Got good and bad news.
The bad news: I stopped working on Textcraft.
The good news: Me and iNova has started working on 2DCraft, it's pretty much the same as textcraft, but with graphics. It's planned to have an "infinite" sidescrolling world with the same custom item system as before.
Multiplayer will be made properly this time.
We're open sourcing it aswell, you can grab it the latest version any time at [url]http://github.com/iNova/2DCraft/[/url].
:woop:
Will it scroll vertically down too?
[QUOTE=Loli;25772676]Will it scroll vertically down too?[/QUOTE]
Yes.
[editline]31st October 2010[/editline]
[QUOTE=Loli;25772676]Will it scroll vertically down too?[/QUOTE]
Yes.
[editline]31st October 2010[/editline]
[QUOTE=Loli;25772676]Will it scroll vertically down too?[/QUOTE]
Yes.
[editline]31st October 2010[/editline]
Yes.
[editline]31st October 2010[/editline]
Yes.
[editline]31st October 2010[/editline]
Yes.
[editline]31st October 2010[/editline]
Yes.
[editline]31st October 2010[/editline]
Yes.
[editline]31st October 2010[/editline]
Slowpunch ftw? :byodood:
Planned features for 2DCraft.
- Flying abilities(hot air balloon etc)
- Outer fucking space.
- Temperature based on distance from the sun / light sources.
- Lua scripting support.
- Enemies.
- Day/night cycle.
- Caves
- Ability to goto other planets in space (possibly)
- Multiplayer
- Your ideas! :buddy:
[QUOTE=Dj-J3;25773250]Planned features for 2DCraft.
- Flying abilities(hot air balloon etc)
- Outer fucking space.
- Temperature based on distance from the sun / light sources.
- Lua scripting support.
- Enemies.
- Day/night cycle.
- Caves
- Ability to goto other planets in space (possibly)
- Multiplayer
- Your ideas! :buddy:[/QUOTE]
Optimistic.
[QUOTE=Dlaor-guy;25773331]Optimistic.[/QUOTE]
Very. :v:
[editline]31st October 2010[/editline]
Keeps us motivated.
[editline]31st October 2010[/editline]
Keeps us motivated.
[editline]31st October 2010[/editline]
If anyone wants to dig in on this project, just ask. :3:
fuck yeah clickable hexagons
[img]http://gyazo.com/6098beb36d334dfb92dc7a96e3417a38.png[/img]
[editline]e[/editline]
now with aligned hexagons
[img]http://gyazo.com/9f0d2d99c9b81648a1ff9bc372f97496.png[/img]
If anyone wants to dig in on this project, just ask. :3:
Nether in MineViewer
[img]http://ahb.me/OGO[/img]
Also, it can be used to find out where a portal will come out or go in to an approximation, the scale of nether is 1:8 too.
[QUOTE=Dj-J3;25773530]If anyone wants to dig in on this project, just ask. :3:[/QUOTE]
I'm interested, though VERY busy right now. Can I just help a little now and then?
[QUOTE=polkm;25773615]I'm interested, though VERY busy right now. Can I just help a little now and then?[/QUOTE]
Sure.
[QUOTE=Dj-J3;25773530]If anyone wants to dig in on this project, just ask. :3:[/QUOTE]
dig in?
[QUOTE=Dj-J3;25772687]Yes.
[editline]31st October 2010[/editline]
Oh God, what
Yes.
[editline]31st October 2010[/editline]
Yes.
[editline]31st October 2010[/editline]
Yes.
[editline]31st October 2010[/editline]
Yes.
[editline]31st October 2010[/editline]
Yes.
[editline]31st October 2010[/editline]
Yes.
[editline]31st October 2010[/editline]
Yes.
[editline]31st October 2010[/editline]
Slowpunch ftw? :byodood:[/QUOTE]
:wtc: Why did my Oh god what go inside the quote? :psyduck:
[QUOTE=Xeon06;25771065]Started work on a procedural city generator. It is far from complete, but I'm happy with what I have so far.
[img_thumb]http://dl.dropbox.com/u/3310651/block.gif[/img_thumb][/QUOTE]
It's cool but it looks backwards. I think it should be less structured in the middle and get more structured toward the outside.
[QUOTE=Sassafrass;25773929]It's cool but it looks backwards. I think it should be less structured in the middle and get more structured toward the outside.[/QUOTE]
That doesn't make sense, though. In real cities there are more buildings towards the center and fewer as you go outwards.
How do I enable anti aliasing in OpenGL 3.0? Is there something special I need to do or is it just a few glEnable calls?
[QUOTE=Icedshot;25773673]dig in?[/QUOTE]
Join the project, however you wish to say it. :v:
[QUOTE=Dj-J3;25773632]Sure.[/QUOTE]
I'll probably make you some textures, I'm decent at Pixel Art (Posted a picture of my TileSheet a couple of V's back.)
[QUOTE=Dj-J3;25774224]Join the project, however you wish to say it. :v:[/QUOTE]
Id join, but i pretty much purely do C++
do you mean a game like this?
[IMG]http://i56.tinypic.com/2609vvd.png[/IMG]
Bar the horrible graphics and no transitions :3
Edit:
Oh and terrible level design! :D
[QUOTE=Darwin226;25774066]How do I enable anti aliasing in OpenGL 3.0? Is there something special I need to do or is it just a few glEnable calls?[/QUOTE]
Actually, to be more specific. I want to apply anti aliasing to the edges of textured triangles.
[QUOTE=BlkDucky;25774026]That doesn't make sense, though. In real cities there are more buildings towards the center and fewer as you go outwards.[/QUOTE]
In cities which are based around old settlements the centre is often less structured due to it's age. I guess a lot of newer cities have a grid layout.
[QUOTE=Darwin226;25774066]How do I enable anti aliasing in OpenGL 3.0? Is there something special I need to do or is it just a few glEnable calls?[/QUOTE]
If you're using SFML/SDL/Any other framework it's (probably) easy, you can just enable it (check the documents). Other than that you have to use extensions, Eg GL_ARB_multisample. So it depends on how you're using extensions. You may be able to find some more examples on google
"- Temperature based on distance from the sun / light sources."
btw the temperature difference due to sun distance is negligible on earth. Temperature is changed mainly due to the angle the sun is at that location and how long a day that region has. it requires gigantic distances for the heat of a sun to fade away.
[QUOTE=polkm;25774582]"- Temperature based on distance from the sun / light sources."
btw the temperature difference due to sun distance is negligible on earth. Temperature is changed mainly due to the angle the sun is at that location and how long a day that region has. it requires gigantic distances for the heat of a sun to fade away.[/QUOTE]
He did mention outer space. Its pretty hot near the sun
[QUOTE=Icedshot;25774335]Ah right.. depends what youre programming it in? Id join, but i pretty much purely do C++
do you mean a game like this?
[img_thumb]http://i56.tinypic.com/2609vvd.png[/img_thumb]
Bar the horrible graphics and no transitions :3
Edit:
Oh and terrible level design! :D[/QUOTE]
Replace that ground texture. Please. D:
[QUOTE=BlkDucky;25774691]Replace that ground texture. Please. D:[/QUOTE]
i know, it hurts my eyes :3
Still, i made it like a year ago, so is long dead.
[QUOTE=Dj-J3;25772541]
Multiplayer will be made properly this time.
:woop:[/QUOTE]
After looking through the code I don't believe you. It looks to me like you're going to do everything clientside and then bolt on multiplayer afterwards.
[QUOTE=Dj-J3;25772541]Got good and bad news.
The bad news: I stopped working on Textcraft.
The good news: Me and iNova has started working on 2DCraft, it's pretty much the same as textcraft, but with graphics. It's planned to have an "infinite" sidescrolling world with the same custom item system as before.
Multiplayer will be made properly this time.
We're open sourcing it aswell, you can grab it the latest version any time at [url]http://github.com/iNova/2DCraft/[/url].
:woop:[/QUOTE]
There is already a 2DCraft at [url]http://2dcraft.net/[/url] currently it is written in GM but I think he wants to move it over to Java or XNA.
[QUOTE=thomasfn;25764451]The best video game name generator in the world!
[url]http://www.norefuge.net/vgng/vgng.html[/url]
It throws out some pretty funny stuff:
"Nudist Hang Glider Chronicles"
"Whale in my Pocket"
"Indian Dentist Armageddon"
"Explosive Walrus Battle"
I think I'll stick to trying to think up my own names :v:[/QUOTE]
God that's awesome :D
"Unremarkable Bible Underworld"
"African Surgery Invasion"
"Advanced Acid in the Sky"