Author Topic: Half Life 2: On-Calc  (Read 76387 times)

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Offline meishe91

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Re: Half Life 2: On-Calc
« Reply #225 on: October 06, 2010, 06:59:07 pm »
Necropost? Maybe a little ;)

But sweet! Glad to see this coming back :D

What happened to using 7*7 sprites?
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Offline FinaleTI

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Re: Half Life 2: On-Calc
« Reply #226 on: October 06, 2010, 07:00:30 pm »
Awesome! I noticed this before I joined and I thought it looked cool before. I can't wait to see what you do with it now.


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Re: Half Life 2: On-Calc
« Reply #227 on: October 06, 2010, 07:02:28 pm »
Ah, 7x7, forgot.  Make that 7x7 headcrab, and you could make the zombies a bit bigger if you like, perhaps 7x14.  And I need a 7x14 Gordon Freeman to see if it's worth allowing for bigger sizes.

Offline Builderboy

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Re: Half Life 2: On-Calc
« Reply #228 on: October 06, 2010, 07:03:34 pm »
Are you still planning on rotating the sprites?  Or was that dropped a while back?

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Re: Half Life 2: On-Calc
« Reply #229 on: October 06, 2010, 07:04:26 pm »
I might try.  We'll see.

Offline ztrumpet

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Re: Half Life 2: On-Calc
« Reply #230 on: October 06, 2010, 07:16:36 pm »
Ah, 7x7, forgot.  Make that 7x7 headcrab, and you could make the zombies a bit bigger if you like, perhaps 7x14.  And I need a 7x14 Gordon Freeman to see if it's worth allowing for bigger sizes.
You know, this would be really easy in Axe if Quigibo adds that feature I want... :P

Awesome!  I'm glad you're working on this again.  Good luck! ;D

Offline DJ Omnimaga

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Re: Half Life 2: On-Calc
« Reply #231 on: October 07, 2010, 01:42:21 am »
I'm glad this is not dead :) I thought you lost the progress or something or just gave up on the project for any reason. Hopefully new Axe versions shall make this much easier. Good luck!

I should create a sub-forum now that you are staff and this is back on track :)

Offline Builderboy

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Re: Half Life 2: On-Calc
« Reply #232 on: October 07, 2010, 01:49:11 am »
Yayyyy back on track!!  How is the physics coming along?  How large are the headcrabs going to be in comparison to the zombies?

Offline matthias1992

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Re: Half Life 2: On-Calc
« Reply #233 on: October 07, 2010, 05:16:19 am »
Cool! keep it up :)
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SirCmpwn

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Re: Half Life 2: On-Calc
« Reply #234 on: October 07, 2010, 08:34:14 am »
Wake up.
Yawn.
Pull up Omnimaga.
Glance at staff subforums where KnightOS, tiDE, and Mosaic should be.
Find them somewhere else.
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Look through list.
See HL2: OC
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Offline DJ Omnimaga

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Re: Half Life 2: On-Calc
« Reply #235 on: October 07, 2010, 09:45:54 am »
Wake up.
Yawn.
Pull up Omnimaga.
Glance at staff subforums where KnightOS, tiDE, and Mosaic should be.
Find them somewhere else.
O_o
Look through list.
See HL2: OC
\o/
*deletes HL2 accidentally*
*runs away*
;D

Good luck with the physics D:

Also wb Matthias1993

Offline yunhua98

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Re: Half Life 2: On-Calc
« Reply #236 on: October 07, 2010, 11:16:30 am »
the head crab looks terrible, and the zombie looks weird, but I can't do better.  :P

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SirCmpwn

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Re: Half Life 2: On-Calc
« Reply #237 on: October 07, 2010, 04:57:13 pm »
Zombie == win, and I made a headcrab, attached.
Physics between movable objects works absolutely perfectly, I need to add static objects (e.g. the map) and the physics engine will be done a lot faster than I expected.  It supports 40 objects with any width or height and two bytes of user data (I use these two bytes to specify a sprite to draw with).
These sprites should be perspective, by the way.
« Last Edit: October 07, 2010, 04:58:05 pm by SirCmpwn »

Offline Eeems

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Re: Half Life 2: On-Calc
« Reply #238 on: October 07, 2010, 05:00:45 pm »
This is exciting :P can't wait SirCmpwn for some more updates, maybe some eyecandy sometime soon? :D
/e

SirCmpwn

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Re: Half Life 2: On-Calc
« Reply #239 on: October 07, 2010, 05:01:40 pm »
Sure on both counts :)  Let me get the physics engine done (shouldn't take long) and I'll post a sandbox for you guys to play in.  I'll be honest, it only works well in 15 MHz, though.  Without the map it's faster.