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Twisol

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About Twisol

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    Twisol
  1. Flames

    This is looking really good. [grin]
  2. GDNet V5 Concepts: User Ratings

    I think it's interesting to note that most of the comments here are from people with relatively high ratings. When you're already a well-established member of the community, people tend to know you better than the less active or newer members, and it's not as important to have extra information such as tags or thanks's. Likewise, if you're at the seriously low end of the rating spectrum, clearly something is wrong. But for the middle range, there's not much of a huge difference in the weight of your rating, at least in my opinion. It's like, okay, people like/dislike him, but that's all you know. At least with the far ends you have a pretty good idea of how to weigh someone's post. I think the proposed system would go a long way towards clarifying that middle range, personally, and I think it would be quite interesting, maybe even enjoyable. I like speciesUnknown's suggestion of 'thanking' posts rather than users, but I think that a summary of what a users' posts have received, displayed on a user's profile or something, would still be useful at a glance. I like some aspects of how StackOverflow handles things, for example.
  3. Wrote a little tune

    Ooh, I quite like that track. Good work! :grin:
  4. Squishy Intro

    Looks great! I agree with everyone said above, with one new point: I don't feel like the music fits the scene terribly well. A moving red background, with a writhing mass of blackness... and you have this light elevator music* going. >_> *Sorry! That sounds way more pessimistic than I intended.
  5. Quote:Original post by Matias Goldberg Pherhaps it may look better if it the waves have decreasing amplitude over time. +1 to that suggestion.
  6. Definitely looks great, but personally I think it takes a little too long to finish materializing. If it's just extended to show off the mechanic, awesome! Otherwise, if this is going to occur as a cutscene, it should definitely be sped up.
  7. Source Control changes

    Quote:Original post by Mike Bossy HTML and notepad.exe I'll admit to doing the above somewhat frequently. >_> But I definitely agree that source versioning is something that all but the smallest projects can take advantage of, no matter what the team size. [grin]
  8. The poster above me left out a terminating quote in his <a> tag; page source shows he probably meant this: Quote: Try making a Pong clone with SDL. It's a great introduction to basic graphical games. Personally, I've found my current niche in text-based (as well as non-front-end) programming of one sort or another, so I can't really give any graphics-related advice. I'd suggest starting out easy, maybe (if you use Windows) learning the Win32 API and writing Tic-Tac-Toe using the GDI or something. My preferred idea is creating a console-based Tic-Tac-Toe game using the Win32 console functions. I've found such "graphical console" games to actually be pretty good experience. You could try going here and trying to clone one of the games there, too; for a while, my project was to create a clone of Snipes. I don't claim that this is the best advice, or even good advice; it's just what worked for me plus some guessing. I hope it helps you at least a little though. [smile] ~Jonathan
  9. Water is back

    Awesome! I'm glad to see that water's made a comeback. When will you be releasing a new demo? [wink] Squishy looks great as usual, keep up the good work [smile]. EDIT: Quote:Original post by Aardvajk I don't claim to be an expert now or anything but I've got repositories set up on the PC for both Squishy and Squed and working copies on both computers and I can update to and from the PC repository on either machine as long as I'm within wireless range of my house on the laptop. Ironically, I did this very thing today as well. The only difference is that I signed up for a free account at Unfuddle. I'm impressed actually, it's a pretty nice service even at the free level. [smile]
  10. Laptop

    Laptops are awesome. [grin]
  11. Untitled

    I'm still learning, I only just recently started with Ruby (and Rails). The two books I did get were "Programming Ruby 1.9" (a.k.a. the PickAxe, apparently), which is a great guide to the Ruby language, and "Head First Rails", which got me going with Rails right off the bat. More related to self-hosting, a friend pointed out Phusion Passenger to me, which is an awesome Apache mod that gets Rails running out of the box. That more than anything made it easy to get Rails going on a real server. Apart from that, I'm learning Rails as I go, mainly from some helpful Rails guides at its website. And of course, Google is still my best friend. [wink]
  12. Untitled

    I love Rails. [grin] Unfortunately I use my own server, so I can't give you any hosting tips, but I can say I'm really glad I switched from PHP. [wink]
  13. Relaxing game development

    I don't see anything wrong with it. I'm on Google Chrome 2.0.172. EDIT: As to other mailing lists, I've used Innercircle.cc in the past, but I can't remember if anyone can join it, or just people you add yourself. I think the latter... bit of a useless edit, isn't it?
  14. Ah, me

    Ah, me. How easily I get distracted, enticed by the thought of "Oh, that would be cool", or "I wonder if I can do this". The first thing I need to make sure I understand, right now, is that for pity's sake, I'm not trying to write a full-featured C++/Lua binding! [flaming] With that out of the way, I may as well explain what I've done so far (and ultimately scrapped because I can do without it)... You've seen my methods-only object binding from my last post. I may keep that at least. However, you may also remember how I wanted to be able to bind variables, too. I did some experimenting with it, and in the end it did work, but it kills one particular assumption of Lua: variables are dynamically typed. Assigning a string to what once held an integer is acceptable. Not so with my variable binding, and there's no good way around it. Shall I explain? Why not. All of Lua's lua_push* functions push the value of the variable you pass, not a reference to one. This is a good thing for plenty of reasons, but it also means you need to do some extra work to bind a variable. The only option you have is to store a pointer to the variable as a userdatum. Userdata in Lua have no inherent properties, though; metatables are applied to make them more interesting. Unfortunately, when you access a Lua variable, the variable itself isn't told about this. It's the metamethods of its parent[/it] container that are notified instead. Specifically, __newindex (for setting) and __index (for getting). So the parent container needs to have these metamethods. It also needs some way to tell if the resource you're asking for is a bound variable and not some other kind of userdatum (or not even userdata at all), namely by checking the userdatum's metatable. And even after all that, there needs to be some way to actually get/set that variable. These functions are implemented in the C side of things, and called with __index/__setindex are sure that it's a bound C variable that you're trying to get at. The final problem here is that C variables are strongly typed. Passing a string in where the bound variable expects an int, no, you'll get an error. And that's not expected behavior for Lua by any means. At this point I threw in the towel. If I'm implementing get/set methods for these variables, why do I bother at all? I can just bind methods using the approach from my last post and get the same effect, with less hair loss! I probably rambled a bit there, but it's 2am, so I can't really expect much better of myself. Suffice to say, I can implement the snippet of goal code I gave in my last post in pure C binding rather than doing any C++ object stuff. Maybe I should if it's such a hassle. But what can I say? I like my OO. [sad]
  15. Hmm

    Sounds good to me! In my (very humble) personal opinion, it seemed to me like Squishy isn't really suited to an in-depth storyline plus cutscenes. One game I'm reminded of - and I'm sure there are better metaphors, but what can I say, I like this one - is Croc: Legend of the Gobbos, which had a backstory which only really manifested itself as part of the game's encounters. It had some cutscenes, but they were short and only at predictable times (like before a boss encounter, serving only to introduce the boss a little). What I enjoyed about Croc was less its story, and more its gameplay. The goal of most levels was to reach the gong at the end of the level; that's it. But it was just fun going around the levels (which were often pretty dynamic), gathering bonus crystals, and finding hidden spots tucked away off the edge of a cliff. [grin] I hope I didn't ramble too much, but my point is, I personally would like to see a Squishy with similar gameplay, and it doesn't really need a great in-game storyline to achieve that. This is all just one guy's opinion though. [wink] ~Jonathan Oh hey, I found a Youtube playlist with pretty much full coverage of the whole game. Check it out!
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