Page 23 of 39 FirstFirst ... 13212223242533 ... LastLast
Results 221 to 230 of 386

Thread: PGD Annual 2009 - Progress

  1. #221

    Re: PGD Annual 2009 - Progress

    The submarine is cute
    I'm expecting the Beatles song "yellow submarine" to be playing!! haha!

    cheers,
    Paul

  2. #222

    Re: PGD Annual 2009 - Progress

    Quote Originally Posted by noeska
    A minor update for submerged :-)

    - The scrolling part of the level is now fullscreen instead of being boxed
    - A few graphics have been updated with something that is not a square ;-)

    In the end it is now a bit more playeable again ...

    You can download the pre alpha 5 version from: http://sites.vanderhoning.net/submerged/

    PS colliding with an object does cause the player or object to stop. Instead the player looses energy.

    So todo is making the player able to defend him/her self and make object that give back energy instead of taking it. And ofcourse more graphics need to be drawn ...
    Clears up some things yes. Personally, I wouldn't rotate the entire screen, but rather the sub itself like most other sidescrolling games (although it is an interesting game mechanic). The font is still way too huge for my computer, at least, with only "gy" from "energy" visible on the left.

    Also, your app seems to have set more than just the resolution. My monitor is finicky this way, and certainly shouldn't cause you any worry, but I just thought I'd mention. It's either specifying the depth or refresh rate, which my monitor doesn't like. Side effect is that all images look jaggy, but this is just my monitor (never found anyone with a similar problem), so don't worry too much about this.

  3. #223

    Re: PGD Annual 2009 - Progress

    @Noeska. Congrats on your progress. I'll check your game as soon as I have time (this weekend).

    I've made a bit of progress too. I'm planning to make neat circle v.s line based (yes that's 2d ) collision checking mechanism. For debugging purposes, I first tried to render the collision data (see pictures). All the lines that mark the individual cells, that is. Next, I'll implement an algorithm that can check a vehicle-circle (that white thingy ) against any nearby lines. I will also try to make some nice collision response (hope to do that this weekend).


    Coders rule nr 1: Face ur bugz.. dont cage them with code, kill'em with ur cursor.

  4. #224

    Re: PGD Annual 2009 - Progress

    I want to share with you my concern regarding my own entry.

    Allthough my entry may look impressive, it's far from finished and working on it has become frustrating rather than fun. This is because of:
    • Mathy routines that don't work (a lot of code depends on these routines)
    • Floating point rounding errors
    • Memory leaks
    • Increasing complexity of my code
    • DeleD crashes (probably lost 24 hours of work because of this)
    • Making content is alot of work
    • When data (like a racetrack) is corrupted, its hard (or impossible) to fix it (that just happened )

    All these things cause alot of frustration. I keep on debugging and fixing things that I thought were fixed. Somehow, I keep myself at it, but now I've come to the point where I'm considering to drop the project. Yeah.. It hurts, but it might be the best thing to do. I still have hope to finish this, but I doubt whether this hope is justified.

    ...

    Just don't know what to do now??

    Edit: Just fixed my corrupted race track. I'll show you some pics when I have lightmapped it.
    Coders rule nr 1: Face ur bugz.. dont cage them with code, kill'em with ur cursor.

  5. #225

    Re: PGD Annual 2009 - Progress

    Here they are. Yeah.. These graphics seem to motivate me a bit more.



    Coders rule nr 1: Face ur bugz.. dont cage them with code, kill'em with ur cursor.

  6. #226

    Re: PGD Annual 2009 - Progress

    Nice

    cheers,
    Paul

  7. #227
    Legendary Member NecroDOME's Avatar
    Join Date
    Mar 2004
    Location
    The Netherlands, Eindhoven
    Posts
    1,059

    Re: PGD Annual 2009 - Progress

    @Chrono: Lightmapped track looks really cool, I hope you can manage to fix some working gameplay before the compo ends.
    NecroSOFT - End of line -

  8. #228

    Re: PGD Annual 2009 - Progress

    Keep it up folks

    Only three weeks left!!

  9. #229
    Legendary Member NecroDOME's Avatar
    Join Date
    Mar 2004
    Location
    The Netherlands, Eindhoven
    Posts
    1,059

    Re: PGD Annual 2009 - Progress

    I did a small update; I created a new race track. This is our 2nd track so far. (This took me 1 evening of work...)

    http://www.necrosoft.nl/?p=627

    NecroSOFT - End of line -

  10. #230

    Re: PGD Annual 2009 - Progress

    Looks good.

    I think the next step for me, is to get collision detection working and add a racing vehicle to the game (+ thruster particles). When i've managed to do that, I'll probably upload it so you can check it out. I have not enough time implement my original idea described in my design document (opponents with AI and weapons + laps and checkpoints etc..), so I have to pick something simpler that is still fun. If anyone has a cool idea, please tell me about it.
    Coders rule nr 1: Face ur bugz.. dont cage them with code, kill'em with ur cursor.

Page 23 of 39 FirstFirst ... 13212223242533 ... LastLast

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •