Search found 102 matches

by Linkpy
Tue Oct 04, 2016 10:42 am
Forum: Games and Creations
Topic: [WIP]BeatFever Mania ~ osu! Engine reimplementation
Replies: 60
Views: 15218

Re: [WIP]BeatFever Mania ~ osu! Engine reimplementation

I just wonder how do they manage to circumvent troubles in android, since input delay is (on most cases i've seen) abysmally high for such games and audio system (generally) sucks beyond belief. Basically everything you'd want for a rhythm game.. :ehem: Godlike handles of different latency within t...
by Linkpy
Mon Oct 03, 2016 5:20 pm
Forum: Games and Creations
Topic: [WIP]BeatFever Mania ~ osu! Engine reimplementation
Replies: 60
Views: 15218

Re: [WIP]BeatFever Mania ~ osu! Engine reimplementation

Oh god, Voez sound so amazing ! If only I've got enough place on my tablet :c
It can be really intresting to have a Voez-like gamemode in osu! or your game.
by Linkpy
Sat Oct 01, 2016 9:15 am
Forum: Games and Creations
Topic: [WIP]BeatFever Mania ~ osu! Engine reimplementation
Replies: 60
Views: 15218

Re: [WIP]BeatFever Mania ~ osu! Engine reimplementation

I wanted to "try" to port osu!lazer to Love2D and Moonscript. It can be a good experience.
And, what do you want to include in BeatFever Mania ?
by Linkpy
Mon Sep 26, 2016 7:54 am
Forum: Games and Creations
Topic: [WIP]BeatFever Mania ~ osu! Engine reimplementation
Replies: 60
Views: 15218

Re: [WIP]BeatFever Mania ~ osu! Engine reimplementation

I just wonder : will you support other osu!'s gamemode or just the CTB ? :)

Edit: You may take a look at this : https://github.com/ppy/osu and this : https://github.com/ppy/osu-framework .
by Linkpy
Fri Aug 12, 2016 3:28 pm
Forum: Games and Creations
Topic: [Semi-discontinued] osu!max
Replies: 15
Views: 5590

Re: [Semi-discontinued] osu!max

Hello everyone. I post a new message for saying that osu!max (isn't finished, not yet) is on GitHub here ! If you want to follow its early development or just want to see what it looks like behind-the-scene, you can take a look at the git repo. You can also comment what you want, for example if you ...
by Linkpy
Fri Jul 29, 2016 2:22 pm
Forum: Games and Creations
Topic: [Semi-discontinued] osu!max
Replies: 15
Views: 5590

Re: [Semi-discontinued] osu!max

I use SFML for all the graphics/audio/network stuff. And for saving/loading data I use TinyXML2, with a library (ns_xml) which use it and allow STL stream-like XML document creation and reading. Normally, this week-end I publish on GitHub the version 2.0 of ns_xml.
by Linkpy
Thu Jul 28, 2016 3:30 pm
Forum: Libraries and Tools
Topic: Hero: a simple module for saving the world
Replies: 7
Views: 2064

Re: Hero: a simple module for saving the world

I come here for the name.
I was amazed by the pun.

Nevertheless, I never use love.physics module. But this pun is priceless.
10/10 for the pun.

Also, you can name it "Link" (just like my name, do you see this ?!)
by Linkpy
Thu Jul 28, 2016 3:24 pm
Forum: Games and Creations
Topic: [Semi-discontinued] osu!max
Replies: 15
Views: 5590

Re: [Semi-discontinued] osu!max

(Sorry for getting this thread out of the grave)

Project discontinued. But only for the Love2D. Check the edit of the first post for more info.
Thanks.
by Linkpy
Wed Jul 27, 2016 6:55 pm
Forum: General
Topic: Dealing with floats
Replies: 12
Views: 2687

Re: Dealing with floats

I don't understand why your numbers change so much. But, for a "perfect" float comparison, see the C# rules : use a delta : if math.abs(A - B) < 0.001 then ... end You can also do this in a different way (if you have many float comparison, it can be helpful) : -- Configure this variable to your need...
by Linkpy
Wed Jul 27, 2016 3:25 pm
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1720
Views: 724399

Re: What's everyone working on? (tigsource inspired)

Working on a dependency for my first game : a C++ XML library, based on TinyXML2 : #include <iostream> #include <ns/xml.hpp> using namespace std; using namespace ns; int main (int argc, char** argv) { // On créer le document XML. xml::C_Document doc; // On créer un flux de sortie. xml::C_OutStream o...