest. If only I could actually sign up for the classes I need...
http://www.blooddy.by/en/crypto/benchmark/ - dem banchmarks o.o
I've been working on the Concerned Joe Launcher. Honestly there's not much to show, but once again I find myself diving deep in the technical aspects of everything. Pausable downloads, CRC checks, encrypted files, Twitter feeds, and automatic updates - all without dumping things into memory so it has the smallest footprint possible.
Programming stuffs (tutorials and extras)
PM me (instead of MintPaw) if you're confuzzled.
thank Skaren for the sig :P
Pixel particle generator for Juggernaut 2, and real-life heat transfer for the other thing with color changes based on temperature. The latter kinda feels like concerned joe except you die(?) if you run too much too.
I doodled where I want the game to go while doing statistics, so I might work on that later. @Kenney put mushrooms in the sprite pack, so I think the alien guy has to go around collecting them while maintaining his body temperature in various environments. Running around in a cold area makes sense, but idk how you would cool off in a warm area.
At 11/2/13 01:17 PM, MSGhero wrote: but idk how you would cool off in a warm area.
Ice lolly.
At 11/2/13 01:32 PM, Sam wrote: Ice lolly.
I'm going for "no artists, no art skill required" approach, and ice pops aren't in the spritesheet :(
Having random snow mounds in a lava stage wouldn't make sense.
Screenshot from one of the games I'm making at the minute, it's a runner game called Quick Quest. We're at the point of assembling the other levels which should be pretty quick. I believe most of them are done already and should be with me shortly. The levels are randomly generated each time with certain tiles having a certain percent chance of appearing. Items are done in a similar way.
At 11/2/13 03:13 PM, VoidForce wrote: it's a runner game called Quick Quest.
But it's not an rpg.
Hmm, this could be a problem. It doesn't look like AIR has a way to load a partial file into memory using the FileStream class. It seems to want to just dump the whole thing in, which could be a problem if it's a large file. I might be able to do something with the URLStream class like I did with the downloader? Maybe? I dunno...
Programming stuffs (tutorials and extras)
PM me (instead of MintPaw) if you're confuzzled.
thank Skaren for the sig :P
At 11/2/13 03:24 PM, egg82 wrote: Hmm, this could be a problem. It doesn't look like AIR has a way to load a partial file into memory using the FileStream class. It seems trge file. I might be able to do something with the URLStream class like I did with the downloader? Maybe? I dunno...
What file are you trying to load? for what purpose?