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1411365 Posts in 69352 Topics- by 58404 Members - Latest Member: Green Matrix

April 13, 2024, 04:16:42 AM

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1  Community / DevLogs / Re: Murder Simulator on: May 15, 2011, 01:55:13 PM
Dammit I wanna play that right now! Grin
2  Community / DevLogs / Re: Elemental 2: The Dæmonic Peak on: May 15, 2011, 01:52:33 PM
So I guess if you have another character he/she'll be called senpuukyaku tatsumaki? Cheesy
3  Community / DevLogs / Re: Elemental 2: The Dæmonic Peak on: May 15, 2011, 12:47:41 AM
Hahaha!! I see what you've done with the name there.

波動拳っ!
4  Community / DevLogs / Re: Block Dude on: May 14, 2011, 12:13:57 PM
I thought this thread was called Black Dude at first.

Haha!! It's not too late to change it to this!

I hope you're not planning to drink all that mountain dew, or you will surely die/become a vegetable. Addicted
5  Community / DevLogs / Re: Murder Simulator on: May 14, 2011, 02:45:21 AM
Oh I see! I never would have thought of that.

I would have probably made some sort of editor so you could draw line segments that make up the shapes of all of the floors/walls/etc. that you could then use to calculate the surface normals from.

Your way doesn't sound like it would be much less accurate, and it would also remove the need for another editor and extra map making labour. Jimmy's suggestion of normalising the vectors does sound like a good idea if you aren't doing that already.

Thanks for soothing my curiosity!  Gentleman
6  Community / DevLogs / Re: Murder Simulator on: May 12, 2011, 11:33:21 PM
This image shows a grenade trail in test mode. The yellow and white lines indicate the angle of the surface at each bounce. There are still a couple of bugs to fix, but it's working pretty well.

How are you calculating the surface normals for the bouncing? Could you roughly explain your collision detection system? (just curiosity)

Also, this looks like if I got my hand on it, I would be playing it far too much!  Grin Speaking of getting my hands on it, do you think you'll be releasing an alpha or something soon?

7  Community / DevLogs / Re: Tropical Dungeons: 1st person procedural adventure game on: May 08, 2011, 02:52:10 AM
Oh, this seems like a fun project. I'm a sucker for the huge ambitious ones Grin.
I wish you the best!

Thanks! You know, this made us laugh though. This started as a 1 - 2 week project!! We were already in the process of making it when the idea started to grow like some kind of mutant baby.

Ultimately if an idea is a worthwhile one, I'm always happy to see multiple people creating games to fill that void.

You're right. All of our games are very different anyway. Yours looks like fun! I still think it has the best name ever!   Cheesy
8  Community / DevLogs / Re: Tropical Dungeons: 1st person procedural adventure game on: May 08, 2011, 01:48:16 AM
Right) Sorry, English isn't my native)))

It's OK, I'm multilingual myself.  Gentleman

Today was mother's day so most of the day was spend with my family eating meat!  Evil

I did do some work on the project though, but it was mainly tying loose ends, fixing bugs, adding little features, etc.

Back to full speed tomorrow!
9  Community / DevLogs / Re: Murder Simulator on: May 08, 2011, 01:42:58 AM
Oh, a freeze gun is a fun idea, we should think about that. I'll add it to the idea list.

DementedChicken-
We're using Flash, which is both a blessing and a curse. It's going to be distributed as an executable, probably open source.

Open source!? really?
Awesome!

This looks like it would be great for blowing off steam after a stressful day.
10  Community / DevLogs / Re: Tropical Dungeons: 1st person procedural adventure game on: May 07, 2011, 02:29:04 PM
It's not a competition, think about it like about biiiiiiig, looooooong jam Wink

Ah how ambiguous language can be!  Grin Do you mean like a musical jam session?
11  Community / DevLogs / Re: Murder Simulator on: May 06, 2011, 05:05:30 PM
I loooooove the wall textures, they are gorgeous.  By chance are the lighter patches some form of lighting effect?

I think it's supposed to be ice. There are icicles(?) hanging from the roof.

Freeze gun?  Grin
12  Community / DevLogs / Re: Murder Simulator on: May 06, 2011, 03:30:42 PM
First of all, this game has the best name ever.

Quote
hope a few folks out there who love single computer multiplayer as much as I do will get some use out of this.

Yes!

Seriously, this sounds like fun!
What are you coding it in/with? (please say something platform independent)
13  Community / DevLogs / Re: Tropical Dungeons: 1st person procedural adventure game on: May 06, 2011, 03:13:04 PM
Quote
Anyway, this 'cube' that we live in is way out in the middle of nowhere in rural New Zealand. We are starting to go crazy from cabin fever!!!    But the desire to get the hell out of here serves as motivation to finish the game. expect another update soonish ...
Emmm, guys... If it'll help - you aren't alone in that)) There's me somewhere on Earth in about the same conditions - no future untill game finished! :D I agree, it's extremely high motivator, and sort of proof - in about 7 month I came to this sort of stuff (I'm very proud of it... Just trying to give you a bit more punch Wink ):


Anyway, you two are insane, and I f...reaking like it! Cheers, nice illumination, nice islands and pretty intriguing concept!

You too, eh!?  Grin Hopefully we're not squandering our youth fruitlessly!

I've already been having the occasional sneaking peek at your game on your thread, it looks very cool! Like a more abstract mirror's edge. (Although I've never actually played mirror's edge!) It scares the hell out of me when I think that I'm competing with talented people like you and the guy making that Rada game!  Who, Me?
14  Community / DevLogs / Re: Tropical Dungeons: 1st person procedural adventure game on: May 06, 2011, 02:17:28 AM
Beautiful looking game! Something so soothing about the grass Smiley

Kev

Hahahaha!! Thanks!!

Maybe it's the pretty dandelions?  Cheesy At first there were 8 colours of flowers because I wanted to spice up the colours and make it even more happy (to contrast with the dark dungeons), but dandelions look silly when not white or yellow so I got rid of them!  Grin

I'll add more colourful types of plants after the alpha is out.
15  Community / DevLogs / Re: Tropical Dungeons: 1st person procedural adventure game on: May 06, 2011, 01:36:17 AM
Shoosh you!  Tongue
There'll be lots of ruins all over the place, that's the only one done at the moment.

It's a real hassle to upload video with this Internet connection, but I'll upload some soon. It's much better moving and with sound, the ambient sounds are procedurally mixed depending on what kind of environment you're in. The sounds of the cicadas and insects, birds chirping, wind blowing, etc. really adds a lot of reality to the environment.
16  Community / DevLogs / Re: Tropical Dungeons: 1st person procedural adventure game on: May 05, 2011, 10:13:57 PM
Yo!

It's been a while! The other guy working on this had to go away for almost a week for his graduation ceremony, but I was still working on it - although I did take a little bit of a break because I was going crazy.  Crazy

TIGsource updates sorta stopped happening, but work on the game has been on-going nonetheless! Roll Eyes

Animation is pretty much all done, sound is done, the GUI system is done, new plants, etc. have been added, water reflections added, the skybox was re-done, etc. etc.

Anyway, screenshots:









The GUI code is very flexible, so it will also be used for the inventory screen, etc - the smooth animation and movement of the menus looks very good in motion!

We are stuck in a 3x4 meter room/building-thing that we work/sleep/live in, and have been here for a while. We can't leave until this game is finished!! I'll upload photos sometime, it really is tiny!!
Anyway, this 'cube' that we live in is way out in the middle of nowhere in rural New Zealand. We are starting to go crazy from cabin fever!!!  Epileptic Epileptic But the desire to get the hell out of here serves as motivation to finish the game. expect another update soonish ...
17  Developer / Technical / Re: Bad Coding Habits on: May 04, 2011, 02:37:31 AM
*starts coding, writes a 10-line header file for a class*
"Well, it's time for an internet break"

*posts on tigsource*
*checks facebook*
*checks twitter*
*checks twitter again in a new tab*
*checks tigsource*

*2 hours later*
"better get back to work..."


At least it's better than what I do:
*opens eclipse*
*looks at code, doesn't feel motivated enough to decide what to code*
*reads threads on tigsource*
*spends at least an hour on youtube*
*reads more threads on tigsource*
*chats with friends*
*links friends to youtube videos*
*reads more threads on tigsource*
*starts feeling tired*
*looks at clock, decides it's about time to go to bed*
*closes eclipse without having written or even deleted a single line of code*

I have the ultimate solution for people with problems like you guys!

Move here, to ultra rural new zealand. The internet only works when it wants to. On a rainy day, everyone uses it and becomes useless. even on a fast day, it is impossible to watch videos or download even small files because it is too slow. Even if you want to put up with slow downloads and leave it overnight, it keeps on dropping the connection, therefore making your downloads timeout.

And, even if you could figure out how to magically make it fast enough to watch youtube before the video times out, the ISP (slingshot) occasionally blocks youtube, and it slows down any steam or torrent traffic to almost nothing.

So just loading websites is so frustrating and anger-inducing (can you tell by my posts?  Tongue), that you won't want to do any of those things ... so the only fun thing to do is to get cracking on pet projects!!!  Grin Grin Grin ....  Cry
18  Developer / Technical / Re: Bad Coding Habits on: April 29, 2011, 12:20:21 AM
My worst habit is that when I want to fiddle with a block of code, instead of just changing it I copy the whole block twice, comment out one block, and edit the other. That way if I decide I want to go back I can just delete the new block and un-comment the old one.

But repeat this a few times for all the classes in the program, and suddenly the code is a mess, and 60% of all the code is commented out old rubbish!! My GLSL pixel shaders are impressively chaotic.

I use version control so I don't have to do this anymore, but old habits die hard ... Crazy
19  Developer / Technical / Re: Project: free autoupdater/launcher for games on: April 29, 2011, 12:06:57 AM
I can't help now (still too early in development), but I will be needing something like this soon-ish.

I'll help out then!!
20  Developer / Technical / Re: SLERP & skeletal animation interpolation help! on: April 28, 2011, 03:54:48 PM
Ah! What a relief!!!

You guys are awesome, thanks! I thought the conversion was fine but obviously my testing wasn't rigorous enough.

I thought I was barking up the wrong proverbial tree, so I started trying all sorts of other stuff but in the end all I was doing was going around in circles, messing up my code.

Again, thanks!!!!!!!!!!!!!!! Beg
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