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Work in Progress / Project Squared

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Insert Name Here
17
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Posted: 8th Apr 2008 22:42
You know, even if this project failed completely, you could probably make a load of money out of the music Great stuff.

Lee Bamber - Blame Beer
DrEnzyme
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Posted: 9th Apr 2008 02:49
@Rami: Maybe I will... Maybe I will... Or I could do what I was planning to do in my old game: Have a secret room filled with plaques and weird items which would only accessible by some sort of ultra obscure ritual (like the infamous secret room in a link to the past). That way I could have all sorts of weird quotes from this thread in the game somewhere.

@Insert Name Here: Thanks. I luv making music. It's something I can turn to if I become a failure in the games industry (not that I'm planning to be a failure any time soon.)

DrEnzyme
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Posted: 9th Apr 2008 05:24
Just a little something I thought up today:


DrEnzyme
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Posted: 10th Apr 2008 08:54 Edited at: 10th Apr 2008 08:59
My friends, do I have a treat for you.

I've finally finished the theme tune for P². It has turned out very well and I can safely say that it is my finest arrangement.

As always, any music I compose is free to listen to off my website.

Just click here

to get sucked up into a sub-web vortex which will take you straight there!

Oh, and the music is stereo, so make sure you have both of your speakers working, or otherwise it might sound a tad weird.

Ortu
DBPro Master
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Posted: 14th Apr 2008 07:59
awesome job with the arrangement.

tha_rami
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Posted: 14th Apr 2008 15:35
Impressed, very, very impressed.


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DrEnzyme
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Posted: 15th Apr 2008 03:26 Edited at: 15th Apr 2008 03:31
Thank you both. Positivity drives creativity

I was thinking about making the Quinn Tower next, but I might save that until last.

The only buildings I've got left to make are:

*Duck Manor
*Mayoral House
*Swimming Pool

and of course

*Quinn Tower

After that, I can get down to making more of the game and less of the eye candy. Oh, and don't forget to register at my website if you want to learn blender.

Alpha Strain Studios

DrEnzyme
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Posted: 15th Apr 2008 03:26 Edited at: 15th Apr 2008 03:27
That's funny. For some reason it double posted.

DrEnzyme
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Posted: 16th Apr 2008 07:09
I thought I should probably commemorate this occasion some how, so I've decided to write it all down. It doesn't have anything to do with games or music, so if you don't want to read you can go sit in the corner. To everyone else, if you want to know a little more about me, read on.

Now, where to start?

Well, today is my last day in Ashhurst before I head north and start my new life as a student. It's definitely a far-cry from home. Ashhurst is a village. Not a town or a suburb, a village. Funnily enough though, I'm not nervous, I'm really looking forward to leaving this place and learning Interactive Gaming at the Media Design School. However, I'm not looking forward to the location. Auckland is a giant soup of high-rise buildings, suits and politics. It's a recipe I'm going to find hard to swallow.

I've never lived in a city before, and I don't cope well with big noises, 24 hour light or choking smog. Being forced into all 3 at once is probably going to make life difficult and upset my sleeping patterns. On the positive side, all my courses are in the afternoon (for the first half of my course anyway), so I can continue my healthy 10 hour sleeps unhindered.

But before all of that, I head up to Hamilton to visit family and friends; where I can relax for a little while before I start my course on the 28th. Hamilton is another [albeit smaller] city, so a week there might help me settle into Urban life a bit easier.

So, to my home town I bid a lukewarm farewell, to my cat I give a big hug and to my family I give... A bill

...

And another big hug to my cat. I luv my cat

DrEnzyme
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Posted: 19th Apr 2008 11:46 Edited at: 19th Apr 2008 13:37
I've been working on the tower lately. It's a very big model and is the biggest building in the square. The tower itself defies reality. The model is only 20 stories high, yet it is 100 stories high on the inside. The trouble is that it's very difficult to model a 100 story tower, so I had to shrink it down.

I've yet to put the Darrieus rotor on top of the tower, but I'll get on to it soon.

I've also implemented simple 3rd person mouse controls. When the game is finished, left click will fire/swing/throw your weapon while right click will use your equipment (shields, giant fists and so forth). At the moment the mouse simply moves the camera.

Anyway, here's a little picture for you. As you can see, tower = big.



EDIT: Just got the Darrieus rotor working. It counter-rotates but it's difficult to tell because of the nature of the rotor. Also, you have to be right on the edge of the map to look at the tower and the rotor, so in the end it was a pretty pointless detail to include.

Roxas
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Posted: 19th Apr 2008 12:02
Hey this is really nice Keep it up.

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DrEnzyme
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Posted: 21st Apr 2008 15:52
Thanks Roxas.

Another little update, just to keep you guys informed.

Today I've been quite busy. I did a little bit of 3d modelling but for the better part, you wouldn't notice that I've spent the entire day working on P².

On the contrary, today I've been taking out all the paper-clips and bubblegum connecting my code together and replacing them with brackets of reinforced steel.

For example, set object speed might be useful in some situations, but instead of speeding the object up, it skips frames. Therefore[1] the object frame() command becomes inaccurate and therefore useless. Therefore[2] I've had to re-export the main character with his animation scaled down. Therefore[3], I've had to go through the code and replace all the frame numbers with other frame numbers.

Oh, and while I was at it I replaced all the different variables for what my main character was doing, with one, super-variable called status. The status variable tells me if my main character is idle, starting his walk cycle, in the middle of his walk cycle, or if he is attacking... There's no "end walk cycle" though. It seemed redundant and made my character look like a twat when he came out of his walk cycle.

So, that's all for now folks. I'll have a picture of the mayoral house up soon (maybe, it's not that great) along with the other two buildings I've yet to finish. I've also implemented some basic background terrain... I might show that soon too.

DrEnzyme
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Posted: 22nd Apr 2008 07:15
Introducing, a THIRD DIMENSION!!!



I've spent the better part of a day trying to get jump functionality working. It looks good, it's not glitchy and it means that I'm able to take pictures from on top of buildings... Neat huh?

But you wouldn't believe the trouble I had to go through to get it set up. For some reason, Sparky's collision placed the collision Sphere at the bottom of my Q-bot. This meant that I had to figure out how to get at my root bone [sexual innuendo not intended] and move it up. I finally figured out that I had to offset it and move all the other bones down. but that was only after hours and hours of trial and error... Mostly error.

I know this goes against what I said earlier about focusing on one thing, but I was really getting bored of making buildings.

So, wootiness all around!

tha_rami
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Posted: 23rd Apr 2008 07:50
Well, a quick distraction can't help. Now, get back to... to... that thing you were doing before.

Looks great, nice progress .


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DrEnzyme
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Posted: 23rd Apr 2008 08:07 Edited at: 23rd Apr 2008 08:08
Quote: "Well, a quick distraction can't help. Now, get back to... to... that thing you were doing before."


*hangs head in shame*

Yes sir...

Sorry sir...

But seriously, the jumping has made my game a lot more fun to play. Now I can see my town from a whole new angle... An obtuse one.

just two more buildings... Wow, if I put my mind to it, I could have them finished by tonight...

...

...

But... I... Have to watch my plants grow. Bye!

*runs out the door*

*starts car and drives to airport*

*buys plane ticket to the middle of nowhere*

*reaches nowhere fast and hires a taxi to the middle of the nowhere desert*

Yep. No one can contradict me here.

tha_rami
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Posted: 23rd Apr 2008 08:14
Haha - dude, seriously , get back to work .


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DrEnzyme
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Posted: 23rd Apr 2008 08:25
...

How did you get to the middle of the Nowhere desert so fast?

tha_rami
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Posted: 23rd Apr 2008 08:35
Ah, it's something called "bidirectional ultra lagopthalmos lapideous chronotropic reify afflux polarisation".

Now, if you figure that one out...


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DrEnzyme
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Posted: 23rd Apr 2008 09:31
Short answer: I can't be bothered.

DrEnzyme
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Posted: 24th Apr 2008 07:46


OK, more screeniness for you. This time, I took the picture from the top of the marquee. This pic shows Mallard Manor (formerly known as Duck Manor). As you can see, Mallard manor has a much darker theme to it then Quinn Manor. That's because it's inhabitant is a recluse; driven away from the world because of a conspiracy that only he believes in.

I better stop now lest I spoil some of the plot.

In the background you can see some of the backdrop scenery, which I'm only just starting at the moment.

So, only one building left. The swimming pool.

At this point I should probably think about making a video. So, can anyone tell me what the best recording software is? Everyone else is using FRAPs, but if there's anything better out there I would really like to know about it.

draknir_
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Posted: 24th Apr 2008 12:13
fraps is the best i know of tbh.
tha_rami
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Posted: 24th Apr 2008 14:29 Edited at: 24th Apr 2008 14:29
FRAPS is the best, yup.

Or, even better, export an image each game loop and string them together to a movie.


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DrEnzyme
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Posted: 25th Apr 2008 00:34
Export an image each game loop?

Yeah... Right.

Because that wouldn't be slow

Then again, FRAPS isn't going to be much better...

Oh well, Ce La Vi.

I'll probably make a video sometime soon. Let's see how things go. I'm starting my course this Monday so I might put it off for a little while.

tha_rami
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Posted: 25th Apr 2008 00:50
It wouldn't be that slow. I know some big programmers around here use that technique sometimes, if Fraps isn't fast enough to get stable footage.


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Penfold
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Posted: 25th Apr 2008 15:31
try looking into hypercam if its still available. for low quality recordings its great only thing that *might* put you off is the hypercam watermark but I figure if your only demo'ing it should be ok.

'Ooh 'eck chief'...'crumbs'
DrEnzyme
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Posted: 26th Apr 2008 07:57
Thanks Penfold.

I'll look into it.

I've just moved into my new home today. I'm starting my course on Monday.

I'm not too nervous but I feel a little uprooted. I have next to no friends in this strange new city and I'm feeling kinda lonely.

So, until I get settled I might not be doing much GD. We'll see how things go.

DrEnzyme
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Posted: 27th Apr 2008 11:39
Hehehe...

I thought you guys might enjoy this.

So I was modelling the swimming pool, and to my amazement, everything was going swimmingly. I Baked the UV map and exported the object, DBPro had no trouble compiling the executable and the game ran smoothly as ever.

Then, as I peeked around the corner, I couldn't help but break out in laughter.


Hmmm... I don't think we're going to need a life guard...

DrEnzyme
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Posted: 27th Apr 2008 13:28


That's better. I'm just using a ghosted plane in place of water at the moment, I'm not having much luck with my shaders. Now what building should I move onto next...

OH THAT'S RIGHT! I Don't have any buildings left to make!

But that doesn't mean the square is finished. Far from it in fact. I've still got to lay path ways, build hills, set up tables. Lots of things. But, I've accomplished my first goal: modelling all the buildings in The Square. Now I can cross that off my list.

Not sure what I'm going to do next programming/modelling-wise but it won't take me long to think of something. Perhaps the visitors of this thread would like to see what the inhabitants of The Square look like?

But before that, I'll try to get a video up for you guys. Stay tuned!

tha_rami
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Posted: 28th Apr 2008 01:27
Haha, I can understand you laughed at that. Congratulations at the first thing off the list. I'd like to see the inhabitants, sure!


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DrEnzyme
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Posted: 28th Apr 2008 01:35
Inhabitants it is then Rami.

Hmmm... I think I might make a chicken first.

Penfold
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Posted: 28th Apr 2008 21:30
Once you've done a cube'ie horse then you'll have made the first thing that everyone asks for on an RPG update list..

(We need horses, make us horses , horses , horses, horses. (you get the idea ))

although it would have to be mountable to really fit that request.

but chickens are good

'Ooh 'eck chief'...'crumbs'
DrEnzyme
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Posted: 29th Apr 2008 00:28
Actually, the only characters who are cubes in this game are the Q-bots. All the other characters are going to look like the animals from animal crossing...

Why would people need a horse to explore 1 town? I know gamers are lazy, but that lazy?

tha_rami
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Posted: 29th Apr 2008 01:00
Exactly. They're not that lazy, but far lazier. I think you'll need to implement a fast-travel option.

j/k.


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DrEnzyme
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Posted: 29th Apr 2008 01:28
Hehehe.

You are about to fast travel to this location:
5 feet in front of you.
Confirm? Y/N

DrEnzyme
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Posted: 5th May 2008 01:13 Edited at: 5th May 2008 01:14
Just a quick update.

I might have to postpone making the inhabitants of the town. I want to try and make a matrix-based level editor for the levels in the tower. That way, my Q-bot will have a little play ground to run around in, and maybe some enemies to fight.

I've also been thinking about AI. I'm starting to realise that path finding and other AI related coding is probably a bit too advanced for me. What do you guys think about having passive AI? Things like giant mechanical arms that try and crush you when you get near them, rocket propelled cheetahs that get one good shot at you before they run out of fuel, or little automated bombs that run around crazily and blow up when they touch you. Using passive AI, the player still gets a challenge trying to figure out each enemy's attack patterns, but afterwards, that enemy becomes easy to beat.

Oh, and I'm waiting for my web cam to get here from home so I can add commentary to this video thing. I've been hard at work on an intro sequence for the video as well:



Don't forget to check out my Blender thread as well. It's becoming quite popular

tha_rami
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Posted: 6th May 2008 14:12
Well, if you can mix most 'passive' AI with some 'active' AI and the 'passive' AI has some randomization in it and is quite frantic, it can be quite cool .

Nice logo!


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DrEnzyme
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Posted: 7th May 2008 00:42
That's the idea. It would be very simple active AI, things like deciding whether to use attack 1 or attack 2. Bosses would have a bit better AI, but they would be more like puzzles then intelligent entities.

My webcam arrived today, so now I can make some commentary! I just need to use fraps and make a decent video...

It might have to wait a little while though. This week it's my birthday and I'm going down to see my Dad, so I won't have the available weekend time like I usually do.

If I get a night where I'm not given an assignment, I'll make the video and upload it.

DrEnzyme
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Posted: 8th May 2008 13:14
OK, so it took me a little while, but here it is, the first real footage of Project Squared.

That's right, rejoice, for it hath arrived.

Err... Check it out here.

Or on my website.

You know, whatever.

Penfold
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Posted: 8th May 2008 19:12
nice, I especially like the way your guy jumps (like a moon jump).
You just need a bit of interaction now and you'll be away.

Maybe something to collect (did you mention that earlier in the thread or was that a different post?) MAgic mushrooms or golden pinecones or inflatable elephants or you could stick to stars n coins

Then aswell as the story that I know you've planned you could have a special get all the bonuses for a new costume or special tree planted in the town or something.. Just to give you something extra to do

'Ooh 'eck chief'...'crumbs'
DrEnzyme
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Posted: 9th May 2008 01:16 Edited at: 9th May 2008 01:18
Actually, I was thinking about interaction a lot last night before I went to sleep. I think I can whip up a cubit-drop system for the enemies, and if I'm able to save an array, it won't be too hard to have some sort of bonuses system (which I mentioned in the first post).

I was also thinking about the matrix generator, and the collision problems it poses. I think I can solve them by alternating the groups that I place the objects in, but I won't bore you with the details.

Since you brought it up Penfold, this sounds like a good time to introduce another one of the features that P² will eventually have. Basically, there's going to be a normal ending, which involves you saving the village and living out a happy life. But if you take the time to complete 7 super-difficult challenges along the way, (one of which will be picking up every bonus in the game) you will be rewarded with 5 different pieces of "legendary armor," a legendary weapon and a legendary piece of equipment. This will signify that you've attained 100% completion and will allow you to move onto the final level, which will be impossibly difficult and incredibly rewarding...

That's right, you'll be able to attain more than 100% completion.

tha_rami
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Posted: 9th May 2008 17:51
Like, 100%^2 completion?


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Penfold
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Posted: 9th May 2008 18:25
ooh nice

'Ooh 'eck chief'...'crumbs'
DrEnzyme
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Posted: 10th May 2008 00:07
I was thinking more like 110% completion. As in "YOU'VE GOT TO GIVE ME 110%, EVERY DAY, ALL THE TIME!!!" it's a good way to throw people off the scent of the real ending too. Only the truly committed will work out that there's another ending...

And you guys

Damnit, I'm going to be away from my computer all of this weekend... I'll see what I can do about some coding, but failing that, I'll just go back to working on Blender models.

I almost have the pseudo code for my matrix generator too. It's all in my head.

Penfold
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Posted: 10th May 2008 18:40
Quote: "I almost have the pseudo code for my matrix generator too. It's all in my head."


Hmm might want to invest in a note pad. I probably forget more things than I'll ever remember.. I had a really good idea for a game once and the next day all I could remember was the name.

'Ooh 'eck chief'...'crumbs'
DrEnzyme
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Posted: 11th May 2008 01:27
I do have a note pad... And I probably should write it down. But I've been thinking about it so much that it's stuck in my head.

Unfortunately, I think I'm going to have to rewrite some of my code in order to get it working. I'm going to have to rip out all of the Qbot's functionality and store it in a seperate file called player functionality. Then I'm going to have to turn all of this code into various functions. Just for giggles, I might stick an array in there too...

Then I can get on to the matrix generator.

But first, more relaxing. It's my birthday tomorrow, so I deserve a break this weekend.

Drew Cameron
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Posted: 11th May 2008 03:27
Quote: "Ah, you read my mind. I found a copy of the midi and opened it up in the editor that I use... Not that I'm going to be making MIDI music mind you. The editor I use can do both MIDI music and what can only be described as "rendered music"."


Project looks great.

Rendered music? What program you using?

DrEnzyme
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Posted: 11th May 2008 12:11
A program called Sibelius. Basically, you write all the music you want to play just as you would normally, on a piece of manuscript. Then Sibelius reads the manuscript and turns it into a listenable piece.

DrEnzyme
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Posted: 13th May 2008 14:23
Hello my friends!

Let me tell you about my day in the most juvenile way I can think of:

I got up at 9.00 today and looked out the window. The sun was shining and the birds were chirping. "What a perfect day to do some coding!" I chimed.

After a hearty breakfast, I sat down at the computer, stretched out my fingers and started optimising my code so that I would be able to incorporate my matrix editor into it. This process wasn't going well, so I decided to open up the DBP editor (I usually use CodeSurge) to try and hunt down the errors that CodeSurge refused to find for me (bad CodeSurge!)

Lo and behold, the DBP editor pops up and starts screaming at me because I dumped it in favour of a sexier editor. Then it goes into the Project Squared file, takes one of my source code files and eats it. That's right, DBP punished me for using CodeSurge!

At this point I was seething with rage and threatening to ignore DBP's phone calls, when I heard a knock at the door. It was my old high school friend: Portable Hard Drive! (as you can tell, I have a lot of weird friends.)

Portable Hard Drive reminded me that I had given it a copy of P² a while ago, and that this whole matter could be solved in just a few minutes. At this point I calmed down and restored P² to its former awesomeness.

Then I looked at the clock. "I've got to get to school!" I said in a shocked voice. "Oh well, that's my morning gone (sadface)."

Wait...

I'm getting side-tracked here. Let me jump ahead to the interesting bit:

I got home, re-optimised my code (now it's even better than what it was this morning) and started making the matrix editor. This is what it looks like so far:



Kind of looks like something out of doom, doesn't it? Don't worry, it's not done yet. I've still got heaps of work to do on it. Just thought that you guys would like to have a little peeksypoo.

So I guess I didn't really need to say all that stuff about DBP and CodeSurge; and yet, you read it all, didn't you?

Hehehe.

I win again.

tha_rami
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Posted: 14th May 2008 06:28
I lost .


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DrEnzyme
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Posted: 14th May 2008 10:24 Edited at: 14th May 2008 14:23
*evil laugh*

...

I should really think up some better evil schemes.

Edit:
Hmmm... I'm stuck.

Let me explain: I'm using Sparky's collision for the matrix thingy. Specifically, sliding collision. The problem comes when the player collides with two objects at once; Sparky's doesn't know which object it should test, and voila! You start sliding through one of the objects.

So far I've managed to avoid this by spacing out my objects (i.e. in the town), but I seem to have reached an impasse. There's no way I can make a matrix without corners. Just NO WAY!

So, I've tried my hand at fixing the problem and I've failed. anyone got any smart ideas/pseudocode?

Needless to say, I can't keep making P² until this problem is sorted out.

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