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1411128 Posts in 69302 Topics- by 58376 Members - Latest Member: TitanicEnterprises

March 13, 2024, 05:40:16 PM

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21  Developer / Art / Re: show us some of your pixel work on: March 21, 2009, 01:17:50 PM
Pietepiet i love your stuff its so good!!!!
22  Player / General / Re: I made something!! on: March 21, 2009, 01:02:53 PM
I thought so. Isn't that program really expensive? Also how did you get it to do English, if it's the version I think it is?

Its not, I used the Vocaloid Luka, who is bilingual.
23  Player / General / Re: I made something!! on: March 20, 2009, 01:15:45 PM
Haha Its not me, its a program software called Vocaloid.
24  Player / Games / Re: Bob's Game on: March 20, 2009, 02:51:53 AM
what.. what happens on day 100??
25  Player / General / Re: I made something!! on: March 20, 2009, 01:24:15 AM
Ohh yeah i forgot to include it i used Luka
26  Player / General / I made something!! on: March 19, 2009, 09:51:50 PM
Its sorta really silly, but my lifes been sorta  a mess lately i made this though!
Hope everyone likes it.  I think its better if i dont say anything about it...



27  Community / DevLogs / Re: Tower of God [ENGLISH] on: February 20, 2009, 04:41:16 PM
I really like it!! is it over after you 'cannot touch living things' it seems like a dead end i tried everything..
28  Community / DevLogs / Re: Fez on: January 30, 2009, 01:08:05 PM
Its truuuuueeeeee!  I'm really excited to be on board!!!
29  Developer / Technical / Re: Post your main function on: January 19, 2009, 05:44:51 PM
Its not really as bad as it looks... im sort of in the process of reorganizing everything but I'm lazy because it works and im still implementing stuff...
30  Developer / Technical / Re: Post your main function on: January 19, 2009, 05:42:01 PM
Code:
int main(int argc, char **argv)
{
 

   //lua_State *myLuaState = lua_open();

  // Connect LuaBind to this lua state
//luabind::open(myLuaState);

// scr.mylua=myLuaState;




bool fullscreen=false;
const SDL_VideoInfo *video = SDL_GetVideoInfo();

SDL_EnableUNICODE(true);
InitGraphics();
InitSound();
ss.loadSound("sfx/clouds2.wav");
ss.loadSound("sfx/clouds3.wav");
ss.loadSound("sfx/clouds.wav");
ss.loadSound("sfx/bird.wav");
ss.loadSound("sfx/water1.wav");
ss.loadSound("sfx/water2.wav");
ss.loadSound("sfx/launch.wav");
ss.loadSound("sfx/air.wav");
ss.loadSound("sfx/air2.wav");
ss.loadSound("sfx/door.wav");
ss.loadSound("sfx/choice.wav");
ss.loadSound("sfx/switch.wav");
ss.loadSound("sfx/wallcrash.wav");
ss.loadSound("sfx/dash.wav");
ss.loadSound("sfx/big_slice.wav");
ss.loadSound("sfx/big_drop.wav");
ss.loadSound("sfx/monster_part_floor.wav");
ss.loadSound("sfx/monster_die.wav");
ss.loadSound("sfx/fall_soft.wav");
ss.loadSound("sfx/fall.wav");
ss.loadSound("sfx/grab.wav");
ss.loadSound("sfx/step.wav");
ss.loadSound("sfx/hurt.wav");
ss.loadSound("sfx/contact_top.wav");
ss.loadSound("sfx/monster_hurt.wav");
ss.loadSound("sfx/step_small.wav");
ss.loadSound("sfx/knife_swipe.wav");
ss.loadSound("sfx/text.wav");
ss.loadSound("sfx/text_next.wav");
ss.loadSound("sfx/step_2.wav");
ss.loadSound("sfx/swoosh.wav");
//scr.load("map/game.txt");


scr.addFileToQueue("map/game.txt");

PP = new particles(tl.returnTexture("gfx/particles.bmp"));
PP->SCR=&scr;

P= new player();
P2= new player_elle(&scr);
//P->init(15,15,tl.returnTexture("gfx/char_v2.bmp"));
P->Map=&cmap;
P->c=&col;
P->pp = PP;
P->sl= &sl;
scr.C=C;
scr.tr=&ts;
scr.pmap=&pmap;
scr.cmap=&cmap;
scr.ml1=&ml1;
scr.G=&G;
scr.ml2=&ml2;
scr.gfont=&gfont;
scr.msgb=&msgb;
scr.sl=&sl;
scr.P=P;
scr.PP=PP;
scr.ss=&ss;
//scr.GLO=&GLO;
scr.W=&W;
scr.npcs=&npcs;
scr.tl=&tl;
scr.in=&In;


//luabind::module(scr.mylua) [
//luabind::def("addNPC", playSong)
//];

sl.set(0,"0,1,2,3,4,5,6,7");
ts.init(tl.returnTexture("gfx/transition.bmp"));
pxtone_Ready(GetSDLWindow(), 2, 22050, 16, 0.1f, TRUE, NULL);


//NPCtype Np = NPC_WINTER;

npcs.C=C;

npcs.MAP = &cmap;
npcs.SCR=&scr;
npcs.PP=PP;


msgb.init(&gfont, scr.gfont2, tl.returnTexture("gfx/window-tileset.bmp"), tl.returnTexture("gfx/portrait.bmp"));
msgb.scr=&scr;
//msgb.updatePos(48, 159,14,4);
msgb.updatePos(48, 159,14,4);
W.scr= &scr;
npcs.PLAYER=P;
P->npcs=&npcs;
Uint32 ticks=SDL_GetTicks();
Uint32 ticks2;

In.SCR=&scr;
In.init(10,2,26,26);
//////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////


CAM= new camera(SCREEN_W/SCALE/2,SCREEN_H/SCALE/2,SCREEN_W/SCALE,SCREEN_H/SCALE);
CAM->M=P->m;
CAM->MA=&ml1;
CAM->followx=true;
CAM->followy=true;
CAM->SCR=&scr;
npcs.CAM=CAM;
scr.CAM=CAM;
scr.console=false;

///////////////////////////////VARIABLE INITIALIZE//////////////
SDL_Event event;
float count=0;
int go=0;
int dirX=0;
bool jumping=false;
float jumpVel=0;
float slow=0;
bool holding=false;
bool cutsceneEnd=false;
////////////////////////////////////////////////////
/////////////////////////////////////////EVENT LOOP
//scr.addFileToQueue("scripts\\scr.txt");
while (go==0){


while (SDL_PollEvent(&event))
{
go = G.ping_event(event);
//MAP->updatePos(x,y);
}

if(SDL_GetTicks()>ticks+22.0f){
ticks=SDL_GetTicks();


if(!scr.console){
scr.think();
}
//scr.hasControl=true;
P->resetKeys();
//P->rightP=true;

if(ts.done()){
if(G.ping_key(KEY_A)){

}
if(G.ping_key(KEY_Z)){

/*luaL_dofile(
myLuaState,
"data/luascr/test.txt"
  );*/
//P->npcWalkToX(75,0);
}
if(G.ping_key(KEY_X)){
//npcs.moveNpcToX("WINTER2",P->m->x, 1);
//////////createNPC(x,y,ID,script,SCRIPT_TYPE,NPC_TYPE,bitmap)

//P->jump(20);
//scr.addToQueue("createNPC("+its(int(floor((floor(P->m->x/TILE_SIZE))*TILE_SIZE+16)))+","+its(int(floor((floor(P->m->y/TILE_SIZE))*TILE_SIZE)))+",NPC1,null,SCRIPT_NULL,NPC_DORAN,\"gfx/platform_hero.bmp\");");
//ts.blackout();
//CAM->rumble(2,15);
//PP->addparticles(P_ITEM_SPARKLE,1,-25,-25,25,-4,P->m->leftCx()+P->m->cRectW/2,P->m->y-6);
//PP->addparticles(P_ITEM_SPARKLE,4,-5,-5,5,5,P->m->leftCx()+P->m->cRectW/2,P->m->y-6);
//PP->addparticles(P_ITEM_STAR,2,-5,-15,10,10,P->m->leftCx()+P->m->cRectW/2,P->m->y-6);
//scr.addToQueue("addParticle(P_CLOUD_MD,257,165,-5,5,-5,5);");
}

bool sp=false, shp=false;
if(G.ping_key(KEY_SHIFT)){
if(scr.waiting && msgb.done() && cutsceneEnd==false){
scr.waiting=false;
if(scr.caseactive){
scr.ss->playSound("choice.wav");
}else{
scr.ss->playSound("text_next.wav");
}
cutsceneEnd=true;
}
if(scr.hasControl && cutsceneEnd==false){
P->shiftP=true;

P2->shiftP=true;
}
sp=true;
}
if(G.ping_key(KEY_S)){
if(scr.waiting && msgb.done() && cutsceneEnd==false){
scr.waiting=false;
scr.ss->playSound("text_next.wav");
cutsceneEnd=true;
}
if(scr.hasControl && cutsceneEnd==false){
P->sP=true;
P2->sP=true;
}
shp=true;

}
if(scr.waiting){
cutsceneEnd=true;
}
if(!sp && !shp){
cutsceneEnd=false;
}

if(G.ping_key(KEY_TILDE)){

G.clear_buffer();
scr.console= scr.console==true?false:true;
}
if(G.ping_key(KEY_ENTER)){
if(scr.console){
scr.addToFrontOfQueue(G.get_Text(),0);
G.clear_buffer();
}else{

}
}
if(G.ping_key(KEY_LEFT)){

if(scr.hasControl){
P->leftP=true;
P2->leftP=true;
}
}
if(G.ping_key(KEY_RIGHT)){
if(scr.hasControl){
P->rightP=true;
P2->rightP=true;
}
}
if(G.ping_key(KEY_UP)){
if(scr.hasControl){
P->upP=true;
P2->upP=true;
}
}
if(G.ping_key(KEY_DOWN)){
if(scr.hasControl){
P->downP=true;
P2->downP=true;
}
//CAM->moveToPos(-100,-100,1,100);
//CAM->move=false;

//CAM->slow=floor(CAM->x)+0.5;
//CAM->slowy=CAM->y;

}

if(G.ping_key(KEY_SPACE)){
//scr.load("map/game.txt");
//scr.saveNewMap("newmap.thm");
}
}
if(!scr.console){
ts.think();
msgb.think();//////MESSAGEBOX
In.think();
W.think();
CAM->think();//////CAMERA
if(!scr.waiting && !scr.paused){

P->think(); //////player
P2->think(); //////player
npcs.think();//////NPCS


P->m->move();//////MOVEPLAYER
PP->think();///////PARTICLES

}
}
DrawGraphics();

}
SDL_Delay(1);
}
return 0;
// Clean up
SDL_Quit();

return 0;

}

I'm... im so sorry!
31  Player / Games / Re: Bob's Game on: January 16, 2009, 03:05:36 PM
http://www.bobsgame.com/

 WTF

what the..? it's not april.. is it?
32  Player / General / Re: MY WORD TIGERS, CURLY BRACE! on: January 15, 2009, 04:57:28 PM
ive.. ive always wanted to see it now i understand i can see it both ways now though!

thank you for the description i always wondered how people saw it as a side view
33  Developer / Playtesting / Re: Spelunky! on: January 13, 2009, 09:11:58 AM
My thought was that instead of firing webs, it'd fire projectiles that, if they hit an enemy, would wrap it in a cocoon for a few seconds.  While wrapped, the enemy would be immobilized and harmless (so it'd at least be useful for maybe sneaking past badly placed man-eating plants and yeti).
i think this is a good idea!

ive been playing spelunky more recently its still very hard but it is very well made i love it!
34  Player / Games / Re: Bob's Game on: January 11, 2009, 06:47:33 PM
what... what if his publishing deal is already sealed?? and it has been all along... and this is all like an elaborate hype machine for his game?
35  Player / Games / Re: Bob's Game on: January 11, 2009, 06:27:54 PM
ha aha ahahahahahahaha wow.


i didnt.. i didnt expect that at all....?
36  Developer / Art / Re: show us some of your pixel work on: January 11, 2009, 05:48:49 PM
Doing some anims for The Ivy / Erin Robinson's game Puzzle Bots:

Climb
Pick up
Drop
Push
Use

wow these are fantastic i love it! great work!!
37  Developer / Design / Re: So what are you working on? on: January 11, 2009, 01:03:10 PM
Can you guys recommend anything better? (I'm on a Mac, BTW)

You could try using windows?
38  Developer / Art / Re: show us some of your pixel work on: January 11, 2009, 12:01:08 PM
Annabelle could be the next Paul Robertson.

i really love paul's works they are fantastic and inspiring this is so nice of you!!
39  Developer / Art / Re: show us some of your pixel work on: January 10, 2009, 07:57:11 PM
its really old, im sorry the you don't like the rotation
40  Developer / Art / Re: show us some of your pixel work on: January 10, 2009, 07:20:53 PM
mozzy i really like your sig and avatar looks great really fun looking!

those animations are from this ugly mech prototype animation thing... i made ages ago

http://www.annabellekennedy.com/mech.html
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