I'm gonna be honest with you. If I knew how to do some of this crap I would help with Gosu all the way. The most I can do right now is support it and tell people about it. :/
I know someone has already posted a topic about somehow adding multiplayer support before here but I'm not familiar with the usage of these classes and how to use them.
Would it be too much to ask for a primitive tutorial of them?
Yeah so how do you enable it in C++? Sad. I know. :|
Without Gosu. :( I do have intentions of integrating them but I didn't have the time to sit around and figure it out just yet.
Thanks! :P You may win just yet. Either way, we're both winners. I just won first is all. XD
The editor? Yes. Jiwon (renamed instead of Oracle) comes with a handy-dandy editor for your games completely free of course and also available on Mac, Windows, and Linux.
I used wxWidgets, C++, as well as selling half my soul, and free time.
Update on first post. be sure to read! :)
Haha! So it does! I didn't even think about that. Nope, I didn't use a reference. Originally he was gonna have a ghostly tail wiggling about, but I wanted to give it a more humanoid appearance. I didn't draw arms because honestly, I suck at them. Good eye though.
My little 4-day experiment game finally is ported to Windows. Again, don't expect much but have fun with it anyway. It was only available for Mac for so long. I don't know how many people actually got to play it.Get it on my project site
A little update. We're getting closer to finishing and will have a demo released early September for you guys to finally play. Sorry for the wait, but as hobbyist developers, I'm sure you all understand. :)
Perhaps there could be separate categories in the competition itself? Ludum Dare is doing something similar to that.
I liked the idea of Shinobi's competition he held. What about another Gosu competition? Should it be lengthy? Should it end in a week?
Since the Image of the day system seems to be broken on the front page, maybe we can put the "last comp winner" image up there instead. Perhaps even have a new sub-forum for winners of the competitions. Something as trivial as this would get the forum more activity and perhaps even more attention.
What are your thoughts on the matter?
Burn down the university.
Hmm. Good point. I'll get to that.
I personally blame the background. It's too busy. It should clear up once that's fixed.
I LOVE the markup ability for text. Gosu <3
> Not bad, yay for slopes! What I do for walking down
> slopes is usually making the object sticky, i.e. if
> the floor is less than e.g. 4 pixels down, stick to
> the floor, otherwise switch to default physics.
> (Checking a longer distance when jumping will still
> make him walk down slopes in a jagged fashion and
> would seem weird when re-jumping.) Not sure how
> well that integrates with your collision detection.
> Edit: I guess it's close to what erisdiscord
> reported about Sonic too!
I fixed it in my code. All I did was check for slopes further down than I did before to make it "stick"
> I loved lots of the little effects here and there,
> if Oracle helps you add those, it seems to be doing
> its job well :) Usually I get lazy quickly when
> adding effects in C++ games.
Why thank you! Expect more too.
Uploaded some concept art on the site and a screenshot (you've already seen the screenshot). I recently have been looking around for pixel artists. I've found one. I knew I didn't have the time to code, write music, and do good quality graphics with as much time as I barely have. So expect new screenshots and updates much sooner than before.
Crap. I meant March. Damnit. They both start with "M".
CURSE YOU LETTER 'M'!!!!
> The ship movment code is based upon the gosu
> tutorial , since its so cool.
But of course!
I'm trying to get a windows version but it's compiling weird. It says there's an error with Gosu::Color::WHITE. I don't even know. :P
Oh and the source file says "created on 8/12/09". Ignore that. I get lazy and just copy my projects instead of creating them from scratch. I started working on Shoyson on March 27, 2010 at 5:50 pm.
Windows version still not ready, but here is the source:Shoyson Source C++
Keep in mind I was VERY sloppy. (If it wasn't obvious since it was all in one source file. :P )
Also, Oracle is almost in Beta so there are still function names to change, things to fix, and what-not. So a lot of getManager() things will be shortened down by a lot and having to set the collision callbacks for *every* level will be gone. But hopefully you get the idea. :D
Source and Windows version will be ready soon.
"Soon" when I or Julian (or someone!) figures out why Gosu::Color::WHITE is being a jerk to my VC++ 2008 compiler.
This isn't another weird VC 2008 specific problem is it?
When I try to compile anything with Gosu, I'm getting only one error:
error LNK2001: unresolved external symbol "public: static class Gosu::Color const Gosu::Color::WHITE" (?WHITE@Color@Gosu@@2V12@B)
How to fix? I have the latest Gosu version for Windows and everything in the correct placement as far as I know of course. :P
That's what mine does too. But I didn't take in for account on the speed. If you notice when running down a slope, you have a very small arc. That arc is just enough for the collision detection to not notice. If I tested a few more pixels down (taking account for the speed and all), it wouldn't be a problem.
You can, but you're moving fast so there's a small delay.
I probably should have tested a few pixels down because he is moving fast. Ah well. :D
I actually *MIGHT* have something in time! Not the bum game unfortunately (but I will finish it), but definitely something!
Alright. After several days of going over the massive code and what-not, I found the problem. When the collision function returns the "std::vector<Oracle::vector2D> contacts" variable, all it's getting is junk data. So once I clean that up, I can release a demo. And once I get around to it, I'll upload those screenshots and concept art. It just takes time and I barely have time in my day to get around to finish anyth-
You're absolutely right. Hold on. Debuggifying stuff.
It definitely could. It's just geometrical mathematics! It requires nothing else from the game code. Once I fix the current bugs, I'll give you the C code. Don't wait up though. I cannot give an estimate time to when I'll be finished. :)
It's not constrained to a tile at all. The lines check if THEY hit tiles. So yes, ray testing if you want to call it that. :)
Unfortunately this is all in C++. :(
I'm not skilled enough in Ruby to port it. I thought about it, but I just don't know how.
I can test on as many lines as I want! So hypothetically, TWO tests of line segments ( like two sensors ) could do the same thing!
June 22, 2014
We're relaunching again! With business development experience and leadership skills on my side thanks to college, I am proud to announce we are working on Homeless again!
You can read our pitch here:https://docs.google.com/document/d/1PaN-D8sdMeH6Sv_gRKbp3rXDb1ZpG_VdLC5MTKxUi_0/edit#
I will be back to link you all to our social network accounts so you can all stay in contact with us!
Thank you so much Julian for creating Gosu. Without it, I would have never completed the first engine, first prototype, and I wouldn't be here telling you we're on our way. :)
Gosu Forums <3 February 4, 2012
It's been a while and I figured I'd let you all play with the last "playable" build of homeless. Can't guarantee the mac side will work 100%, but the windows build will. Be sure to install "Press Start K" font to have the best look. Map-loading time is terrible in this build (but better in the latest)Download old build
Don't know when we'll have a newer (and better build) with all functional mechanics, but I'll be sure to update here when we do.
Check out our team's site (You can kindly donate to us too. It's actually been real beneficial.)Curiosity Labs
- Loading Profile Screen (It is fully functional. I really am loading a profile) (42k)
- The Bum taking a casual stroll through the town. (44k)
- Bum hiding behind a firehydrant. No one will *catch* you there! (44k)
- Windows provide a nifty way of getting to the top of this building. (43k)
- Rope across buildings to get to the other side! (Becareful! It can be a long drop!) (37k)
- Climbing ladders into the sewers underneath the city has a few secrets for you... (44k)
- Spotters. Spotters everywhere. (49k)
- Here's a little secret in the Sandbox level. How'd the Bum manage to get here? (44k)
- Cute little intro. (26k)
Currently, there are only 4 collidable tiles ( soon to be six ):
+ = existing
- = not yet
+45 slope down left
+45 slope down right
-45 slope up left
-45 slope up right
On contact with a collidable tile, you have the option to retrieve the normal vector of it. You can use that vector to angle your character slowly and achieve something like sonic, yes.
Basically it uses a bunch of line tests against different kinds of geometry. And those geometrical shapes are, well, made up of lines, no? If lines collide, set the contact, solve for the normal, and return true.
Hey thanks! I should have a better version coming out soon, if you know what I mean. Just have to stop being distracted. :)
Here's a video of the game in progress so far:Game Progress
Just a few things to clean up!
Well damn! My hosts went down on both links. Anyone have the wall jumping code? If they'd be so kind to upload it for me. :(
I sure did actually! I'll share my method once I get the final kinks out. Right now I'm only checking collision with a point whereas in a real game, the sprite will be checked with a rectangle collision structure. But at the rate I'm going, It shouldn't be too long. :)
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