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TIGSource ForumsDeveloperDesignSo what are you working on?
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Author Topic: So what are you working on?  (Read 2321506 times)
DustyDrake
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« Reply #10420 on: March 17, 2013, 03:46:56 PM »




Got room-transitioning done in sub-terra, but there's a small glitch with the camera!
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nihilocrat
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« Reply #10421 on: March 18, 2013, 08:05:04 PM »

Messing around with a new character and lighting style
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diwil
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« Reply #10422 on: March 19, 2013, 04:00:04 AM »

Monsters, combat, pathfinding.
Pathfinding was surprisingly easy to do though. Making sure the enemies don't clump together and form a nice circle around you is a bit trickier to do right.

This might help: http://www.gamasutra.com/blogs/TylerGlaiel/20121007/178966/Some_experiments_in_pathfinding__AI.php
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Rat Casket
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« Reply #10423 on: March 19, 2013, 04:19:39 AM »

Messing around with a new character and lighting style


I like the blur on the sword.
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DustyDrake
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« Reply #10424 on: March 19, 2013, 09:18:29 AM »

Messing around with a new character and lighting style
[gif]

I like the blur on the sword.
I don't, he's moving way to slow for a blur on it to make sense. If he was swinging it, yeah sure, have a blur, but he's just walking around.
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Rat Casket
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« Reply #10425 on: March 19, 2013, 01:47:41 PM »

The sword is full of magic power dude. Relax.
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powly
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« Reply #10426 on: March 19, 2013, 02:14:18 PM »

Reminds me of the infinite sword glitch in OOT - not in a good way, though.
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clockwrk_routine
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« Reply #10427 on: March 20, 2013, 02:12:29 AM »



reworking the ui, spent the day getting the values to pass. still lots to do.  this will allow the user a lot of flexibility for creating shortcuts.  arranging assets, and working with other internals, like custom brushes/tools.  Well the idea is there at least.
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superflat
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« Reply #10428 on: March 20, 2013, 04:21:19 AM »

Monsters, combat, pathfinding.
Pathfinding was surprisingly easy to do though. Making sure the enemies don't clump together and form a nice circle around you is a bit trickier to do right.



Do you have a devlog for this?  It looks really cool.  Something about the colour choices gives me Amiga vibes.
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nihilocrat
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« Reply #10429 on: March 20, 2013, 05:06:38 PM »

Reminds me of the infinite sword glitch in OOT - not in a good way, though.

Heh, the trail is actually a bug, I was too busy messing with the character and animations, though. I'm curious how people think the style looks, whether I should bother pursuing it further or if I'm wasting my time.

I have a swing animation now. I'll make a second one soonish and post another GIF.
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Maud'Dib Atreides
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« Reply #10430 on: March 20, 2013, 07:15:11 PM »



Added a gypsy to my RPG, she deals Tarot cards. I'm going to program the cards to do something special.
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nihilocrat
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« Reply #10431 on: March 20, 2013, 08:25:06 PM »

Left hand intentionally not animated yet.

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JOBA
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« Reply #10432 on: March 20, 2013, 10:09:14 PM »

Monsters, combat, pathfinding.
Pathfinding was surprisingly easy to do though. Making sure the enemies don't clump together and form a nice circle around you is a bit trickier to do right.

This might help: http://www.gamasutra.com/blogs/TylerGlaiel/20121007/178966/Some_experiments_in_pathfinding__AI.php
Thanks. My pathfinding system is very similar to it.

Do you have a devlog for this?  It looks really cool.  Something about the colour choices gives me Amiga vibes.
Not yet. I'm afraid maintaining a devlog will take away from the dev time and I will obsess about the replies, views and all that too much.
I want to work on the game a little bit longer before opening a devlog. It's only 2-3 weeks in dev so far. It's something that has to be done though.

I have some new cool things in, monster awareness AI, ranged combat, equip-able bows and sound effects for most things.
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clockwrk_routine
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« Reply #10433 on: March 21, 2013, 03:09:42 AM »

https://dl.dropbox.com/u/46434785/math.swf
mathmatical

trying to organize/visualize the information, so I decided to start small with basic math operations I'll be using later.  right click opens up a context menu to drop modules, green nodes are male, blue are female, drag green to blue.  will break if you create certain loops.  properties are loaded from getters/setters, using as3 way of reflection, making modules is a breeze.
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orange08
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« Reply #10434 on: March 21, 2013, 09:26:43 AM »

Feels good to be working on this again.


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Alec S.
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« Reply #10435 on: March 21, 2013, 11:25:41 AM »

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clockwrk_routine
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« Reply #10436 on: March 21, 2013, 12:06:27 PM »

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Core Xii
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« Reply #10437 on: March 21, 2013, 12:28:00 PM »

I like the blur on the sword.

Correction.

Motion blur:



Motion trail:



The sword in that picture has a trail, not blur.
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feminazi
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« Reply #10438 on: March 21, 2013, 12:47:08 PM »

the trail is blurry tho
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nihilocrat
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« Reply #10439 on: March 21, 2013, 03:52:24 PM »

If anyone gives a crap it is, indeed, a trail: a transparent mesh which is updated per-frame to create a polygon strip behind the blade.  Wizard
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