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Re: What are you working on? [Re: JibbSmart] #391467
01/12/12 19:35
01/12/12 19:35
Joined: Apr 2007
Posts: 3,751
Canada
WretchedSid Offline
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WretchedSid  Offline
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Posts: 3,751
Canada
Re-Doing the project home of Vinter, to get my head sorted to continue work on other projects tongue
Thoughts?



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] #392038
01/18/12 18:03
01/18/12 18:03
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline OP
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Rei_Ayanami  Offline OP
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Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
I am redoing my website, to make it look more clean and better overall:



Thoughts?

Edit: Oh, and even if it looks like that - it does not use [unlike Sid's sites] bootstrap [that twitter thing] wink

Last edited by Rei_Ayanami; 01/18/12 18:04.
Re: What are you working on? [Re: Rei_Ayanami] #392040
01/18/12 18:07
01/18/12 18:07
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Shouldn't the newest post be on top?


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: What are you working on? [Re: Superku] #392041
01/18/12 18:10
01/18/12 18:10
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline OP
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Rei_Ayanami  Offline OP
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Joined: Feb 2009
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Germany, Magdeburg
Yep, thanks laugh

Re: What are you working on? [Re: Rei_Ayanami] #392612
01/24/12 23:18
01/24/12 23:18
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline
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Damocles_  Offline
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Posts: 2,154



Hi there, here a WorkInProgresss version of my 4-Kilobyte Platformer "Kobold"


http://damocles11.byethost9.com/kobold.html

(you need Java)

Controls:

Mouse Left-Click: shoot at the point you point
WASD or CursorKeys: move (for the left and right handers out there)
Space: jump (W and UP also mapped to it)

GOAL: Get 30 Frags first with your blue team.

(when your health is low, the time slows -not a bug - just try it)


BTW: I have a map.png inside, wich could be edited easily to alter the map.
Next: optimize it.
The Pack200 archive is quite close to the limit already.


The game is quite demanding, But I can slow it down still.
I just want the AI players to have the same options as the player.

Any thoughts/problems, please let me know.

Re: What are you working on? [Re: Damocles_] #392619
01/25/12 04:34
01/25/12 04:34
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Bay City, MI
very cool. your recent java work reminds me very much of pre-runescape jagex's work. lags when i get hit for some reason?

Re: What are you working on? [Re: lostclimate] #392621
01/25/12 04:35
01/25/12 04:35
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline
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Damocles_  Offline
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Posts: 2,154
Oh, thats the Slow-Motion. Kicks in when you health goes under 30%. I have to make that more visual.



The AI is actually the core feature here. Since the size is limited I have to kind of bruteforce the decisiontree.
I planed to include adaptive learning too, but that would need a few more bytes then. Its also fully dynamic,
working with all kinds of maps, or changes in the gameplay mechanics.
(The AI basically just knows what actions it is allowed to do, and makes a propper activity-chain from thereon)

Re: What are you working on? [Re: Damocles_] #392625
01/25/12 05:46
01/25/12 05:46
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Posts: 4,771
Bay City, MI
yeah, the ai is pretty good, and i've noticed the players can physically knock eachother around. I'd be cool if that had even a hard effect when hit. laugh

Re: What are you working on? [Re: lostclimate] #393282
02/01/12 21:33
02/01/12 21:33
Joined: Apr 2007
Posts: 3,751
Canada
WretchedSid Offline
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WretchedSid  Offline
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Posts: 3,751
Canada
Finished implementing threading in user space for my kernel (well, not the thread scheduling which is still done in hardware, but the creation of a thread from the user space).

This is how this looks like:


And here is the code responsible for this:
Code:
void thread()
{
	sys_printColor("Secondary thread!\n", vd_color_red); // Simply tell everyone that we are here
}

void test()
{
	sys_print("Hello World\n");

	uint32_t id = sys_threadAttach(thread, 4); // Attach a new thread to the process with thread() as function
	sys_threadJoin(id); // Wait for the newly created thread to exit

	sys_print("Thread exited\n");
}



The "Joining thread 1" message is printed by the kernel for debugging purposes. I'm quite happy with the result since I stopped working on it because of a bug that gave me great headache a few weeks ago and today I decided to try it again and got it working in ~20 minutes laugh
The really nice thing is that I can now block threads based on predicates and unblock them when these predicates turn out to be true, in the thread joining case that means that the predicate is that the other thread exits.

If someone wants to read more about this small project, here is a blogpost where I go into some details and also posted a link to the source code repo: http://widerwille.com/blog/?article=articles:article4


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] #394007
02/08/12 23:56
02/08/12 23:56
Joined: Apr 2007
Posts: 3,751
Canada
WretchedSid Offline
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WretchedSid  Offline
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Joined: Apr 2007
Posts: 3,751
Canada
Gave that blog a facelift, blogs love facelifts!
http://www.widerwille.com/blog/?site=articles

(Too lazy to link a screenshot tongue )


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
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