Author Topic: Half Life 2: On-Calc  (Read 75802 times)

0 Members and 3 Guests are viewing this topic.

Offline Eeems

  • Mr. Dictator
  • Administrator
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 6266
  • Rating: +318/-36
  • little oof
    • View Profile
    • Eeems
Re: Half Life 2: On-Calc
« Reply #240 on: October 07, 2010, 05:02:29 pm »
Ah ok :) can't wait :D
/e

SirCmpwn

  • Guest
Re: Half Life 2: On-Calc
« Reply #241 on: October 07, 2010, 05:05:57 pm »
Thanks for the support, Eeems!
Also, I'm keeping the physics library separate, so you guys can feel free to integrate it into your own games.

Offline Eeems

  • Mr. Dictator
  • Administrator
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 6266
  • Rating: +318/-36
  • little oof
    • View Profile
    • Eeems
Re: Half Life 2: On-Calc
« Reply #242 on: October 07, 2010, 05:07:01 pm »
NP Sir :)
Nice :) that will be helpful for those who don't want to go through all the work you did :P
/e

SirCmpwn

  • Guest
Re: Half Life 2: On-Calc
« Reply #243 on: October 07, 2010, 05:07:56 pm »
Well, I'd already tried and failed once, so this time it was a lot easier.  I just sat down with a pen and paper and worked the damn thing out.
« Last Edit: October 07, 2010, 05:08:19 pm by SirCmpwn »

Offline Eeems

  • Mr. Dictator
  • Administrator
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 6266
  • Rating: +318/-36
  • little oof
    • View Profile
    • Eeems
Re: Half Life 2: On-Calc
« Reply #244 on: October 07, 2010, 05:08:15 pm »
Lol I know how you feel :P
/e

SirCmpwn

  • Guest
Re: Half Life 2: On-Calc
« Reply #245 on: October 07, 2010, 05:09:00 pm »
Also, if anyone could make me a profile of Gordon Freeman, I would appriciate it greatly, and Alex Vance as well.

Offline matthias1992

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 408
  • Rating: +33/-5
    • View Profile
Re: Half Life 2: On-Calc
« Reply #246 on: October 07, 2010, 05:12:04 pm »
I can't wait to see a sandbox demo released. Now I wonder about how dynamic objects like slings and or cloth would be in a game, I mean it's very cool to have those in a game but probaly rather hard to do it...
* matthias1992 rattles on
MASM xxxxxxxxxx aborted | SADce ====:::::: 40% -Halted until further notice| XAOS =====::::: 50% -Units done| SKYBOX2D engine ========== 100% -Pre-alpha done. Need to  document it and extend |

~Those who dream by day are cognizant of much more than those who dream by night only. -Sir Edgar Allen Poe-

SirCmpwn

  • Guest
Re: Half Life 2: On-Calc
« Reply #247 on: October 07, 2010, 05:13:53 pm »
Water would be easy, I just won't support moving it :)
As for cloth, it would best be implemented as chains (the game being in side scrolling perspective), and it may in fact be possible.  I was thinking of attaching objects together with springs, which could be moved into chains and cloth.  The only problem is the 40 object cap would fill fast.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Half Life 2: On-Calc
« Reply #248 on: October 07, 2010, 06:53:13 pm »
The sprites on the previous page are nice. Will the game supports animated sprites btw?

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Half Life 2: On-Calc
« Reply #249 on: October 07, 2010, 06:59:58 pm »
Sounds epic!  Cant wait to play around with the physics engine :D I should create a sandbox for my own engine now that you mention it...  And maybe an interface where you can add things like springs and joints :D

Offline ztrumpet

  • The Rarely Active One
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5712
  • Rating: +364/-4
  • If you see this, send me a PM. Just for fun.
    • View Profile
Re: Half Life 2: On-Calc
« Reply #250 on: October 07, 2010, 07:03:02 pm »
I can't wait for a sandbox.  It's going to be awesome. ;D

Offline matthias1992

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 408
  • Rating: +33/-5
    • View Profile
Re: Half Life 2: On-Calc
« Reply #251 on: October 08, 2010, 03:00:45 pm »
Water would be easy, I just won't support moving it :)
As for cloth, it would best be implemented as chains (the game being in side scrolling perspective), and it may in fact be possible.  I was thinking of attaching objects together with springs, which could be moved into chains and cloth.  The only problem is the 40 object cap would fill fast.

Well I am certainly gonna give it a try when you release that Physics library!
MASM xxxxxxxxxx aborted | SADce ====:::::: 40% -Halted until further notice| XAOS =====::::: 50% -Units done| SKYBOX2D engine ========== 100% -Pre-alpha done. Need to  document it and extend |

~Those who dream by day are cognizant of much more than those who dream by night only. -Sir Edgar Allen Poe-

Offline yunhua98

  • You won't this read sentence right.
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2718
  • Rating: +214/-12
  • Go take a dive in the River Lethe.
    • View Profile
Re: Half Life 2: On-Calc
« Reply #252 on: October 08, 2010, 03:03:59 pm »
this is sounding great!

Also, if anyone could make me a profile of Gordon Freeman, I would appriciate it greatly, and Alex Vance as well.
dimensions?
« Last Edit: October 08, 2010, 03:05:40 pm by yunhua98 »

Spoiler For =====My Projects=====:
Minor setback due to code messing up.  On hold for Contest.
<hr>
On hold for Contest.


Spoiler For ===Staff Memberships===:






Have you seen any good news-worthy programs/events?  If so, PM me with an article to be included in the next issue of CGPN!
The Game is only a demo, the code that allows one to win hasn't been done.
To paraphrase Oedipus, Hamlet, Lear, and all those guys, "I wish I had known this some time ago."
Signature Last Updated: 12/26/11
<hr>

SirCmpwn

  • Guest
Re: Half Life 2: On-Calc
« Reply #253 on: October 10, 2010, 09:54:28 am »
yunhua98, try to do it in a maximum of 7x14.
Horizontal map collisions are almost done, it works great!  I will be doing vertical collisions today, touching up both horizontal and vertical, then I will add gravity (easy) and release a demo.

Offline matthias1992

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 408
  • Rating: +33/-5
    • View Profile
Re: Half Life 2: On-Calc
« Reply #254 on: October 10, 2010, 12:08:30 pm »
cool, with vertical collisions do you mean line collisions or are you going to make a bounding box collision detection?

edit: do you already support hinges and springs? *wink wink
« Last Edit: October 10, 2010, 12:09:59 pm by matthias1992 »
MASM xxxxxxxxxx aborted | SADce ====:::::: 40% -Halted until further notice| XAOS =====::::: 50% -Units done| SKYBOX2D engine ========== 100% -Pre-alpha done. Need to  document it and extend |

~Those who dream by day are cognizant of much more than those who dream by night only. -Sir Edgar Allen Poe-