Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411372 Posts in 69353 Topics- by 58405 Members - Latest Member: mazda911

April 13, 2024, 04:24:35 PM

Need hosting? Check out Digital Ocean
(more details in this thread)
  Show Posts
Pages: 1 ... 15 16 [17] 18 19 ... 25
321  Community / Cockpit Competition / Re: Morrison's Edge on: March 01, 2009, 02:11:34 AM

"GROCERY IS A SMALL PIECE OF FOOD THAT SLOWLY TAKES OVER A STOMACH!"

"YOU AND YOUR WALLET, HOW MANY GROCERIES HAVE THEY BOUGHT?"

"I don't know what a groceries is. Is a groceries worth many money? I can see a groceries, but where is it really? And by what is it made of?"
=))

I want it. For Xmas!

322  Community / Cockpit Competition / Re: Tragedius [OSX tech demo] on: February 28, 2009, 02:14:26 PM
we've gots Windows version!

I really like how it has a "2D in 3D" feel. The movement feels great, too.  Gentleman
thanks.=) I think the movement will change a lot, I might bring back gravity which I eliminated while debugging the collision detection, and I'll try to tweak the banking.

323  Community / Cockpit Competition / Re: Tragedius [OSX tech demo] on: February 28, 2009, 01:17:57 PM
thanks for checking. Beer!

what do you mean? make banking "accelerating"? limiting the amount of it (stop at +/- 30 degrees or so)? making the reset faster? something else?

(btw it's been an effect that's solely visual, and been on and off the game, might end up off it, or I might include an option to turn it off/on.)
324  Community / Cockpit Competition / Re: Morrison's Edge on: February 28, 2009, 01:01:29 PM
Mondo Grocery?
Hand Shake Left :D Hand Shake Right

325  Community / Cockpit Competition / Re: Tragedius [OSX tech demo] on: February 28, 2009, 12:57:24 PM
osx demo crashes on my macbook

28/02/2009 20:39:24 [0x0-0x145145].com.yourcompany.Chariot[41748] dyld: Library not loaded: @executable_path/../Frameworks/SDL_image.framework/Versions/A/SDL_image
28/02/2009 20:39:24 [0x0-0x145145].com.yourcompany.Chariot[41748]   Referenced from: /Users/increpare/Downloads/TragediusDemo01_OSX/Tragedius.app/Contents/MacOS/Tragedius
28/02/2009 20:39:24 [0x0-0x145145].com.yourcompany.Chariot[41748]   Reason: image not found
28/02/2009 20:39:25 com.apple.launchd[74] ([0x0-0x145145].com.yourcompany.Chariot[41748]) Exited abnormally: Trace/BPT trap

thanks for that Stephen, fixed it now, new link is in the threadhead. (mehopes)

326  Community / Cockpit Competition / Re: Tragedius on: February 28, 2009, 08:47:27 AM
You tell me if you need someone to try it out :D

I do actually, thanks for offering to help. Beer! I just have to get it together first and that means documentation too.

Okay, I've got working collision detection (again) plus fixed a bug in view rendering that resulted in objects being visually well below you whilst still colliding with them. I'll just build the demo  for windows and post it.

327  Community / Cockpit Competition / Re: Chariot on: February 28, 2009, 05:03:10 AM
nope.

cool. sorry.=) it's just a 2D framework (and by an amateur)... (then again, Microsoft had just came out with Direct 2D, so who knows (he seems to - but I'm very off topic (and need to close a couple of parentheses (too)))). I'll release XR someday, but recently it's been just changing way too much.

On the bright side, there was a name update and some relevantness dumped into the threadhead.
328  Community / Cockpit Competition / Re: Chariot on: February 27, 2009, 10:47:07 AM
i want xrhodes now. so bad.
irony?
329  Community / Cockpit Competition / Re: Chariot on: February 27, 2009, 06:53:18 AM
trying out new heightmaps + a bit of no cockpit again:


I've completed the collision detection the rendering (we've got a map too) so it shouldn't be long before I post something triable if not playable.

Having said that, I've encountered something in the design that I'm very unhappy about, and that's to do with the pseudo-3Dness of the walls. Lips Sealed I'll find out something.
330  Community / Cockpit Competition / Re: Chariot on: February 25, 2009, 09:36:01 AM
I thought I should give a  more informative answer about how the game is going to be now that I've got ot a clue:

- it'll be in the spirit of oldschool shooters, the above mentioned Space Harrier, Katakis, Axelay, Panzer Dragoon and so on.
- the name is SO changing.
- thoughts about enemies (they'll most probably come in two or more different flavors (difficulty)):
  • trees - their purpose is rather cosmetical than anything else, but they're of course destructible, and destructible is good
  • turrets - what it says on the box
  • sentinels - robots floating above the landscape and shooting at the player
  • troopers - jumping out from behind walls, the higher level versions aim better
  • gatekeepers - follow your movement along X and Y axes; higher level versions are faster and shooting
  • assassins - ships that attack from behind, move along the Z axis, and keep shooting at you (they'll make a noise characteristic to them on a appearrance, at least the lower level versions)
- bosses
- power-ups are for weapon power (srsly), maneuvering speed, jump jet capacity, partial invulnerability, shield regeneration. subject to change, might throw in different weapon types
- playability: progress saved with each level, but not within level.
- replayability: multiple endings based on player performance (taking out certain enemies - somewhat parallel to the info cubes of Tyrian)
- will include terrain editor
- it'll be for windows and mac.

back to coding now.

331  Community / Cockpit Competition / Re: Chariot on: February 24, 2009, 04:09:32 AM
quite a bit of a difference:


Looks really nice! I like the idea of moving quickly and jumping through this landscape. How will that work?

I'm thinking of something Space Harrier-esque mech-ish action. There's a few things I haven't decided (whether the columns will be solid blocks or papier-mache-like as they look). The pace of the game is still to be set. I'm doing the worst possible thing, writing it rather generic (actually I'd like to use the engine in another game, which will be a platformer=) ).

332  Community / Cockpit Competition / Re: Landfall on: February 24, 2009, 02:36:04 AM
Hand Fork LeftWTF Hand Thumbs Up Right

awesomeness on mech legs.
333  Community / Cockpit Competition / Re: TankTank Rocket Fire on: February 24, 2009, 02:26:19 AM
it's delicious.

TANKTANKROCKETFIRE is the new COWABUNGA.
334  Community / Cockpit Competition / Re: Chariot on: February 24, 2009, 02:23:11 AM
thanks guys, hope this one looks even better (the cockpit is subject to change):




other than that the geometrics and graphics are pretty much settled, next up is the collision detection.


335  Community / Cockpit Competition / Re: Chariot on: February 21, 2009, 06:05:29 PM
bit more detail methinks. what I don't want to change is the chunkiness, but the terrain will get some sort of texture. I have more than one concept
- one is a (technically) 1D texture that fades with height .. e.g. blue - green - brown - grey - white (god, I used all my verbality for today), or whatever terrains I have in mind.
- tile texture(s) for the individual chunks (buildings / crates) -- this one will be more work, CPU-wise too.
- a "carpet" texture can be something

I guess it'll still feel plenty retro.=)



336  Community / Cockpit Competition / Re: Chariot on: February 21, 2009, 05:23:32 PM
Nice style, so far!

cheers man, I hope I can get it better: the backdrop is just hastily ripped from Rectangle Rodeo, and for the terrain, I've got something nicer in mind.

the level was randomly generated at this point whereas I want to include handcrafted ones (+ editor) in the final version.
337  Community / Cockpit Competition / Re: Spiral on: February 21, 2009, 05:20:24 PM
oh man, I'm still in the pondering phase how to implement portals (visual-vise). good job I won't use any in my entry. (oh man, now I'm in the rambling phase.)

Crystal Pixels is a very sexy thing. Good luck with your project!
338  Community / Cockpit Competition / Re: Flagella of Fury on: February 21, 2009, 05:15:57 PM
cockpit, oooh, I get it!

love the traditional TMST style.
339  Community / Cockpit Competition / Re: She loves me, she loves me not on: February 21, 2009, 05:08:21 PM
The game is all about collecting information on what kind of boys does the girl like.
Then act according to that, and gain her respect.
In a way this is a detective game.
I assure you, the nose is not useless according to my plans.

the dawn of smelly games is at hand. Hand Fork Left Beer! Hand Knife Right

no, it's a lovely idea and I can't wait to see what are you turning it into.
340  Community / Cockpit Competition / Tragedius [FINISHED - final (post-compo) version is out] on: February 21, 2009, 05:03:54 PM

Tragedius CCE v0.93a (post-compo) downloads:
Mac OS X (8.91 MB) | Windows (7.85 MB)

Tragedius CCE v0.92a downloads:
Mac OS X (8.81 MB) | Windows (7.83 MB)




Structurally it can be considered complete. Artwork and levels will still be added and the bughunt is on.

Just More than a placeholder, now. There'll be a lot of some cockpit in this one, also speeding, jumping, collecting stuff, shooting at stuff, and much more.

- it's a rail shooter in the spirit of ye oldschoole, like Space Harrier, Katakis, Axelay, Panzer Dragoon, Starfox and so on. some of them I've just dug up from the bowels of my memory.
- thoughts about enemies (they'll most probably come in two or more different flavors (difficulty)):
  • trees - their purpose is rather cosmetical than anything else, but they're of course destructible, and destructible is good
  • sentinels - robots floating above the landscape and shooting at the player
  • assassins - jumping out from behind walls, the higher level versions aim better
  • gatekeepers - follow your movement along X and Y axes; higher level versions are faster and shooting
  • interceptors - ships that attack from behind, move along the Z axis, and keep shooting at you (they'll make a noise characteristic to them on a appearrance, at least the lower level versions)
  • floaters - these slow moving fatsos try to follow you along all three axes, and they're also shooting at you.
- bosses
- power-ups are for weapon power (srsly), maneuvering speed, jump jet capacity, partial invulnerability, shield regeneration. subject to change, might throw in different weapon types
(not in the Cockpit Compo Edition)
- playability: progress saved with each level, but not within level.
- replayability: multiple endings based on player performance (taking out certain enemies - somewhat parallel to the info cubes of Tyrian)
- includes level editor
- it's for windows and mac.
Pages: 1 ... 15 16 [17] 18 19 ... 25
Theme orange-lt created by panic