Ehem:
I did it within the original square, only a small part of fence went gone by a ball.
[IMG]http://i584.photobucket.com/albums/ss289/Mrfantast/IDIDIT.jpg[/IMG]
Noa my props plz.
Hello,
Thank you for taking the time to play my game.
Sorry for not replying to the e-mails I had from you guys, but i figured it would be easier to post something here instead. Lazy i know, but hey thats me.
The screenie showing the smoke texture modded to the smiley made my day.
I hope to have this finished fairly soon. I was concerned that it might not work on a broad range of PC's hence the 'compatibility test'.
Most of the errors I've had so far relate to the shadow routines. So I'll be putting an option in to turn them on / off.
It also doesn't play nicely with integrated chipsets for some reason, so most folks with laptops are going to be upset.
The framerate is currently tied to the physics logic, hence the cap, but the final version will scale the rendering to fit the available spare CPU, so you should get better framerates, but with a steady physics experience.
I'll post here with any news re:release dates, etc and if I need any testing doing perhaps.
Thanks again for taking the time,
Mark
Can't wait to see the full version.
I know another way to knock it down with one ball. Hit the "A" in KABOOM and if you hit it in the middle it falls down.
I want to blow up bridges Mark.
Wow, I'm anxious to see what's coming. Thanks for the information.
For some reason sometimes the ball goes through the wall.
[QUOTE=WildebeestGames;15985179]Hello,
Thank you for taking the time to play my game.
Sorry for not replying to the e-mails I had from you guys, but i figured it would be easier to post something here instead. Lazy i know, but hey thats me.
The screenie showing the smoke texture modded to the smiley made my day.
I hope to have this finished fairly soon. I was concerned that it might not work on a broad range of PC's hence the 'compatibility test'.
Most of the errors I've had so far relate to the shadow routines. So I'll be putting an option in to turn them on / off.
It also doesn't play nicely with integrated chipsets for some reason, so most folks with laptops are going to be upset.
The framerate is currently tied to the physics logic, hence the cap, but the final version will scale the rendering to fit the available spare CPU, so you should get better framerates, but with a steady physics experience.
I'll post here with any news re:release dates, etc and if I need any testing doing perhaps.
Thanks again for taking the time,
Mark[/QUOTE]
Thanks a lot for taking the time to post for us Mark, we're all anxiously awaiting the full game!
If you could, I've got a couple of questions that'd be great to have answered:
1: Approximately how much will the full version cost?
2: Will there be a demo, including the editor? (With reduced capabilities perhaps)
3: How advanced is the editor? How many more parts other than the ones shown in the compatibility demo are there?
4: Will we be able to use other ways to destroy our creations? Objects for example?
5: Will there be a campaign/mission mode?
Thanks again, I hope you can answer some of those questions for us.
[QUOTE=pie_is_good;15985539]For some reason sometimes the ball goes through the wall.[/QUOTE]
Thats just a bug that everyone probably has. Hopefully it will be fixed in the full release.
The balls go though the walls sometimes if I'm to close.
[QUOTE=Xera;15940138]
Red Faction: Guerilla[/QUOTE]
NOPE.
I played it, no stress physics dipshit.
This game has stress physics.
"For some reason sometimes the ball goes through the wall."
Yeah, the physics setup was designed with explosions in mind - not hurling big rocks at stuff, so the spheres will sometimes pass through the walls due to their velocity and the timesteps involved. I never intended to have them in, but if everyone likes them I might have to work on it a bit.
"Approximately how much will the full version cost?"
No idea - I have kids to feed, but they are hardly starving, so I dunno, I would expect around £3 - £5 certainly no more.
"Will there be a demo, including the editor? (With reduced capabilities perhaps)"
Yes for sure, I want people to know how much fun it is to destroy someone elses building. I just need to make sure it is easy enough to use.
"How advanced is the editor? How many more parts other than the ones shown in the compatibility demo are there?"
Its pretty complex at the minute, it needs to be easier to use. There is no limit to the number of wall entities you can have. At the minute I'm thinking of having several standard libraries (i.e. stone, brick, metal, etc) with the ability to have bespoke ones for special buildings. Perhaps have extra libraries as DLC.
"Will we be able to use other ways to destroy our creations? Objects for example?"
I have messed with earthquakes and tornadoes. So much fun it's untrue.
I know if I create a game where you destroy buildings there will people who want to chuck all sorts at them in the name of entertainment (like aircraft for instance) - and I really, really, really do not want to go down that path for obvious reasons.
"Will there be a campaign/mission mode?"
Yes, certainly. Missions are already in - i.e. destroy this building with so much cash (explosives cost money - more depending on their power) or destroy this building but leave these adjacent structures safe for example.
Cheers for taking an interest.
Mark
Love this game :D
I'm running it on a laptop no problems, not managed to collapse it without getting any ouside the fence though :P
I play Jenga with my brother with this game :P
This is brill, cant wait for the full version!
[QUOTE=WildebeestGames;15985919]"For some reason sometimes the ball goes through the wall."
Yeah, the physics setup was designed with explosions in mind - not hurling big rocks at stuff, so the spheres will sometimes pass through the walls due to their velocity and the timesteps involved. I never intended to have them in, but if everyone likes them I might have to work on it a bit.
"Approximately how much will the full version cost?"
No idea - I have kids to feed, but they are hardly starving, so I dunno, I would expect around £3 - £5 certainly no more.
"Will there be a demo, including the editor? (With reduced capabilities perhaps)"
Yes for sure, I want people to know how much fun it is to destroy someone elses building. I just need to make sure it is easy enough to use.
"How advanced is the editor? How many more parts other than the ones shown in the compatibility demo are there?"
Its pretty complex at the minute, it needs to be easier to use. There is no limit to the number of wall entities you can have. At the minute I'm thinking of having several standard libraries (i.e. stone, brick, metal, etc) with the ability to have bespoke ones for special buildings. Perhaps have extra libraries as DLC.
"Will we be able to use other ways to destroy our creations? Objects for example?"
I have messed with earthquakes and tornadoes. So much fun it's untrue.
I know if I create a game where you destroy buildings there will people who want to chuck all sorts at them in the name of entertainment (like aircraft for instance) - and I really, really, really do not want to go down that path for obvious reasons.
"Will there be a campaign/mission mode?"
Yes, certainly. Missions are already in - i.e. destroy this building with so much cash (explosives cost money - more depending on their power) or destroy this building but leave these adjacent structures safe for example.
Cheers for taking an interest.
Mark[/QUOTE]
Wonderful, thanks for the really quick answers.
Couple of comments:
In terms of objects (for building) - is it always walls, floors, etc? Are there other objects? Furniture or whatever?
In regards to you not wanting to go down the "'object chucking' route, may I ask why this is? I would highly recommend letting the player use objects to destroy their buildings, as I can imagine that explosives alone would eventually get tiresome. Planes, I can understand, but I don't see the harm in other things (especially in a fictional game).
Thanks again!
[QUOTE=BlueSaint;15985832]NOPE.
I played it, no stress physics dipshit.
This game has stress physics.[/QUOTE]
You're a fucking idiot if you think RFG has no stress physics.
I have one question.
Your game called 'vertigo' featuring a powered climber ragdoll and awesome ropes and stuff.
Any chance of a demo or something of that?
Because it looks absolutely mind-blowingly fun. Everything about it looks awesome especially when he loses grip and falls and swings on the rope.
[QUOTE=WildebeestGames;15985919]"For some reason sometimes the ball goes through the wall."
Yeah, the physics setup was designed with explosions in mind - not hurling big rocks at stuff, so the spheres will sometimes pass through the walls due to their velocity and the timesteps involved. I never intended to have them in, but if everyone likes them I might have to work on it a bit.
"Approximately how much will the full version cost?"
No idea - I have kids to feed, but they are hardly starving, so I dunno, I would expect around £3 - £5 certainly no more.
"Will there be a demo, including the editor? (With reduced capabilities perhaps)"
Yes for sure, I want people to know how much fun it is to destroy someone elses building. I just need to make sure it is easy enough to use.
"How advanced is the editor? How many more parts other than the ones shown in the compatibility demo are there?"
Its pretty complex at the minute, it needs to be easier to use. There is no limit to the number of wall entities you can have. At the minute I'm thinking of having several standard libraries (i.e. stone, brick, metal, etc) with the ability to have bespoke ones for special buildings. Perhaps have extra libraries as DLC.
"Will we be able to use other ways to destroy our creations? Objects for example?"
I have messed with earthquakes and tornadoes. So much fun it's untrue.
I know if I create a game where you destroy buildings there will people who want to chuck all sorts at them in the name of entertainment (like aircraft for instance) - and I really, really, really do not want to go down that path for obvious reasons.
"Will there be a campaign/mission mode?"
Yes, certainly. Missions are already in - i.e. destroy this building with so much cash (explosives cost money - more depending on their power) or destroy this building but leave these adjacent structures safe for example.
Cheers for taking an interest.
Mark[/QUOTE]
awesome
cant wait for full version
Also, Mark, what will the multiplayer be about?
[QUOTE=BlueSaint;15985832]NOPE.
I played it, no stress physics dipshit.
This game has stress physics.[/QUOTE]
:ughh:
yes, it does
Can you guys add factory type buildings or parts like smoke stacks?
I made a short video bout' the game. Enjoy.
[media]http://www.youtube.com/watch?v=WPXooZKFRuQ[/media]
wow it looks even cooler in reverse
[img]http://mrhappy15.mathieuhochleutner.com/Assets/FPKABOOM.png[/img] This is fun.
A game that isn't fully released and there are already skins.
[QUOTE=Xera;15986482]:ughh:
yes, it does[/QUOTE]
Yes and no, it does take stress in mind, but it doesn't seem to be as dynamic and as realtime as this, more like it just updates now and again as you'll get some delayed reactions.
Although sometimes you even get gravity defying structures:
[img]http://files.getdropbox.com/u/99783/Pictures/Other/RFG%20Impossible%20Structure.jpg[/img]
That was free standing, not a delay.
[editline]12:29AM[/editline]
Also if anyone is interested in recording a video of Kaboom and won't mind if it's muted, use Fraps, set the framerate to 48 and tick the "No Sync" box, then you may aswell untick record audio as that won't be anywhere near synced (just add some music or whatever).
When you're done, you should have a consistent 48fps video that doesn't look like the half speed 24fps that the game is capped at.
Example:
[url]http://files.getdropbox.com/u/99783/Video/Kaboom%20Render%20Test.wmv[/url]
Plus if you get any framerate drops while recording, the video will still be smooth (because it runs at a fixed time step so frames are just delayed rather than missed out, or at least that's what it looks like but I'm not fully certain).
I just recorded kaboom with fraps with sound on and the sound is no off at all and no frames skipped.
[QUOTE=anothermartz;15987507]
Plus if you get any framerate drops while recording, the video will still be smooth (because it runs at a fixed time step so frames are just delayed rather than missed out, or at least that's what it looks like but I'm not fully certain).[/QUOTE]
Yeh you're right, the dev said on the other page the framerate is fixed with the physics.
[QUOTE=Case-Sensitive;15987395]A game that isn't fully released and there are already skins.[/QUOTE]
Cortex command have skins too, and it's not finished. Really, it's not that rare.
Uploading a video, will post when it's done.
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