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Community / A Game by Its Cover / Re: [AGBIC] Elec - Educational Electronics Game
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on: July 19, 2010, 07:08:36 AM
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Got a demo version working...  Power generates an electric output, control converts an electric signal into a control signal, and node outputs its input unless a control signal is present. click to push button ctrl + click to move a component right click & drag create a wire between two components you can't currently delete components or wires, but ill get around to that soon... elec_v0.1.rar
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Community / A Game by Its Cover / [AGBIC] Elec - Educational Electronics Game [v0.4]
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on: July 14, 2010, 07:52:01 AM
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Elec - Educational Electronics Game
Description
A pseudo/simplified electronics simulator, allowing you to build logic circuits out of transistor like components.
Inspired by

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Downloadelec_v0.4.zipelec_v0.3.rarelec_v0.2.rar (NOTE: Crashes when you delete a component) elec_v0.1.rarHow to play Use the toolbar to drag and drop components Power generates an electric output, Control converts an electric signal into a control signal, Node outputs its input unless a control signal is present, LED lights up when powered, use control signal to turn blue, Delay delays signal for 5 stepps click to push button / select ctrl + click to move a component/ select multiple right click & drag create a wire between two components WASD pan camera R,F zoom in/out G reset zoom +- NUMPAD increase/decrease cycles N reset cycles Delete Delete selected components/wires V Toggle wire display loading & saving done automaticly on start/exit.
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Community / Cockpit Competition / Re: PhotonTrap [FINISHED]
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on: April 29, 2009, 07:20:47 AM
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Yes I was thinking that this would be a great game for multiplayer, of course I first need to learn how to write net code.
I also need to clean up parts of the code that I hastily written to be able meet the deadline, as its making it awkward to add new features.
I am also thinking of releasing the source code once its more cleaned up.
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Community / Cockpit Competition / Re: PhotonTrap [demo v0.4]
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on: March 17, 2009, 03:00:45 PM
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This latest version has a lot of new features, most notably the menu system, explosions, a spectator mode and a message system saying who killed who ect… There’s also the beginnings of the gameplay modes, if you turn lives on you will get a Last Man Standing style game, although without a check for a winner yet. I do intend to allow aiming slightly to the left and right, I just haven’t gotten around to implementing it yet. PhotonTrap_v0.5.rarIn spectator mode you can switch between freecam and player cam with the space bar.
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Community / Cockpit Competition / Re: PhotonTrap [demo v0.3]
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on: March 15, 2009, 05:16:32 PM
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Here’s the latest version, wich introduces collision detection and a respawn sequence, as well as LOD on the mines so that more of them can be displayed. The AI hasn’t yet been made to doge mines or fire weapons so they end up dying a lot. Also explosions have yet to be put in, so you currently just respawn instantly after getting destroyed. PhotonTrap_v0.4.rar
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Community / Cockpit Competition / Re: PhotonTrap [demo v0.2]
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on: March 14, 2009, 05:27:10 AM
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Thanks for that, GLIntercept proved most useful. The bug was in my model rendering code wich doesn’t occur when they are drawn in wireframe, so you will only get the problem in v0.1 when switching to 3rd person (wich is the F1 key in v0.1) I also found a problem where I was drawing a non-existent draw list, wich is present in both versions. Here’s a new version that fixes both problems, as well as the AI improvements I mentioned, and also an improved crosshair on the HUD. PhotonTrap_v0.3
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Community / Cockpit Competition / Re: PhotonTrap [demo v0.2]
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on: March 13, 2009, 08:33:40 AM
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Actually you’ve given me an idea there. I could give the AI various states such as Free roam, Tactical, Mimicry ect.. Then when each opponent is initialised it’s preferences for how much time to spend in each state is randomized, giving them a kind of individualized personality.
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Community / Cockpit Competition / Re: PhotonTrap [demo v0.2]
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on: March 13, 2009, 04:33:44 AM
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I had a problem with the brightness, though; the sphere is a little bit dark, so it's often hard to get a sense of speed Yes I thought this might be a problem, my monitor is stuck on full brightness so it looks fine to me, I will be adding an options menu with the ability to adjust the spheres brightness. I’m also aware that the cockpit is kind of hard to make out, this is why I took the screenshots in 3rd person because in still it's barely distinguishable from the trails. It is only a temporary cockpit I quickly put together and was planning on making something more detailed.
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