Search found 32 matches
- June 20th, 2020, 8:26 pm
- Forum: Everything
- Topic: Spirograph/Double Pendulum help
- Replies: 3
- Views: 2864
Re: Spirograph/Double Pendulum help
No one cared, but we did it anyway! New release with cool shaders, ability to import and export, new camera mode, fast forwarding and more! There is even a user's manual! https://drive.google.com/drive/folders/1vVg6EQKPeyzuw2qZ4fIF88kfcizCBz0j This time I had a partner. It was interesting to use git...
- June 20th, 2020, 8:20 pm
- Forum: Everything
- Topic: Anyone like music?
- Replies: 2
- Views: 2138
Re: Anyone like music?
Reminded me of this
https://www.youtube.com/watch?v=DHBAfewSpOA
The coolest thing about that osu map is the fact that it is not a video on the background. Everything is composed of simple sprites and set in motion using native osu mechanism for creating storyboards.
https://www.youtube.com/watch?v=DHBAfewSpOA
The coolest thing about that osu map is the fact that it is not a video on the background. Everything is composed of simple sprites and set in motion using native osu mechanism for creating storyboards.
- May 25th, 2020, 6:26 pm
- Forum: Everything
- Topic: Discord
- Replies: 9
- Views: 5366
Re: Discord
It seems I'm not the only one reluctant to link things to the phone.
- May 18th, 2020, 1:43 pm
- Forum: Everything
- Topic: map::emplace with multiple parameter constructor ?
- Replies: 12
- Views: 9328
Re: map::emplace with multiple parameter constructor ?
.Yea, it's time for me to learn to read questions before answering.
I payed very little attention to piecewise construct and have never used it. It seems, the time has come to make a change.
I payed very little attention to piecewise construct and have never used it. It seems, the time has come to make a change.
- May 17th, 2020, 4:06 pm
- Forum: Everything
- Topic: map::emplace with multiple parameter constructor ?
- Replies: 12
- Views: 9328
Re: map::emplace with multiple parameter constructor ?
This works: #include <map> class A { public: A(int _a, int _b) : a(_a), b(_b) {}; float a, b; }; int main() { std::multimap<int, A> map; map.emplace(12, A{ 2, 3 }); return 0; } When you call emplace with 3 parameters compiler does not know what to do with them 'std::pair<const int,A>::pair': no over...
- May 16th, 2020, 6:30 pm
- Forum: Everything
- Topic: Spirograph/Double Pendulum help
- Replies: 3
- Views: 2864
Re: Spirograph/Double Pendulum help
Hmm, I doubt this will be enough on itself, but thanks for the tip!
This stuff might help, if one day I find some formula, but it is not trivial to use.
This stuff might help, if one day I find some formula, but it is not trivial to use.
- May 13th, 2020, 10:20 pm
- Forum: Everything
- Topic: Spirograph/Double Pendulum help
- Replies: 3
- Views: 2864
Spirograph/Double Pendulum help
Hey! So, recently I made a 3D spirograph (based on HW3D framework ofc). https://imgur.com/a/ggfstr0 - some pics https://drive.google.com/drive/folders/1vVg6EQKPeyzuw2qZ4fIF88kfcizCBz0j - exe download link The most interesting thing about it - is the ability to observe the shape being drawn from 1st ...
- April 29th, 2020, 2:23 pm
- Forum: Everything
- Topic: My first release!
- Replies: 9
- Views: 4721
Re: My first release!
Also having different characters with different abilities and different controls - like instead of WASD, having SZX for one hand and NM for the other. You will have to be careful of certain key combinations. Some keyboards don't handle certain combinations very well. Mechanical keyboards as far as ...
- April 29th, 2020, 7:55 am
- Forum: Everything
- Topic: My first release!
- Replies: 9
- Views: 4721
Re: My first release!
@Slidy Thanks! Polishing the game was one of the main objectives) Btw the game was inspired by Slay The Spire. The big goal was to have explorable floors with enemies, loot and bosses. And to have a lot more skills and be able to build your own skillset (like deck in StS). Also having different char...
- April 28th, 2020, 7:17 am
- Forum: Everything
- Topic: image goes away
- Replies: 2
- Views: 1945
Re: image goes away
All of your PutPixel calls are in 'if' statements. So when you don't press any keys, all of if statements are skipped and no pixels are drawn. In this case it is better to separate moving logic from drawing logic. I think a good solution would be adding a variable, that would indicate what direction...