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Well the weekend went 'okay', Mark St.Jean of ShoeStringGames was very productive in his help on project2,
thanks to him we've completed all of the base area maps for the first island.
however since I had to teach him how to use the system it whittled down the time I had to work on the topic menu and…
thanks to him we've completed all of the base area maps for the first island.
however since I had to teach him how to use the system it whittled down the time I had to work on the topic menu and…
So here is a mockup of the inventory (inventory items from Morning's Wrath :D):
the inventory is brought up by a left click, or by pressing the I key.
once there it detects when your mouse has entered the window, and when it leaves it (after 1 second elapses) the window automatically shuts, this is s…
the inventory is brought up by a left click, or by pressing the I key.
once there it detects when your mouse has entered the window, and when it leaves it (after 1 second elapses) the window automatically shuts, this is s…
It's time for yet another mock-up!
with the radial menus now in top-form, it's time to move on to implementing the dialogue system.
the dialogue system has two parts:
1. topic presentation and selection
2. character dialogue display
in a previous post i listed a bit about how our topic system works, I'v…
with the radial menus now in top-form, it's time to move on to implementing the dialogue system.
the dialogue system has two parts:
1. topic presentation and selection
2. character dialogue display
in a previous post i listed a bit about how our topic system works, I'v…
well I knew I was setting myself up for failure with my proposed task list, but that is okay.
better to aim high and hit low than aim low and hit lower.
so I managed to get the radial menu system finished, as every programmer here knows things in the mind are commonly somewhat more difficult to produ…
better to aim high and hit low than aim low and hit lower.
so I managed to get the radial menu system finished, as every programmer here knows things in the mind are commonly somewhat more difficult to produ…
So one of the things on my list is the dialogue system.
I knew straight away that I was going to do dialogue slightly differently in Project2 than in Morning's Wrath.
Morning's Wrath used a system of natural dialogue progression, with no user branching, this made it pretty impossible to do dialogue p…
I knew straight away that I was going to do dialogue slightly differently in Project2 than in Morning's Wrath.
Morning's Wrath used a system of natural dialogue progression, with no user branching, this made it pretty impossible to do dialogue p…
So, I'm on the brink of a lot of good stuff, admitedly I didin't get much done over the weekend (the horror!) partially because sunday got gobbeled up by our 4 hour St. Patrick's day parade.
(the second largest in the country lol.)
but I doubt I would have gotten much done even if I had nothing to do…
(the second largest in the country lol.)
but I doubt I would have gotten much done even if I had nothing to do…
So the world interaction system is now 50% done.
With some help from uavfun in #graphicsdev on IRC I was able to get some ray picking working.
A ray is cast from the point on my near-plane in the direction my camera is looking. As the ray travels downward it tests the height-map values for a height c…
With some help from uavfun in #graphicsdev on IRC I was able to get some ray picking working.
A ray is cast from the point on my near-plane in the direction my camera is looking. As the ray travels downward it tests the height-map values for a height c…
[postahboy]
You know you wan't one, so go buy one =D
look awesome and support GDNet!
Get this season's trendy Game Developer apparel
[/postahboy]
You know you wan't one, so go buy one =D
look awesome and support GDNet!
Get this season's trendy Game Developer apparel
[/postahboy]
here is a nice piece of art that will be used in project2, all I can say about it, is that it's a small scale reactor that produces heat which is converted into electricity to power ancient devices.
the little rods to the left are the 'fuel', which is inert until it contacts with the panels in the c…
the little rods to the left are the 'fuel', which is inert until it contacts with the panels in the c…
"Damnit Raymond, where have you been?"
Well, I've been working on loads of stuff for Project 2
"Ahh, well let's see it then."
Actually, I can't show you because it would give away things I am waiting to announce for the kick-off.
"So when is this 'kick-off' anyway?"
It is schedueled for June 2006.
"So wh…
Well, I've been working on loads of stuff for Project 2
"Ahh, well let's see it then."
Actually, I can't show you because it would give away things I am waiting to announce for the kick-off.
"So when is this 'kick-off' anyway?"
It is schedueled for June 2006.
"So wh…
Greetings Everyone =)
So, my vacation has come to an end (which I spent working on Project 2, no big suprise eh?) sorry for the lack of updates
but I've been busy, and besides abscense makes the heart grow fonder, right? =D
Okay, so first and foremost, screen shot =)
to answer some common questions:
- n…
So, my vacation has come to an end (which I spent working on Project 2, no big suprise eh?) sorry for the lack of updates
but I've been busy, and besides abscense makes the heart grow fonder, right? =D
Okay, so first and foremost, screen shot =)
to answer some common questions:
- n…
We'll the cold is not letting me go =/
I guess the devil is finally making good on that pact we made.
edi: So I really want to make a game!
devil: Sure, that's easy, I'll just need your soul.
edi: Sure take it (what a sucker) I don't need it anyway.
devil: Done, enjoy making your game!
He failed to menti…
I guess the devil is finally making good on that pact we made.
edi: So I really want to make a game!
devil: Sure, that's easy, I'll just need your soul.
edi: Sure take it (what a sucker) I don't need it anyway.
devil: Done, enjoy making your game!
He failed to menti…
So i'm still hacking up lung but im trying to get some stuff done.
Okay, so I ported the Flare3 animation system over, and it was a pretty clean port, mainly variable name changes.
the core of the animation system is a far better improvement over the method Flare3 used, which is, it uses conceptual s…
Okay, so I ported the Flare3 animation system over, and it was a pretty clean port, mainly variable name changes.
the core of the animation system is a far better improvement over the method Flare3 used, which is, it uses conceptual s…
I've been dreading a certain aspect of the S3 Engine, which I know I am going to need to solve sooner or later.
So now I'm going to tell my problem to you all =)
The problem is one of Interiors and Exteriors, or indoors and outdoors.
Currently, the S3Engine is exceptionally well suited to outdoor maps…
So now I'm going to tell my problem to you all =)
The problem is one of Interiors and Exteriors, or indoors and outdoors.
Currently, the S3Engine is exceptionally well suited to outdoor maps…
I've been dreading a certain aspect of the S3 Engine, which I know I am going to need to solve sooner or later.
So now I'm going to tell my problem to you all =)
The problem is one of Interiors and Exteriors, or indoors and outdoors.
Currently, the S3Engine is exceptionally well suited to outdoor maps…
So now I'm going to tell my problem to you all =)
The problem is one of Interiors and Exteriors, or indoors and outdoors.
Currently, the S3Engine is exceptionally well suited to outdoor maps…
So I've got the map editor as done as it is going to be for the moment. After some consideration I decided not to put in splat-map editing, primarily because photoshop can do the job a heck of a lot better, with it's only lack being a slight loss of WYSIWYG the editor would provide.
The editor still…
The editor still…
So after Ildave1 and I banged out part1 of the Project2 story, I decided it was now time that we had an editor.
After some careful thought I revised my plan for doing an in-game editor, while this would have been optimal, the required UI components needed would have been horrible.
So instead, much li…
After some careful thought I revised my plan for doing an in-game editor, while this would have been optimal, the required UI components needed would have been horrible.
So instead, much li…
Eureka:
Okay so after a journey deep into the heart of transformation matrices I've managed to get the entity system to render with respect to the actual camera.
I also have entity placement mind the terrain they are placed on, and camera positioning raises with terrain as well.
There is also another …
Okay so after a journey deep into the heart of transformation matrices I've managed to get the entity system to render with respect to the actual camera.
I also have entity placement mind the terrain they are placed on, and camera positioning raises with terrain as well.
There is also another …
So I'm wrestling with some of the weirdness associated with the weirdness of implementing a 3D/2D game, but so far i dont think i see any show-stoppers.
This trouble is coupled with the fact that I really dont have a great concept of how 3D games work, especially the concept of coordinet spaces, but…
This trouble is coupled with the fact that I really dont have a great concept of how 3D games work, especially the concept of coordinet spaces, but…
After browsing the net a bit, I found the code that can be used for rounding a number up to the next power of two. While I am banking on D3DXCreateTexture to do it for me, it can be helpful in other situations, so I thought I would post it.
I converted it into a simple routine:
I converted it into a simple routine:
/**
* Function for ro…
So, i have the Frame and Sheet objects basically set up, and now comes the 'meat' of it.
as we said before, each frame could potentially exceed valid texture sizes, and on devices that dont support non-power-two textures this could result in phenominal waste of precious on-board ram, and cause some …
as we said before, each frame could potentially exceed valid texture sizes, and on devices that dont support non-power-two textures this could result in phenominal waste of precious on-board ram, and cause some …
So the radial menu system is functioning, there are still some bugs to work out and some features to add, but I am going to turn to more pressing matters.
The Entity System:
indeed the big, scary entity system.
it is big and scary because 2D elements do not lend themselvs well to the 3D way of doing t…
The Entity System:
indeed the big, scary entity system.
it is big and scary because 2D elements do not lend themselvs well to the 3D way of doing t…
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