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TIGSource ForumsCommunityDevLogsHorns Vs Halos
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Belimoth
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« Reply #20 on: September 29, 2011, 02:30:42 PM »

Cut a lot of junk code today, reduced the .exe size by Hand Money Left Hand Money Left Hand Money Left 1KB  Hand Money Right Hand Money Right Hand Money Right

Productivity, yes.
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« Reply #21 on: October 03, 2011, 11:44:38 AM »

The

is not fully implemented yet, it requires more code restructuring. Almost everything works without it, just no splash damage.

Doing some stuff with color and trying to reorganize the UI.

I've also made a class diagram! How fascinating.



Classes without a T are just namespaces.

The red boxes are just fields, but they are important fields.

A TEntity is anything with a position. TEntities can be tracked by the camera, and are stored in the grid's cells (grid classes not shown).
« Last Edit: October 03, 2011, 11:56:12 AM by Belimoth » Logged

Bones
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« Reply #22 on: October 04, 2011, 08:41:29 PM »

Forgot to mention this was looking neat, I like the new effect you added to the troll for collecting corpses.
Throwing corpses is still fun as always.

So does the grid help limit the amount of collision detection being sent to the player?
How does the thief work exactly?
What are the yellow corpses for?

Looks good, I can give you some colored versions I think the lines are a bit of an eyesore after awhile or is it just me?
Or maybe it's because I was watching the

with the squares spinning around. @.@;
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Belimoth
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« Reply #23 on: October 04, 2011, 09:26:42 PM »

Forgot to mention this was looking neat, I like the new effect you added to the troll for collecting corpses.
Throwing corpses is still fun as always.

Thanks! It's good to see you around again.

So does the grid help limit the amount of collision detection being sent to the player?
How does the thief work exactly?
What are the yellow corpses for?

The grid will do that, and will also make collisions simple to check if/when I add horizontally-looping levels. But that's just a happy side-effect, I coded it mostly to see if I could.

The thief steals corpses from the enemy base by touching it; the corpses he steals are yellow and worth more than a grey one. Thieves can only pick up yellow and Harvesters can only pick up grey.

Looks good, I can give you some colored versions I think the lines are a bit of an eyesore after awhile or is it just me?
Or maybe it's because I was watching the

with the squares spinning around. @.@;

Haha yeah, I forgot to turn off the rotation before I drew the grid, but it wasn't worth fixing. I haven't had a problem with the outlines but it might just be because I've seen it so much. I'll have to do some research.
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Belimoth
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« Reply #24 on: October 09, 2011, 08:57:55 PM »

I've got some code for a tile-based game burning a hole in my pocket so I'll be working on this project for a while. When I return I will bring relevant multiplayer code with me, so not all is lost.  

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« Last Edit: October 09, 2011, 10:12:27 PM by Belimoth » Logged

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« Reply #25 on: August 29, 2012, 02:26:58 PM »

Had a free week so I started porting this to Monkey.
This is cool because I can run it on all kinds of platforms now.
Also interfaces and other code monkey stuff.

Still a ways from being finished but I've at least got something that runs:
HTML5

I'm thinking of possibly replacing the grenade attack with something else, I'm not sure what though.
« Last Edit: August 30, 2012, 02:31:08 AM by Belimoth » Logged

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« Reply #26 on: August 30, 2012, 02:36:14 AM »

More work. It's runable but not really playable:
HTML5

Everything renders in the right positions now.
I've disabled the color tinting for two reasons: the masks on the images don't work yet, and real-time tinting on HTML5 is really slow. Both of these problems will be solved at once in the next iteration.

Monkey lacks the pixel-perfect sprite-on-sprite collisions that BlitzMax has so they've been taken out. This is fine because I was going to change it to rectangle-on-rectangle collisions eventually.

Started to integrate what multiplayer code I have finished, but it will be a while until that's testable.

Done some thinking about what form the multiplayer gameplay can/will take.
The two options I've thought of for that are:
   a) Lots of players vs. lots of players, bots fill empty spaces on teams of a fixed size.
   b) Few players vs. few players, bots are purchased with a point system.

Obviously I could do both but I'd rather focus on one if it's significantly more fun than the other.
« Last Edit: August 30, 2012, 02:47:58 AM by Belimoth » Logged

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« Reply #27 on: April 23, 2013, 11:48:31 AM »

Blue versus Red is also used in Halo Multiplayers. I think that could be a page from the successful book. I really like the concept you got going here by the way. Just a side note, what if observer was either "ref" or main villain team? 
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« Reply #28 on: May 07, 2013, 06:03:27 PM »

Dude. You need to finish this. Diddy Mao! I remember when you showed me this.
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