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Messages - necro
Pages: 1 ... 17 18 [19] 20 21 ... 88
271
« on: September 18, 2008, 05:09:42 am »
oh, I just noticed the part about the sprites. They were made mostly in paint xp (using a set of palletes I made, the pencil, and the dropper) though paint.net and gimp were used for certain bits.
272
« on: September 17, 2008, 02:08:58 am »
No enemy code yet as the main collision system isn't quite done yet. They won't be implemented for a while as all the things they will have to interact with and navigate will need to be made before them. I hope to have them have much better AI than I did with combat ball (on which I learned a lot about what not to do) and have more than just simple movement/attack paterns like in metroid or castlevania.
As well, I found two of the bugs Ive been trying to deal with. I had the code that lets you jump occur after the vertical collision, so it was possible to get pulled through walls above the player, and I had been using the wrong set of collision cordinates for the vertical check which was causing some major problems. I still have a bit to do before the diagonal walls work, but I am pleased by how the system works so far as I can do some fairly neat things like make walls change dimmensions and it should be easy to let them move the player around as elevators, be slippery or sticky, etc.
273
« on: September 16, 2008, 08:52:31 am »
30 fps is the minimum, it might run at 60 or have an option to do so.
274
« on: September 16, 2008, 02:56:31 am »
@madskillz: its being made in gamemaker 6.1 because it cuts down on the amount of work I have to do (especialy graphics, which I haven't much experience with in c++) though it pressents its own problems.
Right now, I am redoing the collisions with a combination of rectangle checks and triangle checks. As of this post, save sloped floors and sloped ceilings (which I may not bother with if they are to much hastle) are done. That's what I'll show off in the demo I hope to have up soon. Then, I will begin cleaning up the code before I move on to the resource handler and work on my gui system some more. I hope to have the engine functional before I head back to classes.
275
« on: September 15, 2008, 06:50:19 pm »
well, new screenshot: of the title as it currently looks
276
« on: September 14, 2008, 08:28:56 pm »
since I don't plan to make a game with them, I don't mind as long as they are creditted to me. I will post the sheets soon.
277
« on: September 14, 2008, 05:30:04 am »
everytime somebody "corrects" someone's gramar mistakes on a forum, irc, or youtube comment, cthulhu tentacle rapes a catgirl.
278
« on: September 14, 2008, 05:10:57 am »
why not a digipet domo...I wants him on my clac
279
« on: September 14, 2008, 05:00:58 am »
the legend of zelda: the nachos of destiny
280
« on: September 13, 2008, 08:59:50 pm »
281
« on: September 13, 2008, 02:41:48 am »
thanks to nitacku for coming up with a formula for halfspace collisions, I am making progress again and should be able to get the demo done sometime soon.
282
« on: September 08, 2008, 11:05:53 pm »
sweet!
283
« on: September 07, 2008, 04:44:32 am »
I thought it might be nice to have a place to put bits of useful code. Make sure to label whether its basic, psuedo code, asm, 68k c, etc. I should have more up soon.
ti-basic:
(Ans/2)=round((Ans/2),0
284
« on: September 06, 2008, 02:52:22 am »
right now the engine works except its very patchy and you can get caught/pulled through in walls and such and a number of other problems. I am examining solutions right now and may change the current floor system from line segments to bounding box/triangle collisions. The current method is just plainly complicated and would be prone to errors.
285
« on: September 02, 2008, 02:31:31 am »
A status/menu bar  sept 14, 08:  wip title screen  sept 02, 08: About: lorn is a work in progress game currently in early development. When I have an engine error free enough to demo, I will post a small demo room.
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