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Geek Culture / [STICKY] The Posting Competition

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Seditious
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Posted: 9th Jan 2015 01:58 Edited at: 9th Jan 2015 01:58
The Chaos Engine, anyone? https://www.humblebundle.com/weekly
MrValentine
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Posted: 9th Jan 2015 05:03
My new favourite function combination

RND(65535+RND(65535))



Also Page



Clonkex
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Posted: 9th Jan 2015 07:46
Quote: "Last night I had an interesting dream."


Weird dream indeed. And I don't even know what a Wal-Mart is

Quote: "The Chaos Engine, anyone? https://www.humblebundle.com/weekly"


Gens, anyone? http://www.gens.me/

Seditious
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Posted: 9th Jan 2015 08:23
Quote: "Gens, anyone? http://www.gens.me/"


dats illegal

Been playing the remake (the one in the bundle) a bit and it seems pretty good, though doesn't disable the screensaver/monitor standby so every 5 mins the screen kept going black. That's a pretty big oversight if you ask me.
Clonkex
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Posted: 9th Jan 2015 12:06
Quote: "dats illegal"


No it's not. Only getting the roms for the games is illegal (if you don't already own the cartridge). If you asked a lawyer about the emulator itself, they'd probably say it's a reverse-engineering of the original Mega Drive OS and therefore illegal, but since the code for the emulator is not even vaguely close to the original console programming and hasn't been dumped from the Mega Drive, it could easily be considered original code. It's a grey area, really.

I don't know of anyone who considers emulation of old consoles and games to be an issue in any way, shape or form

Quote: "Been playing the remake (the one in the bundle) a bit and it seems pretty good, though doesn't disable the screensaver/monitor standby so every 5 mins the screen kept going black."


A stupid oversight, yes, but easily remedied. Just disable your screensaver and monitor timeout

Seditious
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Posted: 9th Jan 2015 13:06
So you're suggesting I track down and buy an original cartridge along with the necessary hardware to rip the data? Sounds a bit long-winded to me.
Dark Java Dude 64
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Posted: 9th Jan 2015 14:26 Edited at: 9th Jan 2015 14:27
Quote: "And I don't even know what a Wal-Mart is"


http://en.wikipedia.org/wiki/Walmart

See this picture?



Clonkex
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Posted: 9th Jan 2015 14:46 Edited at: 9th Jan 2015 14:55
Quote: "So you're suggesting I track down and buy an original cartridge along with the necessary hardware to rip the data? Sounds a bit long-winded to me."


If you want to play emulated games legally, then yeah

Quote: "

http://en.wikipedia.org/wiki/Walmart"


We don't have Walmart in Australia. I've heard the name on various American TV shows before but never known what kind of store it was. I guess it's sort of an industrial-strength supermarket...? Does Walmart sell food? Because if so, we have nothing like it in Australia. Closest thing would be BigW or Kmart, but neither sells food (unless you count the massive lolly aisles both stores have).

Quote: "See this picture?"


-__-

Anyone know anything about vector maths? Ok, so I have my Arduino hooked up to an MPU-6050 6-axis gyro+accelerometer GY-521 breakout board. I FINALLY got it all working properly and successfully sending serial data straight to DBPro (which involved a slight modification to my Simple Serial library to because DBPro doesn't support unsigned types), but I've come up against a problem. I'm certain there must be a simple way around it, but my brain refuses to invent anything for me.

Basically, I'm currently using a complementary filter to combine the gyro rates of angular rotation with the accelerometer gravity vector for stable yet responsive rotations. Here's my current code:



The issue is that the accelerometer obviously can't measure rotations about the Y axis (up), but the gyro can. When I twist the board around Y, the cube representation in DBPro twists for a second then is pulled back to 0. That's because when the board is upright (with the Y axis pointing upwards) the atanfull results in 0.

What I've been scouring the internet for (but really don't know what to search) is a way to reduce the affect of the accelerometer data the less use it becomes. So as the X axis, say, is rotated so it's perpendicular to the ground (and becomes useless for measurements) the gyro is allowed more and more control, until when the X axis becomes fully perpendicular the gyro is taking no notice of the accelerometer for that axis and relies fully on the gyro.

Would anyone here be able to help me? I hope I've explained myself well enough... I just can't get my head around what I need to do

Ortu
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Posted: 9th Jan 2015 18:25
Some walmarts sell groceries, some older ones don't. It's like kmart, assuming your kmart is the same as our kmart...

In both cases, they are just large standalone department stores, selling anything from hardware to clothing, toys, electronics, food, books, you name it

TheComet
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Posted: 9th Jan 2015 20:18
Some Walmarts sell points

I like offending people. People who get offended should be offended. -- Linus Torvalds
Seditious
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Posted: 9th Jan 2015 21:57 Edited at: 9th Jan 2015 21:57
Some walfarts sell pages.

[edit] YES I CLAIMED THE GOD DAM PAGE JUST BY CHANCE!
budokaiman
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Posted: 9th Jan 2015 21:57
Some walmarts will now get revenge on TheComet and CC.

"Giraffe is soft, Gorilla is hard." - Phaelax
TheComet
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Posted: 9th Jan 2015 21:59
South Park episode is relevant.



I like offending people. People who get offended should be offended. -- Linus Torvalds
easter bunny
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Posted: 10th Jan 2015 10:00 Edited at: 10th Jan 2015 10:07
Got a new phone Motorola Moto G 2nd gen. If anyone's thinking about getting one, I recommend it, it's a good phone 4.5/5


Audacia Games - Latest WIP - AUTOMAYTE 2.1, AppGameKit one click deploy to Android
"When you've finished 90% of your game, you only have 90% left"
easter bunny
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Posted: 10th Jan 2015 10:03 Edited at: 10th Jan 2015 10:07
EDIT: lol, was on the previous page... I thought it didn't send because FF refilled the text field after it submitted the form

tgc::points.subtract(points.current()/2);


Audacia Games - Latest WIP - AUTOMAYTE 2.1, AppGameKit one click deploy to Android
"When you've finished 90% of your game, you only have 90% left"
budokaiman
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Posted: 10th Jan 2015 13:06
Quote: "tgc::points.subtract(points.current()/2);"

How is this supposed to work. The point cutting in general, I mean. Is it supposed to be that your points are counted up and halved at the end or halved at the point you double post?

"Giraffe is soft, Gorilla is hard." - Phaelax
TheComet
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Posted: 10th Jan 2015 13:33
They're halved at the point you double post.

I like offending people. People who get offended should be offended. -- Linus Torvalds
Clonkex
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Posted: 10th Jan 2015 14:09 Edited at: 10th Jan 2015 14:29
Quote: "I thought it didn't send because FF refilled the text field after it submitted the form"


Oh no... I feel sorry for you now!

Gonna have to ask a question on Stack Overflow about because I really can't get my head around my problem... Stack Overflow is an awesome tool but it can mighty difficult to get a good answer sometimes

EDIT: There, question posted.

Dark Java Dude 64
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Posted: 11th Jan 2015 01:04
Hey guys please join my new forum it's really cool:

http://forum.thegamecreators.com/?m=forum_read&i=2

It hasn't been very active the last few days pleeeease join.

Yodaman Jer
User Banned
Posted: 11th Jan 2015 01:17 Edited at: 11th Jan 2015 01:20
Someone explain to me why getting the physics in breakout is ridiculously difficult.

Also, points.

EDIT:

I'm beginning to think either there's something wrong with me as a programmer, or somehow I need to find a better way of detecting collision with the ball and the bricks.

Probably something with me


It's back, baby!
TheComet
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Posted: 11th Jan 2015 01:36
When the gym teacher tells you to stop picking the grass



I like offending people. People who get offended should be offended. -- Linus Torvalds
MrValentine
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Yodaman Jer
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Posted: 11th Jan 2015 01:42
Thanks MrV, looking through that might be helpful. However I also see that somebody already made the game I'm making, sooo... nuts.


I might just have to try my hand at another kind of small arcade game. Honestly I think making Space Invaders would be easier than Breakout right now, since it doesn't rely on trying to reverse directions and only colliding with one block at a time.


It's back, baby!
budokaiman
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Posted: 11th Jan 2015 01:44
Quote: "When the gym teacher tells you to stop picking the grass"

Watching DBZ as I read that.

"Giraffe is soft, Gorilla is hard." - Phaelax
Yodaman Jer
User Banned
Posted: 11th Jan 2015 01:59
I'm starting to remember other reasons why I went with Unity and GameMaker a few years back.

I love programming, but a lot of times for certain games you're re-inventing the wheel. Sure, you can make a bunch of generic functions for engines you can use in many different games, but even then you may need to completely re-code something for a certain project.

As much as I love programming, my brain is a tad more "artsy" and idealistic, which is why I fell in love with Unity. Still let me program as much as I wanted but it also did a lot of the work for me, such as collision detection and gave me an immediate level editor.

AS much as I love AppGameKit I think I'm just pushing myself a little too far with it right now. I think the best tool for my game idea I have will probably end up being something like Stencyl, at least to prototype it.

We'll see, but I definitely hate that I can't even get breakout working through code yet I'm sure I could make it in ~5 minutes in Stencyl.


It's back, baby!
MrValentine
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Posted: 11th Jan 2015 02:17
Yodaman Jer - Have you seen Indiana Jones: The last Crusade? [I might watch it to sleep tonight now lol] the part where he has to walk across the floor of letters, perhaps you could try that in 2D? [I had already begun doing it in 3D before once] you could use anagrams as the clues, and the player has to work out the path based on symbols/characters on the tiles... or the clues could be another way to say a certain phrase or term... Just a random thought...

Maybe you could add particle effects to your version of BreakPong?

swissolo
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Posted: 11th Jan 2015 02:43 Edited at: 11th Jan 2015 02:44
AAH!
budokaiman: Your avatar was dancing exactly to the rhythm of the song I was listening to. Scared me

here. Watch the avatar for a moment along side the song. It syncs up pretty quickly

TheComet
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Posted: 11th Jan 2015 04:46


I like offending people. People who get offended should be offended. -- Linus Torvalds
Yodaman Jer
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Posted: 11th Jan 2015 05:28
Ugh so I finally got the "physics" in my Breakout/Pong mashup to work, but now for some reason that messed with the array that the bricks are stored in and it won't delete the sprites unless the ball hits them in precisely the right place. Also if the ball velocity is faster than anything above 5.5f it will hit multiple bricks and won't reverse the direction until it hits the screen boundaries...

I'm really starting to hate Breakout


It's back, baby!
TheComet
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Posted: 11th Jan 2015 05:55
Can someone tell me why GCC fails to link? It's 6 lines of code and two CMakeLists.txt files. If someone experienced with CMake could clone this and explain what the big issue is, I'd be glad.
https://github.com/TheComet93/cmake-sucks

I've wasted like an entire hour on this crap and it makes no sense. target_link_libraries() is being called in tests/CMakeLists.txt. The symbols exist (verified with readelf). Nothing appears wrong.

It's 6 lines of code yet it's so complicated.

I like offending people. People who get offended should be offended. -- Linus Torvalds
Dark Java Dude 64
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Posted: 11th Jan 2015 05:57
Quote: "It's 6 lines of code yet it's so complicated."
It needs to be messy before it can work. Try using lots and lots of goto.

mr Handy
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Posted: 11th Jan 2015 07:25
a wild Handy appears...



Seditious
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Posted: 11th Jan 2015 07:37 Edited at: 11th Jan 2015 07:43
Dark Java Dude 64
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Posted: 11th Jan 2015 08:09
Didn't know you were into playing the keyed strings. Not bad, sounded professional and relaxing. Did you write that? Or just play it?

Thraxas
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Posted: 11th Jan 2015 09:48
Quote: "AS much as I love AppGameKit I think I'm just pushing myself a little too far with it right now. I think the best tool for my game idea I have will probably end up being something like Stencyl, at least to prototype it.
"


Sometimes this is how I feel. I can DO exactly what I want in gamemaker. It takes me very little time, and I can make it work how I want because a lot of stuff is already done for you.

I understand AppGameKit gives me infinitely more flexibility, but at the same time it takes me so much longer. I also don't always have the skill, yet, to do exactly what I want to do.

Work gets in the way by reducing the amount of free time I have to do what I want. I can either create what I want in gamemaker or create nothing in AGK.
mr Handy
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Posted: 11th Jan 2015 12:13
Thraxas,

Nothing takes more time than 3D media. Even DBP. You make shaders, controls, game core, GUI within a month and then you realize that you will need a year to make all 3D media for it. Even if you find a 3D artist, you will need music. Even if you find a musician you will need 2D artist. Even if you find 2D artist you will need a lot of time.

p.s. I dunno what I am doin' here LOL

Seditious
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Posted: 11th Jan 2015 12:55
Quote: "Didn't know you were into playing the keyed strings. Not bad, sounded professional and relaxing. Did you write that? Or just play it?"


Thanks, apart from the start of the 3rd one where I followed an existing theme, I improvised the rest.
Yodaman Jer
User Banned
Posted: 11th Jan 2015 16:32
Quote: "I can either create what I want in gamemaker or create nothing in AGK. "


Exactly, although I think my major problem is with collision detection in AGK. I don't know how many of you guys remember my old DarkBASIC days but I ALWAYS have had trouble with getting collision detection to work - why that is, I honestly have no clue. I can copy>paste example code and modify it and try everything and it will never have the expected results for me.

This is why my bricks are proving difficult. The ball will bounce off of the first one but because the hit happens a few frames back the brick it actually hits will disappear, but it won't reverse the ball's direction until it hits the next brick so it looks all wrong.

When I modify the collision code for that and have it so that it does delete the correct brick, suddenly the array isn't working how it should even though the code I modified had nothing to do with the array.

I honestly think this will be a heck of a lot easier in an object0oriented language, too.


It's back, baby!
MrValentine
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Posted: 11th Jan 2015 16:59
Must you use an Array? It looks like that is where your issue lies than the collision...

I can think of two to three methods of doing the same thing...

Yodaman Jer
User Banned
Posted: 11th Jan 2015 17:01
There's no other ways to store the brick data without using hundreds of variables then, so yes, an array is required.

Incidentally, points are now mine.


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TheComet
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Posted: 11th Jan 2015 17:22
Fixed my problem with GCC, I was linking a C library to a C++ application. C++ obfuscates its function names so they can be overloaded whereas C does not, so C++ was looking for the c++ version of the symbol in a C library.

The solution is:


I like offending people. People who get offended should be offended. -- Linus Torvalds
MrValentine
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Posted: 11th Jan 2015 19:13
You could do what I do and use a config file... You can use M1Utils if you do not have STYX

Seppuku Arts
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Posted: 11th Jan 2015 21:17
Quote: "Got a new phone Motorola Moto G 2nd gen. If anyone's thinking about getting one, I recommend it, it's a good phone 4.5/5"


I got a new phone too, but I went for the HTC One (M8) and I love it. Love the resolution and picture on it, has a decent camera - although not very high in megapixels (but they're not everything) but HTC have invested in what they dub "ultra pixel" and to be fair, it gives a good image quality as a result. Also loving the Qualcomm processor, but the technology they're stuffing into phones now is mind blowing. My laptop might get jealous.

Indicium
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Posted: 11th Jan 2015 22:52
Hahahahaha Mr. V you cannot seriously be suggesting I/O as an alternative to an array.
Yodaman Jer
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Posted: 11th Jan 2015 23:48
The array isn't the cause of the problem, it's me misunderstanding (and therefore misusing) the collision commands in AGK. I should probably do something like...

1 - Cast a ray from the ball's current position
2 - Determine whether or not the ray is about to hit a brick
3 - Reverse the ball's direction and delete the brick just before the ball would hit it

Would that do anything or just transfer the problem?


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Ortu
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Posted: 12th Jan 2015 00:40
Quote: "The array isn't the cause of the problem, it's me misunderstanding (and therefore misusing) the collision commands in AGK. I should probably do something like...

1 - Cast a ray from the ball's current position
2 - Determine whether or not the ray is about to hit a brick
3 - Reverse the ball's direction and delete the brick just before the ball would hit it

Would that do anything or just transfer the problem? "


That sounds about right. How are you doing it now? Though instead of just reversing the ball, you will probably want to get the bounce vector, or does it never hit a brick at an angle?

TheComet
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Posted: 12th Jan 2015 00:49


Quote: "1 - Cast a ray from the ball's current position
2 - Determine whether or not the ray is about to hit a brick
3 - Reverse the ball's direction and delete the brick just before the ball would hit it"


That could work, but wouldn't circle to line collision be way better? Years ago I tried writing this collection of common stuff, one of the things I wrote was circle to line collision. You might want to check it out.



Link to the source code here:
http://forum.thegamecreators.com/?m=forum_view&t=190374&b=1

Note that the code is horribly inefficient because I didn't know any better.

I like offending people. People who get offended should be offended. -- Linus Torvalds
MrValentine
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Posted: 12th Jan 2015 01:31
Nope, just for object creation and positional data on start of level, can then create objects from that data and delete those on collision... No need for an array, or am I missing something?

The Zoq2
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Posted: 12th Jan 2015 01:38
You still need to keep track of what objects can be collided with? What if you want the player to slide on ice walls and move slowly on sticky walls?

Say ONE stupid thing and it ends up as a forum signature forever. - Neuro Fuzzy
MrValentine
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Posted: 12th Jan 2015 01:50 Edited at: 12th Jan 2015 02:46
In the same way, adding attributes, you created the data, so you know which objects will not be eliminated... I am saying this because it is what I am doing already...

You will know which objects are for the boundaries, so you perform a check for those objects before a check for the bricks... Code replication, but this is a small project we are talking about...

But as I said, there are a few ways to do this, as with any other forms of coding...

I am sure some of you can find another way for "1-X=0"

EDIT

Thinking about it again, the blocks can be in the data, and the boundaries exempt and created outside of the initial data... that way you can isolate and have a fixed range for blocks...

I am suggesting this for this small project, but for larger projects, naturally use arrays!

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