• What are you working on? V2
    2,001 replies, posted
[QUOTE=The Inzuki;16846133]Damnit -[ Fizzadar ]-, I read the page title. :([/QUOTE] haha, I [i]still[/i] keep forgetting to change it! also: :D 1,111 posts, if that's anything special
[QUOTE='-[ Fizzadar ]-;16846438']haha, I [i]still[/i] keep forgetting to change it! also: :D 1,111 posts, if that's anything special[/QUOTE] And you're using Javascript to make all of that, along with PHP?
[QUOTE=ryandaniels;16846115][highlight]FUCK[/highlight] Box2d, despite their claims that all their shit would have "b2" attached to the front of it, made a an "Point" object, which conflicts with my own "Point" object, so I had to rename mine to "RyPoint" which pisses me off because it's more letters and ugly as fuck.[/QUOTE] Put yours in a namespace? typedef their point object to have b2 in front of it?
I was working on an Irrlicht Framework, for the base of a game engine. But I hated it, so I'm going to start trying to make one in DirectX. Inspiration: Qurls game. I want to make something similar. Just for some experience.
DirectX is harder than Irrlicht
[QUOTE=raccoon12;16847475]DirectX is harder than Irrlicht[/QUOTE] Actually, i've already got half the engine working, the init and end works. That took me less time than in Irrlicht.
[QUOTE=Chandler;16846872]Put yours in a namespace? typedef their point object to have b2 in front of it?[/QUOTE] How do you do that? :D
[QUOTE=ryandaniels;16848171]How do you do that? :D[/QUOTE] namespace MyNS { // Stuff here } typedef int Integer; Also, Box2D doesn't define a 'Point' class.
[QUOTE=Xera;16848231]namespace MyNS { // Stuff here } typedef int Integer; Also, Box2D doesn't define a 'Point' class.[/QUOTE] That's what I thought but [code] Math.obj : error LNK2005: "public: __thiscall Point::Point(void)" (??0Point@@QAE@XZ) already defined in box2d_d.lib(b2Distance.obj) [/code]
-snip- apparently box2d doesn't use namespaces. How fucking dumb.
[QUOTE=ryandaniels;16848546]That's what I thought but [code] Math.obj : error LNK2005: "public: __thiscall Point::Point(void)" (??0Point@@QAE@XZ) already defined in box2d_d.lib(b2Distance.obj) [/code][/QUOTE] Ah. It's a struct defined in b2Distance.cpp, [code] // This is used for polygon-vs-circle distance. struct Point [/code] You could change it, but you'll have to go through and change all references to it.
[QUOTE=gparent;16848777]Did you do something you shouldn't do like "using namespace whatevernamespacebox2duses;" ?[/QUOTE] Up until now, I've never done anything with namespace sans "using namespace std::cin" etc. Anyways, ended up with just using [code] typedef RyPoint Point; [/code] Now everything works again and I can still use Point so *whew*
[QUOTE=gparent;16848777]Did you do something you shouldn't do like "using namespace whatevernamespacebox2duses;" ?[/QUOTE] Box2D doesn't use namespaces.
[QUOTE=Xera;16848815]Ah. It's a struct defined in b2Distance.cpp, [code] // This is used for polygon-vs-circle distance. struct Point [/code] You could change it, but you'll have to go through and change all references to it.[/QUOTE] Yeah, I thought of that, but it's obviously it's much easier to replace the references in my own code that find out all the places they used it and start going through wreaking havoc on code I don't know much about.
New manabar and health for Arcane, Stealth & Power. [img]http://cubeupload.com/files/cf0a00aspscreenie2.png[/img] Also the end of the tutorial: [img]http://cubeupload.com/files/ee0200aspscreenie.png[/img]
They look heaps better than the old ones :keke:
Decided to use SDL instead of DirectX.
[QUOTE=Blynx6;16847037]I was working on an Irrlicht Framework, for the base of a game engine. But I hated it, so I'm going to start trying to make one in DirectX. Inspiration: Qurls game. I want to make something similar. Just for some experience.[/QUOTE] That's cool, can't wait to see it. Working more on the UI now though. [editline]12:04PM[/editline] [QUOTE=Blynx6;16853641]Decided to use SDL instead of DirectX.[/QUOTE] nooooooooo
[IMG]http://i29.tinypic.com/2lxfdd1.png[/IMG] Fuck yes, you are the best boss ever! ...Not. Got boss-thingy done, but it still needs loooots of polishing.
[QUOTE=Blynx6;16853641]Decided to use SDL instead of DirectX.[/QUOTE] I suggest SFML as it's rendering is done through OpenGL, compared to software rendering in SDL, so it's helluva faster and generally is easier ;)
Just added the Assassin's first ability, Sprinting. Visually, it distorts the environment in a heathaze-like effect as you run faster than anyone else. Practically, it makes your character double all his movement speeds - including jumping - thus making you able to reach many places that the other archetypes you can put skill points to (Warrior, Wizard) cannot. [IMG]http://www.cubeupload.com/files/d4b800aspscreenie3.png[/IMG] (looks way better in-game, you gotta see it in action) [I]What Bonk is to the Scout in TF2, Sprint is to the stealthy assassin in ASP; escaping is made much easier.[/I] [editline]12:31PM[/editline] Incase you're thinking one can't sneak in that kind of armor, you are correct. Each skillset has its own good/bad routes and their ultimate armor set. Here's a WIP chart of the armor types - especially the assassin ultimate armor should look familiar: [IMG]http://cubeupload.com/files/317c00armorchart.png[/IMG]
That is very awesome.
Give him the ability to freeze time for short bit.
[QUOTE=cryticfarm;16857029]Give him the ability to freeze time for short bit.[/QUOTE] You can grab a skill which does that from the Assassin's skill tree ("Razorsharp Reflexes"), although it doesn't freeze but slows down time while you still move at normal speed. From what I've tested, combined with Acrobatics skill (again, Assassin tree) and Sprint this ability will be extremely deadly. Those two make you not only move normally during slowmotion but TWICE as fast.
Another cool skill may be something like this : Assassinate : When you use sprint you can use annother skill which opens a little blurry vortex and you disapear in it and the reemerge a couple of feet behind(Looks like you jumped trough the monster) the monster and then you deal like 2x damage or something.
That's in the game as well though in a different form. It's called Vanish and it gives you he ability to go behind enemies to the map's foreground for a maximum of 20 seconds - after turned on, you are invisible to all enemies and can walk past them. You can then use the ability again to reappear and for example you can poison or stab an enemy in the back. The trick which makes assassins hard to play is the same as Wizard's; armor. Sure you can stand against an enemy but not if there's more than one - that's why things like sprinting, time manipulation, vanishing and bows.
Nice, I like your drawing style/gameplay.
I'm really liking the pixel art direction! Sound! [media]http://www.youtube.com/watch?v=sscqPmkojaI[/media]
[QUOTE=Tezza1234;16858657]I'm really liking the pixel art direction! Sound! [media]http://www.youtube.com/watch?v=sscqPmkojaI[/media][/QUOTE] Awesome.
[IMG]http://cubeupload.com/files/b7800aspscreenie4.png[/IMG] STAB, you say? BEHIND, you say? (hello Vanish in-game)
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