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Overkill
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« Reply #300 on: May 10, 2011, 04:41:15 PM » |
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I added a bunch of new syntax to nel (my NES assembler written in D), including if/else, while, and repeat statements. This made things a bit nicer to maintain and read. And using the tool I made, I also finished making a horizontal scroller system last night. Check it out!scroller program codetilemap helper codeIt was a pain to get the buffering to nametables down correctly, but I eventually figured it out after much hairpulling using FCEUX's nametable viewer and debug window, and several scribbles on paper. I didn't fall asleep until like 5 am last night. I might be a crazy person.
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Nix
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« Reply #301 on: May 10, 2011, 08:09:36 PM » |
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Integrating CEGUI while gritting my teeth so that my artist/designer doesn't have to memorize a million keyboard shortcuts like he did in the last iteration. He uses Dvorak, too, so none of my QWERTY based combinations make any sense for him.
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Klaim
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« Reply #302 on: May 11, 2011, 02:25:40 PM » |
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Wrestling with CMake. 
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Skomakar'n
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« Reply #303 on: May 11, 2011, 02:50:00 PM » |
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I will be fixing up the final stuff for my editor soon. I promise.
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Guard
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« Reply #304 on: May 11, 2011, 07:37:40 PM » |
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What do you guys think? 
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Programming since Sept 2009 Web Developing since 2006
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Skomakar'n
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« Reply #305 on: May 11, 2011, 09:50:41 PM » |
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What do you guys think?  The graphics are too sharp while still being flat, in my opinion, and the HUD elements look very much like placeholders. As for the programming, I obviously can't say much, but it does look kind of interesting.
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eclectocrat
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« Reply #306 on: May 11, 2011, 10:39:26 PM » |
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hehe, we're using the same art...  What do you guys think? 
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Triplefox
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« Reply #307 on: May 12, 2011, 12:55:42 AM » |
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Crossfire clone? That game is cool just for the ginormous world map that has accumulated content over the years: http://dooler.woosworld.net/cf_map/It predates most graphical MMOs too. Started back in 1992.
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Riley Adams
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« Reply #308 on: May 12, 2011, 05:27:55 AM » |
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Playing with Kinect stuff. I don't have an actual Kinect, but I'm using a simulator thing that plays back a recording through the same interface (fakenect, based on libfreenect).
I have a lot of other stuff to do over the next while, and it's the kind of thing I'd totally get sucked into, but I kinda want to buy a Kinect now... so many cool possibilities.
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Zaknafein
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« Reply #309 on: May 12, 2011, 07:16:14 AM » |
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A cutscene, again. Shit takes FOREVER. 
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Guard
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« Reply #310 on: May 12, 2011, 08:19:50 AM » |
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Thanks Skomakar'n. However, those aren't placeholders are I am probably going to use them. I am by any means a graphical artist. As for it being a HUD placeholder... the inventory -- yes. I plan on switching to the 20 inventory slots or so.
@eclectocrat Heh thanks. And weird. I saw your game. It's awesome!
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Nix
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« Reply #311 on: May 12, 2011, 08:21:53 AM » |
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I hate CEGUI
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thatshelby
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« Reply #312 on: May 12, 2011, 08:42:13 AM » |
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Melee attack for a shooter. Debating whether to make it a penis whip or the typical knife.
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agersant
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« Reply #313 on: May 12, 2011, 09:07:14 AM » |
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Melee attack for a shooter. Debating whether to make it a penis whip or the typical knife.
How about slapping with large trouts ?
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fupersly
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« Reply #314 on: May 12, 2011, 10:18:04 AM » |
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Working on adding basic collision detection in my Asteroids multi-player game. Collision check is straight forward, just using the java.awt.Polygon contains() method for simplicity.
Really interested in getting the back and forth packet handling done correctly from an architectural point of view. I.E make it easy to understand, easy to extend/adapt for new features, make it not fragile.
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