Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

1075755 Posts in 44140 Topics- by 36110 Members - Latest Member: kilsnus

December 28, 2014, 11:33:46 PM
  Show Posts
Pages: 1 ... 14 15 [16] 17 18 ... 29
301  Developer / Creative / Re: So what are you working on? on: June 14, 2013, 12:21:45 PM
302  Feedback / DevLogs / Re: Human Passage (First alpha up!) on: June 13, 2013, 04:43:44 PM
You could have a plot like that, but then switch it. So you're cleaning up the town or whatever, then half-way a meteor demolishes the town and you meet some aliens riding on that meteor, and then they give you some quest.

Plot twist's plot twist: The alien is from Moonman.

Or maybe some islanders could be stranded in your town and they ask you to help build their boat and invite you to come live with them?
303  Feedback / DevLogs / Re: Human Passage (First alpha up!) on: June 13, 2013, 04:13:38 PM
Story sounds alright until it's just "restore the beauty of the town. the end"...

Rather cliche.  Shrug

I do need to work on it I suppose, but not yet; still gotta get some more of the game's mechanics in place! Then a story will come to mind I hope.
304  Feedback / DevLogs / Re: Human Passage (First alpha up!) on: June 13, 2013, 04:04:25 PM
Thought of a backdrop to the entire being an animal thing...

You're a stray, found on the street. You're brought to an unfamiliar place, however this place doesn't look like the streets and wilderness you roamed. The environment's devastated; hardly any trees, no flowers, and weeds everywhere. And to top it all off, the townspeople seem to despise you; a talking animal? How different. To gain your fellow citizens' approval, you'll need to restore the beauty of the town.
305  Feedback / DevLogs / Re: moonman on: June 13, 2013, 06:56:55 AM
That looks amazing!
306  Feedback / DevLogs / Re: Animals In Mild Exigency!! - a Lemmings/Tamagotchi/puzzle game on: June 12, 2013, 10:15:57 AM
DID SOMEBODY SAY TAMAGOTCHI
307  Feedback / DevLogs / Re: DwarfCorp: Mine. Explore. Build. Survive. on: June 12, 2013, 10:14:48 AM
Congrats on top 20 (as of now)!
308  Developer / Creative / Re: So what are you working on? on: June 10, 2013, 07:55:02 PM
309  Feedback / DevLogs / Re: Human Passage (First alpha up!) on: June 08, 2013, 11:19:54 AM


So I think I might make the well a central part of the town. Maybe it could function as a lost-and-found, having a random item found in it every so often? It could also drop hints as to of how your town is looking and which villager might be moving and whatnot.
310  Feedback / DevLogs / Re: Human Passage (First alpha up!) on: June 07, 2013, 07:18:28 AM
Yeah, I have 99,999 for default until I add prices.

I tend to get a LOT of FPS in stores and houses, only because there's not too many things being drawn. It drops to 200 outside though.
311  Feedback / DevLogs / Re: Human Passage (First alpha up!) on: June 05, 2013, 02:27:32 PM


New buying GUI! Also, flowers.
312  Feedback / DevLogs / Re: Human Passage (First alpha up!) on: June 02, 2013, 04:02:33 PM
Ok, well I found a pretty neat LWJGL-based library[/ur]. Do I dare switch?

It has sprite batching, shader support, bitmap font support, texture loading, texture blending... loads of good stuff that I would never take the time to implement myself.
313  Feedback / DevLogs / Re: Human Passage (First alpha up!) on: June 02, 2013, 09:57:44 AM
@SuperDisk

But music's not implemented yet, so hm...

ANYWAYS...

Should I make the town wrap around? For example, you reach the edge of the map, but then you're on the other side of the town.
314  Feedback / DevLogs / Re: DwarfCorp: Mine. Explore. Build. Survive. on: June 02, 2013, 09:53:15 AM
wow u copyed minecraft :/// notch is gunna here about tihs!!!1 1!!
315  Feedback / DevLogs / Re: Human Passage (First alpha up!) on: June 01, 2013, 06:20:36 AM
Weird, I tried to upload this to IndieDB. Although I agree that I didn't add enough screenshots, they said it violated the Terms of Use as well as another's intellectual property and that it's already uploaded. Undecided
316  Feedback / DevLogs / Re: Human Passage (First alpha up!) on: May 30, 2013, 04:57:18 PM
@Impmaster

Might just be that I didn't call the right file path separators - put it in the issue tracker please!
317  Feedback / DevLogs / Re: Human Passage (First alpha up!) on: May 30, 2013, 04:25:27 PM
@ericmbernier

Yeah, you crashed trying to enter a store. Fixed that bug and after I get lighting implemented, a new build will be released. Thanks for the feedback!
318  Developer / Technical / Re: OpenGL - Overlaying images on: May 30, 2013, 03:12:45 PM
Do you mean everything behind the shadow/the ground and whatnot?
319  Developer / Technical / Re: OpenGL - Overlaying images on: May 30, 2013, 12:20:59 PM
Code:
GL11.glEnable(GL11.GL_ALPHA_TEST);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glBegin(GL11.GL_QUADS);
GL11.glColor4f(0f, 0f, 0f, .5f);
GL11.glVertex2f(0, 0);
GL11.glVertex2f(Game.WIDTH, 0);
GL11.glVertex2f(Game.WIDTH, Game.HEIGHT);
GL11.glVertex2f(0, Game.HEIGHT);
GL11.glEnd();
GL11.glColor4f(1f, 1f, 1f, 1f);
Texture tex = Art.get("light.png");
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_DST_COLOR, GL11.GL_ZERO);
for(int l = 0; l < lights.size(); l++){
LightSource light = lights.get(l);
int x = (int)light.x;
int y = (int)light.y;
setScale(light.radius / 64f, light.radius / 64f);
x -= xOffset;
y -= yOffset;
GL11.glPushMatrix();
tex.bind();
GL11.glTranslatef(x, y, 0);
GL11.glTranslatef(tex.getImageWidth() / 2, tex.getImageHeight() / 2, 0);
GL11.glScalef(xScale, yScale, 1);
// GL11.glRotatef(rot, 0, 0, 1);
GL11.glTranslatef(-tex.getImageWidth() / 2, -tex.getImageHeight() / 2, 0);
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2f(0f, 0f);
GL11.glVertex2f(0, 0);
GL11.glTexCoord2f(tex.getWidth(), 0f);
GL11.glVertex2f(tex.getImageWidth(), 0);
GL11.glTexCoord2f(tex.getWidth(), tex.getHeight());
GL11.glVertex2f(tex.getImageWidth(), tex.getImageHeight());
GL11.glTexCoord2f(0f, tex.getHeight());
GL11.glVertex2f(0, tex.getImageHeight());
GL11.glEnd();
GL11.glPopMatrix();
setScale(1, 1);
}
GL11.glDisable(GL11.GL_BLEND);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_ALPHA_TEST);



(The guy is purposely not affected by light for now)

What the hell am I doing wrong? Undecided
320  Developer / Technical / Re: OpenGL - Overlaying images on: May 29, 2013, 06:35:19 PM
Is the black pre-set by the stencil buffer though? When I remove my black quad rendering code, the black remains.

Also, I don't require antialiasing - that's how it should look.
Pages: 1 ... 14 15 [16] 17 18 ... 29
Theme orange-lt created by panic