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Re: What are you working on? [Re: Redeemer] #389398
12/13/11 20:44
12/13/11 20:44
Joined: Apr 2007
Posts: 3,751
Canada
WretchedSid Offline
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WretchedSid  Offline
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Joined: Apr 2007
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Canada
Hacked something together in the last hour. Its made using Vinter (graphics) and Chipmunk (physics), I kinda like it. Thoughts?
http://www.youtube.com/watch?v=AxLsg8VPoDQ


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
Re: What are you working on? [Re: WretchedSid] #389400
12/13/11 21:07
12/13/11 21:07
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Bielefeld, Germany
I kinda like it, too. I like your examples. You could make levels with tasks like: Put the ball on the box. Or: Let the first ball role under the jumping ball to the box. Still not that much.
What about adding sounds to the different movements and collisions?

Re: What are you working on? [Re: Pappenheimer] #389402
12/13/11 21:24
12/13/11 21:24
Joined: Apr 2007
Posts: 3,751
Canada
WretchedSid Offline
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WretchedSid  Offline
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Posts: 3,751
Canada
Thanks laugh
Yes, the goal is a physic puzzler similar to Crazy Machines, but with constraint and motors and stuff. Mainly to test Vinters Chipmunk integration before the 0.4.0 release (I don't plan to create a complete game here). Sounds are a long term goal too, but they have to wait (Sound is planned for Vinter 0.5.0, but I have to read about OpenAL before).

These projects really help to fix bugs in Vinter, for example I fixed three bugs while hacking this together.

Last edited by JustSid; 12/13/11 21:25.

Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
Re: What are you working on? [Re: WretchedSid] #389411
12/14/11 01:38
12/14/11 01:38
Joined: Dec 2008
Posts: 1,660
North America
Redeemer Offline
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Redeemer  Offline
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North America
Your demo reminds me of The Incredible Machine (which, as I found out on Wikipedia, is very similar to Crazy Machines). With some more objects and few objectives it would make a nice tech demo for Vinter.


Eats commas for breakfast.

Play Barony: Cursed Edition!
Re: What are you working on? [Re: Redeemer] #389412
12/14/11 01:46
12/14/11 01:46
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline
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Joozey  Offline
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It needs cats and bowling balls.


Click and join the 3dgs irc community!
Room: #3dgs
Re: What are you working on? [Re: Redeemer] #389413
12/14/11 02:13
12/14/11 02:13
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Bay City, MI
Originally Posted By: Redeemer
Your demo reminds me of The Incredible Machine (which, as I found out on Wikipedia, is very similar to Crazy Machines). With some more objects and few objectives it would make a nice tech demo for Vinter.
exactly my first thought. The basketballes specially

Re: What are you working on? [Re: Joozey] #389414
12/14/11 02:23
12/14/11 02:23
Joined: Apr 2007
Posts: 3,751
Canada
WretchedSid Offline
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WretchedSid  Offline
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Posts: 3,751
Canada
Working on it! Adding new props is luckily as easy as adding a new XML file... oh wait. The only problem is that I'm lazy and that I first wanted to test the three basic types (wheel/ball, box, static segment). I just added a way to add new props to the level and to delete old ones, so that I don't need to create the level in code:

(The popover was programmed by a guy named Werner ( https://github.com/werner77/WEPopover ))

Redeemer, I never thought of it as being a techdemo, but thats a great idea! If I finish this small project far enough, I will certainly add the source to the Vinter repository.


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
Re: What are you working on? [Re: WretchedSid] #389416
12/14/11 04:15
12/14/11 04:15
Joined: Apr 2007
Posts: 3,751
Canada
WretchedSid Offline
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WretchedSid  Offline
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Canada
FYI, you are all mean people! frown
Instead of sleeping like every normal person, I couldn't get the sound thing out of my head and started reading everything OpenAL related from ADC (Apple Developer somethingwithc). Good news, I have sound now. It needs some cleanup though before I can push it to the experimental branch (plus I need to fiddle out the changes I can push to the master branch... meh). So yeah, thanks for making me tired!


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
Re: What are you working on? [Re: Joozey] #389420
12/14/11 04:34
12/14/11 04:34
Joined: Dec 2008
Posts: 1,660
North America
Redeemer Offline
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Redeemer  Offline
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Joined: Dec 2008
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North America
Originally Posted By: JustSid
So yeah, thanks for making me tired!

You're welcome.

Originally Posted By: Joozey
It needs cats and bowling balls.

And Mel!


Eats commas for breakfast.

Play Barony: Cursed Edition!
Re: What are you working on? [Re: Redeemer] #390617
01/03/12 05:35
01/03/12 05:35
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
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JibbSmart  Offline
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J

Joined: Mar 2006
Posts: 3,538
WA, Australia
I was away from my computer for nearly two weeks over Christmas. Wasn't happy about that. All I had was my backup USB drive and my brother's netbook, which can't run KarBOOM, so I decided to learn some stuff that should be valuable for my next game:



I'm pretty adamant that my next game will run on Windows, Mac and Linux, whether I get to use GS for it or not.

My engine's lacking a bit -- my mesh importer doesn't calculate tangents yet, so no normal mapping, and I have to work out some kinks in the transformations. But the entity/mesh/shader/texture system is flexible and it seems to work on Linux and Windows (I haven't tested Mac yet).

Now that I'm home and have access to my development computer, though, I'm back on KarBOOM in GS -- need to bust out more updates and finish it!

EDIT: Tangents work, normal mapping works, using custom matrices instead of the built-in ones now, and the car shader now does everything real-KarBOOM's car shader does:



I'm not porting KarBOOM -- it's still very much a GS game. I'm just using what I've already got in GS as the benchmark to make sure my engine is working as it's supposed to.

Now -- really -- back to GS KarBOOM!

Last edited by JibbSmart; 01/04/12 16:13.

Formerly known as JulzMighty.
I made KarBOOM!
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