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Omnimaga
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Lorn Screenshots and News
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Topic: Lorn Screenshots and News (Read 40238 times)
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necro
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+3 vaporal mustache
Re: Screenshots and News
«
Reply #75 on:
January 05, 2009, 12:54:44 am »
Thanks kalan. The gui has been particularly slow progress, though I would wage if I stopped trying to make everything i it aestheticly pleasing I would be near about done by now.
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I'm like a woot burger with awesome fries
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skuller972
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BEAST MODE
Re: Screenshots and News
«
Reply #76 on:
June 03, 2009, 05:24:50 pm »
any progress?
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necro
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Re: Screenshots and News
«
Reply #77 on:
June 05, 2009, 03:28:14 pm »
Well, my quarter has pretty much rapped up. I am experimenting with nodes to see what sorts of things they are good for, and I have made a board game for one of my classes (I might post a bit of info on it). Right now I am making a card game for my final in that class (a snake charming game). By Wednesday, the quarter will be over and I will be making my plans for what to work on over the summer (and trying to get a job since I only have 1 class over the summer...accounting) so my activity should resume to normal without 15 credits of class to deal with.
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DJ Omnimaga
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Omnimagician (Next: --)
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CodeWalrus founder & retired Omnimaga founder
Re: Screenshots and News
«
Reply #78 on:
June 05, 2009, 05:38:48 pm »
Ouch, summer school sucks
, and I was getting worried you were gone or something, I hope your school schedule becomes less hectic soon
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necro
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Re: Screenshots and News
«
Reply #79 on:
June 05, 2009, 05:48:00 pm »
Summer school...at 21? Its a college class that is particularly hard so am taking it by itself online over the summer. I should finish my CIT associates degree fall quarter and I need to figure out where I am transferring to for my bachelors. I should have some new stuff to post soon since I have been working on a few things between my coursework.
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DJ Omnimaga
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Re: Screenshots and News
«
Reply #80 on:
June 05, 2009, 06:18:57 pm »
well this is what i meant. College is still school after all, even if it's just one class. No need to be an ass about it
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necro
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Re: Screenshots and News
«
Reply #81 on:
June 05, 2009, 07:10:52 pm »
I was just kidding (the internet is a hard place to show sarcasm)
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I'm like a woot burger with awesome fries
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DJ Omnimaga
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Re: Screenshots and News
«
Reply #82 on:
June 05, 2009, 07:14:15 pm »
ok, (and yeah I agree with you)
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necro
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Re: Screenshots and News
«
Reply #83 on:
June 06, 2009, 04:36:25 am »
http://cid-5f253c2d65557b29.skydrive.live.com/self.aspx/Public/nodeMovement.exe?ccr=4310
Just a little node test I made to see how well nodes work for movement. I would be willing to bet that a suprising amount of complexity could be achieved by combining this sort of an approach for moving over floors with checks for height and walls in side scrollers (this sort of movement seems perfect for fighting games for instance) and it may make it easier to sink up branching baths in 2.5D games.
As well, it will be useful in my gui for when I implement folder trees, may be useful for pathfing, and could allow for handling of physics in rigid objects.
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DJ Omnimaga
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Re: Screenshots and News
«
Reply #84 on:
June 06, 2009, 09:40:17 am »
mhmm I don't understand, I only see a little dot moving on lines linked by other dots, could you explain more in details?
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necro
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Re: Screenshots and News
«
Reply #85 on:
June 06, 2009, 03:26:45 pm »
Each of those dots is a node, and they each have only an x and y and the id's for other nodes. That means that the moving dot can for instance "jump" (press up) and still move between the nodes without any kind of complicated checks for things like wether or not your touching the ground, etc. Further, adding some very simple contraints some very neat behaivor should be possible.
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necro
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Re: Screenshots and News
«
Reply #86 on:
June 07, 2009, 09:20:55 pm »
well, here is an expanded demo just to show that this sort of thing is useful (I didn't bother fixing the movement bugs in the shy guy as he isn't moving with the node, but rather is moving with the platform which does move properly)
controls: up is jump, left right move, click creates node in one mode and connects two nodes in the other, space changes the mode.
http://cid-5f253c2d65557b29.skydrive.live.com/self.aspx/Public/nodeMovement2.exe
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I'm like a woot burger with awesome fries
VB.Net, C#, C++, Java, Game Maker
DJ Omnimaga
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Re: Screenshots and News
«
Reply #87 on:
June 08, 2009, 10:31:35 am »
ok so the dots would be sort of for collision detection on floor and allow slopes to be easier to handle?
Demo looks nice btw
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necro
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Re: Screenshots and News
«
Reply #88 on:
June 10, 2009, 02:01:08 am »
well, no. The dots are never checked for collision (the shyguy collides with both the platform that moves between the nodes and a set of invisible boxesthat make up the green cliff) and the moving platform simply moves towards the next node in the path, snapping to nodes whenever it gets within 1 pixel of them, and looping back any time a node as an end is reached. It would be possible to add nodes that can turn change their end node (like the on/off switch levels in super mario land) or have them have them act as branching or random paths splits.
Further, they could contain some more complex paramaters and act as curved paths or interact in 3D space. Also, they certainly could be used for collisions and I plan on making a demo of that soon.
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DJ Omnimaga
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Omnimagician (Next: --)
Posts: 55943
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Re: Screenshots and News
«
Reply #89 on:
June 10, 2009, 12:05:50 pm »
aaah ok I understand a bit more now. You should make a demo showing pretty much everything implemented in Lorn so far at one point
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