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kcbanner
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« Reply #2200 on: January 29, 2014, 06:55:42 AM » |
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Thanks for posting about your entity component system! I've just finished a similar refactor in my engine where I built a similar system, and am delighted to see that our systems are very similar. I was mostly inspired by the Dungeon Siege entity system, which I found described on an old wiki which is now down (but I have the pages saved if you'd like), as well as Scott Bilas' talks: http://scottbilas.com/games/dungeon-siege/. Thanks for sharing and keep up the awesome work!
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Thecoolestnerdguy
Level 2
 
while(!succeed) try();
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« Reply #2202 on: January 29, 2014, 10:13:56 AM » |
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Too much code talk, post more gifs!  Too much C++ code talk  ! Port Moonman to Javascript, and then we can talk!
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 minecraft didnt copyright squares
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eigenbom
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« Reply #2203 on: January 29, 2014, 07:45:55 PM » |
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@oodavid thx mate  @kcbanner Yeh that's a great article, and was also my inspiration when I wrote the first bit of MM code over 2 years ago. Update: The refactor is done. I've got to tidy up a few things, but thanks for bearing with me with all these technical posts! Here's an image to appease you: 
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« Last Edit: January 29, 2014, 09:20:50 PM by eigenbom »
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Bandreus
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« Reply #2204 on: January 30, 2014, 12:01:26 AM » |
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Too much code talk, post more gifs!  can't we just have more of both? 
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Zaphos
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« Reply #2205 on: January 30, 2014, 12:23:54 AM » |
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Update: The refactor is done. I've got to tidy up a few things, but thanks for bearing with me with all these technical posts! Here's an image to appease you:  Hooray! Also what are those particles? Is that guy just super smelly? They look like smelly particles.
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rundown
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« Reply #2206 on: January 30, 2014, 08:43:22 AM » |
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Update: The refactor is done. I've got to tidy up a few things, but thanks for bearing with me with all these technical posts! Here's an image to appease you:  Hooray! Also what are those particles? Is that guy just super smelly? They look like smelly particles. MoonmanFarts!
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eigenbom
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« Reply #2207 on: January 30, 2014, 05:38:12 PM » |
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More stuffing around! 
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eigenbom
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« Reply #2208 on: January 30, 2014, 07:16:02 PM » |
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DarkWanderer
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« Reply #2209 on: January 30, 2014, 07:20:31 PM » |
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 Wow. These aesthetics have come a long way. I'm in    When & where can you take my money? Wait, procedural generation, exploration, resource gathering & crafting? Crap  This should have been on my radar long ago
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Lemoncreme
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« Reply #2210 on: January 30, 2014, 07:24:57 PM » |
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Those flame particles are amazing! 
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eigenbom
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« Reply #2211 on: January 30, 2014, 09:40:48 PM » |
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Hey thanks dudes. I kind of got distracted today working on these particles, but I figured a style out which kind of matches the game, so that's good. Here's another test.. 
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wearepinata
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« Reply #2212 on: January 30, 2014, 11:15:16 PM » |
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Nice work! If there's one thing you can never have enough of, it's particle effect
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jO
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« Reply #2213 on: January 31, 2014, 01:08:20 AM » |
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Oh my, that is the best kind of distraction I have seen so far! Those particles look really amazing 
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Belimoth
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« Reply #2214 on: January 31, 2014, 01:24:20 AM » |
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Give me your particle code and no one gets hurt.
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Conker534
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« Reply #2215 on: January 31, 2014, 10:17:08 PM » |
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Why do I not check this thread more. Everything is fantastic!
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makerimages
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« Reply #2216 on: February 01, 2014, 02:16:13 AM » |
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Wow, that is absolutely astonishing. On the techincal side, you should be making tutorials on how to implement stuffs like this! Especially, for the external loading parts :D Edit: moonmans cursors.png file serving its purpouse to help me quick-test my OpenFL setup 
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« Last Edit: February 01, 2014, 06:01:34 AM by makerimages »
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Makerimages-Its in the pixel
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eigenbom
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« Reply #2217 on: February 02, 2014, 03:52:54 PM » |
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Cheers all. Makerimages - oh I was briefly looking at openfl the other day. I've always been a fan of haxe, and want to make another game with it one day. Anyway, I'm happy to write a little bit about the technicals of Moonman if you have a specific question.. 
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Noogai03
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« Reply #2218 on: February 03, 2014, 01:05:06 PM » |
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DAT PARTICLE EFFECT the only way it could be better was if the particles didn't randomly disappear at the edges
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So long and thanks for all the pi
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eigenbom
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« Reply #2219 on: February 03, 2014, 08:33:35 PM » |
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Update: Did a bit more work on the particles. I also recoded the old fire system to use them, as you can see in the gif below. Some future things to add would be smoke and ember particles. 
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