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Topics - Scipi
1
« on: December 10, 2014, 05:39:18 pm »
Hey everyone. Ludum Dare 31 was held last weekend, and I made an entry for it. I plan on continuing development of this project, so I figured I'd make a thread for it. Here's a link to the Ludum Dare entry, if you wish to try it out: http://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=34647Chess Wars is a Fire Emblem/Advanced Wars style game themed on Chess. Game play is pretty straightforward if you've never played FE or AW. You play on a grid and each turn you move your units and try to destroy all opposing units on the map. Here's a pretty good video showing gameplay from Fire Emblem: Awakening. Edit: Changed to URL, since video isn't showing for some reason http://www.youtube.com/watch?v=Dyei3qUZmS4Right now, my game only has two modes: Hero and Army mode. In Hero mode, you control a couple powerful units to destroy the opposing army. In Army mode, you control an opposing army. Here's what it looks like as of this writing: In the future I want to merge the two modes together, where you play mainly as the elite force (FE-style) with supporting army reinforcements (AW-style). I might also up the strategy part of the game where the campaign is dynamic, similar to Total War or Wargame campaigns. Either way, I'll be updating this thread with progress that I make. Feedback and suggestions are very welcome. EDIT: Current Version (0.2.0): http://bit.ly/1xyNbQP
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« on: April 30, 2014, 10:08:16 pm »
So Ludum Dare just finished up, and guess what? I made a game! I wonder, did anyone else compete last weekend?
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« on: February 27, 2014, 10:38:39 pm »
Does your teacher hate it when you play Flappy Bird because you are not doing enough work? Ever wish you could do your math homework while playing your favorite handheld game? Ever feel solving quadratic equations is just too easy and boring? Well look no further than the Quadratic Burd Solver. Using the latest Quantum Technology, I have merged together both a Flappy Bird clone and a Quadratic Solver. Score points to set your A, B and C variables. Die three times to see your answer. Supports imaginary values, because we all have ADHD and imaginary things are just SO much better (Disclaimer, graphics are in progress) Jokes aside, some known issues so far: -You do not yet die when you go above or below the map -Graphics are barebones -Acceleration is a work in progress (if someone could supply me with getting the physics nailed down, that's be amazing) So what are you waiting for? Download today and solve all your Flappy Bird and Quadratic needs!
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« on: February 27, 2014, 10:28:41 am »
For those of you that don't know what it is, Koding.com is site for developers where each member is given root access to a Ubuntu Terminal to play around with. You can install software packages and develop software remotely. It also provides it's own G+/FB-like social media features to share code snippets and such. Koding is also giving away memory space, 1 GB per signup up to a max of 20 for referrals. It'd be great if you guys could help me out and I think many of you would find the site interesting (if you don't already know about it, since I know some of you do). https://koding.com/R/scipi
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« on: January 25, 2014, 10:42:16 pm »
Hello everyone. It's been a few years since I last actually released a project here on Omni. However, recent events have had me revisit one of my old projects. This is System Crash 2, the second iteration of my 2D Shooter. The original can be found here. In its current state, the game is still more of a tech demo than anything else. It plays the same as the original version, however there are some changes. Primarily, there are now two kinds of enemies: Dumb Bots, which merely move towards the player at a low rate, and Smart Bots, which are controlled via a Recurrent Neural Network. As the game progresses, Smart Bots become more adept at killing the player through the application of a genetic algorithm. After each round, smart bots will be chosen either for being able to survive the longest or for dealing more damage to the player than other bots. These bots will then be used to populate the next round, with each offspring being mutated to create potentially new behavior. As previously stated, the game is still a work in progress. However it is playable. It just doesn't have all the niceties the original had, like a high score or menu. Controls: WASD/Arrow Keys - move Space - Sprint P/O - Pause/Unpause Esc - Reset RMB + CTRL - Select Bot to render Brain RMB - CTRL - Clear Bot Selection Here are some ingame screenshots: The Game is attached to the post. Known Issues: -Title says HuntingBots -Weapons not properly balanced -Selected Bot does not clear unless player moves
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« on: January 20, 2014, 06:19:26 pm »
Hello everyone.
I've been working on a project and I am running into a bug with implementing sight for bots within the program. Basically, for each eye on an bot I have an angle for direction and a field of view, both represented in degrees. I want to find if a bot falls within sight of another, adding a buffer should only part of a bot be visible.
Here's the code I have:
private boolean inFOV2(Bot b, double uAngle, double lAngle){ double dist = Math.sqrt((xPos - b.xPos)*(xPos - b.xPos) + (yPos - b.yPos)*(yPos - b.yPos)); if(dist < 0){ dist = .001; } double buffer = Math.toDegrees(Math.asin(b.radius/dist)); double angle = Math.toDegrees(Math.atan2(b.yPos - yPos, b.xPos - xPos)); uAngle += buffer; lAngle -= buffer; return (uAngle - angle >= 0 && lAngle - angle <= 0); }
//Called via
inFOV2(b, angle + FOV, angle - FOV) This doesn't seem to be working properly. Sometimes it detects it sees another bot when it doesn't, or vice versa. I have no idea where I am going wrong here, so any insight would be greatly appreciated. ^_^
Thanks
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« on: August 24, 2013, 01:17:30 am »
I put this in Computer Programming since I thought it was the most generic section. Anyways, I'm doing a series of Youtube videos to show, not only game programming in C++, but also game design in general. Planning out the game, modeling the code using UML, writing a small storyboard, etc. Right now I'm doing a small sample with a tile map editor to work out any flaws in my videos and to serve as an introduction. So far I have 5 episodes made. Please tell me what you think and what I can do to improve.
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« on: July 25, 2013, 12:20:46 am »
I'm a few days late on this one, but now that the Steam Summer Sale has ended, I've been seeing people taking screenshots of their Steam Libs. I figure it'd be fun to start a thread here to see what kind of games we all have on Steam. So if you'd like, please share a screenshot of your collection as well as which games you like to play the most from it. Here's mine: My favorite games from my list would have to be Singularity, Rome: Total War, Dishonored, and Wargame: Airland battle. Though I've spent the most time playing Shogun II and Empire Total War with 67 hours played for both. Napoleon comes next with 55 hours. (Though on the Xbox release of Singularity I have over 300 hours of multiplayer gameplay alone) ... I play a lot.
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« on: April 04, 2013, 03:45:33 pm »
So this morning, I found that Disney closed LucasArts and in memorial, Raven decided to release the source code for two of their StarWars games. Here's some more detailed articles: http://arstechnica.com/gaming/2013/04/after-lucasarts-closure-jedi-outcast-and-jedi-academy-go-open-source/http://www.kotaku.com.au/2013/04/in-tribute-to-lucasarts-raven-releases-the-source-code-for-jedi-knight-ii/You can download them via sourceforge here: Jedi OutcastJedi AcademyI've been looking through these and some of the comments here are hilarious // Need to extern these. We can't #include qcommon.h because some fuckwit used LS_NONE to mean both a lightstyle and a sabermove.
// Do I Have A Leader? // AM I A Leader? // If Our Leader Is Dead, Clear Him Out // If My Leader Isn't His Own Leader, Then, Use His Leader // Eh. Can this get more confusing?
//we were getting ready to throw the thermal, drop it! //so it just kind of drops it
// borg no longer exist // else if ( attacker && attacker->client && attacker->client->playerTeam == TEAM_BORG ) // {//assimilated // statusTextIndex = Q_irand( IGT_RESISTANCEISFUTILE, IGT_NAMEIS8OF12 ); // }
//They had the Borg as a test faction, it seems
I know how my weekend's being spent
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« on: April 03, 2013, 02:15:56 pm »
I've always been interested in inventing my own spoken/written language. Here lately I've actually been making some progress towards my first useable language that will be used for a hypothetical race/culture to be used in future games I make (The Kakrii race). The language is meant to be harsh sounding, thus it makes use of k/ch/sh/z sounds. So far I have the written portion, basic grammar rules/syntax, and some words figured out. Here is a guide for the written language: Here's an example of a basic sentence: The grammar tends to go as: [Question][Tense][Subject_1(Who/what is doing the action)][Subject_2(Who/what is receiving the action)][Action/Verb][Adjective] This is still in progress, I don't know much about grammar rules. Certain kinds of words always have a prefix of sorts. Nouns always start with: Ka - Physical Ke - Conceptual Ki - Nonexistent Note: THis language does not distictuate between gender. All words are used gender neutral. What the language does do, however, is distictuate between if it exists, does not exists, or exists theoretically. Verbs always start with: Ch Sh - Question Kr - Adjective Ra - Future tense Ri - Past tense Ro - Present tense (Used when you want to explicitly show present tense) So far, that's about the extent of what I have. What I want to figure out next is the numbering system. I want it to be base 16, however I want a written form that's more efficient than the symbolic method we use as well as more compact and allows for mathematical concepts to be more intuitive. After that I just need to fill out the lexicon and grammar rules. Words I have so far: Kai - I/Me/Mine Kao - You/Yours Kas - Other Check - Perform upon Chakas - Speak Kekaskak - Language Kezech - Bonding (Best equivalent word would be marriage) Chazech - Best equivalency would be "To love" (There is no word for Love since the race this language is developed for does not experience this emotion, but they do have something similar) Chernas - Hello So that's more or less what I have so far. Anyone have any suggestions for the numbering system? What do you guys think?
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« on: February 21, 2013, 01:40:37 am »
Ok, so I like to think about dimension stuff a lot, and I got the idea that Time as we perceive it cannot be one dimensional, but multi dimensional. I made this recently for a facebook page and it makes use of illustrations so I made it into this image. I make reference to a previous post I had made on that Facebook page, but it's just a single reference. So what do you guys think?
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« on: January 04, 2013, 04:42:14 pm »
So today I registered my courses for the upcoming Spring semester and I realized my schedule can be deemed worthy as that of an Omnimagian (Omnimogite? Omnimagii?? What's the correct term? ). I also realized many of us are in college and universities and so I figured it might be nice to have a topic for us to share interesting courses we are taking. Here are the courses I am registered for: Computer Science II Assembly Programming Language (x86) Special Topics: Python Programming Language ( ) Discreet Structures So a good mix of Computer and Math subjects, with Assembly and Python (which I know more than a few people here use). Epicness. Btw, what kind of problems can I expect from Discreet Structures? I'm just wondering.
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« on: November 19, 2012, 10:30:03 pm »
So I've recently started making commentary videos for a game series I play called Total War. I have no previous experience making videos period, so I'd like to ask for your opinions on some of my videos and how I could improve upon them. Like do I ramble too much? Am I understandable? Are the videos too long? Here's the latest video I've posted: And this is my channel if anyone's interested. http://www.youtube.com/user/s1ay3r44
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« on: November 14, 2012, 03:36:30 pm »
This is more or less a cross post from here. My entry for Cemetech's 9th contest will be bringing Leafy's Graviter to Windows. With some gameplay changes, of course. This port of Graviter will make use of a Gravity Gun that can create points of gravity or antigravity. It will also feature a custom storyline. I plan on using: SFML for all media and most graphics SPARK for particle effects (Should make the game look very nice) Box2D for collision detection and physics It will be written in C++.
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