Author Topic: [2011 Axe Entry] Uncharted TI  (Read 12567 times)

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Offline ralphdspam

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Re: [2011 Axe Entry] Uncharted TI
« Reply #30 on: May 20, 2011, 06:31:57 pm »
O.O  Epicness.
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Offline TIfanx1999

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Re: [2011 Axe Entry] Uncharted TI
« Reply #31 on: May 20, 2011, 06:43:47 pm »
Wow... explosions everywhere! Netham45 would be proud! ;D Looking good Ashbad!

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Re: [2011 Axe Entry] Uncharted TI
« Reply #32 on: May 20, 2011, 07:16:24 pm »
Thanks all ;D then you'll be ready to see an even more epic update tomorrow -- both exploding sap AND multi-segment ropes you can swing from :)

Offline Freyaday

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Re: [2011 Axe Entry] Uncharted TI
« Reply #33 on: May 20, 2011, 08:06:38 pm »
Did you just GOBBLE up the fire?
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Re: [2011 Axe Entry] Uncharted TI
« Reply #34 on: May 21, 2011, 04:29:00 pm »
well, I got a lot done today considering I was at my pool for the past 6 hours cleaning stuff up for my job :P Here's what I did in the last hour or so (no screenies quite yet, I'll say why in a moment):

- I finished all types of rockets, which now include the ultra-sonic ones (INSANELY fast and cool-looking), and fireworks (which goes straight up and emits explosions until it crashes)

- I got explosive sap working, in about 5 minutes of coding (easier than I thought ;D since it's based on the rocket engine anyways)

- I'm working on getting 8-segment ropes working, right now all you can do is grab onto them and fall off them :P I'm trying to theorize an idea of how I'll get it to swing -- hopefully by tonight.  Once that's done, then you can haz the screenies.

SirCmpwn

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Re: [2011 Axe Entry] Uncharted TI
« Reply #35 on: May 21, 2011, 04:42:49 pm »
This looks fantastic!  Can't wait to play it.

Ashbad

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Re: [2011 Axe Entry] Uncharted TI
« Reply #36 on: May 21, 2011, 07:19:09 pm »
thanks :D I'm glad you like it!

Offline Freyaday

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Re: [2011 Axe Entry] Uncharted TI
« Reply #37 on: May 22, 2011, 12:26:09 am »
Ugh, physics.
* Freyaday is not gonna do ropes.
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Offline Builderboy

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Re: [2011 Axe Entry] Uncharted TI
« Reply #38 on: May 22, 2011, 01:44:29 am »
but I wrote a tutorial and everything :D

Offline Freyaday

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Re: [2011 Axe Entry] Uncharted TI
« Reply #39 on: May 22, 2011, 02:41:36 am »
Do you have any idea how bad a ball on a rope would look?
Besides, I'm having data storage issues as it is; how on Earth am I supposed to record rope length, anchors and so on and so forth?
I do plan on making a level editor, y'know. Besides, my rope's gotta bend around things (stupid attention to detail!).
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Offline Munchor

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Re: [2011 Axe Entry] Uncharted TI
« Reply #40 on: May 22, 2011, 05:49:09 am »
Ashbad, those are some wicked ideas, good luck with them!

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Re: [2011 Axe Entry] Uncharted TI
« Reply #41 on: May 22, 2011, 08:17:47 am »
Besides, my rope's gotta bend around things (stupid attention to detail!).

That isn't terribly hard to do with 8-segment ropes, considering each segment is actually just a point connected to another point and each one has a 8.8 X, Y, Xvelocity, and Yvelocity :)

I almost have multi-segment ropes working -- basically what I'm trying to do is make them stay the same length, but that's almost fixed ;)

Offline Builderboy

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Re: [2011 Axe Entry] Uncharted TI
« Reply #42 on: May 22, 2011, 11:17:28 am »
Do you have any idea how bad a ball on a rope would look?

Lol I understand why they would be hard to code, but why would they look so terrible?

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Re: [2011 Axe Entry] Uncharted TI
« Reply #43 on: May 22, 2011, 11:55:34 am »
[/offtopic]

Right now, I think I'm going to make ropes be only one segment at the moment :P I got it working, but it cut my framerate significantly.  one segment ropes I got working very well though :)

I'm also working on some enemy AI, and for now there are only skeletons (the common enemy) that are somewhat-functional.  The AI in this game is heavily derived from the real uncharted style so here is a quick framework:

- State S is where enemies start in, in which they search the area for any trespassers (you) they will simply move around until you are found, which can be achieved by:
   - you are fully visible from where they are
   - you are partially visible and moving
   - you shoot your gun from a close range

- State F is when enemies have found you and actually try to kill you.  They will drop down for cover first, and then commence in attacking.

- State A is when you aren't found in state S for at least 512 frames, and the enemies get bored and just kind 'hang out'

- State C is when you confuse an enemy to the point that they kill each other.


Offline Freyaday

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Re: [2011 Axe Entry] Uncharted TI
« Reply #44 on: May 22, 2011, 04:02:37 pm »
Ashbad, I like state C
Do you have any idea how bad a ball on a rope would look?

Lol I understand why they would be hard to code, but why would they look so terrible?
All you would see would be a rope with a line following it as it swings.
In other news, Frey continues kicking unprecedented levels of ass.
Proud member of LF#N--Lolis For #9678B6 Names


I'm a performer at heart; I stole it last week.
My Artwork!