Author Topic: Castle Storm II  (Read 47024 times)

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Offline DJ Omnimaga

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Re: Castle Storm II
« Reply #90 on: February 18, 2010, 09:52:57 pm »
I think he wants to eat nethams

Offline Eeems

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Re: Castle Storm II
« Reply #91 on: February 18, 2010, 09:58:24 pm »
Hmm? Well I thought you could look around with the mouse?
/e

Offline ztrumpet

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Re: Castle Storm II
« Reply #92 on: February 18, 2010, 09:59:28 pm »
Hmm? Well I thought you could look around with the mouse?
I could. Hmm...

Offline Builderboy

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Re: Castle Storm II
« Reply #93 on: February 18, 2010, 10:16:36 pm »
Well that was in the Mouse-Look version.  There are two modes of play, mouse Look and Gun-Look.  Mouse-Look is not supported in browser, so thats why Gun-look was created in the first place.  Don'y worry, mouse look is still supported, you just need to download the Jar file.

(unless it is broken??? :O)

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Re: Castle Storm II
« Reply #94 on: February 18, 2010, 10:39:16 pm »
Ah ok...hmm how about adding strafing to the browser version? I kind of miss it.
/e

Offline Builderboy

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Re: Castle Storm II
« Reply #95 on: February 18, 2010, 11:13:37 pm »
Oh yeah, good idea, I work with the Mouse-only version almost exclusively so I kind of forgot ;D

Offline Eeems

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Re: Castle Storm II
« Reply #96 on: February 18, 2010, 11:42:38 pm »
Ah ok lol :p
well it's shaping up nicely though!
/e

Offline Builderboy

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Re: Castle Storm II
« Reply #97 on: February 19, 2010, 12:21:33 pm »
oooh nice! However, I was wondering: can this engine support 2D images? If so, you could maybe use them for enemies, like in Doom or Wolfeinstein if the game starts running slow with too many 3D models in game. Otherwise I like it so far, can,t wait to try it :)

Well actually the ironic thing is that I originally was going to use 2D images in the game, like in the original Castle Storm, but I quickly ran into problems.  In Doom you couldn't look up or down, you only had to have images of enemies that were straight on.  But since in Castle Storm 2 you can look around each enemy would have to have over 30 images to get smooth and good looking enemies.  I also recently figured out that scaling and displaying an image is actually slower than rendering and displaying a 3D object O.o You might have noticed slowdowns in Castle Storm 1 when there were a lot of enemies on the screen (and by a lot i mean 6).  With this new 3D system I can support much much more, and It also fits with the style of the game.  I had an early version with a 2D gun and a primitive non-rotaing enemy image.  Not only was occlusion almost impossible to fix, but the style didn't look right.  Here we had a map that was solid and plain colors, and then we have a fully textured gun and enemy.  It just didn't look right.    

Ha i guess i kinda went off on a rant, well there were many factors influencing my decision, but ultimately 3D objects are superior to 2D in most every way.  Speed, Occlusion, Rotational Smoothness, and style :)

EDIT: And in a fun fact related change of subject, I just counted them all up, and I currently have over 2000 lines of code :O
« Last Edit: February 19, 2010, 12:37:12 pm by Builderboy »

Offline DJ Omnimaga

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Re: Castle Storm II
« Reply #98 on: February 19, 2010, 02:49:03 pm »
Wow interesting XD, this is strange how 3D can be sometimes XD, oh well I guess you will have to go for 3D then :P

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Re: Castle Storm II
« Reply #99 on: February 19, 2010, 09:53:32 pm »
Awesome!  200 lines-Nice!  I can't wait to see enemies. ;D

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Re: Castle Storm II
« Reply #100 on: February 21, 2010, 05:46:51 am »
Since this appears to be a project that'll be going on for a while, I created you a subforum for it Builderboy.

Offline DJ Omnimaga

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Re: Castle Storm II
« Reply #101 on: March 09, 2010, 04:27:57 am »
I hope creating a sub-forum for the project didn't killed it... D:

Offline Builderboy

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Re: Castle Storm II
« Reply #102 on: March 09, 2010, 10:29:48 pm »
 * Builderboy runs his hands through his hair *

The sad thing is that I have been working on this really really hard, but occlusion is seemingly impossible to get right.  Every time i find a solution i think works, i find something wrong with it.  And i'm starting to run out of ideas :(

Offline bwang

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Re: Castle Storm II
« Reply #103 on: March 09, 2010, 10:36:16 pm »
What cases don't work right now?

Offline Builderboy

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Re: Castle Storm II
« Reply #104 on: March 09, 2010, 10:41:22 pm »
Right now with the system I am using, when the object is over 4 tiles at once (over the corner where they meet) then any raised tile 2 spaces to either the right or left of the object perpendicular to the ray of the camera are clipped by the tiles behind them D: