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302
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Feedback / DevLogs / Re: Human Passage (First alpha up!)
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on: June 13, 2013, 04:43:44 PM
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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?
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303
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Feedback / DevLogs / Re: Human Passage (First alpha up!)
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on: June 13, 2013, 04:13:38 PM
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Story sounds alright until it's just "restore the beauty of the town. the end"... Rather cliche.  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.
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304
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Feedback / DevLogs / Re: Human Passage (First alpha up!)
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on: June 13, 2013, 04:04:25 PM
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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.
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309
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Feedback / DevLogs / Re: Human Passage (First alpha up!)
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on: June 08, 2013, 11:19:54 AM
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 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.
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310
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Feedback / DevLogs / Re: Human Passage (First alpha up!)
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on: June 07, 2013, 07:18:28 AM
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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.
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313
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Feedback / DevLogs / Re: Human Passage (First alpha up!)
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on: June 02, 2013, 09:57:44 AM
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@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.
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315
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Feedback / DevLogs / Re: Human Passage (First alpha up!)
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on: June 01, 2013, 06:20:36 AM
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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. 
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317
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Feedback / DevLogs / Re: Human Passage (First alpha up!)
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on: May 30, 2013, 04:25:27 PM
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@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!
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319
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Developer / Technical / Re: OpenGL - Overlaying images
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on: May 30, 2013, 12:20:59 PM
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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? 
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320
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Developer / Technical / Re: OpenGL - Overlaying images
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on: May 29, 2013, 06:35:19 PM
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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.
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