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TIGSource ForumsCommunityDevLogsANTRAXX - Bringing Back The Isometric Mech Shooter
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Author Topic: ANTRAXX - Bringing Back The Isometric Mech Shooter  (Read 44946 times)
cykboy
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« Reply #40 on: June 16, 2013, 08:38:56 AM »



The main menu background sketch
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Conker534
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« Reply #41 on: June 16, 2013, 02:44:52 PM »

Awesome!
These mech designs are sick
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Mittens
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« Reply #42 on: June 16, 2013, 03:48:08 PM »

I wan't a video of this!
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Conker534
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« Reply #43 on: June 16, 2013, 04:29:31 PM »

I wan't a video of this!



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Impmaster
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Scary, isn't it?


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« Reply #44 on: June 16, 2013, 09:55:42 PM »

Looks awesome.
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karlozalb
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« Reply #45 on: June 17, 2013, 01:21:38 AM »

I want a video with extreme missile/laser/minigun violence  Toast Left

Looks awesome!
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cykboy
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« Reply #46 on: June 18, 2013, 08:05:46 AM »

We are working on completing the engine to make this crazy video happen!!
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Fredrick
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« Reply #47 on: June 18, 2013, 04:57:15 PM »

This looks excellent, though I strongly suggest that you bob the mech's torso and arms by a few pixels with each footstep. It creates a hugely improved feeling of weight and motion, while not really increasing your workload too much(I think) since you already have everything modular. I imagine the torso would move 4-5 pixels downward and then back every step and the arms would move 5-7 pixels every step.
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Conker534
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« Reply #48 on: June 18, 2013, 05:08:04 PM »

This looks excellent, though I strongly suggest that you bob the mech's torso and arms by a few pixels with each footstep. It creates a hugely improved feeling of weight and motion, while not really increasing your workload too much(I think) since you already have everything modular. I imagine the torso would move 4-5 pixels downward and then back every step and the arms would move 5-7 pixels every step.

I thought this as well
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cykboy
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« Reply #49 on: June 19, 2013, 06:05:14 AM »

This looks excellent, though I strongly suggest that you bob the mech's torso and arms by a few pixels with each footstep. It creates a hugely improved feeling of weight and motion, while not really increasing your workload too much(I think) since you already have everything modular. I imagine the torso would move 4-5 pixels downward and then back every step and the arms would move 5-7 pixels every step.

The mech is actually going to be animated like that, but I haven't got around to animating it procedurally yet. I've been really busy with college and finishing up my work since I'm leaving tomorrow. I'll get back to programming in a few days.

-Sam
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Conker534
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« Reply #50 on: June 19, 2013, 09:07:12 AM »

I think the first 3 mechs are a little to hard to tell the difference between each other, compared to the blue one.
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Gentlymad
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« Reply #51 on: June 22, 2013, 02:41:44 PM »

love the detail of your pixel gfx.  Beer!
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cykboy
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« Reply #52 on: July 13, 2013, 12:36:13 PM »





Fixed the 3D gizmo and menu background update
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Conker534
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« Reply #53 on: July 13, 2013, 07:12:19 PM »

Yes!
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Blambo
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« Reply #54 on: July 13, 2013, 07:16:45 PM »

holy mother of god
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cykboy
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« Reply #55 on: July 22, 2013, 01:13:52 PM »

Thanks for the support on visual showcase issue #14!

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cykboy
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« Reply #56 on: July 29, 2013, 11:17:00 PM »

Been working my ass off tonight, for those that follow our twitter feed you might know that we've been switching over to Smartfox for our server base. This is largely because it saves us time and effort, allowing us to release with an awesome and stable server much quicker (the old test server was written in C# and got really messy, needed a rewrite).

So alongside getting all the old logic implemented, I've also been working on things like the UI and a few system changes. Here's a bit more of the UI system in action:



Got alot more to do, but we'll be posting a full development update every Monday that we can - atleast!
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cykboy
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« Reply #57 on: July 31, 2013, 06:06:29 AM »

Another quick update, got most of the major logic in from before - just ported and improved my pathfinding code, installed the new server on our test box and low and behold - all multiplayer works awesomely. Got some nifty error alerts, ban alerts and admin message alerts going on. Started work on the login/base game screen, notice our mascot there? Wink



(This particular error message occurred because I logged in with the same account twice, it kicks the first account)

-triple post-
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Quarry
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« Reply #58 on: July 31, 2013, 08:49:42 AM »

I think it should not allow logging in for second one instead of kicking the first
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cykboy
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« Reply #59 on: July 31, 2013, 09:32:57 AM »

I think it should not allow logging in for second one instead of kicking the first

Only issue here is, what if there is a ghost TCP connection or a socket error where tyou stay logged in? This way it prevents that by kicking the "errored" user (assuming). Also if someone got into your account, and left it on, you could never get them off (say if compromised).
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