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Geek Culture / My 2013 resolutions... and yours?

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MrValentine
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Posted: 27th Oct 2013 22:15


Southside Games
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Posted: 27th Oct 2013 22:31
Is that some kind of code? Did I win a free lunch at my local McDonalds?
MrValentine
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Posted: 28th Oct 2013 09:52 Edited at: 28th Oct 2013 21:56
Can't wait to see it

Also speaking of McDs they just got done hahahaha Burger Kings owner just bought out Heinz Ahahahahah, basically though only two places in the states used Heinz Ketchup, the rest of the global McDs outlets, some 33,500~ use that tomato sauce, and now they have to find an alternative...

We can say bye bye to them soon lol

Seditious
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Posted: 28th Oct 2013 13:23
Quote: "Also speaking of McDs they just got done hahahaha Burger Kings owner just bought out Heinz Ahahahahah, basically though only two places in the states used Heinz Ketchup, the rest of the global McDs outlets, some 33,500~ use that tomato sauce, and now they have to find an alternative.."


Huh?

Your erased has been moderated by signature.
MrValentine
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Posted: 28th Oct 2013 16:52
http://www.bbc.co.uk/search/?q=heinz&search_form=no-query-search-form

Southside Games
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Posted: 28th Oct 2013 20:21
Quote: "Also speaking of McDs they just got done hahahaha Burger Kings owner just bought out Heinz Ahahahahah, basically though only two places in the states used Heinz Ketchup, the rest of the global McDs outlets, some 33,500~ use that tomato sauce, and now they have to find an alternative..."
well that's new...

@ Val

Lol bro don't patronize me. the model looks bad, I just don't care. I know modeling is not my strength.
MrValentine
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Posted: 28th Oct 2013 21:57
I want to see, I want to see!!!



Things are looking depressing on my front, but on a plus side, I started on Professional C# and .NET 4.5 studies

Southside Games
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Posted: 29th Oct 2013 05:43 Edited at: 29th Oct 2013 05:44
oh you have not seen it yet? I attached it to my other post. here it is. It has a place holder texture for now.



good luck bro!
MrValentine
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Posted: 29th Oct 2013 10:14
All I can say is, Elbows



Good job so far, better than me is all I can say

nonZero
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Posted: 29th Oct 2013 21:35
1. Publish Book
2. Finish my "Side Project"
3. Master SDL2.0

1. WILL happen
2. Prolly will happen
3. Might be delayed

Southside Games
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Posted: 30th Oct 2013 00:59 Edited at: 30th Oct 2013 01:26
Well I added shaders and dark Lights to my game. The world looks soooo good now! Only thing is I don't know how to make the grid piece give off a grid shadow instead of a solid one. I know I don't want to model that for both time and power reasons.

I would add the image to the post. But it's a full capture. so click "view" bellow.
Kevin Picone
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Posted: 30th Oct 2013 03:55 Edited at: 2nd Nov 2013 11:56
Update:

1) Do a sub 58 minute lake run this summer (on mountain bike). Got to strip another 1:40 for this seasons best time in the next month. (Done on 15th,Jan,2013 got home in 57:56, which is the quickest time in the last 3 to 4 years.

2) Cycle up Mount Warrenheip. Not huge, but big enough. (Done: 2nd,Nov,2013)

3) Do the 100k for this years round the bay. (Done: 20th,Oct,2013 Got home in 4:54.

Southside Games
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Posted: 30th Oct 2013 04:39 Edited at: 30th Oct 2013 05:49
@ Kevin Picone

good job bro!

edit:

got a new update video. I made it so that shadows are applied to players as well when they step into a shadow!

MrValentine
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Posted: 30th Oct 2013 10:21
Kevin Picone - Very nice, hope you hit that last one soon!

Southside Games - Nice! I would love to pick you on the Lights and shadows one day...



Southside Games
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Posted: 30th Oct 2013 17:15 Edited at: 30th Oct 2013 17:41
Quote: " pick you on"


what?

edit:

Thanks to The Comet for his awesome 3D Trail add on! It looks real good!

MrValentine
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Posted: 30th Oct 2013 21:54
Quote: "what?"


Quote: "on the Lights and shadows one day"


Cool trails!

Southside Games
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Posted: 31st Oct 2013 01:16
I guess I'm saying I don't understand what you mean by that sentence. do you mean you want me to help you on a later date, or that you want to pick on me because I did something wrong?
MrValentine
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Posted: 31st Oct 2013 06:42
Haha, got to love the English language lol

Pick on you = Bully
Pick you on = Question

Southside Games
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Posted: 31st Oct 2013 16:03
ahh. I get you now. I've never been asked a question in that fashion I guess.
MrValentine
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Posted: 31st Oct 2013 17:31
Hehe, I cannot help being partially British

Did you use the default sample to create your shadows? I ask as I am curious how you did the dynamic shadows for your characters...



Southside Games
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Posted: 31st Oct 2013 23:33
I used Dark lights to make the shadows. what I do for the dynamic character shadows is cast a ray starting at the "sun" to the player. if it clips anything that means the player is in an area in which the "sun" can not light fully. So I replace the object texture with the same texture but dimmed.
MrValentine
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Posted: 1st Nov 2013 01:22
Simple, clever, effective, very nice thanks! wonder if there are other methods...

Southside Games
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Posted: 2nd Nov 2013 03:04
Lol I got to learn to plain better. My old code is messy, but the deeper I get into this project the neater it gets. I wish the first code I wrote was as nice as my new stuff XD
MrValentine
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Posted: 2nd Nov 2013 09:09
Do you use Pseudo code and stubs?

Southside Games
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Posted: 2nd Nov 2013 15:56
I don't even know what those terms mean.
MrValentine
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Posted: 2nd Nov 2013 16:17 Edited at: 2nd Nov 2013 16:18
Ahahaha, so you do not write any pre-work documentation for your functions or such?

Basically PSEUDO CODE ~> http://en.wikipedia.org/wiki/Pseudocode
and CODE STUBS ~> http://en.wikipedia.org/wiki/Method_stub

Southside Games
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Posted: 2nd Nov 2013 16:36
mmm... Looking at the articles I would have to say my style is more so that of the method stub
MrValentine
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Posted: 2nd Nov 2013 16:51 Edited at: 2nd Nov 2013 18:26
You should try using a combination of both Stubs are fillers, PSEUDO CODE is the whole thing in human readable form... before you begin needing stubs

If you are still using DBPro I recommend the Hands On DBPro books!

Southside Games
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Posted: 2nd Nov 2013 17:52
I think I have Beginners guide book. I'll look around for it.
MrValentine
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Posted: 2nd Nov 2013 18:28 Edited at: 2nd Nov 2013 18:29
Always good to have a Best Practice of sorts...

I am thinking to dive into DBPro again in the coming week but first I got to build...





hope they don't stretch the page lol

EDIT

Cool it did not... I am only building the back wall and attached left side desk part

Southside Games
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Posted: 3rd Nov 2013 21:04
Cool. what is this for?

Update on project:

I got the skeleton of my AI system to work. as well as the ability to set how aggressive AI are. This way you can make certain bad guys not really care while others will hunt you don't if you enter there range.





also I found my DarkBasic book. I'll start reading it as I can.
MrValentine
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Posted: 3rd Nov 2013 22:33 Edited at: 3rd Nov 2013 22:33
Quote: "also I found my DarkBasic book. I'll start reading it as I can. "


Get through it in a weekend!

Quote: "Cool. what is this for?"


My shop is holding a Christmas market stall in the city centre, and I need to build this installation, and clad it before it is due for installation at the venue, I will be building two lockable units as part of the whole thing... will be fun, just need to finalise the additional Desk design and grab the parts later this week... I enjoy these diagrams... and found that it can be a very useful toolset to have!

EDIT

OH and great progress!

Southside Games
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Posted: 8th Nov 2013 01:25 Edited at: 8th Nov 2013 01:30
Quote: "Get through it in a weekend!"


I don't think so. as of now I'm working at a job and on 3 different projects at the same time. I'll try to get though a chapter a day though.

Quote: "My shop is holding a Christmas market stall in the city centre, and I need to build this installation, and clad it before it is due for installation at the venue, I will be building two lockable units as part of the whole thing... will be fun, just need to finalise the additional Desk design and grab the parts later this week... I enjoy these diagrams... and found that it can be a very useful toolset to have!"


cool. sounds like fun.

UPDATE:

well I'm in a pinch. somehow the game is lagging with only a few bad guys on screen. I put like ten down and it is killing my frame rate with four players. the frames don't go down or become jagged. But the game runs real slow. Like in slow motion...

I'm hopeful that there are just too many objects in the world at a time (the whole map is made up of tiles after all.) I'm going to try to load only the part of the world the player/s are in. hopefully that will help and won't remove the shadows.


edit: Well I might have to get rid of my beautiful lighting. Deleting objects removes the shadows over them. I was hoping Dark Lights would make a mesh and put the shadow on that. that way I could remove an object without removing it's shadows.
MrValentine
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Posted: 8th Nov 2013 03:24
Use a baking method... for the shadows that is, not the cake I will be baking this weekend

Following up those strange images I posted earlier...



Some snacks while having the game night across the road...

oh right back to those original images...



Get the tools ready...



Trust me, the two hours was worth it...



This was at the end of day 1...

And finally just a few hours ago...



Getting somewhere

Next I will build the table element, and then the locking doors for it and then package it all ready for next week to take it all to the town hall for installation

Southside Games - I believe there are optimization techniques which you can employ for the objects on screen... think about your draw order if you have one... like, is there something that can be delayed to be drawn to screen, or what needs to be updated first etc...

Lighting should be a beautification thing, so leave it until you have an engine which does what you like and are nearing the final stages of what can be considered a V1.0 and then add the lighting there...

Quote: "I don't think so. as of now I'm working at a job and on 3 different projects at the same time. I'll try to get though a chapter a day though.
"


I like the highlighted part

Ah almost forgot about the second lockable unit , time to go shopping again lol

I fear I may fail my most desired resolution for this year, but I will push for something quick lol, might not be a paid item, but at least it will be downloaded a few times before the end of the year ^^ that will make me happy

Keep up the good progress peeps! I plan to get a coffee maker to put on my desk for when I am coding soon ^^ hopefully next week after the installation it can be my prize for the 12~24 hours of work I will have put into it all ^^

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Posted: 8th Nov 2013 04:43 Edited at: 8th Nov 2013 04:53
Ha! A GameCube controller! Were you guys playing Smash Brothers Brawl?

What are the wood cubes for?

Also that looks great Mr Val! you got to show us what it looks like when it is done! Also show us some pics after the event.

How do I bake the shadows? do you know off the top of your head?

I don't have a drawing order that I have set up. Did not even know you could do such a thing in DBP. So I would say it is at it's default.

I do plain on doing something like the delay. I'm thinking maybe I will only update the AI every other loop or something like that. What has me thinking though is that it comes during very certain circumstances. For instance I loaded 30 AI on the scene at the same time with no lag. (with one local player). Yet having a Phase start and create AI at the same time (loading the AI that are specific to that phase) got really bad lag.

I also plain on making the AI and other systems (like the function that checks if the shadows should be casted on players) only do certain checks once. And to only apply states once for sure. For instance the player shadow caster function applys the texture every loop. Plus as of now if the Ai is in an attack phase it will check if it can reach all the players every cycle. even after it sees it can attack. I will try to have it only check if that player is not already on it's list.

Not to mention I'm going to only load the part of the world the player is in. I checked and the world I was using Is made up of like 2000 tiles. I have a feeling that once I cut it down to Just what the player can see (I estimate about 50 to 100) it will run a lot better. And of the tiles that will be loaded will now be instanced from source objects. (as of now they are cloned)

Dang writing that post made me realize how inefficient I am

Also you better save me a peace of that cake you said you are gana bake. or else.... I'll call you naaaaaaaaames.
MrValentine
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Posted: 8th Nov 2013 12:50
Quote: "Ha! A GameCube controller! Were you guys playing Smash Brothers Brawl? "


We were playing on a Wii, and I cannot stand that game lol so boring… we played a lot of Mario Party though

Quote: "What are the wood cubes for? "


They are to strengthen the joints also there is no direct screw from the top side [it is a pain to do, and I need to be careful not to damage the 300+ year old floor lol] for the three central beams…

Quote: "Also that looks great Mr Val! you got to show us what it looks like when it is done! Also show us some pics after the event. "


Will do, I will not be working at either my shop or the town hall stall, I will be working at home on my apps  and jumping between stores when they need more stock ^^ selling the shop in January hopefully though… will have had it over 18 months at that point…

Quote: "How do I bake the shadows? do you know off the top of your head? "


Umm, should be in the sample projects…

Quote: "I don't have a drawing order that I have set up. Did not even know you could do such a thing in DBP. So I would say it is at it's default. "


Umm you can decide if something is visible, say visibility grouping, so if the group of objects are not visible, they can be turned off, I think you can look at Dark Occlusions 

Quote: "I do plain on doing something like the delay. I'm thinking maybe I will only update the AI every other loop or something like that. What has me thinking though is that it comes during very certain circumstances. For instance I loaded 30 AI on the scene at the same time with no lag. (with one local player). Yet having a Phase start and create AI at the same time (loading the AI that are specific to that phase) got really bad lag. "


Try creating a delay between loading functions, so create your terrain, wait or use Sleep 500 and then hit the next function, etc, and then enter a loop to perform control calls and syncs 

Quote: "I also plain on making the AI and other systems (like the function that checks if the shadows should be casted on players) only do certain checks once. And to only apply states once for sure. For instance the player shadow caster function applys the texture every loop. Plus as of now if the Ai is in an attack phase it will check if it can reach all the players every cycle. even after it sees it can attack. I will try to have it only check if that player is not already on it's list. "


Again, break the calls across a few hundred milliseconds per sync call for the shadow checks…

Quote: "Not to mention I'm going to only load the part of the world the player is in. I checked and the world I was using Is made up of like 2000 tiles. I have a feeling that once I cut it down to Just what the player can see (I estimate about 50 to 100) it will run a lot better. And of the tiles that will be loaded will now be instanced from source objects. (as of now they are cloned) "


If you are not porting this outside of DBP then Dark occlusions can be handy to cut out the time 

Quote: "Dang writing that post made me realize how inefficient I am "


Consider that a positive realising what you need to work on, is a virtue, some people never realise these factors and thus never improve on them...

Quote: "Also you better save me a peace of that cake you said you are gana bake. or else.... I'll call you naaaaaaaaames. "


What cake? I have no idea what you speak of

Seppuku Arts
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Posted: 8th Nov 2013 19:54
Lost 2 stone since the end of August, how do I celebrate? Go out for a meal and order the triple shot waffle. Well why not?

Either way, pleased I've managed to get some success on this resolution and in such short time. Aiming for 1 stone before Christmas. Next year's resolution will be to get down to my healthy weight.

MrValentine
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Posted: 8th Nov 2013 20:42
Nice Sepp!

I need to get on that wagon soon... guess it starts with buying a set of scales...

Considering popping out to see if the local Supermarket has a coffee machine on offer ^^

Seppuku Arts
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Posted: 8th Nov 2013 22:13 Edited at: 8th Nov 2013 22:14
Quote: "Nice Sepp!

I need to get on that wagon soon... guess it starts with buying a set of scales..."


Cheers, and it's a place to start.

This is the diet I'm on.http://www.slimmingworld.com It's pretty damn good, has you eating healthy, doesn't limit preferred meal sizes, still takes good, doesn't require me to count calories or any funk like that and offers good results. I am still genuinely surprised by the results of it, given I'm a generally a terrible dieter and have tried numerous attempts unsuccessfully. Essentially all you're doing with it is reducing the amount of rubbish you eat, making some substitutes and eating something a lot more balanced keeping your fibre, calcium and vitamins up.

I go to a group each week because I prefer to be social (not the only male and not the only person under the age of 30), but there is an Online version for the less social.

MrValentine
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Posted: 9th Nov 2013 01:21
I figured it was lol

I have a friend who is a Nutrition Specialist, and who is actively in that job role, I was on one of her plans for a while back in 2004-5 and can say it worked wonders, just hope she can do me the same favour before I visit Japan again... oh she is Japanese

An Update on the Display Unit...



That is a 2.5D plan...



That is one view of it near completion...



A look at the inside...



Taking a closer look, and realising my blind drills and screws were very lucky!

All I need to do now is complete the doors with lock and then clad the whole thing in the fabric I bought earlier in the day

Phew...



Southside Games
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Posted: 10th Nov 2013 18:30
Looking good Mr val.

What is a better method for delaying functions. To have one delay that would execute all of the functions in an order when it resets, or to give each function it's own set delay?
MrValentine
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Posted: 11th Nov 2013 00:58
TBM I think fits the bill here, Timer Based Movement, which should be able to function with the other functions and calls...

Southside Games
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Posted: 11th Nov 2013 08:21
I already have TBM. it was the second thing I did in the program. (first being initializing.)

That's why I was surprised the game was lagging.
MrValentine
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Posted: 11th Nov 2013 09:59
Did you capture time at the start of your program?

Southside Games
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Posted: 11th Nov 2013 17:39 Edited at: 11th Nov 2013 17:45
I have this in my initializing code



with this at the top of the loop



this at the bottom





Things that are attached to the timer use this when adding or subtracting from whatever they do.




also Dark Light does make the shadow image. But does not seem to make a mesh based on it. Though I think I know a work around. I had grass tiles because at one point I was going to have holes in the ground the players could fall in. But I recently decided to replace it with a lava tile instead. Now that I won't have holes I'm thinking I'll make just one grass tile and scale it to the size of the map the player is playing on and just load the cliffs and other tiles normally. this way I can still have my shadows.
MrValentine
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Posted: 12th Nov 2013 15:02
Why are you checking for time immediately after logging it? at the bottom, you realise the top of the loop is executed immediately after logging the timer?

MrValentine
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Posted: 12th Nov 2013 15:21 Edited at: 13th Nov 2013 01:40
Updates on the wall...



Doors Mounted...



Might bother with washers later...



Add lock...

Tonight I will clad the whole thing with fabric and package it in bubble wrap for tomorrows move into Town Hall... will share pics of that when complete, before unwrap and after installation

EDIT

Woops, forgot to copy the properties link not the shortcut lol

BTW these shots were taken on my new baby!

Southside Games
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Posted: 12th Nov 2013 19:09 Edited at: 12th Nov 2013 22:09
Quote: "Why are you checking for time immediately after logging it? at the bottom, you realise the top of the loop is executed immediately after logging the timer?"


Because I'm an idiot >.<

well I removed that bit but it's still slow at parts.

at the top

gameTime = timer() - time

at the bottom

time=timer()

everything else is the same.

also looking nice Val! also what is a "ne"?


update:

well my new floor code works well. it seems to run smoother. not to mention the object count went from 2,500 to 80 in one map.
MrValentine
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Posted: 13th Nov 2013 01:35 Edited at: 13th Nov 2013 01:39
ne = new lol



Lookie!

I treated myself to a coffee maker and a Surface 2

Move that call at the bottom to the top above the initialiser code...

Southside Games
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Posted: 13th Nov 2013 04:07 Edited at: 13th Nov 2013 04:08
do you mean move to the top or copy to the top? because moving caused some strange things to happen to the animation.

Also exited for you bro! wish I could attend.

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