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Messages - ben_g
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331
« on: July 02, 2013, 02:02:18 pm »
It mainly looks so flat because the texture has no shading and the persfective is turned off. But some normal maps would indeed make it better, but I'm not willing to pay €35 (rough estimation) for software I would probably use only once. And I also try to use freeware software when possible, so I don't end up not having enough money and having to sell my games instaed of giving them away for free.
332
« on: July 02, 2013, 01:54:35 pm »
This seems to be able to do what my 3D engine kept failing at, and at a thrutely great speed. It really looks like an epic library. I think I'm going to get started with axe again for this. I can't wait untill the next release.
BTW: is this open-source?
333
« on: June 30, 2013, 07:00:36 pm »
the stone thing with the blue symbol on it is stone brick, the thing to the right made of the stone with an orange symbol (cobblestone)
I already thought it was diamond ore and iron ore
334
« on: June 30, 2013, 06:54:49 pm »
Shame that this died, since it looked quite cool. I haven't got time to try the latest version, though, so I'm gonna download it now for later.
I have already considered to revive it, but the 2D part of this game makes it really limited. It's hard to build a nice looking home, and if I'd implement jumping, you'd need a ton of ladders to get around. I already thought about recoding it with an isometric engine that can handle 3D worlds (and that can rotate the view at 90° intervals, or maybe 45° of which 4 of the views would be birdview instaed of isometric), and I did a small proof of concept of this (no textures, no player, only graphics), and it worked, but it was a bit unreliable and unstable, and it didn't look that good anyway). Something else I have considered is a VERY limited voxel-based engine. I already have an algorithm to severely limit the amount of polygons needed to draw (for a 5*5*5 world: best case: 15 quads, most cases: 20 quads, worst case: 25 quads(could in some cases be decreased with aslightely more clever algorithm)), but for this to work correctely, I need a way to draw quads with a persfective-corrected and masked texture. And this might be so slow that even a 5*5*5 world is too much to handle. And if it's possible, I doubt that anyone wants to play minecraft with a view distance of 5 blocks. Maybe when I have some time I should try to make 2 'prototype' engines following the methods mentionned above.
335
« on: June 29, 2013, 04:31:02 pm »
I am excited for 0x10c!
Oh and btw, modding minecraft would be MUCH harder in C++. Either on the community or on the mojang devs. Right now, minecraft is broken up into a series of classes inside the jar. Because of this, you can simply swap some out with new ones. If it was in C++, it would be one big block of code, with no such ability. Modding it directly would be nearly impossible, so the mojang devs would have to build in a new system like the Elder Scrolls games use, where you have an external set of files it can load in and integrate with the game. VERY COMPLICATED.
Either that or they release the source, which they don't look like they plan on doing for a long, long time.
I once heard that Notch was planning to release the source code of Minecraft as soon as the sales start to die out. But I don't know for sure if this is true, especially now that Notch isn't working on Minecraft anymore. But the Minecraft devs are planning a modding api which should make modding easier, but it has been delayed a lot, so if it will once get completed, we would still have to wait a lot for it.
336
« on: June 27, 2013, 04:48:02 pm »
There has been very little progress for a long while, and most of it was just some changes in the code which would be barely visible on screenshots. But now the hollidays started, I have time to pich this up again! I have started working on the characers. I'm currently working on the professor from the tutorial (the guy that causes a lot of trouble by making a malfunctioning time machine). This is how he looks like now: The texture could still use some work, but as a first attempt, I'm quite happy with it. And maybe it would look better if I had used a camera of a better quality. Anyway, I hope you like it!
337
« on: June 20, 2013, 05:50:51 pm »
I wonder: how much more/less would it cost if you don't use a real 83+, but shoose other hardware, which is capable of executing z80 asm code (like the ez80), or which is powerfull enough to emulate the 83+? If you have more powerfull hardware, you can play better games on it, which would be good for the console part.
338
« on: June 20, 2013, 04:43:37 pm »
The editor already takes over 7000 bytes of memory. I also need to get the editor working for Grammer 3 programs before I can really progress with making the interpreter. If I can, I will include the editor with Grammer 3 (if they fit). They do share a bunch of the same code, so that should make it easier.
EDIT: @ben_g: What do you mean by code folding? Do you mean like hiding blocks of code unless the user clicks on it to expand it? If so, then yes, but it won't be easy to implement for the BASIC editor.
Yes, hiding blocks of code like the inside of functions or loop, so you will for example only see: [+]function doSomething(argument) {...}
And if the user presses the - icon, it should show everything inside the function. It can be really usefull if you only use a single source file, because with code folding, you have to scroll trough huge portions of code less often.
339
« on: June 20, 2013, 04:34:21 pm »
Have you considered adding code folding to the editor?
340
« on: June 20, 2013, 03:50:02 pm »
While it can be interesting to attempt to hack your own network too see how secure it is, I'm pretty sure that if we would help him, he'll just hack other people's wifi. If you need wifi when you aren't at home, search for a cafe, pub or restorant that has wifi. In almost every town there are places like that.
341
« on: June 19, 2013, 03:06:55 pm »
Yes, but a 15MHz mode is needed for some games. And an overclocking mode (perhaps by a turbo button?) might be a cool touch to it.
342
« on: June 19, 2013, 03:03:20 pm »
Yes, the flat battery pack kind of lithium batteries like the ones you find in iDevices.
You actually find them in a lot of portable devices. And I'm glad it's the rechargable type, and not the flat, round silver type of lithium-ion batteries, because they are expensive and hard to find. Will it also include an 15MHZ and possible even an overclocked CPU speed mode?
343
« on: June 19, 2013, 02:53:26 pm »
SD card support would be great! Just switch between savestates and such stuff or maybe ROMs (although I doubt that TI would like if a third-party hardware could run their OSes).
If you own the calc, and you use a ROM that you dumped yourself, it should be legal, no? I'm pretty confident it would fit inside a GBA case if I use a lithium ion battery.
Rechargable?
344
« on: June 19, 2013, 02:49:23 pm »
Is this just some random photoshop project, or an idea you'd like to throw into the community, or are you actually going to make this? I'd prefer the latter, of course BTW: can the soundship only play music of compatible games or can it also play music of games using the linkport to play music?
345
« on: June 19, 2013, 02:05:03 pm »
Here is my tree/house, I love to build these but they take me days... This one took me 4 days straight. Here (Sorry if there is too many pictures, I couldn't decide which one I thought showed it the best ): I would put them in spoilers, but I don't know how .
Is that on 1.5.2? If so, could you give me a link to the shader mod you used and can you tell me how you installed it? I have tried shader mods a few times, but I never found one that actually worked.
Yeah, absolutely. Would you like me to PM you?
Maybe you can say it here, so other people who are interested can see it too. But if you want to keep it a bit more on-topic, a PM is fine too.
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