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879966 Posts in 33014 Topics- by 24385 Members - Latest Member: jhewitt

May 25, 2013, 11:14:12 AM
TIGSource ForumsDeveloperFeedbackDevLogsmoonman (v0.3 win+osx 01/02/13)
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Author Topic: moonman (v0.3 win+osx 01/02/13)  (Read 82273 times)
sergiocornaga
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« Reply #615 on: April 18, 2012, 06:20:19 AM »

Since this thread started, you've managed to shift my opinion of moonman from "what is all the fuss about" to "this game seems like it will be utterly amazing in terms of concept, execution and longevity". Congratulations!
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Belimoth
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« Reply #616 on: April 18, 2012, 01:43:41 PM »

You've got the swing vote! Moonman for president!
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eigenbom
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« Reply #617 on: April 18, 2012, 02:12:32 PM »

haha, awesome Tears of Joy
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happymonster
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« Reply #618 on: April 18, 2012, 02:19:00 PM »

Are some of the background tiles going to animate too?
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SpaceHero Command ... In Development
http://forums.tigsource.com/index.php?topic=23173.0
eigenbom
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« Reply #619 on: April 18, 2012, 02:31:53 PM »

The only planned animated tiles are the water blocks and machine blocks. So the bg tiles will just be static.
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happymonster
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« Reply #620 on: April 18, 2012, 02:43:51 PM »

Oh.. I was thinking you could have the lines in the trees animate slightly - it would give the whole world a bit more of a surrealistic style. But maybe that's just what I like! Smiley
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SpaceHero Command ... In Development
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eigenbom
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« Reply #621 on: April 18, 2012, 03:53:08 PM »

Yeh that could be interesting! I'm trying to simplify some areas as much as I can, which includes the blocks. But don't worry, there will be plenty of action on screen with the different creatures, machines, and water, etc. Smiley
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happymonster
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« Reply #622 on: April 28, 2012, 09:45:22 AM »

Keep on Mooning! Smiley
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SpaceHero Command ... In Development
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eigenbom
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« Reply #623 on: April 28, 2012, 03:36:47 PM »

Haha, yeh .. so an update, I'm now officially full-time self-employed. Concerned Work on mm starts tomorrow and will hopefully get 3 full days of work done on it a week for at least 3 months, or until I run out of Hand Money Right.

This week I got sidetracked with my Ludum Dare 23 game EyeQuest.
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BlueSweatshirt
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« Reply #624 on: April 28, 2012, 04:17:35 PM »

Godspeed, man!  Grin
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Franklins Ghost
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« Reply #625 on: April 28, 2012, 06:58:47 PM »

Goodluck Beer!
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happymonster
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« Reply #626 on: April 29, 2012, 12:53:29 AM »

Ohh! Good luck!!
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SpaceHero Command ... In Development
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wademcgillis
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« Reply #627 on: April 29, 2012, 05:32:53 AM »

May the force live long and be ever in your favor.






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namragog
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« Reply #628 on: April 29, 2012, 06:48:04 AM »

MOON! MOON! MOON!
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eigenbom
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« Reply #629 on: April 30, 2012, 05:21:59 PM »

Update: Working on a better world data system. The world is split up into 256x256 chunks, which are further split into 16x16 subchunks. The subchunks will be used in a number of ways:
- for compression (e.g., a 16x16 subchunk filled with air will only need 1 byte to store and send);
- for render caching (only modified subchunks will need to be re-rendered, currently working on this, see screenshot, black lines are for debugging);
- for physics collision cache (each subchunk will correspond to a set of polygons used in the collision routines. only modified subchunks will need to have their regions recomputed);
- for networking (its likely the client will request world data on a sub-chunk basis..);
- and probably more...

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