Page 7 of 39 FirstFirst ... 5678917 ... LastLast
Results 61 to 70 of 386

Thread: PGD Annual 2009 - Progress

  1. #61

    Re: PGD Annual 2009 - Progress

    Quote Originally Posted by paul_nicholls
    Quote Originally Posted by PJP Dev
    Updated my blog - http://pjpdev.blogspot.com

    And uploaded a little bit of my entry to my server - http://www.pjpdev.co.za/xtremists/pg...ntelspooks.zip

    Check it out and tell me what you think...
    not to be out-done, I have also uploaded an example test of my game you can download

    See http://day-of-destruction.blogspot.com/ for the details...

    cheers,
    Paul
    I have now uploaded a separate .exe file with much improved high score name entry:

    http://fpc4gp2x.eonclash.com/downloa...estruction.exe

    If you haven't already downloaded the program, you need the full .7z file (from blog).

    Just replace the exe file with the the updated one.

    You can now test entering high score names (up to 10 characters).

    The keys are:

    Cursor keys up/down/left/right = move cursor
    joy stick up/down/left/right = move cursor (untested)
    left or right CTRL enters the highlighted character (or does highlighted function - ok, delete).
    joy button not working yet for character entry...

    backspace key = delete character
    Enter (or escape) exits the program

    You can also just type in the letters, numbers or space character using the keyboard too instead of selecting and using CTRL key!!

    have fun...feedback is much appreciated

    cheers,
    Paul

  2. #62

    Re: PGD Annual 2009 - Progress

    Attempt 3 at creating svg tile based scrolling worked. Yesterday it almost worked but it had flaws. Once again throwing away source code and making things simple again made it work.

    Now it needs finetuning like glscissor.
    Also i need to find a better way to detect the tile that is most covered by the player svg sprite. E.g. it can float above 4 tiles, but what is the tile that is most covered by it? Or should i just check for colision in each of the 4 possible tiles. hmm...
    http://3das.noeska.com - create adventure games without programming

  3. #63

    Re: PGD Annual 2009 - Progress

    I'm trying to squeeze some bytes from video memory now. I have noticed that adding sprites just bitches up the console text on the sub screen
    OTOH, the dust-made-rubber-band () I have used for the stylus trail works very well
    Get your fpc4gba copy now!
    Get your fpc4nds copy now!

  4. #64

    Re: PGD Annual 2009 - Progress

    Ok a first pre alpha release has just been released.

    If you want to try it out, you do so at your own risk.

    Also a first bug is there as scrolling happens way to fast. It was ok in the virtualbox pc, but not on real hardware. So the main loop has to be redesigned.

    You can get it at: http://sites.vanderhoning.net/SubMerged at the download section.
    http://3das.noeska.com - create adventure games without programming

  5. #65

    Re: PGD Annual 2009 - Progress

    I spent time tearing down my entire physics engine and then re-writing it from the ground up yet again. This time based completely off of Verlet Integration. So far, I have points, rigid constraints, and spring constraints working fine. Now its time to add in other basic types (rect, line, angular constraints) and then to add in rotation. If I get lucky I'll make the deadline, if nothing else I should have a kick ass start on a good Verlet system LOL.

  6. #66

    Re: PGD Annual 2009 - Progress

    Quote Originally Posted by jdarling
    I spent time tearing down my entire physics engine and then re-writing it from the ground up yet again. This time based completely off of Verlet Integration. So far, I have points, rigid constraints, and spring constraints working fine. Now its time to add in other basic types (rect, line, angular constraints) and then to add in rotation. If I get lucky I'll make the deadline, if nothing else I should have a kick ass start on a good Verlet system LOL.
    Sounds neat

    I had done some simple verlet physics stuff myself a while ago; it had points and 'stick' constraints, and an edge contstraint (keeps the points on oneside of a line). I was able to make a verlet rigid shape bounce and roll down a hill ok

    cheers,
    Paul

  7. #67

    Re: PGD Annual 2009 - Progress

    Haven't been able to make alot of progress because of Holiday's.

    I've been to ICC wich stands for "International camp on computers and communication". It's an international camp organized for blind and visually impaired people (I'm partially sighted). It was like: Great people from all over europe, loads of laughter, beer and not enough sleep. Allthough I brought my laptop with me, I really didn't feel like programming at all, because of all the fun things that happened there. Now that i'm home, I really have to get used to everyday life again.

    I might make some good progress during the next couple of weeks, because I haven't planned anything yet. So stay tuned.

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

  8. #68

    Re: PGD Annual 2009 - Progress

    Haven't made much progress lately. But things will get beack on track now. I've downloaded Windows 7 RC and giving it a whirl, works great so far.

    I'm still busy with the level editor, going to push this now.

    It's time to get to work on this and play less MMOs. Lol

  9. #69

    Re: PGD Annual 2009 - Progress

    The submerged main loop now works as it should. The game now plays at 25fps on every machine. De actual fps display is still dependen on the machine, but does not affect gameplay anymore.
    Also i made a starter on some tile graphics.

    For those who want to try you can download the pre alpha 2 release at: http://sites.vanderhoning.net/submerged/downloads
    http://3das.noeska.com - create adventure games without programming

  10. #70

    Re: PGD Annual 2009 - Progress

    To be honest, I haven't done any work on my entry this last week - I've been distracted with life and other projects

    Hopefully this will improve this week

    cheers,
    Paul

Page 7 of 39 FirstFirst ... 5678917 ... 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
  •