kamac
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« Reply #120 on: April 14, 2012, 02:38:26 AM » |
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You're my OpenGL&DirectX guru
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eddietree
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« Reply #121 on: April 16, 2012, 07:30:17 AM » |
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harkme
Level 1
Surprise!
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« Reply #122 on: April 16, 2012, 10:30:10 AM » |
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Oooo. Beauty has just increased tenfold!
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kamac
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« Reply #123 on: April 16, 2012, 10:35:06 AM » |
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By the way, how long have you been programming with OpenGL now ?
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eddietree
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« Reply #124 on: May 01, 2012, 05:01:22 AM » |
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Implemented a few more things. The game is pretty much finished, just need to tweak a few more things and get the new sounds implemented! Tower of light sequence Floating lantern sequence
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eddietree
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« Reply #125 on: May 01, 2012, 05:02:02 AM » |
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By the way, how long have you been programming with OpenGL now ? About two years now, I suppose.
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Franklin's Ghost
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« Reply #126 on: May 01, 2012, 05:07:19 AM » |
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The floating lanterns sequence is beautiful. Can't wait to see it in motion.
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brynsane
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« Reply #127 on: May 01, 2012, 05:19:02 AM » |
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I love how polished the look of this game is. Awesome job.
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Once I told someone that I was coding all day. They thought I was doing codeine all day.
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eddietree
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« Reply #128 on: May 01, 2012, 08:37:56 AM » |
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First draft of the final final screen. What do you think?
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offset
Level 1
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« Reply #129 on: May 01, 2012, 09:26:39 AM » |
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eddieetree, that's cool. But these characters in Japanese (Japanese?) mean something?
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tchassin
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« Reply #130 on: May 01, 2012, 10:48:37 AM » |
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My guess is that those kanjis mean "Kyoto" in Japanese. Anyway, it looks good, especially the background texture. Perhaps you could add some sort of Japanese tree painting on the sides.
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« Last Edit: May 01, 2012, 10:54:39 AM by tchassin »
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BlueSweatshirt
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« Reply #131 on: May 01, 2012, 11:41:37 AM » |
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Yummy paper texture! Everything is coming together awesomely.
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eddietree
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« Reply #132 on: May 01, 2012, 06:48:39 PM » |
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The kanji is "kyoto"! Also, I made a famicon cartridge mockup!
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harkme
Level 1
Surprise!
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« Reply #133 on: May 01, 2012, 07:07:49 PM » |
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Why would you do that? Is there going to be a delicious "pixelize" shader?
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eddietree
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« Reply #134 on: May 06, 2012, 12:09:15 AM » |
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Hehe, perhaps I might, harkme! So I finally got around to implementing a proper in-engine debugger for the scripting language used in my engine. Now, I can place breakpoints in my script code, which includes the ability to step in/over/out of code and traversing through the callstack. Also, can examine local, global, and "this" variable as well as the threads used in in the game. Doing this will give much more insight into what the hell is going on the system.
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ink.inc
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« Reply #135 on: May 06, 2012, 12:19:24 AM » |
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why is this here (cool thing btw)
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iffi
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« Reply #136 on: May 06, 2012, 12:26:48 AM » |
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Because friendship is magic, and this project is looking quite magical.
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eddietree
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« Reply #137 on: May 06, 2012, 01:00:23 AM » |
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why is this here Not sure how it got there, it was a previously a screenshot of Kyoto. I think tinypic.com servers had a hickup and messed up alot of the image links. But it looks way too adorable to remove it so I think I will leave it there as is.
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eddietree
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« Reply #138 on: May 07, 2012, 04:38:52 AM » |
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I have been adding a silly bunch of features into my engine. Today, I implemented a in-engine console that I can use for more debugging goodness. Console is similar to the one in Quake, in which it allows me to call any function defined in the scripting virtual machine as well as defining functions on the fly. Also can use it as a calculator in case I forget what 1+1 is!
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