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by Zamaster
Feb 02, 2016 21:02
Forum: Projects
Topic: DebugLog: Multi-threaded debug logging
Replies: 0
Views: 808

DebugLog: Multi-threaded debug logging

I know we all have 28 debug loggers, but mine is... better? I guess? Anyway, I needed an implementation that didn't stall on writing out to a log file because of the OS and had a predictable destruction time by which all of the data was written. So here's DebugLog, it basically streams text binary t...
by Zamaster
Aug 27, 2015 19:05
Forum: Projects
Topic: Nomera on Kickstarter
Replies: 13
Views: 2812

Re: Nomera on Kickstarter

I wouldn't be Kickstarter-ing it if I had that O_o. We have playable sections, and enough to know where its going (hence the video), but to really turn it into a finished game we need funding => time to do so.
by Zamaster
Aug 26, 2015 19:14
Forum: Projects
Topic: Nomera on Kickstarter
Replies: 13
Views: 2812

Re: Nomera on Kickstarter

@anonymous1337 Ha no no, we're only doing it because we want to go really authentically 90's and while the payoff has been big, I would NEVER do it again! @BasicCoder2 We've got plenty of levels, but what you're describing sounds a bit more like Steam GreenLight (people play a demo and if they like ...
by Zamaster
Aug 24, 2015 22:07
Forum: Projects
Topic: Nomera on Kickstarter
Replies: 13
Views: 2812

Re: Nomera on Kickstarter

Thank you so much! I bragged a little about FB on the Kickstarter because its such a trip. Even if I can just get exposure for this project that would help!
by Zamaster
Aug 24, 2015 19:15
Forum: Projects
Topic: Nomera on Kickstarter
Replies: 13
Views: 2812

Nomera on Kickstarter

http://i.imgur.com/QKB6pSr.png FreeBASIC boiz. I've been waiting to make this post for months. Inspired by Lachie's FBGD comp, I started a game with my friend called Nomera and had no idea it would go as far as it did. Its a metroidvania with stealth, explosions, and Myst like puzzle solving. Since...
by Zamaster
Jun 26, 2015 22:07
Forum: Tips and Tricks
Topic: Cairo FB Horse
Replies: 19
Views: 2132

Re: Cairo FB Horse

Ah, "horse.bas," never leave home without it...
by Zamaster
Jun 26, 2015 17:03
Forum: Tips and Tricks
Topic: The Ultimate 2D Shape Intersection Suite
Replies: 6
Views: 843

Re: The Ultimate 2D Shape Intersection Suite

I can assure you sampling a circle and testing each exterior point for overlap against a different circle is NOT faster than using a little geometry. If you think about it, you wouldn't be doing many more multiplies than you already are in one point test let alone 24 of them. Vector operations are y...
by Zamaster
Jun 26, 2015 3:01
Forum: Tips and Tricks
Topic: The Ultimate 2D Shape Intersection Suite
Replies: 6
Views: 843

Re: The Ultimate 2D Shape Intersection Suite

I suppose I'm not sure why you would store sampled points to do that... You might find it easier to compute points on the edge of the oval along the vector connecting the ovals centers and then dot their difference with the difference of the oval centers, a negative dot product means theres a collis...
by Zamaster
Jun 25, 2015 18:37
Forum: Tips and Tricks
Topic: The Ultimate 2D Shape Intersection Suite
Replies: 6
Views: 843

Re: The Ultimate 2D Shape Intersection Suite

Be careful though! Most importantly, winding numbers wont detect a collision where no points are contained inside of another polygon, and you'll also perform n squared point tests in you worst, average and best case. I wouldn't recommend it.
by Zamaster
Jun 25, 2015 7:30
Forum: Tips and Tricks
Topic: The Ultimate 2D Shape Intersection Suite
Replies: 6
Views: 843

The Ultimate 2D Shape Intersection Suite

Another nice piece of code born from a project (Nomera, its a game... theres a twitter and stuff, looking for a steam release eventually... yeah) I've constantly been working on. I wrote this so that objects can make spatial queries that aren't just bounding boxes and distances, e.g: strangely shape...
by Zamaster
May 24, 2015 18:07
Forum: Tips and Tricks
Topic: PerPixel Shadows Updated
Replies: 4
Views: 1301

PerPixel Shadows Updated

Baz boiz, I got an update here. I posted a per pixel shadow thing for funzies like 400 years ago. I recently had a reason to use the code, but realized how garbage the original software was. I'm posting an update here that I recommend using instead that has a whole bunch of bugs fixed, the option to...
by Zamaster
May 01, 2015 17:24
Forum: Game Dev
Topic: The Lightning Thread (cont. from Electric Arcs)
Replies: 10
Views: 2921

Re: The Lightning Thread (cont. from Electric Arcs)

Dr_D I like the spine of the arcs in the plasma ball, is that done by meandering in a direction by slowly changing the walk angle?
by Zamaster
Apr 21, 2015 15:23
Forum: Tips and Tricks
Topic: Electric Arcs
Replies: 17
Views: 3688

Re: Electric Arcs

I'm glad I have a folder! I extensively use both, but turn into a grandma when it comes to sharing off of them and go find something more "public" when I want to share to the greater interwebz. Shunnnn, just throw together a little make.bat and put it in the folder: del "arc4.exe"...
by Zamaster
Apr 21, 2015 3:02
Forum: Tips and Tricks
Topic: Electric Arcs
Replies: 17
Views: 3688

Re: Electric Arcs

Seems I didn't clean all the garbage code out of electricarc.bas because I was in a hurry so forgive me :S
by Zamaster
Apr 21, 2015 2:59
Forum: Tips and Tricks
Topic: Electric Arcs
Replies: 17
Views: 3688

Electric Arcs

Been a while! So, I have never seen a decent, animated, real-time, single spine electric arc CGI. From what I've found online they're all kinda weak with some arguably better than others (no shots at any .bas boiz who've done one). My weekend project was to try and make one that was passable and som...

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