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Thread: The Probe

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  1. #32
    Quote Originally Posted by SilverWarior View Post
    Yes I know that. What I was refering to is that you stop renderning ingame cursor when the mouse cursor leaves the window. This way you don't have ingame cursor left on the last position when the mouse cursor left the windows (both ingame and windows default cursor are seen at the same time)
    Ah, ok...I misunderstood what you wrote earlier. Not sure how I can fix this as I am using SDL to manage the window, and I don't know if there is a mouse enter/leave for that.

    I will look into it, and if I can't fix it, I might have to get rid of my custom mouse cursor, and just show/hide the normal cursor so there is only one either inside the window, or outside the window.

    Quote Originally Posted by SilverWarior View Post
    Adding new fetures to the game usualy increases the game value (offcourse if theese fetures are implemented correctly). I'm sure that you won't mind if your game would have bigger value than original and clones had.
    Of course! It just wasn't in my original vision of The Probe, but I will think on this

    Quote Originally Posted by SilverWarior View Post
    I was thinking of having two or more power sources on different places in the level. So for sucsesfuly powering the teleporter user has to chanel power from all off theese power sources to the teleporter at the same time (mutiple beams).
    hmm...interesting idea, again I will think on this

    Quote Originally Posted by SilverWarior View Post
    As for COOP play I was thinking off having levels where each player spawns in different part of the level, and isn't able to rach the part where the other player spawned in. Or maybe levels which are designed in a way that one player need to flip one swich so the other player may get from one place to another.
    Maybe you could either include temporary swithces which turn of some time after they have been turned on.
    Thanks for the ideas...I will digest and think on it

    Quote Originally Posted by SilverWarior View Post
    This would all add a lot to the game depth and thus making the game much more intesresting.
    It could, at that

    Quote Originally Posted by SilverWarior View Post
    PS: I also found two bugs.
    1. When you turn off the switch the telepad or whatever was turned on in the first place stays on.
    2. After the game over (you lose all off your lifes) if you start a new game you end up with no ditional lifes (game over after first death)
    Ok, 1 is not a bug, I just did it that way...I can make it toggle the state of the object when it is clicked on/off if you really want.
    PS. I was going to add in different types of actions, like the current one (on and not off), or on/off when turned on/off, and maybe other ones, but I only have the one action type ATM...

    Ow! 2 is definitely a bug, thanks for picking that one up...I will fix that right away!

    cheers,
    Paul
    Last edited by paul_nicholls; 16-12-2011 at 03:20 AM.

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