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Messages - Hot_Dog
Pages: 1 ... 23 24 [25] 26 27 ... 194
361
« on: November 11, 2011, 12:26:50 pm »
That's over 9000!
Thanks to everyone who supported, and especially special thanks to you, DJ_O!
362
« on: November 11, 2011, 12:15:04 pm »
I know that Builderboy made a decent raycaster, but since the caster made used of stairs, etc. it was too processor-intensive to including floor and ceiling textures. If the area were entirely flat, is it possible to cast floors, walls and ceilings at the same time? I read about how after a wall is drawn, the start-end coordinates of a ray of wall can be used to draw one ray of ceiling/floor Thought it would be a fun ASM engine
363
« on: November 11, 2011, 12:33:53 am »
TBO_Yeong, here's your custom level editor, as well as some concept art and instructions. The concept art should help you visualize what the levels may look like in-game, since I might be designing the textures. Remember, the game engine is similar to Wolfenstein, so don't tear your hair out trying to create the perfect beach. Open areas are nice, but don't be afraid to add enclosed "nature trails" as well EDIT: I replaced the Pathway w/ Log textures. Instead, you can use the "Horizon" texture if you want a player to reach a point where there's an ocean in the way. Something like the 5th texture in the concept art. For example, if a player has a wall on the left and a wall on the right, the front can be blocked by the "horizon" texture and the player will see water and a sun in the distance.
364
« on: November 10, 2011, 01:49:48 pm »
From what I've heard, Lua isn't even good for smooth-scrolling tilemapping
365
« on: November 10, 2011, 11:16:40 am »
Mmmm, multiplayer...* Freyaday drools USB?
I/O Port. I am not touching the USB port unless my life depends on it.
Pretty please with sugar on top? Think of all the people who don't have link cables, just usb! Why, you could be the first non-basic program to support USB! Pleaaaaaaassse?
I understand your feelings, but it takes a lot of work to make a game for both link and USB. In the end, all calculators (including Nspires with 84+ keypads) have link ports, and a link cable isn't expensive.
366
« on: November 10, 2011, 12:20:07 am »
I can't begin to describe how wonderful this game is. Why buy a game boy advance?
367
« on: November 10, 2011, 12:02:02 am »
By the way, this is a pretty sweet program!
368
« on: November 09, 2011, 11:12:06 pm »
Mmmm, multiplayer...* Freyaday drools USB?
I/O Port. I am not touching the USB port unless my life depends on it.
369
« on: November 08, 2011, 03:50:17 pm »
right now, or wait until upload?
Sorry, I'll send you a PM when it's ready for you to download
370
« on: November 08, 2011, 03:39:25 pm »
Where can I find the editor?
I have to make a custom one for you, since the beach levels have their own textures and objects. Look for your level editor on this topic
371
« on: November 08, 2011, 03:35:40 pm »
Is beach taken?
If you want the beach, it's yours
372
« on: November 08, 2011, 03:18:05 pm »
Which maps are left to make?
I didn't recognize you from your new name! Anyways, here's an updated list. Note that this will probably change in the future, depending on who decides to take on or quit certain levels.
373
« on: November 08, 2011, 03:10:19 pm »
What exactly is a "herm injection", btw? I googled it and it returns this board as a result so
I made it up. It's Health A rmor Injection.
374
« on: November 08, 2011, 03:09:07 pm »
is this empty level good enough of layout for a forest level? I tried to make it look more like a forest by using no doors and much open space, connected together by narrow paths. I also put lots of groups of trees to hide behind when reloading. http://dl.dropbox.com/u/11215358/save.lev
I think it's marvelous! I like this level the way it is, but for future forest levels, you can feel free to add doors. The game takes place on another planet, and for the forest I imagined doors covered in vines.
If you'd like, feel free to use objects, not just walls, for cover. At first I wasn't planning on using objects to block fire, but today I thought of a way to implement the feature.
I actually used walls becouse most raycasters treat objects only graphically, so they don't interract with bullets. I assumed that elimination would do the same, so that's why I used walls instaed of objects. I'll replace then. And I'll look at it when creating levels.
Also, if you are going to do that, coud you also make the lamps not check for collision? That would be very unrealistic.
You can also feel free to leave the walls in for cover. I was just letting you know that the option for object collision existed if you wanted it instead. Raycasters don't normally do it, but I have a couple of tricks up my sleeves for this particular code. (I'll make sure lamps don't have the same effect ) If it turns out well, more then one, yep. I would like to do the warvessel underwater levels. Let me talk to boot240, he's got dibs on the underwater levels, but I have something I can offer him in place of those if he wants Other than that, the only "building" levels I have left for the moment are the mine levels. I'll keep you posted.
375
« on: November 08, 2011, 12:35:24 pm »
Can I try to create some inside-a-building level? Did you want to do a single level, or more than 1?
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