Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Work in Progress / Project Squared

Author
Message
Penfold
20
Years of Service
User Offline
Joined: 3rd Dec 2003
Location: RED postbox houses of parliment
Posted: 14th May 2008 18:08
I don't know exactly how sparkys works (haven't got to collision in my game yet) but can't you check after any collision if there are any other objects within your collision area and so code yourself back a step? If that makes sense?

Although sounds like your not colliding against 2 objects at once but colliding against one then sliding into another?

'Ooh 'eck chief'...'crumbs'
DrEnzyme
17
Years of Service
User Offline
Joined: 22nd Jul 2006
Location: The middle of the Nowhere Desert
Posted: 15th May 2008 00:47
I can see what you're getting at, but I still can't see how I would go about coding it. The object numbers in the vicinity of the player are almost completely random, and I wouldn't know how to pick the right ones. The problem with coding myself back a step is that I wouldn't start sliding through the second object, I'd start sliding through the first.

I did have one idea though. It came from the fact that this problem doesn't take place when I'm walking on top of the boxes.

This because I've cast an alternate ray to get the ground height; this ray tests for all collisions, not just the collision I'm testing for.

This gave me an idea. If I cast 4 more rays going in the 4 directions of the wind (to get the distance of the nearest collisions) and just made it so the player couldn't exceed these values, I might just be able to fix the problem.

It's a very roundabout solution but it might just work. I'll keep you posted.

DrEnzyme
17
Years of Service
User Offline
Joined: 22nd Jul 2006
Location: The middle of the Nowhere Desert
Posted: 15th May 2008 02:16


Success!

This just goes to show that a good night's sleep can solve just about any problem you have.

My 4Rays idea worked like a charm. I had some small problems when my character hit the edges of objects, but by calculating sparky's after the rays, I was able to fix that problem easily!

So now the matrix collision works like a charm, I can make just about any level I can think of using my generator, I can change the themes of the levels by changing one word and it takes less then a second to load an entire matrix level!

Schweet!!!

Penfold
20
Years of Service
User Offline
Joined: 3rd Dec 2003
Location: RED postbox houses of parliment
Posted: 15th May 2008 18:47
nice... demo's ahoy

'Ooh 'eck chief'...'crumbs'
DrEnzyme
17
Years of Service
User Offline
Joined: 22nd Jul 2006
Location: The middle of the Nowhere Desert
Posted: 16th May 2008 01:51
Hehehe.

It wouldn't be much of a demo. There aren't any enemies to kill. It's just you wandering around a random map until you get bored. I'll probably change that soon though. Enemies... What a good idea...

*has a vision of those little nose-ed fellows from Mario Sunshine that run around and squeak at you whenever you get close to them*

In about a month or so there will probably be a demo. Not sure, I've never made a full 3d game before. I've just got to make the game more interesting to play first. Maybe throw in a shop or two and a couple of characters to talk to.

tha_rami
18
Years of Service
User Offline
Joined: 25th Mar 2006
Location: Netherlands
Posted: 16th May 2008 03:50
And possibly send me an early version of the game, so I can preview it for (and restart chasing Gil about) the Untitled game magazine since the redesigns are nearing completion as well.

Looking sweet.


A mod has been erased by your signature because it was larger than 600x120
DrEnzyme
17
Years of Service
User Offline
Joined: 22nd Jul 2006
Location: The middle of the Nowhere Desert
Posted: 16th May 2008 09:37
What's this about a magazine?...

Who's Gil?

What's a redesign?

Are we there yet?

*ding dong*

"Ben's train of thought has officially left the station. The next train will be leaving at 10 - 0 - 5..."

Now it's time for me to play Super Mario Galaxy!!! I just got it today and believe me when I tell you that I've earned this moment. Now to begin the ritual of slowly opening the game case, slowly removing the instructions, reading said instructions, slowly removing the game, slowly depositing the game in the Wii and playing until I can't lift my arms!!! ^o^

tha_rami
18
Years of Service
User Offline
Joined: 25th Mar 2006
Location: Netherlands
Posted: 16th May 2008 17:04
You mean you'll stop before actually starting to play it? Bummer.


A mod has been erased by your signature because it was larger than 600x120
DrEnzyme
17
Years of Service
User Offline
Joined: 22nd Jul 2006
Location: The middle of the Nowhere Desert
Posted: 17th May 2008 01:02
Quote: "and playing until I can't lift my arms!!!"


Does that answer your question?

Back to my questions

Quote: "What's this about a magazine?...

Who's Gil?"


I still don't know the answers yet.

Blobby 101
17
Years of Service
User Offline
Joined: 17th Jun 2006
Location: England, UK
Posted: 17th May 2008 11:10
Gil is Gil Galvanti, he is working on an RPG called pirates of port royale at the moment (The WIP is below yours) and The magazine, Untitled, is a Gaming/Dev/Tech/TGC magazine made by Rami and Gil. I think they want to give you a feature in the magazine.

Your signature has been erased by a mod - 340 KB is a little big don't you think?
DrEnzyme
17
Years of Service
User Offline
Joined: 22nd Jul 2006
Location: The middle of the Nowhere Desert
Posted: 17th May 2008 11:28
Ah, I've had a look at POPR before... Funny that the name 'Gil' didn't strike a bell, considering I've spent quite a while looking around this board and at his project...
Quote: "
I think they want to give you a feature in the magazine.
"

Well, if that is the case, then I'm both honoured and flattered.

DrEnzyme
17
Years of Service
User Offline
Joined: 22nd Jul 2006
Location: The middle of the Nowhere Desert
Posted: 18th May 2008 12:46
I thought you guys might want to see this:



It's a test enemy that I've created to try out some stuff. It's still not rigged or animated yet, I just wanted to try out a few ideas.

Namely,

I wanted to try out texture painting with this model in order to see whether it was a plausible way to make enemies. I'm still not sure about it... What do you guys think? Hand-drawn or not hand-drawn?

I also wanted to see how cute I could make the test enemy... I think I've succeeded to the point that it's sickening...
Yes, it does have whipped cream on it's head and yes, it is spilling over with fluffy cuteness...

I wonder if the player should be able to eat this thing?...

Quote: "this thing"


"This thing" needs a name.

Penfold
20
Years of Service
User Offline
Joined: 3rd Dec 2003
Location: RED postbox houses of parliment
Posted: 18th May 2008 22:42
*Mr Whippy* or mebe *sweetie*

Quote: "What do you guys think? Hand-drawn or not hand-drawn?"


urm not hand drawn ?

'Ooh 'eck chief'...'crumbs'
DrEnzyme
17
Years of Service
User Offline
Joined: 22nd Jul 2006
Location: The middle of the Nowhere Desert
Posted: 19th May 2008 01:33 Edited at: 19th May 2008 12:00
LOL Mr Whippy sounds good. Or maybe, WHIPPEH!!!

Quote: "urm not hand drawn ?"


You make it sound like you're guessing.

Edit: I animated the test enemy tonight. It's really difficult to make a walk cycle for something that doesn't abide by the laws of nature...

Now all I need to do is put "it" in the game.

DrEnzyme
17
Years of Service
User Offline
Joined: 22nd Jul 2006
Location: The middle of the Nowhere Desert
Posted: 21st May 2008 11:24
There hasn't been much chit-chat here of late, and since I'm allergic to silence (and I haven't done anything too noteworthy on P² in the past couple of days) I thought I might share a couple of things with people to get spark some conversation.

1) is this:



I thought this was funny, since I've just started learning C++.

Number two is this:



This game is only 96 kilobytes. I'm not joking! I'm serious!!! Among other things, this game includes AI, per pixel lighting, bloom effects, a full weapons system and it's fully 3d!!!

Well I thought it was cool...

tha_rami
18
Years of Service
User Offline
Joined: 25th Mar 2006
Location: Netherlands
Posted: 21st May 2008 12:33
You should check out other stuff from the creators of .kkrieger. They had an interesting 64k demo with a complete 3D city with all sorts of uber-effects.


A mod has been erased by your signature because it was larger than 600x120
DrEnzyme
17
Years of Service
User Offline
Joined: 22nd Jul 2006
Location: The middle of the Nowhere Desert
Posted: 21st May 2008 14:36
I saw that and I was thinking about having a look at it...

but the download size might be a problem

*cue cheesy drumkit riff*

I reckon it's awesome how they can fit all that in under 100k whereas I'm going to struggle to keep the final download size of P² under 100 megs... And it's probably going to be less graphically intensive then some of the stuff those guys do!

Of course, the flipside to a having a 100k exe, is that you have to spend a lot of time working on a game, Your RAM usage is huge, and the only real selling point of your game is that it's very easy to download.

An interesting conundrum indeed. A bigger exe = smaller RAM usage. smaller exe = bigger RAM usage...

I still find it shocking that the PSP has only 32 meg of ram, and yet they can fit everything into that...

DrEnzyme
17
Years of Service
User Offline
Joined: 22nd Jul 2006
Location: The middle of the Nowhere Desert
Posted: 22nd May 2008 13:48
Today I woke up and did some work on P², as usual.

However, today was different. I changed one sentence of my code...

And I made a couple days' work redundant!

You'll remember that a couple of posts back I was having troubles with collision. I couldn't figure out how to get collision to work between more than one object at a time. Eventually, I came up with the idea of casting multiple rays blah blah blah...

It was a pretty roundabout solution to what turned out to be a very simple problem.

The problem was that I was calculating individual collisions for individual objects (SC_SphereSlide), where I should have been calculating individual collisions for individual groups (SC_SphereSlideGroup)...

Now, don't get me wrong, I'm not a complete idiot. I did actually try this command out before I tried the rays thing, but I couldn't get it to work.

It seems that the SC_SphereSlideGroup command doesn't work for objects that are in group 0. Yes, it was that simple. I changed all the zeros to ones, and now I've eliminated the need for my own raycasting.

I feel really, really dumb.

But I thought I would share this with everyone else, so they don't make the same mistake.

Penfold
20
Years of Service
User Offline
Joined: 3rd Dec 2003
Location: RED postbox houses of parliment
Posted: 23rd May 2008 02:42


'Ooh 'eck chief'...'crumbs'
DrEnzyme
17
Years of Service
User Offline
Joined: 22nd Jul 2006
Location: The middle of the Nowhere Desert
Posted: 23rd May 2008 10:54
Thanks mate, I needed that.

A little update collision-wise. The enemy now moves about the level, bumping into things. The player can collide with the enemy too...

tha_rami
18
Years of Service
User Offline
Joined: 25th Mar 2006
Location: Netherlands
Posted: 23rd May 2008 15:25
*Oh no! An enemy!*
*Bump*
*(surprised silence)...Bwahahaha*


A mod has been erased by your signature because it was larger than 600x120
bergice
16
Years of Service
User Offline
Joined: 5th Jun 2007
Location: Oslo,Norway
Posted: 23rd May 2008 20:04
This looks cool


Dont delete my sig mods, it is 600X120...
Slash!
DrEnzyme
17
Years of Service
User Offline
Joined: 22nd Jul 2006
Location: The middle of the Nowhere Desert
Posted: 24th May 2008 02:10
You just sit there laughing rami. Most of the enemies in my game will lure you into a false sense of security, and then BAM! They'll explode in a dangerous (but beautiful) shower of multi-coloured sparks!...

But not yet, because I can't figure out how to code multi-coloured sparks.

Quote: "This looks cool "


Thank you. I try my best.

On another note,

Today I'm really happy. Why? Because I finally got (Microsoft's ) visual C++ express edition to work on my computer! Now I can work on the Blackjack game that I'm supposed to be coding up for a school project...

It's going to be text based! <-- Man! Technology rocks!

Penfold
20
Years of Service
User Offline
Joined: 3rd Dec 2003
Location: RED postbox houses of parliment
Posted: 24th May 2008 03:33
Quote: "But not yet, because I can't figure out how to code multi-coloured sparks."


several different colour sprites/textured plains emitting from random angles from where your model *was* before it exploded. or cheat and use a bit of particle coding(but it won't look as good). I think you could manage that easily enough (changing the sprite/plain colour depending on the angle would give a nice rainbow explosion effect)

Quote: "It's going to be text based! <-- Man! Technology rocks!"


Does C++ have the card symbols built into its basic string$ character library? would still be text based officially.

'Ooh 'eck chief'...'crumbs'
DrEnzyme
17
Years of Service
User Offline
Joined: 22nd Jul 2006
Location: The middle of the Nowhere Desert
Posted: 24th May 2008 03:47
Yeah, I probably could manage that easily enough. I'm just thinking about how I would use an array to do the sparks... And how I would check for multiple sets of sparks... And how I would delete the old sparks... And how I would create another set of sparks if some other sparks were already going...

Hmm... I think I can do that... I need some reserved objects over here... And some booleans over there... And some sticky tape and some Bubblegum...

Quote: "
Does C++ have the card symbols built into its basic string$ character library? would still be text based officially."


Yeah it does, but since suit has no effect on a game of Blackjack, I'm not going to waste time trying to code it. It's going to be a pretty very basic game. Maybe a little bit of colour and some ascii chars if I feel adventurous.
The main aim of the brief isn't to make a game of Blackjack, that only counts for around about 10% of your overall grade. The main aim is to create efficient, working code that conforms to practised coding standards...

bergice
16
Years of Service
User Offline
Joined: 5th Jun 2007
Location: Oslo,Norway
Posted: 24th May 2008 12:31
I tried C++ and i found it very hard!!
I know its very good, but takes a... little time...


Dont delete my sig mods, it is 600X120...
Slash!
DrEnzyme
17
Years of Service
User Offline
Joined: 22nd Jul 2006
Location: The middle of the Nowhere Desert
Posted: 24th May 2008 12:52 Edited at: 24th May 2008 12:59
Quote: "I tried C++ and i found it very hard!!"


Well, I've been at it for 4 weeks now (learning C++, that is), so I can probably recommend a couple of things.

1) Use another language as a stepping stone to C++. It looks like you're doing that now with DBP. That's good. Check it off the list and move on.

2) Get a good teacher. It's takes a great deal of commitment to teach yourself something like C++, and you won't learn any standard coding practices if you teach yourself (thus you won't be able to work on a team etc). I'm studying at a specialised school catered towards making computer games. As such, the teachers there are legendary. As an example, we were given an assignment to make hangman last week. As you can imagine, some people were still trying to get it working after a couple of days (being n00bs and whatnot). After the second day, the teacher sits down at his computer and codes it up in less than 5 minutes! It was like watching Mike Tyson take on a bald fat guy and beating the ever-loving jebus out of him! - but - you know - with more C++ and less Mike Tyson.

So yeah, you'd probably be a lot more successful if you took a course or something.

3) If you're planning on getting a job in this industry. You'll have to learn C++ sooner or later...

But DBP is good too ...







Damn, couldn't keep a straight face.

bergice
16
Years of Service
User Offline
Joined: 5th Jun 2007
Location: Oslo,Norway
Posted: 24th May 2008 13:31
Quote: "2) Get a good teacher. It's takes a great deal of commitment to teach yourself something like C++, and you won't learn any standard coding practices if you teach yourself (thus you won't be able to work on a team etc). I'm studying at a specialised school catered towards making computer games. As such, the teachers there are legendary. As an example, we were given an assignment to make hangman last week. As you can imagine, some people were still trying to get it working after a couple of days (being n00bs and whatnot). After the second day, the teacher sits down at his computer and codes it up in less than 5 minutes! It was like watching Mike Tyson take on a bald fat guy and beating the ever-loving jebus out of him! - but - you know - with more C++ and less Mike Tyson."


Lol

Quote: " If you're planning on getting a job in this industry. You'll have to learn C++ sooner or later"


I know that :p


Dont delete my sig mods, it is 600X120...
Slash!
tha_rami
18
Years of Service
User Offline
Joined: 25th Mar 2006
Location: Netherlands
Posted: 24th May 2008 14:14
Oh jeez, you really should keep list of quotes.


A mod has been erased by your signature because it was larger than 600x120
DrEnzyme
17
Years of Service
User Offline
Joined: 22nd Jul 2006
Location: The middle of the Nowhere Desert
Posted: 24th May 2008 14:57 Edited at: 24th May 2008 14:59
Quote: "I know that :p"


Yeah. I can be patronising sometimes without meaning to be. Call it a character flaw. I was brought up around idiots...

Really dumb idiots.

In a village.

Quote: "
Oh jeez, you really should keep list of quotes."


If you think the stuff on this thread is good, wait to you hear some of the dialogue for P². I've been saving up a list of humorous things for the game. The quality I'm aiming for with the dialogue is (hopefully) going to be the same quality as what you'd expect tp find in an old LucasArts adventure game... Like Day of The Tentacle...

*starts daydreaming about DoTT*...

Man that was an awesome game...

LucasArts used to kick arse back when they had a sense of humour.

DrEnzyme
17
Years of Service
User Offline
Joined: 22nd Jul 2006
Location: The middle of the Nowhere Desert
Posted: 25th May 2008 08:39 Edited at: 25th May 2008 08:57
Errors, show yourselves!!!

*nothing happens*

That's ok, I can wait all day...
*loads error-destroying gun*

*1 hour later*

*An error creeps out from behind a bush*

*Ben destroys error*

Muahahahaha! I got you! You thought I wouldn't find you but I-
Hey, what's that noise?

*Ben looks off to the horizon. A giant army of errors can be seen marching towards P²*

Flying Spaghetti Monster save us!...

*Skip ahead to now*

Look what they did to my beautiful game:



I tried to make a sphere mapped gold cubit (<-- currency) for the test level... For some reason it keeps sphere mapping the player! (the cubit turns out fine)

Edit: I worked out what was wrong. I was loading the images in a function, so they were automatically unloaded as soon as the function exited... Weird eh? not really. Anyway, I guess the computer does all the shading at once, so when it got to the cubit, it was like:

"OMG, I've lost the lightmap for the Qbot!!!..."

...

...

"I wonder whether Ben will notice if I switch it with this image..."

*sneaky switch.*

I created some really cool Q-bots during this little escapade, including a wooden one. It was sweet.

Aertic
16
Years of Service
User Offline
Joined: 2nd Jul 2007
Location: United Kingdom
Posted: 25th May 2008 09:53
Nice.

EAST Programming
16
Years of Service
User Offline
Joined: 25th Aug 2007
Location:
Posted: 27th May 2008 00:07
very well put together, if it turns out good enough, put it on shareware, I'd be happy to purchase it,

p.s: Love your intro, amazingly done

Remember games should stay games
DrEnzyme
17
Years of Service
User Offline
Joined: 22nd Jul 2006
Location: The middle of the Nowhere Desert
Posted: 27th May 2008 00:47
Quote: "very well put together, if it turns out good enough, put it on shareware, I'd be happy to purchase it"


It's very tempting, believe me. But I want this game to be freeware (not the sort of freeware where they tell you it's free and then make you pay for it btw). If it turns out successful enough, I'll open a donations box on my website and maybe make a sequel... But I'm getting ahead of myself.
Quote: "
p.s: Love your intro, amazingly done"


Yeah, I like it too. I made the music ages ago, but I couldn't think of anything visual to with it. Then I remembered that one of my friends had made a helix for me (back when I was working on a game that never got finished), so I threw that in Blender and made a Ben smoothie...

Mmm...

Ben smoothie...

DrEnzyme
17
Years of Service
User Offline
Joined: 22nd Jul 2006
Location: The middle of the Nowhere Desert
Posted: 28th May 2008 09:52
I've been working on the currency system at the moment, and I've made it so the player can pick up cubits. The trouble is, I need a suitable pickup sound... And I can't find any decent free sounds. By free I mean "free" not the other kind of free where you pay people money.

Does anyone here have any personal favourite sites that they use to find sound effects?

Penfold
20
Years of Service
User Offline
Joined: 3rd Dec 2003
Location: RED postbox houses of parliment
Posted: 28th May 2008 18:40
how about a microphone and a bag of change ?

'Ooh 'eck chief'...'crumbs'
DrEnzyme
17
Years of Service
User Offline
Joined: 22nd Jul 2006
Location: The middle of the Nowhere Desert
Posted: 29th May 2008 01:05
There's an idea. Make my own...

Except all I have is a crappy digital camera microphone and a webcam microphone... And I'll be hard pressed to find a quiet space to record in around here.

Oh, well, I'll try my best and maybe post the results here...

I wonder if I can borrow some of the school's equipment?

Penfold
20
Years of Service
User Offline
Joined: 3rd Dec 2003
Location: RED postbox houses of parliment
Posted: 29th May 2008 19:49 Edited at: 29th May 2008 19:56
bearing in mind I don't know your actual age but guessing that you may borrow the schools equipment I'm guessing a teenager. I would ask the parents real nicely to purchase you a reasonable mic (they cost about £10/£20) for something that should be upto scratch. You could always show them your pride and joy *re project squared if they dont already know about it. It could lead to some new equipment / resource books or something else . Obviously your very much into it and I'm sure they'll be impressed by what you've done so far.

If the worst comes you could always ask friends if they have a mic. I'm sure one will have something to loan.

<edited> I've just added a .wmv file for you. not that good but all I did was turn on my headphone mic. for a second. unfortunatly you can hear the mic open and close and I don't have any software to clean it up...

'Ooh 'eck chief'...'crumbs'

Attachments

Login to view attachments
Blobby 101
17
Years of Service
User Offline
Joined: 17th Jun 2006
Location: England, UK
Posted: 30th May 2008 00:17
penfold, i think he said something earlier about moving to a New city, i think he's at collage/university.

Your signature has been erased by a mod - 340 KB is a little big don't you think?
DrEnzyme
17
Years of Service
User Offline
Joined: 22nd Jul 2006
Location: The middle of the Nowhere Desert
Posted: 30th May 2008 02:03 Edited at: 30th May 2008 02:06
Quote: "penfold, i think he said something earlier about moving to a New city, i think he's at collage/university."


blobby 101 is right. I've moved to Auckland to study Interactive Gaming at the Media Design School. I don't know how the rest of the world's naming system for educational institutions works but I guess you could say I'm at university. I'm learning how to make games via the industry standard using C++ (which makes the code for P² look incredibly messy and innefficent by comparison ). I'm 18 at the moment.

I think I've bled my parents dry money-wise. Everything's so expensive up here that I've had to get dad to drip-feed me money every week... While mum can barely afford to pay for herself and my brother, let alone support me.

So I'm pretty much your average living-on-the-bones-of-his-arse student. I'm fine with that. I just have to "improvise".

By the way, thanks for the .wma, much appreciated. I think I'll use it as the pickup sound for a bronze cubit. It sounds bronzish.

I might do some random 3d modelling now. Maybe give you guys an idea as to what some of the weapons are going to look like. I've hit a stale point at the moment, and I'm not sure what I should be doing, so I guess I'll try random things and see if I can hatch myself a new goal.

RUCCUS
19
Years of Service
User Offline
Joined: 11th Dec 2004
Location: Canada
Posted: 30th May 2008 03:11
There shouldn't be a problem. Just use collision groups. Set up all of the objects in 1 group, and perform a collision check on the entire group. Sparky's will keep on iterating until it finds a collision free location (Im assuming you're using sphere casting / sliding commands).

DrEnzyme
17
Years of Service
User Offline
Joined: 22nd Jul 2006
Location: The middle of the Nowhere Desert
Posted: 30th May 2008 09:19
Quote: "There shouldn't be a problem. Just use collision groups. Set up all of the objects in 1 group, and perform a collision check on the entire group. Sparky's will keep on iterating until it finds a collision free location (Im assuming you're using sphere casting / sliding commands)."


...

I'm not having any problems with collision at the moment. Thanks for your suggestion though. By this:

Quote: "I've hit a stale point at the moment"


I meant that I can't figure out what I should do next. I was working on the AI, but my brain needs a little time to think about that. It's a big job. I could work on the cubits, but I have to get the sounds working and make a sprite that shows the players current cubits, which in turn means I'll have to set up a menu screen with a save feature (to test whether saving the players cubits works).

And I really can't be bothered doing that in my current state of perpetual tiredness. <- Thanks MDS.

Modelling on the other hand is nice, easy, and fun too. So I guess that's what I'll be doing this long weekend.

Penfold
20
Years of Service
User Offline
Joined: 3rd Dec 2003
Location: RED postbox houses of parliment
Posted: 30th May 2008 17:50 Edited at: 30th May 2008 18:00
Quote: " I'm 18 at the moment."


So a teenager *I'm right*

Anyway glad the sound was of some use if only temporary.

Quote: "but I have to get the sounds working and make a sprite that shows the players current cubits, which in turn means I'll have to set up a menu screen with a save feature (to test whether saving the players cubits works)."


why would you need a menu? I sprite with a simple number overlay or 0-9 numbered sprites would probably do unless you have novel idea, then you could just display on the screen like an ammo counter (just obviously working in reverse), as your only in the early stages of development you don't really need the save option yet (only my opinion)as each time you play you could see the cubits rack up. I think at this stage setting up respawn for enemys etc might be something to look into, although getting it to save your game is obviously a good idea but you could hook that upto the *s* key while you think about your menus etc later.

<edited>

Just had a idea about your sounds. you have a mobile phone I asume? which has a mic. in although these pic up a lot of back ground noise if just sitting on a table (mebe make a sound cone for your phone, ooh wonder if I could market that ) if you point the thing in the general direction of the noise you want it should focus it a bit. Only problem I can see with this idea is that I tried recording on my mobile and transfered it to my pc and it was a file type it couldn't recognise.

Thinking about it further your web cam mic. shouldn't be any worse than the mic. I used.

WOO I waffle on sometimes

'Ooh 'eck chief'...'crumbs'
DrEnzyme
17
Years of Service
User Offline
Joined: 22nd Jul 2006
Location: The middle of the Nowhere Desert
Posted: 31st May 2008 01:45 Edited at: 31st May 2008 09:29
ha-ha . I like your idea but it has one flaw-fatal:



This is what my phone looks like. It's the oldest phone in New Zealand. None can beat it's antiquity!

However, I did think about maybe putting a sound cone on my webcam/camera's microphone. I'll have to do some experiments and see what happens.

I've already got a save game function. It's pretty cool. It saves all the weapons and armour on my little dude, his current cubits and a few other things. I just have to implement it with a main menu and stuff. But I want to do some modelling this weekend so NO! I've got some really cool weapon ideas and I want to see what they look like in 3d.

EDIT: I can't stop laughing at this photo:



Look at it! It's hilarious!

Penfold
20
Years of Service
User Offline
Joined: 3rd Dec 2003
Location: RED postbox houses of parliment
Posted: 31st May 2008 13:15
Woo thats scary look at this..



mines more cute

btw, if you do ever put a sound cone on your webcam etc. you'll have to post us a pic so we can have a laugh

'Ooh 'eck chief'...'crumbs'
DrEnzyme
17
Years of Service
User Offline
Joined: 22nd Jul 2006
Location: The middle of the Nowhere Desert
Posted: 31st May 2008 13:45
That's awesome! Cute!!!

I still think my one's better though. It makes me laugh like crazy. Look at that cat! The instant you start snickering under your breath, he's going to rip your eyeballs out!

Quote: "btw, if you do ever put a sound cone on your webcam etc. you'll have to post us a pic so we can have a laugh "


ROFL! I will. My web-cam is already chocablock full of kiwi ingenuity. I've taken a USB extension cable and a Speaker stand, and taped the whole freaky thing together to create:

A WEBCAM STAND!!!

Adding a sound cone is going to turn it into a real mess

DrEnzyme
17
Years of Service
User Offline
Joined: 22nd Jul 2006
Location: The middle of the Nowhere Desert
Posted: 2nd Jun 2008 07:53
Ergh... Schoolwork...

I only managed to get around to doing some 3d modelling a little while ago. Anyway, this is what I came up with:



I know that there's no trigger on it. The whole idea is that it's connected to your Q-bot's arm, so they can control it directly from their CPU for maximum P4WNAGE (with a capital 4).

I downloaded Blender 2.46 last night, and I used it to test out Ambient occlusion. I have to say, I like this new feature. It's very promising.

Penfold
20
Years of Service
User Offline
Joined: 3rd Dec 2003
Location: RED postbox houses of parliment
Posted: 2nd Jun 2008 11:05
Velly nice..Mr Enzyme....will be time for a new vid soon I hope

'Ooh 'eck chief'...'crumbs'
DrEnzyme
17
Years of Service
User Offline
Joined: 22nd Jul 2006
Location: The middle of the Nowhere Desert
Posted: 2nd Jun 2008 12:58
Video...

video...







*thinks up a quick excuse*

Err.. I'd love to, but my shipment of fail is due to arrive... Ah! there it is now!



But in all seriousness, I think I probably need to make some more stuff before I can do another showcase. And I think I might try and figure out how to export an image each loop and compile it into an animation, like Rami suggested, because anything is better than FRAPs. Even if it isn't, at least I can get rid of the 30 second limit and the water mark.

The only trouble is, I don't have a clue how to export an image each loop and compile it into an animation.

DrEnzyme
17
Years of Service
User Offline
Joined: 22nd Jul 2006
Location: The middle of the Nowhere Desert
Posted: 5th Jun 2008 14:09
WOOT!!! 200 MESSAGES!!!

*pulls out a party popper from out of nowhere. Pops party popper.*

I feel special, but at the same time, I can't help but wonder: How many of those messages did I write?

Anyway, I was doing some sprite work using paint.net (I've just downloaded it, I luv it) and I drew up an 8-bit and a 32-bit version of the player's cubit card. Any cubits you collect will be instantly transformed into trade-able credit (through a process that's too improbable to comprehend).

That's right! No longer will the RPG chracter have to carry around copious amounts of gold in his back pockets, gradually causing spinal injury and ultimately resulting in a painful death. Now, through the power of technology, they can carry around a 2 gram credit card, gradually building up a debit and ultimately resulting in a painful second mortgage on their shack/hovel/abode.

But I digress,

While I was putting the sprite in game, I got one of those errors that I love so much. You know, the ones that cause really cool and interesting things to happen?



Don't worry. I fixed it. No harm done.

This pic was taken with the 8 bit credit card. The 32 bit one is a lot cooler lookin' (no white pixels) but I wasn't going to take another screeny just to show you that. Also, I managed to get a clearer shot of the cubit in this one.

I'm still really busy at the moment, but I will try and work on P² whenever it's plausible. I'm currently working on some more music, and I've got some stuff that I'll try to upload in the near future.

Oh, and bonus points if you got the Douglas Adams reference.

Login to post a reply

Server time is: 2024-05-19 07:58:37
Your offset time is: 2024-05-19 07:58:37