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Messages - Builderboy
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4951
« on: January 18, 2010, 11:53:59 pm »
It doesn't work? Hmmm. You actually only need to click inside the window for calibration to work, it doesn't need to be in the center. Also calibration is 100% necessary to get the mouse control to work, there is no way around it unfortunately. Were you clicking in the center of the window, or in the center of the screen? The game should start automaticaly, so you shouldn't need to press start. Does the button say start or pause?
4952
« on: January 18, 2010, 11:40:12 pm »
Yeah, I'll upload Castle Storm 1 soon, and then when Castle Story II is finished, I'll put them together maybe
4953
« on: January 18, 2010, 11:33:22 pm »
Wow that looks really awesome! And yeah, i especially love the water effect. ^^ I don't know about chests underwater though, it would make them hard to find
4954
« on: January 18, 2010, 11:30:49 pm »
Yeah, If you download the Jar file you should be able to play it just like an exe. I am doing a lot of experimentation with the robot class though, so just let me know if anything goes funky with the mouse. The movement and physics are a lot better than the original, so you shouldn't have any wall problems here I will try to get Castle Storm I up on the downloads section as soon as we get our other computer up and running again. (The original was made before i got my laptop)
4955
« on: January 18, 2010, 06:24:35 pm »
Psshhhhhh, it's not MY computer, I have my own laptop, but it's the main computer that is connected to the printer so I always have to print through the main one (we call it Big dog )
4956
« on: January 18, 2010, 05:22:33 pm »
Hey yeah! Why would't you just use graphlink tifreak?! well I think that would be good, but I need to wait for the printer to start working again, main computer got a virus (all my stuff is safe). Then I can start mapping out where subprograms will condense to.
4957
« on: January 18, 2010, 04:26:33 pm »
Yep, I wrote everything from scratch, using only a polygon filler and a large 20x20 matrix.
4958
« on: January 18, 2010, 03:40:53 pm »
Lol, nope, not a castle defense, more like Doom style FPS action! Most likely the black lines will stay, there even might be more of them on corners and edges if i can get the code working. I also need to implement sprite display so that there can be enemies. The occlusion is killing me The good news is that I am planning for some epic weapons that just were not possible in the original Castle storm. Think, explosives
4959
« on: January 18, 2010, 02:29:38 pm »
Wow! Amazing graphics! Not just the greyscale but also the type of art makes it look very good on a small screen! This just keeps getting better and better!
4960
« on: January 18, 2010, 01:32:59 pm »
Either way, as it is I will have to wait until finals are over . As it is I'm wasting enough time working on Serenty/Castle Storm and coming over here to post
4961
« on: January 18, 2010, 01:22:33 pm »
Yep, thats what XCOPY does. Oh, that would take a while I have a lot of code. I'd probably type it tho, my hand would get tired.
4962
« on: January 18, 2010, 01:12:28 pm »
I think so, what does Resource do? And I already have a nice diagram of program flow, but I think I will expand it some
4963
« on: January 18, 2010, 01:09:10 pm »
I really like the turn system! Its very shiny and neat looking. Are you going to add in attack animations? if so, i am interested to see how those turn out
4964
« on: January 18, 2010, 12:27:42 pm »
So, surprisingly, in addition to the continued work on Serenity, I have found myself unexpectedly working on a new Game! I actualy stumbled upon the concept/implementation quite by accident, but it sure has grown! The game is going to be a sequel to my early Java game Castle Storm, which can be found in the Greenfoot Gallery here http://greenfootgallery.org/scenarios/360. While the original Castle Storm was a RayCaster much in the same style as Doom and Wolfenstein, this new engine is brand new, and frankly, I'm very excited about it! It uses a combination of Rasterization and RayTracing to get much better looking floor textures, as well as allowing a true UP/DOWN direction in the maps. Worlds can now have tiles with different height, which allows for things like multiple levels, staircases, and even moving platforms. The game also utilizes some new Mouse Look code like in a traditional FPS, but unfortunately this only works if you download the game and play it on Greenfoot. (You would need to install greenfoot first, although I will see If i can attatch a JAR file soon). The game will work in the applet, but you have to use the arrow keys. The game can be found here: http://greenfootgallery.org/scenarios/1233And here is a screenshot for the heck of it: And I will see about getting that Jar file up... EDIT: Ok I attached the Jar file, now you can play it without downloading Greenfoot! Use WASD to move around, C to crouch, and Space to jump. Mouse is used to Look around. NOTE: If using the Jar file, you will need to calibrate the mouse in the beginning. To do this, click in the center of the window, and then drag your mouse to the top left corner of your Computer Screen, not just the window. Let go of your mouse, and it should snap back to the center of the window. Press ESC to stop the simulation and free your mouse again, or press the right mouse button.
4965
« on: January 18, 2010, 12:20:51 pm »
Alright, just a small update to let you all know that this is still being worked on. Progress is slow though, as I've reached a very dangerous part in the implementation, and I'm being very careful. I find myself running out of memory, and so I've had to use XCOPY more than I originally intended, so I have programs created with XCOPY creating more programs. It also doesn't help that all my sub programs are split up right now, so it makes it a bit harder to anticipate what subprograms will be bunched together in the final version. Anyway, just wanted to say that progress is being made, albeit slowly and carefully, I've never worked with XCOPY before, so I am being very carefull.
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