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Messages - Hot_Dog
Pages: 1 ... 154 155 [156] 157 158 ... 194
2326
« on: July 22, 2010, 10:34:12 am »
In the meantime I have been tinkering ALOT about AI and here is what I've come up with so far. it doesn't give any code or pseudo code nor does it describe the "regular" Ai stuff like checking whether or not a construction site is valid and whether or not the unit can move here or there. It more or less (attempts to) describe(s) the thinking process involved in making the next decision. It just a basic draft so don't expect too much of it!
Great minds think alike, don't they? That's almost exactly the plan of attack I had. However, if I can make a suggestion, don't let enthusiasm kill your priorities. The AI is not going to be implemented for a while, and it's very important that you work on the ce. I estimate if you take it at a relaxing pace--which I recommend--it will take maybe a year. If you can't access a computer, you should do what I do and write code on paper
2327
« on: July 22, 2010, 01:45:40 am »
Ooh ok, I thought space was part of the main tilemap. I thought it would be a matter of checking for collision detection and when over certain tiles of a certain ID, it would just not display the shadow. Unless I am understanding wrong?
If it were all just one tileset, yes, that's the way it would work. (SAD will have probably 4-8 tilesets) In fact, I'll be using the method you described for collision detection of buildings and collidable tiles.
2328
« on: July 22, 2010, 01:37:07 am »
Nice. ANd ya the issue would be to have to remove the shadow from space, even if it just means it instantly dissapears when going off the ground. I wonder if that would be too slow (or cause inconsistent scrolling speed )
Well, space is really a tileset. Most tilesets occur completely on terrain, with no "space." So I would be writing a whole bunch of code to adjust shadows for just one tileset. While I was more than happy to add shadows once I discovered the ease, I'm afraid I'm too stubborn to take "space" into account when dealing with shadows. What I might do instead is remake the tileset and make space black with white stars and planets.
2329
« on: July 22, 2010, 01:31:55 am »
Well, I'll be a monkey's uncle, shadows were actually easy to implement. And here they are! * Hot Dog hopes to be awarded with some respect points for the screenie Every ship sprite requires a mask. So I wrote code to take the mask, invert it, and OR it to the screen. But I might need to adjust the shadows for ground vessels. In addition, shadows appear in space, quite unrealistic
2330
« on: July 21, 2010, 07:36:45 pm »
The mighty Degruser
2331
« on: July 21, 2010, 04:31:16 pm »
Whether you'll implent shadows or not I'd surely make them optional so they can be turned on or off.
Good idea...
2332
« on: July 21, 2010, 04:10:38 pm »
On a side note, I can't really work on SADce atm but I am quite curious about the AI routines...are there any already? Even though I know what I want to do with the AI, I don't have any routines done yet.
2333
« on: July 21, 2010, 04:05:42 pm »
Sorry for the double post.
The ultimate WMD of all WMDs: The Splitron
2334
« on: July 21, 2010, 03:19:56 pm »
Cool! * ZTrumpet hopes for the best... * HotDog feels peer pressure
2335
« on: July 21, 2010, 03:16:36 pm »
Wow, those screenies look great! I like the Balkstone moving around. * ZTrumpet cries with DJ over the fact the there will never be any shadow.
[semi-offtopic]I was watching South Park last night, and there was a reference to alien lifeforms called Toosians. Care to comment Hot Dog? [/semi-offtopic]
Remember, I didn't say anything about NO shadows. I only said it's not a huge possiblity, I have to see how things go. I really want to make the game the best it can be, but not have to worry about hangups in the game. Who knows, it might be a lot easier than I think  About South Park...I never watch it. The name "Tosonians" was completely thought up, and any reference was accidental. Either that, or South Park realized that I had picked the name "Tosonians" and didn't want to copy ME
2336
« on: July 20, 2010, 07:43:19 pm »
i think there are enough massive rpgs in the works atm, so you should try the star trek thing
Agreed, especially since you started the Star Trek game
2337
« on: July 20, 2010, 05:23:57 pm »
I wrote this piece for a composition class. Somehow it sounds like celebrating New Year's Day while reflecting on the old year, but I can't think of a decent name.
2338
« on: July 20, 2010, 02:41:32 pm »
At 4 VST instruments used at once (4 sound channels), my old comp was no longer able to play the song properly in the music creator. I had to render the whole song and listen to the mp3 to preview it. For about 8 years, I used Finale 98. It even worked wonders at college when I used SynthFont. The point is, even old technology works wonders if you know how to use it
2339
« on: July 20, 2010, 10:25:33 am »
Finale allows some plugins such as VSTs. For Insurgency, I used a combination of Garritan Personal Orchestra, some kind of percussion suite, and a .sf2 file.
As for the afuche cabasa, you could shake it, but usually you roll the beads along your hand by rotating it. It's the latin version of an african instrument. Picture below:
2340
« on: July 20, 2010, 10:17:49 am »
I'm hoping to still be on. By "farewell," I mean "farewell to programming"
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