I have a weapon class I use for all my weapons but they just worked with simple bullets. My game had a EMP type weapon which just shot bullets in all directions. But after I made the modification to the weapon class to allow special types such as the Super Laser i showed awhile ago i decided to do make the EMP a special type as well.
[img]http://i.imgur.com/hPkPS.png[/img]
So instead of it shooting lot's of bullets everywhere it just draws a circle and makes it bigger overtime. Looks much better and it got rid of the lag when you shot it too :P
I also messed around with the AI a bit since they weren't working quite right. For example, they used to get stuck on the side of the helipad, now they go around! :D
[img]http://i.imgur.com/0PgHq.png[/img]
It checks if they haven't moved or attacked in 10 cycles and if they haven't; something must be in the way. I then make them find and go to the closest node instead of going for their current target, which makes it look like they are going around to get to the player. Before, even though they were running into a wall it still counted that as moving, turned out to be a problem with how i do my collision so I had to mess around with that for ages.
[QUOTE=Torrunt;31362636]I have a weapon class I use for all my weapons but they just worked with simple bullets. My game had a EMP type weapon which just shot bullets in all directions. But after I made the modification to the weapon class to allow special types such as the Super Laser i showed awhile ago i decided to do make the EMP a special type as well.
(pic)
So instead of it shooting lot's of bullets everywhere it just draws a circle and makes it bigger overtime. Looks much better and it got rid of the lag when you shot it too :P
I also messed around with the AI a bit since they weren't working quite right. For example, they used to get stuck on the side of the helipad, now they go around! :D
(pic)
It checks if they haven't moved or attacked in 10 cycles and if they haven't; something must be in the way. I then make them find and go to the closest node instead of going for their current target, which makes it look like they are going around to get to the player. Before, even though they were running into a wall it still counted that as moving, turned out to be a problem with how i do my collision so I had to mess around with that for ages.[/QUOTE]
Looks aweome. Is there a playable version somewhere? Can you make one? I'm definitly going to play this when it's released!
Like many others, I'm working on a 2d Minecraft thing.
I added a layer system but it's sometime confusing. I use the following logic to draw the layers:
If the layer is in front of you, draw it transparent.
If the layer is a the same level, draw it normally.
If the layer is behind you draw it darker.
There is the result for a 4 layers map
[img]http://data.imagup.com/11/1126422283.png[/img]
Any idea to improve it?
[QUOTE=Cyril;31363547]Like many others, I'm working on a 2d Minecraft thing.
I added a layer system but it's sometime confusing. I use the following logic to draw the layers:
If the layer is in front of you, draw it transparent.
If the layer is a the same level, draw it normally.
If the layer is behind you draw it darker.
There is the result for a 4 layers map
[img]http://data.imagup.com/11/1126422283.png[/img]
Any idea to improve it?[/QUOTE]
Don't draw the layer in front of you transparently, just don't draw it.
[QUOTE=DevBug;31363778]Don't draw the layer in front of you transparently, just don't draw it.[/QUOTE]
How would you find doors
[QUOTE=esalaka;31363986]How would you find doors[/QUOTE]
Jesus I had the hardest time finding doors in ChronoTrigger.
[QUOTE=esalaka;31363986]How would you find doors[/QUOTE]
Maybe have a key that shows the layers up and down, so you can scroll through the layers.
That way when you need to find the door, press a key to travel up a layer, and then you'll know where it is, but when you don't need to move out of a layer, you can see the current layer easily?
Just an idea :smile:
Cute character btw, it reminds me of:
[img]http://www.kerbalspaceprogram.net/images/kerbal_space_program_characters_faces.jpg[/img]
But without a body of course
Is it just me or did the open.gl counter go up some hours?
[QUOTE=high;31343323]Not supported in the client profile version though.[/quote]
Ahh yeah, that's true. I often forget about that as I mainly use .NET for server-side stuff.
[quote]Also I recommend against using the built in json parsers if you want it being human readable as they don't format it nicely (everything is put on 1 line).[/QUOTE]
Most JSON encoders don't bother formatting in nicely, there's no need if you're just serializing. If you want to be able to read it, you can use an online JSON formatting tool.
[QUOTE=Felheart;31362918]Looks aweome. Is there a playable version somewhere? Can you make one? I'm definitly going to play this when it's released![/QUOTE]
Thanks :D, there's no publicly available version yet. Once it's mostly finished i'll get some people to Beta test it for awhile and balance/change things accordingly.
When i'm ready to start Beta testing i'll probably give you guys a link here in waywo or make a thread in the Showcase Subforum.
[QUOTE=tagnara;31364164]Ahh yeah, that's true. I often forget about that as I mainly use .NET for server-side stuff.
Most JSON encoders don't bother formatting in nicely, there's no need if you're just serializing. If you want to be able to read it, you can use an online JSON formatting tool.[/QUOTE]
But if it's only meant for serialization, isn't it more logical to use binary files? Less space and I'd imagine they can be read back much faster. .NET can do that as well.
[QUOTE=Darwin226;31364344]But if it's only meant for serialization, isn't it more logical to use binary files? Less space and I'd imagine they can be read back much faster. .NET can do that as well.[/QUOTE]
I express that [url=http://www.facepunch.com/threads/1099026-What-are-you-working-on-v19?p=31340008&viewfull=1#post31340008]here[/url]
[QUOTE=Darwin226;31364344]But if it's only meant for serialization, isn't it more logical to use binary files? Less space and I'd imagine they can be read back much faster. .NET can do that as well.[/QUOTE]
Text files are still convenient (yes, I know I'm kinda contradicting myself here), and there's support for JSON [i]everywhere[/i], whereas binary serialization formats are a bit less ubiquitous.
[QUOTE=tagnara;31364432]Text files are still convenient (yes, I know I'm kinda contradicting myself here), and there's support for JSON [i]everywhere[/i], whereas binary serialization formats are a bit less ubiquitous.[/QUOTE]
That makes no sense at all.
[img]http://i.imgur.com/GSq8H.png[/img]
I know I could have used GWEN or something but I enjoy writing stuff like this. It can be dragged about, and whichever window was focused last is drawn on top etc.
I'm working on replacing all the console input you do at the start with proper in-game menus.
[editline]akfgsdgg[/editline]
Was created with:
[csharp]myUIRoot = new UIObject( new Vector2( width, height ) );
myWelcomeFrame = new UIFrame( new Vector2( 256, 256 ) )
{
Title = "Welcome to Lewt RPG!",
CanClose = true
};
myUIRoot.AddChild( myWelcomeFrame );
UILabel newText = new UILabel( font, new Vector2( 8, 8 ) )
{
Text = "Welcome to Lewt, " + GameClient.Nickname + "!\n\nControls are:\n Walk: WASD\n Cast: C\n Chat: T\n\nHave fun!"
};
myWelcomeFrame.AddChild( newText );
UITextBox newTextInput = new UITextBox( new Vector2( myWelcomeFrame.InnerWidth - 16, 20 ), new Vector2( 8, 16 + newText.Height ) )
{
Text = "Testing text input!"
};
myWelcomeFrame.AddChild( newTextInput );
UIButton newButton = new UIButton( new Vector2( 128, 20 ), new Vector2( 8, 24 + newText.Height + newTextInput.Height ) )
{
Text = "Play game!",
CentreText = true
};
myWelcomeFrame.AddChild( newButton );
newButton.Click += delegate( object sender, OpenTK.Input.MouseButtonEventArgs e )
{
myWelcomeFrame.Close();
};
myWelcomeFrame.Height = newText.Height + newTextInput.Height + newButton.Height + 56;
myWelcomeFrame.Centre();[/csharp]
[QUOTE=LonelyTimeLord;31364148]Maybe have a key that shows the layers up and down, so you can scroll through the layers.
That way when you need to find the door, press a key to travel up a layer, and then you'll know where it is, but when you don't need to move out of a layer, you can see the current layer easily?
Just an idea :smile:
Cute character btw, it reminds me of:
But without a body of course[/QUOTE]
Instead of having a "view layer" and "player layer" I'm going to draw the upper layer transparent if the upper layer key is pressed. It think it should work.
-snip- had to do a fake automerge now :frown:
[QUOTE=Map in a box;31364545]That makes no sense at all.[/QUOTE]
Actually, it does.
The JSON format can be read by other applications since it's standardized. For the binary one, other applications would have to know how .NET serializes objects to it.
[QUOTE=tagnara;31364164]
Most JSON encoders don't bother formatting in nicely, there's no need if you're just serializing. If you want to be able to read it, you can use an online JSON formatting tool.[/QUOTE]
All the libraries I have ever used have an option to format it nicely across multiple lines and tabbed.
[QUOTE=Darwin226;31364631]Actually, it does.
The JSON format can be read by other applications since it's standardized. For the binary one, other applications would have to know how .NET serializes objects to it.[/QUOTE]
I think he meant implementing your own binary serialization.
[QUOTE=high;31364855]All the libraries I have ever used have an option to format it nicely across multiple lines and tabbed.
I think he meant implementing your own binary serialization.[/QUOTE]
I did.
[QUOTE=Map in a box;31364892]I did.[/QUOTE]
and that would be reinventing a pretty much solved wheel
[QUOTE=OrYgin;31359534]American towns are generally built like your example, but in Europe it's generally different.
Most European town and cities are originally built around the town's church, and so it is build in circle around it.
If you look at the brussels ring ([url]http://maps.google.com/maps?q=Brussels,+Belgium&hl=en&ll=50.833047,4.360199&spn=0.174337,0.439453&sll=37.0625,-95.677068&sspn=55.279921,79.013672&t=h&z=12[/url] ), or Namur ( [url]http://maps.google.com/maps?q=namur&hl=en&ll=50.464061,4.894753&spn=0.175711,0.308647&sll=50.833047,4.360199&sspn=0.174337,0.439453&t=h&z=12[/url] ) you'll see that the town is build around a circle.
But I admit that the circle he generated is too perfect to be real.[/QUOTE]
If you want to see a real circle, look at the Australian capital city, Canberra. [url=http://maps.google.com/maps?q=canberra&hl=en&ll=-35.311623,149.125757&spn=0.050499,0.111494&sll=50.464061,4.894753&sspn=0.157572,0.445976&t=h&z=14]Canberra is all circles[/url]. Fuck yeah, Australia..
I'm thinking about messing with Q3ks Cucumber OS, but I can't get it to compile under Eclipse. :frown:
edit:
There is no way you can say that you are trying to get that os to compile without sounding optimistic.
[QUOTE=Map in a box;31365103]I'm thinking about fooling with q3ks cucumber, although be sure to tell him I said that CELERY IS BETTER THAN CUCUMBERS, they taste so much better.[/QUOTE]
This sounds wrong in so many different ways...
[QUOTE=Map in a box;31364150]Is it just me or did the open.gl counter go up some hours?[/QUOTE]
Overv added a day because he's working on a FP chat thing :wink:
[QUOTE=Chris220;31365413]This sounds wrong in so many different ways...[/QUOTE]
LOL.. I just reread it and jesus..
[QUOTE=Sc00by22;31365424]Overv added a day because he's working on a FP chat thing :wink:[/QUOTE]
oh hi there,
Did he manage to get the bb code done?
[QUOTE=Richy19;31365581]oh hi there,
Did he manage to get the bb code done?[/QUOTE]
Yes, FP authentication and emotes as well :rock:
Been a long time since i've done any work on this procedural dungeon generator! Here's a small update showing mainly A* pathfinding I added yesterday. (I turned fullbright on, so you can see the full path)
[img]http://i.cubeupload.com/HFVcCm.png[/img]
Now all i've gotta do is hook it up to the enemy AI and we have badguys!
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