• What are you working on? v16
    5,004 replies, posted
[QUOTE=Dlaor-guy;29344877]I'm planning to make a video soon, the problem with releasing a demo is that there's nothing to do since I've only got 4 levels so far...[/QUOTE] 4 levels is fine for a demo
[QUOTE=Richy19;29346316]4 levels is fine for a demo[/QUOTE] Let's make it three... [img]http://cdn.themis-media.com/media/global/images/galleries/display/47/47362.jpg[/img]
I'm having too much fun with Lua: [img_thumb]http://img41.imageshack.us/img41/2720/development15a.png[/img_thumb] [img_thumb]http://img535.imageshack.us/img535/1897/development15b.png[/img_thumb] [img_thumb]http://img96.imageshack.us/img96/2987/development15c.png[/img_thumb] [img_thumb]http://img703.imageshack.us/img703/571/development15d.png[/img_thumb] Randomized amount with random responses: [img_thumb]http://img690.imageshack.us/img690/3599/development15e.png[/img_thumb] [img_thumb]http://img585.imageshack.us/img585/1685/development15f.png[/img_thumb] In Lua code: [img_thumb]http://img861.imageshack.us/img861/9206/development15g.png[/img_thumb]
Finally got around to culling tests for rendering, it's not that pretty or anything but have a screenshot anyways [img]http://i55.tinypic.com/120p64m.jpg[/img] I altered the cull area to be 1/4 of the screen from the center so you could see it in action. I don't do it on scenery because, quite frankly, most of my scenery images are much bigger than the screen, my default grass tile is already 128x128 to begin with. But yeah, it's not that much of a hit to skip scenery culling. I might just compile all the scenery into one large image to be rendered.
I made a fractal generator :D [media]http://i.imgur.com/pfhM3.png[/media]
I decided to release an alpha of my game. [release] Download here: [b][url=http://dl.dropbox.com/u/717425/Nature%20Alpha.zip]Nature First Alpha Release[/url][/b] [/release] [release] [b] Controls[/b] Though before you play, I'd recommend you read, or at least skim the text file "CONTROLS PLEASE READ.txt", since this is an alpha, and not everything is thoroughly explained, though most of the topics are briefly covered. It also gives a very brief guide on starting out a new town, so you can grow it more efficiently at start and get the hang of things. And just in case you don't wanna take the time to open up the file, here's the contents inside. :P [code] This is currently the Alpha Release, so the directions may not be as clear as they could be at the moment. These controls are currently un changable, this text file is purely just for how to play MAIN CONTROLS: ================================= W - Move Up S - Move Down A - Move Left D - Move Right Left Control - Pick Up Space - Main Action / Use Tool Left Shift - Un Equipt Tool (This will put your item back in your inventory, if there's no room, nothing will happen) INVENTORY CONTROLS ================================= TAB - Bring up inventory •While holding tab, you can click and drag the items in your inventory •Drag an item outside the big rectangle to drop an item •Drag an item inside the smaller, darker square to use an item SHOP =========================== • The shop is the big blue square in the upper left, simply touch the bottom of the square to go into the shop •While in the shop, collide with the NPC to bring up the trade list •Click items on the left side of the trade list to buy items •Click the items on the right side, (your inventory's items) to sell them (YOU CANNOT GET YOUR ITEMS BACK AFTER SOLD) •Enter the purple wormhole to go back outside YOUR HOUSE (WIP) ======================== •To be worked on TOOLS =================== • Shovel - Used to burry fruit to create fruit trees • Net - Used to capture Life Sucking flys • Watering Can - Used to water plants, your most needed tool Watering Plants =================== •Plants should only be watered when you see a blue rain drop over it, otherwize you're just wasting the tool's uses •A watering can only water so much, eventurally your can will run out, forcing you to buy another one Town Checks =================== Every minute, a town check will accur. This will see if you met the land value goal. If you did you will be rewarded $300 dollars, +25 Experience, and the goal will increase. If you fail the goal, no penalty, just no pay. You have an infinite amount of tries to meet this goal Experience ================ At the shop, some items are marked in a red box. This means you don't have sufficient EXP to buy it. With more EXP, you can buy a bigger variety of items. EXP is gained by passing Town Checks. Health / Eating ================ Your hunger is shown at the upper right corner, marked by fruit. If you have no fruit, or a low amount, simply buy fruit and use it to eat it. If there are no fruit, you are %100 hungry, and your health will start to go down. If your hunger goes down, your health will slowly come back up If your health reaches 0, your experience goes to 0, your cash goes to 0, and all your items are lost. But you still get to work in the same town Life Suckers ============== Life suckers are insects that search for any plant with water, and will suck out all the water from it. These will only start to appear when your town value is above 50. They will spawn from weeds, so the less weeds, the less insects. To stop life suckers, buy a net from the shop, and catch them by using the net tool while near a life sucker. You can dispose of these by taking them to the shop, and make a profit. Saving =============== When you want to save, exit out of the window (press that X button that closes the window, just like every other window), and it will automatically save. To continue where you left off, at the main menu click "Continue Game" Quick Start Guide ============= 1. Start A new City 2. Pick all the weeds untill town check 3. Pass your first town check 4. Buy watering can and as many flowers 5. Try to get as many flowers near the store to save walking distance 6. Water flowers, pick weeds 7. Repeat untill Life suckers come 8.Buy net 9.Repeat while catching life suckers. Thanks for reading -Austech [/code] [/release] [b]Oh, I also added lighting, and added Kwaq to the credits for this lighting idea.[/b] [media]http://i53.tinypic.com/wcfith.png[/media] So yeah, let me know if there's any issues (bugs, glitches, crashes), ideas on what to add, and what you think. And sorry for the long controls list, but remember that it's the controls in detail, most of the controls are briefly described in game. You may need to download the .net framework 3.5 or higher for this to work by the way. ; )
[QUOTE=xAustechx;29349116]-snip- Sorry folks, need to do more things with the game, should be back up soon.[/QUOTE] meanwhile ... "get the fuck away from my flowers you yellow bastards!" [img_thumb]http://i.imgur.com/JWyur.png[/img_thumb] I like this game it is strangely mystifying.
[QUOTE=polkm;29350241]meanwhile ... "get the fuck away from my flowers you yellow bastards!" [img_thumb]http://i.imgur.com/JWyur.png[/img_thumb] I like this game it is strangely mystifying.[/QUOTE] Hahaha, glad to see that you like it, I'll put the download back up, dropbox is taking a while.
[QUOTE=Richy19;29342452]Austech is using SFML.Net[/QUOTE] Is there SFML 2 for .Net?
Oh god, what have I done! [img]http://eagle.undo.it:8083/img/kintel_15.png[/img] At least it renders them fast, so I know I'm going in the right direction :v:
[QUOTE=Pery;29350569]Is there SFML 2 for .Net?[/QUOTE] Yes there is. The only reason why I'm using SFML 2 right now for .net is because Nature is my seconds project using C#. I decided to try to move from C++ to C#, so if I figured if I continued using SFML during the beginning of that movement, I could understand more, which I believe I have.
Started a new game project with 2 buddies, it's actually a school project but we have free hands. I know it's not much to show since we haven't really worked on the visuals yet but at least it's a start. [media]http://img717.imageshack.us/img717/3346/unled2o.jpg[/media] The red thing in the middle is supposed to be an air plane (no textures yet). The red balls are bullets (yes, they are a bit slow in the pic but that's easy to adjust). The blue mesh is the terrain.
[QUOTE=Jawalt;29344673]Email fucking gaben, bro.[/QUOTE] I'd wait until a couple of weeks after Portal 2's release.
[IMG]http://i.imgur.com/IgRDC.png[/IMG] Too... many... buttons... damnit.... windows...
[QUOTE=Dlaor-guy;29344877] I'm planning to make a video soon...[/QUOTE] Done. [media]http://www.youtube.com/watch?v=5LQBk8SZEls[/media] Notice how the "Continue" button only appears if you have a save file, I thought that was pretty neat :buddy: (and the main menu gradually changes color)
This is fantastic! Have you done all the art by yourself? :O
[QUOTE=Dlaor-guy;29351591]Done. [media]http://www.youtube.com/watch?v=5LQBk8SZEls[/media] Notice how the "Continue" button only appears if you have a save file, I thought that was pretty neat :buddy: (and the main menu gradually changes color)[/QUOTE] dat polish
Just figured out the difference between GL_ARRAY_BUFFER and GL_ELEMENT_ARRAY_BUFFER. The biggest difference, for me, is that using one over the other can cause 2 hours of rage. [img]http://eagle.undo.it:8083/img/kintel_16.png[/img] I'm modifying a GLSL shader to automatically generate really simple UV maps (quadrilaterals, hurf derp). Not sure if it is cheaper than buffering and resending vec2s (streaming and constructing mesh data in real-time, yay), but I guess I'll eventually find out... So, what you're looking at is a stack of 8x8x128 voxels where the programmer has commented out visibility testing on the z-axis.
[QUOTE=likesoursugar;29351752]This is fantastic! Have you done all the art by yourself? :O[/QUOTE] Yes, and most of the sounds I made too. Only the glass break sounds and some other sounds were grabbed from Freesound.
[QUOTE=Dlaor-guy;29351591][shiny stuff][/QUOTE] Very nice. If you want to whip out a second canister of turtle wax, you could add some noise/procedural variance to the acceleration sound and speed up the text scroll rate a tad bit.
[QUOTE=Dlaor-guy;29351805]Yes, and most of the sounds I made too. Only the glass break sounds and some other sounds were grabbed from Freesound.[/QUOTE] Couple things. 1) Badass. I hope you consider submitting this to some digital distributor who shall remain unnamed. 2) I hope the final version will have more "getting used to mechanics" maps in between new information being given. The BEGIN TRANSMISSION thing is cool, but 2 or 3 simple levels in between each one would extend the game length while also allowing people who are slow to better learn the mechanics. 3) You've mentioned it before, but I have forgotten the answer to this: What is this written in again? And for which platforms?
[QUOTE=Chandler;29351908]3) You've mentioned it before, but I have forgotten the answer to this: What is this written in again? And for which platforms?[/QUOTE] He uses SFML.Net so technically it could be used on linux as well
[QUOTE=Chandler;29351908]Couple things. 1) Badass. I hope you consider submitting this to some digital distributor who shall remain unnamed. 2) I hope the final version will have more "getting used to mechanics" maps in between new information being given. The BEGIN TRANSMISSION thing is cool, but 2 or 3 simple levels in between each one would extend the game length while also allowing people who are slow to better learn the mechanics. 3) You've mentioned it before, but I have forgotten the answer to this: What is this written in again? And for which platforms?[/QUOTE] 1) Thanks :buddy: 2) Currently it is required for levels to provide a tutorial text, I'll try to make it optional so that you won't get bothered by it in every level. 3) C#, SFML.Net, currently only for Windows but I might consider making it crossplatform by using Mono.
[QUOTE=Dlaor-guy;29351805]Yes, and most of the sounds I made too. Only the glass break sounds and some other sounds were grabbed from Freesound.[/QUOTE] I like most of the sounds, but I thought the car revving sound was a little out of place. It sounds kind of... dirty compared to the rest of the game which is all clean and shiny.
It looks awesome! Have a re-read of your tutorial text - there are a couple of grammatical errors.
Anyone thought of making the next WAYWO?
[QUOTE=Richy19;29352017]Anyone thought of making the next WAYWO?[/QUOTE] That sounds like a volunteer
[QUOTE=Chris220;29351993]I like most of the sounds, but I thought the car revving sound was a little out of place. It sounds kind of... dirty compared to the rest of the game which is all clean and shiny.[/QUOTE] I didn't like the engine sound either, I'll try to make a better one. But it doesn't sound like a car to be honest. [QUOTE=CarlBooth;29352003]It looks awesome! Have a re-read of your tutorial text - there are a couple of grammatical errors.[/QUOTE] My main language isn't English so please elaborate.
[QUOTE=Dlaor-guy;29352039]I didn't like the engine sound either, I'll try to make a better one. But it doesn't sound like a car to be honest. My main language isn't English so please elaborate.[/QUOTE] [img]http://i.imgur.com/y1qDR.png[/img] [editline]0[/editline] Also I really like the engine noise.
[QUOTE=Dlaor-guy;29352039]My main language isn't English so please elaborate.[/QUOTE] [code][BEGIN_OF_TRANSMISSION] Splendid. You've figured out how to complete areas without my assistance. You see, our world is made out of blocks. Most blocks are gray and don't have any special properties. As you've noticed, this area also contains green blocks. Touching them will advance you to the next area. Later on, you will come across loads of other types of blocks. I'll begin by guiding you through some simple tutorial areas, before unleashing you into the real world. [END_OF_TRANSMISSION][/code] There are probably a few more things a native speaker can correct. Additionally, [code][BEGIN_OF_TRANSMISSION] This area features some dangerous height differences. I recommend you to use the platforms to get to lower levels instead of jumping straight down to the finish. After all, the TSCDD-B1 is made out of a fragile glass-like substance, which is easily shattered. TIP: If you are about to hit a quarter-pipe and you've gained a large amount of speed, hit the jump trigger as soon as you touch it to use your speed to gain great heights! [END_OF_TRANSMISSION][/code]
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