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Geek Culture / [STICKY] The Posting Competition

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lazerus
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Posted: 8th Dec 2009 20:10 Edited at: 8th Dec 2009 20:11
yarr watched em about 4 years ago or sutten leik tat

an this page is mine nao.

Draglan
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Posted: 8th Dec 2009 20:13
Yeah... I've been watching Angel on DvD. Pretty good show if you ask me.

Aertic
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Posted: 8th Dec 2009 20:35
Nuu avatar

Venge
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Posted: 8th Dec 2009 21:05 Edited at: 8th Dec 2009 22:07
Save and load levels by name
Load untextured objects dynamically(add them to the "models" folder)
Fixed sprite issue

No pic this time, you'll just have to imagine the "Load object" button.

Next: sorting the preview list, removing objects from list, instant save option, loading textured objects.

Attached the updated editor, might be helpful to someone.[b][/b]

I will live forever or die trying.
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MSon
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Posted: 8th Dec 2009 21:32 Edited at: 8th Dec 2009 21:39
I've not got a save function yet, but i've done an Export Function which exports the level as Darkbasic Code.



Quite Useful, i've lso attached a screenshot below, and I need to say thanks to Newton for some quality models

Everyone Be Cool, You, Be Cool.

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MSon
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Posted: 8th Dec 2009 21:39 Edited at: 8th Dec 2009 21:56
Heres a download of what i've got so far its still got a few bug i need to work out, but its working.

Controls


Everyone Be Cool, You, Be Cool.

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Draglan
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Posted: 8th Dec 2009 21:40
That looks very nice, MSon!

Yodaman Jer
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Posted: 8th Dec 2009 21:48
Looking good there, MSon!

@Venge: I got an error trying to run ur appz, wuz uh "runtime error: file doesn't exist at line 500something", thawt u shewd no, kthxbai.



Also, I fixed the control system in my editor. Download and preview please. Left click to select an object, then use the numbered arrow keys on your number pad to position the objects.

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Maindric
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Posted: 8th Dec 2009 22:02
*Gets own'd by next poster.*

Oh, and I am working on a new DBPro project.

JZ28
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Posted: 8th Dec 2009 22:03 Edited at: 8th Dec 2009 22:04
yay, i haves an awardskies!!!

Venge
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Posted: 8th Dec 2009 22:08
Ah, so it do crash. I removed my project files when I made it a zip, and I guess I took out one too many. Works now, and I fixed another glitch I noticed.

I will live forever or die trying.
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Yodaman Jer
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Posted: 8th Dec 2009 22:22
Pretty cool there, Venge. I like how you can rotate an object that way. Is that part of Newton?

Venge
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Posted: 8th Dec 2009 22:55 Edited at: 8th Dec 2009 22:57
Nope, I have yet to implement Newton in any way. The rotation controls are three cylinders, scaled larger than the selected object. If you click when the mouse is over one of the cylinders, it stores the "axis" of that cylinder, then rotates the selected object along that axis when you move the mouse side to side(y-axis) or up and down(x- and z-axes), until you release the mouse button.

Another thing I remembered that I need to add is a scale control for adding new objects: if you'd have tried to add your own at this point, by putting them in the Models folder and clicking Load Object, they would have showed up full-size in the preview list, instead of the adjusted size that my object is.

I will live forever or die trying.
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lazerus
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Posted: 8th Dec 2009 23:04
Very nice venge, i finally gave in to all this code talk, Brings back bad memories

Venge
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Posted: 8th Dec 2009 23:25
Updated blog with more ideas and whatnot. I'm supposed to have the last of my final exams tomorrow, but my professor had said that he wouldn't come if it was snowing too heavily (lives far away I guess), and it's pretty wicked out at the moment. Too bad supper is in half an hour, I'll have to go out there...

I will live forever or die trying.
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Yodaman Jer
User Banned
Posted: 9th Dec 2009 00:41
Level Editor-Video 2

Oh yeah baby. Oh yeah.

Quote: "The rotation controls are three cylinders, scaled larger than the selected object. If you click when the mouse is over one of the cylinders, it stores the "axis" of that cylinder, then rotates the selected object along that axis when you move the mouse side to side(y-axis) or up and down(x- and z-axes), until you release the mouse button."


That's brilliant Venge! I may have to try that out later on.

MSon
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Posted: 9th Dec 2009 00:44
Editors looking good there, im adding newton physics into mine here so you can test a level, but it seems to be taking a while as i need to make quite a few changes to my editor to make it compatable with Newtons.

Everyone Be Cool, You, Be Cool.
Venge
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Posted: 9th Dec 2009 00:50 Edited at: 9th Dec 2009 00:58
Yeah, I really have no idea what sort of things I'll have to do to add Newton to my editor, which is why I'm putting it off til later. The physics manipulation will only come into play in the actual game, so I just want to get the editor functionality up and running for now.

Out of curiosity, how big are your guys' editors? Mine's up to 1149 lines at the moment, but about 100-200 of that is experimental stuff for the game that isn't used in the editor.

I will live forever or die trying.
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MSon
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Posted: 9th Dec 2009 01:02
if your editor is simply a level editor for your game, then you only realy need to add the physics to the game only, and not realy to the editor, but my editors not for an specific game, i just felt like making an editor, so when the codes posted, it should hopefully be useful for any project, or thats the idea, i want to change the export function so it exports the newton physics code ready aswell as a ready working game, but ill have to wait till newtons is fully intergrated first.

Everyone Be Cool, You, Be Cool.
Venge
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Posted: 9th Dec 2009 01:08
Well, my editor is more of a personal tool to speed up level design, and it would be helpful if physics were available for testing those levels. I will probably be releasing the editor with the game, though, so that players could create their own maps to play on.

I will live forever or die trying.
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budokaiman
FPSC Tool Maker
15
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Playing: Hard to get
Posted: 9th Dec 2009 01:18
Hey, Venge, I noticed that yo like Opeth. They are an incredible band, however I will say that I prefer Porcupine Tree as my favorite Prog band.

This signature is legen-wait for it... dary };]
demons breath
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Posted: 9th Dec 2009 01:22
I've got to go with Opeth over PT. You guys like stuff like No Made Sense? Check out Milachis Depths or Project Keymer by them...

budokaiman
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Posted: 9th Dec 2009 01:53
I think that Mikael is a better writer lyrically, but I prefer the music of PT, and I agree with all of Steve Wilson's views.

This signature is legen-wait for it... dary };]
demons breath
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Posted: 9th Dec 2009 02:19
I've just spent half an hour learning deliverance by ear... haven't even looked at the lead guitar yet and i'm only at 8.30 - gonna be a long night...

budokaiman
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Posted: 9th Dec 2009 02:29
Quote: "I've just spent half an hour learning deliverance by ear... haven't even looked at the lead guitar yet"

What instrument are you learning it on?

This signature is legen-wait for it... dary };]
demons breath
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Posted: 9th Dec 2009 02:54 Edited at: 9th Dec 2009 03:05
guitar. just doing the main parts atm though... and it's taken me another 20 mins to get the quiet bit. It's easy fingerpicked but i learnt it with a pick as well thinking i wouldn't have time to switch... looking back it goes to just lead before and after so I'd be fine either way...

EDIT: OK Guitar 1 done... now onto guitar 2... I suck lead... This is going to take all night

budokaiman
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Posted: 9th Dec 2009 03:03
Out of curiosity, what kind of guitar, picks, and strings do you use? I also play guitar, and these are the conversations that I usually have.

This signature is legen-wait for it... dary };]
demons breath
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Posted: 9th Dec 2009 03:11
The one I'm playing is a Fender Flame

It's a beauty...
3mm dunlop stubbies and .11s
Other main guitar's an EP901 in drop C

but purple.
What you rocking?

MSon
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Posted: 9th Dec 2009 06:40 Edited at: 9th Dec 2009 06:42
Editor Update

I took a break from adding newtons and I updated my Object Menu a bit

Got the idea of tiling objects from FPSC, save object works, but Export FPSC Object dosnt yet, i need to find out if FPSC will load DBO Objects, if so then i can get the install directory from the registry, and save the obj and texture in the relivent folders

Everyone Be Cool, You, Be Cool.

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JZ28
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Posted: 9th Dec 2009 06:46
Seppuku Arts
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Posted: 9th Dec 2009 10:09 Edited at: 9th Dec 2009 10:11
Quote: "I've got to go with Opeth over PT"


I'm going to concur with this statement, because I am absolutely in love with Opeth, especially their Watershed album, however, Porcupine Tree are very good too. I saw them live a couple of years ago and they were awesome, but I've seen Opeth twice and they're just extra awesome in my books.

But of course, lets not forget Anathema, they're very good and a nice range of music, normally doom metal, but I've just been listening to the album hindsight over and over. Good sleeping music too.



I've got a storytelling performance today, quite nervous, but I'm hoping it'll go well. I can't wait. Tales of Norse goodness I guess...and Saint George.

Venge
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Posted: 9th Dec 2009 14:35 Edited at: 9th Dec 2009 14:35
There's a blizzard outside my cage.



I will live forever or die trying.
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MSon
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Posted: 9th Dec 2009 14:55


Its just cold here in Manchester, As Usual.

Everyone Be Cool, You, Be Cool.
budokaiman
FPSC Tool Maker
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Posted: 9th Dec 2009 15:06
Quote: "What you rocking?"

B.C Rich Warlock
3 mm dunlop jazz picks
.12 GHS Zakk Wylde Heavys, but I want to try the .12 GHS Progressives.

This signature is legen-wait for it... dary };]
BMacZero
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Posted: 9th Dec 2009 16:10
What does this look like, the Editor WIP Competition?

Nice weather, Venge.

Venge
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Posted: 9th Dec 2009 16:39
Quote: "What does this look like, the Editor WIP Competition?"


Since we're each creating editors with different purposes and functionality requirements, it's hardly fair to call it a competition.




Though I'm clearly winning.

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demons breath
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Posted: 9th Dec 2009 17:26
Quote: "Though I'm clearly winning"



Budo - looks good... I never got on too well with BC Riches because I find them uncomfortable and they're not exactly deigned for stylistic versatility, but they do look awesome. Especially the warlock - I wanted one for years...

Amp?

Yodaman Jer
User Banned
Posted: 9th Dec 2009 19:50
Quote: "Quote: "What does this look like, the Editor WIP Competition?"

Since we're each creating editors with different purposes and functionality requirements, it's hardly fair to call it a competition.




Though I'm clearly winning."

^^^Venge's comment WINS.

But yeah, we're all creating editors for our very specific needs. Mine is going to be for a game that is essentially my entry from NaGaCreMo '09, but with a LOT more added. It's the most work I've ever put into a project and it's really teaching me a lot about programming! There's definitely a lot I could do better, like for some things I'm sure an array would be nice (for my menu system; I'm thinking about trying out arrays to store the menu items and whatnot), and I'm sure my entire GUI system could be put into a function as opposed to three different subroutines. But like I said, I'm learning from this and I'm actually having fun doing this!

Venge's editor is pretty dang awesome, what with that rotation system he uses and everything. MSon's editor also looks fantastic! I like that it has BSP suppport.

-----------------------------------------------------------------

Things I've got done in my editor:

Selected Objects now turn transparent

Objects can now be deleted

Three camera views, all of which work without a hitch

I cannot wait to complete this.

budokaiman
FPSC Tool Maker
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Posted: 9th Dec 2009 19:58 Edited at: 9th Dec 2009 20:05
I just use the amp that it came with, but I use a Digitech RP350 modeling processor. That pedal was the best purchase for the guitar. It really can produce the sound of any amp, has infinitely customizable effects along with plenty of other nice features... I should be a tele-marketer.

I also find the Warlock more comfortable than a lot of other guitars.

This signature is legen-wait for it... dary };]
Venge
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Posted: 9th Dec 2009 20:13
Hmmm. Should I talk about level editors, or guitars?

Well, I don't have a guitar...

Anyway, my level editor can now delete objects (thanks for the reminder), I've rewritten the HUD (again) to fit any screen resolution. This time I've actually scaled all the sprites according to screen width, so it will adjust to fill the screen regardless of resolution. It does look a bit odd on widescreen, but it's still usable. I'm also going about optimizing and cleaning up the code so it's easier to read and uses less processing power. When I first wrote the sprite rendering, it actually positioned and scaled every visible sprite for each frame, which was unnecessary since they never move. So now I've added a couple variables and conditional checks to only update the sprites when a button is clicked. It's not a huge improvement, but I did run a speed test of sorts(sync rate 0) with the old method to see how much faster I could make it. Originally, it ran about 1200 fps on my laptop. Now it's up to 1400+ with those small changes, and there is still quite a bit I can do to speed it up.

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lazerus
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Posted: 9th Dec 2009 20:17 Edited at: 9th Dec 2009 20:18
Yodaman Jer
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Posted: 9th Dec 2009 20:18
1400+ FPS?!?!?! What kinda laptop do you have there, Venge?

Of course, my video card is nothing to talk about, it's just an Intel Graphics Media Accelerator chip. But hey, this laptop was only $430, so I ain't complainin'. It's still a lot better than my old PC.

Venge
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Posted: 9th Dec 2009 20:49
Heh. It actually runs around 1700 now, with no objects selected(drops to 1300 then because of the extra functions). I moved the pick object command so it's only run once the user clicks, instead of every cycle.

I'll attach the editor for you to try. If you press enter, it removes the sync rate cap.

Oh, and:
Dell XPS M1730
Intel Core2 Duo 2.4GHz
4.0GB DDR2 667 RAM
Nvidia GeForce 8700M GT 512 MB
Windows 7 64-bit

I will live forever or die trying.
My game blog

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Yodaman Jer
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Posted: 9th Dec 2009 21:14
I only get around 215 FPS, but that's twice the FPS I used to get on my old PC. Not nearly as nice as yours, but you've got one of them there Nvidia chipsets, so...yeah.

flashing snall
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Posted: 9th Dec 2009 21:18
I see you walking by, your head always hiding your face. i wonder why youve been hurting, I wish I had somewhere to say. Your going through so much, dont you know that I could be the one, to hold you. Everysingle day, I find it hard to say, I could be yours alone. You will see someday, that all along the way, I was yours to hold. I was yours to hold
Im stretching but your just out of reach
you should know, Im ready when your ready for me
Im waiting for the right time when I catch your eye, when Ill let you know.

Venge
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Posted: 9th Dec 2009 21:30
I've changed the resolution from 800x600 to 1024x768, which I will probably keep it at for the final version. No need to have HD/shaders for something like this really, since it's virtually a separate program from the actual game.

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Happy Cheesecake
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Posted: 9th Dec 2009 21:39
Ba-derp.

[url=http://www.xboxlc.com/profile/HappyCheez]

[/url]
Yodaman Jer
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Posted: 9th Dec 2009 22:02
Ba-doop

Venge
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Posted: 9th Dec 2009 22:05
Pants.

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lazerus
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Posted: 9th Dec 2009 22:06 Edited at: 9th Dec 2009 22:06
Fraggel fart wins

I own this title of 12k fear me

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