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Messages - nitz

Pages: 1 [2] 3 4 ... 10
21
Entertainment / Re: Boomer Kuwanger had the best stage music ever.
« on: August 02, 2008, 11:47:03 pm »
Ducktails. Moon level.

<a href="http://www.youtube.com/watch?v=K0_nzV2nC7c" target="_blank">http://www.youtube.com/watch?v=K0_nzV2nC7c</a>

22
Other Projects / Re: [WIP] Critical System (Working Title)
« on: August 02, 2008, 11:39:44 pm »
Beta!

Tuesday of this past week, we turned in our 'Beta' build. Things are vastly different from alpha. Animations are in. (Though not completely synced). Lots of sounds are in. (Though not final. If you listen hard, I'm sure you'll hear a few OOT cameos. ;) ) Melee and Ranged combat is in, (feels badly out of sync right now, and the enemy collision responses aren't helping.)

But. This is where we need your help. Find a bug you think we don't know about? REPORT IT :)

The majority of gameplay is implemented, but is in (obvious) need of refinement. So what it boils down to is, where are the bugs, what needs to be tuned up.

I'll appreciate bug reports of any format, be it here, via email, or via our bug tracking site at http://bugs.thegroupofthey.com/ (You can report an issue without signing up.)

Here's some controls:
Movement (left, right) : A, D
Jump : Space
Melee Attack : Left Control
Ranged Attack : Left Shift
Pause : Escape

The controls are pretty sucky, and are more or less a leftover from a previous project. Suggestions about different control schemes would be highly appreciated as well :)

(Just so you know, we're still having that NVIDIA crash, but that's non-critical for us at the moment, since we're all deving on ATI boxes. Again, NVIDIA USERS BEWARE, MAY CAUSE DRIVER HANGS.)

Without further adieu,



they.beta.exe [7.9MB, exe, installer]

23
Discussion / Re: My rant about 3D to 2D zelda remakes part 2
« on: July 27, 2008, 10:21:54 pm »
@Pyro

doesn't really matter, you could argue that Epic shouldn't let others use the Unreal engine, but they do. As long as credit is given where it is deserved, and considering no one here besides imfletcher will !@#$% FINISH A GAME, I don't see the harm.

Yeah, they let people use the engine... for a considerable sum of money. They don't just give the tech away. There are the mod communities, But those people can only release packages for those who already own an unreal-engine product, can't release a standalone version;; without purchasing rights to use the engine.

24
Entertainment / Re: The Dark Knight
« on: July 27, 2008, 10:11:13 pm »
It is now officially the greatest Superhero movie ever. This makes Ironman look mediocre.

It isn't a superhero movie.

Batman doesn't have superpowers, so I agree with Pyru 200% :p

Seriously <_< Batman is NOT a superhero. He's a vigilante who wears a bat suit. Superheros are... oh I dunno. People with super powers. Not utility belts with no special abilities.

Green Lantern is a super hero.
The Flash is a super hero.
Superman is a super hero.
Batman... is a street crime stopper. :p

But anyway, I have yet to see this movie. I think it's weird that my joker is a gay cowboy, but from what I've seen that gay cowboy plays a good clown ^_^
while batman isnt a superhero in the movies, he's definitely one in the comics.
For me Batman is a vigilante, but in the comics he is less realistic than in the movie.

Thats cos in the movie they tried to make it all realistic and theoretical as possible.

and YAY I went to see it today and it was good indeed *nods*

But, may I ask one question, why does Batman talk with such a stupid voice? Bruce talks normally, and I realise that in order to protect his identity he has to change his voice but it sounds a bit silly <_<

It really sounds to me like he's trying to emulate the voice from the animated series. If you look at it in that light, it's rather quite good.

25
Discussion / Re: Linking issues with Visual Express C++ 2008
« on: July 26, 2008, 09:40:20 pm »
You're speaking as if I only use '#pragma once', when in fact I don't. I use it in combination with standard header-include guards, to stop the processing then and there, using msc. Not that I would rely only on the pragma directive. It's _not_ crazy, though. It saves on compile time when using msc, while not impacting non msc preprocessors/compilers in the slightest.

Further, what is the definition of 'standard'? What you say is standard? Of course, there are the actual standards, but NO compiler/ide follows those to the exact. Using compiler specific directives is no difference than using platform specific libraries, imo.

26
Discussion / Re: Linking issues with Visual Express C++ 2008
« on: July 26, 2008, 08:31:27 pm »
First of all: If you're distributing your code without a .vcproj, then you're going to either have to tell someone to link in libraries yourself, or have it somewhere in a file anyways.
Get used to it.

so a lot of good it did you to put the library requirements in there instead of a code file.
Including libraries are not source code. Therefor they do not belong in your source code, especially when the code required to include such files is not standard. Libraries are used by the linker, not the compiler.

Yes you can do this with #ifdef/#defines
I'll take standard code that works on every compiler any day.

Further; There's ways to include such preprocessor commands in your code that won't mess it up if you attempt to do them: Microsoft's compiler defines a symbol: _MSC_VER, referring to the version of the compiler you're using. If you check if that symbol is even defined, it's more than fine to put microsoft-specific preprocessor commands in an if/else/endif.
Now you're just being silly. You're going to include a bunch of irrelevant, non-standard code in your source so that... your code can compile with Microsoft's compiler? Just distribute the project file. Everyone who is not using a Microsoft compiler is going to have to setup the linker manually anyways, as well as sift through your non-standard preprocessor junk, and add in #ifdef definitions because you wanted your #pragma once.

If you never, ever intend on having someone that is not using Microsoft's compiler to compile your code, go ahead and use the non-standard preprocessor commands. Expect a slap in the face otherwise.

I don't understand your hostility towards Microsoft's compiler. There are lots of open source projects that come riddled with dependencies on msc. And I don't think they ever expected a 'slap in the face'.

Whats the difference between distributing the project file, and having dependencies in the source? Both imply dependencies on msc. But having it in the source, it's directly accessibility to someone setting up their linker/etc. Having them listed in a vcproj, then someone would have to open that up as plaintext, and dig through the XML to find out exactly what you're linking. Either way: It's going to require work.

But don't tell me not to do something with ifdef/define/etc (which IS STANDARD) when things like GLee use them, and they expect their code to be:
Quote
Compatibility
GLee is compatible with Windows, Linux, OS-X and FreeBSD platforms. It is also likely to be compatible with other unix-like systems which use X windows.

Further:
If the compiler does not support a specific argument for #pragma, it is ignored - no error is generated.

So it harms NOTHING to have them in there.

27
Entertainment / Re: I am so damn sick of everyone bashing the Wii.
« on: July 26, 2008, 07:31:10 pm »
Honestly: I own a Wii, and a 360. My roommate has a PS3 (Sans PC). Often; I spend time playing games with someone, or a group of people. The system we play is more about audience. QED: When my brother visits, him and I end up playing something like Halo, or Gears of War. Though when I go to visit my mom, I bring my Wii, because she enjoys that. Though Rockband, which is out for all systems, I own on 360, just because of personal choice.

Not that one system is better than another, I just like some better for different reasons.

28
Coding / Re: Programming Q&A
« on: July 24, 2008, 08:37:42 pm »
do you know where i can find tutorials on OpenGL, i know on map part , why i just need to learn the language not just game development

NeHe has some great OpenGL tuts.
http://nehe.gamedev.net/

29
Discussion / Re: Linking issues with Visual Express C++ 2008
« on: July 18, 2008, 07:50:19 pm »
It's amazing. AcidGame and likes to refer to #pragma directives as 'Nonstandard Junk', and perfer not to use them, while I on the other hand disagree. Yes, while pragma directives may or may not work on other compilers, I like them. First of all: If you're distributing your code without a .vcproj, then you're going to either have to tell someone to link in libraries yourself, or have it somewhere in a file anyways. If you're distributing your code _with_ a .vcproj, that's compiler specific anyways, so a lot of good it did you to put the library requirements in there instead of a code file.

There's lots of useful pragma directives for Microsoft's compiler, such as #pragma once. Pragma once ensures that the [header] file will only be built once. Yes you can do this with #ifdef/#defines, but the unique difference between this and those is, on a second inclusion, when the microsoft preprocessor hits the 'once' directive, it immediately stops processing the file, instead of continuing to look for the following endif.

Some say nonstandard junk. I say useful.

Further; There's ways to include such preprocessor commands in your code that won't mess it up if you attempt to do them: Microsoft's compiler defines a symbol: _MSC_VER, referring to the version of the compiler you're using. If you check if that symbol is even defined, it's more than fine to put microsoft-specific preprocessor commands in an if/else/endif. This is very common practice. (Big-names do this, such as GLee: http://elf-stone.com/glee.php)

An example:
Code: [Select]
#ifdef _MSC_VER
#pragma comment(lib, "please_link_me.lib")
#endif

30
Feedback / Re: The bank's a lying cheat!
« on: July 14, 2008, 05:37:24 am »
The shop was the side effect of the "Rupee" system. The rupees were meant to be a *status indicator*. Members who do a lot around the board (contests, make games, etc) would have more rupees than users who do absolutely nothing (trolls, people who have nothing relevant to say, they just post for the sake of being idiots posting).

It's really irrelevant :P The shop has practically nothing in it

Says the guy with 99 thousand ;)

No, but seriously though. As far as 'status-indicators' go, I always preferred something like the 'Karma' system. I know there was a mod for SMF way back, but no idea as of current. Regardless, People had the power to 'add' or 'subtract' from peoples karma. (It had reasonable usage restrictions, like you can only change someone's karma once a day) That way, good users had positive karma, and poor users had negative karma. So at a glance, you could see how the member was respected in the community.

31
Discussion / Re: Post a Screenshot [Possible 56k warning?]
« on: July 14, 2008, 12:46:34 am »
Quote
is that game being built with the source sdk?
I doubt it, looks custom.
I didn't think so, but after playing deathmatch for a week any mention of havok brings to mind the source engine :P.

Didn't you hear?

http://tryhavok.intel.com/

32
Quote
Then why do people never change it?
I guess they don't know that you can, its not something thats widely advertised.

Quote
it's really clickteam's (At least the free one) that I don't like, with the whole page advert at the end, plus out of the box, it looks ugly.
Owh don't worry, I'm not disagreeing with you on that :P.

Quote
NSIS is powerful, yes, but I don't know that I'd say it's 'far more flexible' than Inno. In fact, I'd really put them in the same category as far as power and extensibility. NSIS has a much larger community following though, therefore more extensions and plugins exist.
I personally think NSIS scripting capability is far more advanced that Inno's, which it turn gives it far more flexibility. Though I guess thats a matter of opinion.

Quote
Installers can be as large as 2GB
To be honest I can't see people using using NSIS or Inno for installations as large as that, especially with other options available.

Quote
Two of the major reasons I use Inno over NSIS, is it takes care of things like Adding to the Add/Remove programs for you (http://nsis.sourceforge.net/Add_uninstall_information_to_Add/Remove_Programs gotta script the reg writes in NSIS, or at least, I'm not sure why they have this article.
I wouldn't see that as a big deal really, doing the whole add/remove stuff in NSIS is really only a matter of 2 very, very simple registry additions that most people should be capable of doing. Though I can see why people would avoid that.

Quote
Further, I like the Pascal scripting in IS better. And that right there, is nothing more than a personal preference Smiley
To each their own, I guess. I personally can't stand the Pascal syntax :(, I guess thats probably just because I'm a C++ nerd through-and-through.

Aye. What exactly is the scripting NSIS uses anyways, VB? I suppose the reason I like the Pascal better is because it was the first I was exposed to.

As far as the whole 'extensibility via scripting', I think they both share the one feature that makes them both unlimitedly extensible: Inno I know for sure, has the ability to load functions from dlls. So you could just write whatever you wanted in C, C++, or whatever else for that matter, and then use the event-scripting to  call the functionality you wrote.

Yeah, 2GB is big. If you're distroing something that big, you're probably some big-time corporation and can drop the cash for Install Shield. (Which I have, and plan on playing around with at some point;; Just need some spare time :D

The whole registry thing for add-remove is nothing to you, or me. But I know several people (programmers even) who don't know the first thing when it comes to the registry, and there for stay away from it. (Like you said, I can see why haha.)

33
Quote
cluttered with nasty advertisements? (Yeah, I'm looking at you clickteam && nullsoft.)
What do you have against nullsoft? I've used them for years, as have many professional companies, I've never found any 'nasty advertisements', all there is is a little bit of text at the bottom that says "nullsoft" and even then you can change that. Its far more flexible than using Inno :S

Then why do people never change it? And tight butthole, It's not really NSIS that I have anything against, a grey'd out text ad is way better than some things... it's really clickteam's (At least the free one) that I don't like, with the whole page advert at the end, plus out of the box, it looks ugly. NSIS is powerful, yes, but I don't know that I'd say it's 'far more flexible' than Inno. In fact, I'd really put them in the same category as far as power and extensibility. NSIS has a much larger community following though, therefore more extensions and plugins exist.

Though, I have used NSIS in the past, and probably will again though -- it is good.. The only real limitation that it has (which I really feel will be addressed in the future) is minute at that: they list as a feature: Installers can be as large as 2GB. As of Inno Setup 3, that limitation existed. Since 4, it was fixed by switching to 64-bit arithmetic. http://www.jrsoftware.org/isfaq.php#limits

Two of the major reasons I use Inno over NSIS, is it takes care of things like Adding to the Add/Remove programs for you (http://nsis.sourceforge.net/Add_uninstall_information_to_Add/Remove_Programs gotta script the reg writes in NSIS, or at least, I'm not sure why they have this article. Haven't used it recently...) Further, I like the Pascal scripting in IS better. And that right there, is nothing more than a personal preference :)

34
Aye. To be honest, I wasn't quite sure if this was even the right place to post this. (Read: Mods & Up, if this' ain't the right spot, I'd appreciate a move :D )

35
Entertainment / Re: Youtube videos
« on: July 11, 2008, 03:28:48 am »
Woah, that music sounds like it'd be some pretty sick turn-based combat music.

36
No problem :D I'm a hands-on/visual learner, and pictures always helped me in a Tut, so I figured it was a good idea.

37
Discussion / [Tutorial] Make your own professional looking installer!
« on: July 11, 2008, 03:22:18 am »
Ever wanted to create a professional looking installer? Ever tried some install-engines, just to find them cluttered with nasty advertisements? (Yeah, I'm looking at you clickteam.) Well today, I'm gonna step you through making your own professional looking setup, with no obtrusive, ugly name dropping!

Figure 1: A professional looking install wizard


First thing's first, we're not going to be handcrafting each windows form on our own, so we are going to use a setup creating engine. The one I'm going to step you through using has a hard to notice (and hard to find for that matter) copyright notice, that you can only see by right clicking the title bar, and choosing 'About Setup' (If I hadn't told you where it was, would you have found it?)

Also, while I'm at it: There are many ways to create installers, and this is just a particularly effective path I've found to do such. You by no means have to follow my directions step by step, but they're there for those who want to.

Inno Setup is a fully scriptable installation package creator, with way more features than I'm going to cover today. I'm just going to get you set up with a simple installer, and let you explore on your own.

So go ahead and grab Inno Setup from: jrsoftware.org [exe, 1,385KB].

Next, we need a working environment. I reccomend something with a simple path. I'll be using a folder on my desktop:
C:\Users\Administrator\Desktop\installer

I've gone ahead and created a folder in my 'installer' directory called 'app_dir'.

Figure 2: A clean working environment.


Next, go ahead and copy everything that you're going to want to install into that directory.

I've got my executable, my help file, and my readme.

Figure 3: Files ready to go!


Okay then, lets fire up the IDE (Inno Setup Compiler 5.2.3 at time of writing.) that came with Inno Setup, and see what we're looking at.

Ah, a welcome screen. Conveniently enough, what we want to do is right there, in the second radio option. Go ahead and choose Create a new script file using the Script Wizard, and hit OK.

Figure 4: Welcome to Inno Setup!


Click next at the 'Welcome to the wizard screen'. No need to create an empty script, we want to use the wizard!

Allrighty then, the meat and potatoes! The Application Information page is the first real info that we can set about our setup. The required fields are in bold, everything else is up to you!

Figure 5: I'm going to call my application Test App


On the next page, you're going to be asked to set where you'd like to install to. The Program Files folder is a pretty safe (and default) bet. Again, you can name your application folder whatever you please, but it's common practice to have the folder match the name of the app, or to use a combonation of publisher\app. The check box for 'allow user to change the application folder' is just a nice thing to do, especially if the user doesn't install everything to program files. Leave the second box unchecked, we're not doing that sort of an install.

Figure 6: Install here please.


The Application files page has some fancy-doings to have us all set up with some instant-created shortcuts, and other nice things. Though if you're not careful, you might get your directory structure out of wack. So for now, leave the first three options the way they are (the executable file, and two check boxes.) Don't worry, we're going to change the script manually later.

Go ahead and click on the 'Add folder' button. Browse to the folder you created. I named mine 'app_dir'. Click Okay, then yes when it asks you about subdirectories. (Especially if you have them!)

Figure 7: Add Files.


The next page is all about creating shortcut icons. I reccomend at least toggling on the 'uninstall' icon, as well as allowing the user to disable folder creation.

Figure 8: Shortcuts for quickness!


Next, is the license, and info text pages. They all do basically the same thing, with the license being the only difference. The license requires the user to choose 'I Agree' before they're able to continue. I'm going to just use my readme in place of the usual license file, but any text or rtf document will do fine for any of these. (Note, none are required.)

Figure 9: Documentation!


The next page: Languages. Really up to you, I for one, speak English... sorta.

Onward!

The next (and final setting) page, is the compiler setting page. This page is used to specify a custom output directory, a custom icon for the installer, a name, and even a password. (Note: People can unpack these things pretty easy, don't think a password is protecting sensitive data!)

For now, I'm going to leave everything the default on that page. (setup.exe will be created in wherever I've saved my script, plus the folder 'Output' by default.)

So next on through it, and hit finish!

Hot damn, a script! And would I like to compile now? Nope, not yet! There are some changes we need to make first.

Scroll down to the section for [Files]. See the first entry there, the one for the 'MyProg.exe' in the Inno Setup folder? Get rid of that line, we don't need it.

Looking at the [Icons] section, we need to change three lines, assuming you checked the options for all the shortcuts. On my First, Fourth, and Fifth line, I have shortcuts to the "MyProg.exe", which is what we told the wizard would be the main application. Simply change them from MyProg.exe to whatever your executable name is.

Further, check down in the [Run] section. The sole entry needs to be changed to the correct executable name as well.

Go ahead and save the script, in the folder you created (not the app_dir folder, the one above it.(I named mine installer.iss)

All right, lets take her for a spin, click the fourth button on the toolbar, and away we go!

If everything went fine, you should see a finished message at the bottom of the output window!

Figure 10: Finished Building!


Go take a peek in the 'Output' folder created, and you should have a setup.exe! Run it, and what do you get? Your very own setup!

Figure 11: Setup!


I'll leave the rest of the exploring of the setup to you. Keep playing around with Inno Setup (The Help File is extremely good.) and see if you can't make it do some fancy stuff. It's incredibly powerful, even has its own scripting engine. If you have a question on a more advanced topic than was covered here, feel free to ask.

I hope there was something useful contained in here for someone. See you guys around!

The script file I created in this walkthough is attached, if anyone was interested. Note that it has absolute paths, and must be modified to work on your machine.

38
Other Projects / Re: [WIP] Critical System (Working Title)
« on: July 11, 2008, 02:12:42 am »
Alpha!

Just stopping by real quick like to drop this off, as things are already a changin'. Since the build that's below, we've already shifted over to an artist made (read: not shitty) level, as well as got some menu assets. Animations are actually starting to shape up and should be somethin' sexy to show soon!

So quickly, here it is! (Just so you know, we're still having that NVIDIA crash, but that's non-critical for us at the moment, since we're all deving on ATI boxes. Again, NVIDIA USERS BEWARE, MAY CAUSE DRIVER HANGS.)

they.alpha.exe [10.3MB, exe, installer]



39
Coding / Re: Programming Q&A
« on: July 03, 2008, 04:41:45 am »
I'd say very yes to a compiler class. Not so much so you can 'make your own languages', or what not. For the sole purpose of just getting down and dirty, thinking about the core concepts behind a compiler. When you think about how a compiler is written, it can, and will make you think much differently when you're coding. Compilers are beautiful, but sometimes fickle creatures. Knowing the basic idea of how they work can only help you.

40
Other Projects / Re: [WIP] Critical System (Working Title)
« on: June 26, 2008, 09:29:46 pm »
Thing's are a changin'!

We just gave our Feature-Fragment 2 presentation. (More or less, 'pre-alpha'.) What I've got for you today is that build we used to present!

We've since got some level assets, and added some other things, so the game is already looking drastically different. But I'll show you guys that stuff in two weeks or so, post-alpha.

Regardless, here you have it:
http://thegroupofthey.com/cwd/bin/they_ff2.zip (Extract, and check the readme for details!)

Note: Still crashes on some NVIDIA hardware, haven't quite figured that out yet, sorry!

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