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

March 13, 2024, 05:40:14 PM

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21  Community / Procedural Generation / Re: Triagulon on: May 22, 2008, 09:50:55 PM
Got sound working! Composing some music with Reaper and some VST plugins now.

The maze algorithm I made was creating sealed-off areas. I have fixed that. There are still multiple paths between points, but this is intentional.

Most importantly, I finally got wall collisions working correctly. (Having all the walls intersect at multiples of 60 degrees really throws a wrench into the works!)

Oh, and now there's Vector Text! (Here's a test.)
22  Community / Procedural Generation / Re: Triagulon on: May 16, 2008, 12:42:32 PM
this looks very interesting - what engine/program are you using to make this?

I'm using Visual C++ with DirectX 9 libraries.
23  Community / Procedural Generation / Re: Triagulon on: May 16, 2008, 12:23:08 PM
DOH   Smiley   somehow reminds me of Arkonoid,. . looks great really,. the coloured sky adds some niceness as well, although I would tint the giant floating head a bit more baby blue to go with the nice rusty hues,. will he spew scarry objects at the player like that mock-up ?!?  I hope so.

Actually, the sky is still black, it just looks colored because the camera is inside a translucent pyramid. I might still give the sky a color, though. Originally, I was going to make everything in the game shaded black with white wire-frames. I quickly realized this wasn't going to cut it (distinguishing objects was too difficult). Though I've set colors for everything else, I've stuck with black for the background so far because it reminds me of old arcade games.

Good suggestion about the color of the head. Smiley

24  Community / Procedural Generation / Re: Triagulon on: May 16, 2008, 05:01:16 AM
Behold, Iconicus!





Starting to get a better idea of where the game is going. Still quite a bit of work ahead of me. Quite a bit behind me too. Would you believe I entered all the vertex and index data for the head by hand? I really need to learn Blender sometime.
25  Community / Procedural Generation / Re: The Last Colonists (shmup/music game) on: May 15, 2008, 08:56:07 PM
I played the demo for a few minutes. I haven't played too many music-based games either, but I really like how each enemy adds its own part to the music.

I feel like the ship should have some inertia, but that may be from playing Asteroids too much. Smiley
26  Community / Procedural Generation / Re: Triagulon on: May 10, 2008, 12:09:18 PM
Yes, I'd say a low-poly, levitating head is pretty much a must. Also, pterodactyls.

The game still has a lot of basic work to be done (wall collisions, for example), but I think I can get a reasonably complete game done before the deadline.

I actually started a game for the previous competition that would have been called "The Six Million Dollar Octopus in the Bayou", but it never got very far at all. Did teach me a few things about DirectX, though. And there's a few pieces of code I made for the tentacles that could come handy for creature animation in this game.
27  Community / Procedural Generation / Triagulon [demo 3: Ptime for Pterodactyls] on: May 10, 2008, 03:14:17 AM
Updated!

Here's the latest demo:
http://www.radiopoultry.com/projects/triagulon/TriagulonDemo.0.31.zip



Originial post:



Not exactly sure where I'm going with this project, but I'm having fun making it. Features a randomly generated maze and fractal landscape.

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