Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
so, it's compatible with the old map format?
June 4th, 2013, 09:36 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Ryx
so, it's compatible with the old map format?
Nope.
June 7th, 2013, 12:52 AM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Ui tag format and renderer is slowly taking shape. Just need to start writing console commands since the buttons on Ui will simply send console commands to change setting, join servers, load maps, send chat messages, and etc.
June 7th, 2013, 05:06 AM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
:v:
Easier to see in HD.
June 8th, 2013, 04:28 AM
PopeAK49
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Just finished writing a nice fat console and Ui scripting language. The Ui scripting is pretty simple but method based and strong enough to do everything I need. Haven't really documented how it works but an example would be like:
console(getInput(input console)); clear(input console);
That line of code would get the input from the console text field and then send it to the games console and then clear the text field.
goto(2); setInput(input player name, getSetting(userName));
That line would open the Ui frame 2 and then look up the user name of the player and then set the input field to the players user name.
console(connect getInput(input ip adress) getInput(input port));
That line would get the ip adress and port from two text boxes and then connect to a multiplayer server with it.
There is of course loads more you can do with this, these are just examples. I made a console for the game using the Ui script language. Works quite nicely :P
Code:
name=Console
frame 0 closed
frame 1 open focus(input console); console(log test);
begin input
input console
1
graphics/shader/ui/console/inputBox.shader
0,0
1024,13
left,bottom
console(getInput(input console)); clear(input console);
end
Nothing to really show this time since all the work was under the hood stuff. Might have something more visual next time.
edit-
Oh and I've linked the main actor structure into the console with Java.reflection. That means you can literally call methods of a specific object in the game through the console.
I'm going to have it set up so you can be like acc <object id> <method> <param> <param> ...
So basically you could acc 23 setHealth 100,
or acc 17 kill
or acc 45 push 12 15 102
or acc 3 jump
And so on. Might make for some interesting custom game types :P
June 23rd, 2013, 08:06 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Just stuff.
June 23rd, 2013, 08:36 PM
n00b1n8R
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
cool transparency on the overlapping bubbles~~
June 23rd, 2013, 09:22 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by n00b1n8R
cool transparency on the overlapping bubbles~~
Thanks for pointing out what the video is focused on and what I wrote in the description. Issue is because I need to sort the particles by depth manually because GL doesn't like transparency in the depth buffer. I'm going to have the particle system do that and also merge all the geometry for performance. :v:
June 25th, 2013, 06:18 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,