György Straub
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« Reply #20 on: February 28, 2009, 08:47:27 AM » |
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You tell me if you need someone to try it out :D
I do actually, thanks for offering to help. I just have to get it together first and that means documentation too. Okay, I've got working collision detection (again) plus fixed a bug in view rendering that resulted in objects being visually well below you whilst still colliding with them. I'll just build the demo for windows and post it.
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increpare
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« Reply #21 on: February 28, 2009, 12:40:14 PM » |
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osx demo crashes on my macbook
28/02/2009 20:39:24 [0x0-0x145145].com.yourcompany.Chariot[41748] dyld: Library not loaded: @executable_path/../Frameworks/SDL_image.framework/Versions/A/SDL_image 28/02/2009 20:39:24 [0x0-0x145145].com.yourcompany.Chariot[41748] Referenced from: /Users/increpare/Downloads/TragediusDemo01_OSX/Tragedius.app/Contents/MacOS/Tragedius 28/02/2009 20:39:24 [0x0-0x145145].com.yourcompany.Chariot[41748] Reason: image not found 28/02/2009 20:39:25 com.apple.launchd[74] ([0x0-0x145145].com.yourcompany.Chariot[41748]) Exited abnormally: Trace/BPT trap
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György Straub
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« Reply #22 on: February 28, 2009, 12:57:24 PM » |
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osx demo crashes on my macbook
28/02/2009 20:39:24 [0x0-0x145145].com.yourcompany.Chariot[41748] dyld: Library not loaded: @executable_path/../Frameworks/SDL_image.framework/Versions/A/SDL_image 28/02/2009 20:39:24 [0x0-0x145145].com.yourcompany.Chariot[41748] Referenced from: /Users/increpare/Downloads/TragediusDemo01_OSX/Tragedius.app/Contents/MacOS/Tragedius 28/02/2009 20:39:24 [0x0-0x145145].com.yourcompany.Chariot[41748] Reason: image not found 28/02/2009 20:39:25 com.apple.launchd[74] ([0x0-0x145145].com.yourcompany.Chariot[41748]) Exited abnormally: Trace/BPT trap
thanks for that Stephen, fixed it now, new link is in the threadhead. (mehopes)
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« Reply #23 on: February 28, 2009, 01:07:29 PM » |
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works now.
the banking doesn't quite feel right to me...it's too...linear, I think; i think you could make it a bit more responsive.
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György Straub
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« Reply #24 on: February 28, 2009, 01:17:57 PM » |
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thanks for checking. what do you mean? make banking "accelerating"? limiting the amount of it (stop at +/- 30 degrees or so)? making the reset faster? something else? (btw it's been an effect that's solely visual, and been on and off the game, might end up off it, or I might include an option to turn it off/on.)
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« Reply #25 on: February 28, 2009, 01:19:43 PM » |
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what do you mean? make banking "accelerating"?
i think that might do it.
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Fuzz
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« Reply #26 on: February 28, 2009, 01:58:38 PM » |
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I really like how it has a "2D in 3D" feel. The movement feels great, too.
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György Straub
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« Reply #27 on: February 28, 2009, 02:14:26 PM » |
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we've gots Windows version! I really like how it has a "2D in 3D" feel. The movement feels great, too. thanks.=) I think the movement will change a lot, I might bring back gravity which I eliminated while debugging the collision detection, and I'll try to tweak the banking.
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György Straub
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« Reply #28 on: March 03, 2009, 10:35:17 AM » |
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they're coming.
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Fuzz
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« Reply #29 on: March 03, 2009, 04:25:36 PM » |
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What are they?
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György Straub
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« Reply #30 on: March 04, 2009, 12:34:56 AM » |
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What are they?
they're the prototypes of the "sentinel" type enemies.
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György Straub
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« Reply #31 on: March 04, 2009, 09:11:54 AM » |
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then there were flashies and trees. and buoys. and new controls and a code tidy-up, none of which is visible on the shot. if all goes well I'll get done with enemies' collision checks and bullets today. (I've just dodged a rewrite... sheesh.) then the schedule looks like so: - editor - cockpit proper - frontend - powerups - bosses - sound effects + music
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« Last Edit: March 04, 2009, 09:17:32 AM by !CE-9 »
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György Straub
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« Reply #32 on: March 08, 2009, 03:37:38 AM » |
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new screenshot. bullets, new enemies (new graphics for the old ones too), updated cockpit (still a lot to change). I've changed the texture magnification filter to GL_LINEAR, so no more chunky pixels. does it look any better to you guys?
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andy wolff
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« Reply #33 on: March 08, 2009, 11:04:25 AM » |
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this looks really nice the blurred sprites in your most recent screenshot bother me. we love the pixels chunky
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Hideous
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« Reply #34 on: March 08, 2009, 11:26:54 AM » |
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nearest neighbour > linear
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Synnah
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« Reply #35 on: March 09, 2009, 03:55:24 AM » |
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I have to agree; a pixel-resize would look nicer than interpolated sprite-scaling. That aside, though, it's looking pretty nice. Are the black blocks going to be retextured as something else? It's not really clear what they are yet.
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"What's that thing at the end of the large intestine? Because that's exactly what you've done here." - Ray Smuckles, Achewood. My music. Will compose for free!
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moi
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« Reply #36 on: March 09, 2009, 06:20:56 AM » |
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I prefer the blur version
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subsystems subsystems subsystems
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Eclipse
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« Reply #37 on: March 09, 2009, 06:45:05 AM » |
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absolutely the blurred version, reminds better of the first 3d games with harware support, chunky pixels are good only if everything else is pixelated too
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<Powergloved_Andy> I once fapped to Dora the Explorer
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György Straub
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« Reply #38 on: March 09, 2009, 08:44:40 AM » |
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thanks for the input, everyone! Are the black blocks going to be retextured as something else? It's not really clear what they are yet.
Those are walls to (not) crash into; I'm still experimenting with the palette I should be using with the textures and for tinting "near" and "far". I've managed to pick a baad combination here; the textures will definitely be brighter (the black of the last screenshot should be as grey is on the previous one). Oh yeah, the textures are going to change too. this looks really nice the blurred sprites in your most recent screenshot bother me. we love the pixels chunky
I prefer the blur version
I'll try to make it optional then.=)
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moi
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« Reply #39 on: March 09, 2009, 01:01:08 PM » |
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Just don't give in to the pixelscene intimidations
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subsystems subsystems subsystems
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