Sulphur on 15/11/2011 at 09:20
Populous Carpet!
Well, minus the carpet.
Man, I always wanted a game that crossed Populous and Magic Carpet. Make my dreams come true, Yak!
Yakoob on 5/12/2011 at 06:18
So just because it makes a somewhat interesting story, I just stumbled upon a weird glitch. So after loading a level in, everything is all peachy, until about a minute when randomly, the main ambient light starts to flicker and... goes off. Like that. Everything is suddenly covered in darkness. The other small lamp lights and stuff work fine, but the overall sunlight just... it just had an outage. WTF? It's the most bizarre thing ever.
But then, after another 10 seconds or so, I begin to float up. I push my "fly down" key get back to the ground, and start floating up again. I check my object stats and my velocity is rapdily increasing up. The gravity has randomly switched direction. Wtf?
And it only happens with this one particular level. Both the ambient and gravity are currently hardcoded in, so there's nothing that can dynamically change them right now. :weird:
Renzatic on 12/12/2011 at 01:59
I was working on something. Then I made a mistake, and accidentally deleted over 7 hours worth of work.
I'm gonna go shoot myself in my big dumb ass head now. Kthxbye. :mad:
Volitions Advocate on 12/12/2011 at 17:51
I had wanted to start working on my Sci-Fi vignette idea, but school turned out to be far too busy for me to even attempt anything.
At least I have been working on something interesting. I've been developing a 3D audio engine for headphone listening. I know a lot of companies have marketed "3d sound" in various forms but none of it really hits the mark. So i've been working on a side of it that normally doesn't leave academic circles and traps of proprietary licenses. I'm funding the research myself through a grant I got through my university, and when I'm done I'll be releasing it as open source software so everybody can take a look and maybe even use it. I was hoping to build it for the game engine I was using, but my software design guy didn't want to approach it that way. So we're making a stand alone app. We should be done in April, at least that's the deadline, and it's looking good. I'll share it here and probably even put up a website to show it off when I'm done.
In related news, however. It turns out that all the worrying that i've wasted my year of free updates to the game engine I licensed was without cause. I bought my license to C4 in april and there's been 3 major updates since then and I haven't been tinkering at all. But last week they changed it and gave lifetime perpetual updates to everybody who owns a license. Even dropped the price of the engine by 100 bucks for "standard" and by 400 bucks for "pro". and they'll even honor the extra hundred bucks I paid for standard over the new price for when I want to upgrade. I'm pretty excited. I can finish my work at school and not feel like I ripped myself off by buying before I was ready to work.
Now if I could just get the DX SDK to install without an error.... :mad:
Ulukai on 12/12/2011 at 18:51
Found a really nice lighting engine for XNA called (
http://krypton.codeplex.com/) Krypton and I knocked up quick top-down thing to get a feel for it:
<param name="movie" value="http://www.youtube.com/v/XRKQbTa3IpQ?version=3&hl=en_US&rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/XRKQbTa3IpQ?version=3&hl=en_US&rel=0" type="application/x-shockwave-flash" width="800" height="572" allowscriptaccess="always" allowfullscreen="true"></embed>
Well, I say quick. Had flashbacks to A-Level maths and
eventually got all my camera and projection matrices sorted, and then because I'm a bit of a perfectionist I implemented a proper camera so you can move the camera independently of the player. Currently trying to get a world builder finished so I can enjoy messing around with different tile sets and lights without having to hardcode everything in a very hacky way.
Bakerman on 13/12/2011 at 20:33
Quote Posted by Ulukai
quick top-down thing
Long I have had dreams of a top-down (
http://en.wikipedia.org/wiki/Space_Hulk) Space Hulk roguelike. You make my dreams come true.
I'm back to working on the game full-time. But first, some engine development. I had some fun (
http://www.garagegames.com/community/blogs/view/21377) integrating Recast/Detour into Torque, which I am nearly finished with. I just managed to get the navmeshes to build in a separate thread, so even with large navmeshes you can keep playing around in Torque's world editor.
I also started up an open-source (
code.google.com/p/aesop-open-planner) automated planning project for my AI. I couldn't find any good implementations of (
http://web.media.mit.edu/~jorkin/goap.html) GOAP that I liked, so I decided to roll my own in library form. It's sort of evolving to become a lot more than the very simple GOAP implementation F.E.A.R. used (to the point where I'm intending to add a PDDL parser :p), but I want to make sure I can still scale it down to a very simple, performant domain for use in moment-to-moment AI. So if any of you out there feels like using some form of planning for your AI, well... that's why I started this project! :) There are more details in the post I linked to above about Recast/Detour, or on the project site.
june gloom on 23/12/2011 at 10:17
God dammit Eld you never ever answered my PM. That I sent ages ago.
It was kind of an important one.
:mad:
Eldron on 23/12/2011 at 19:54
Quote Posted by dethtoll
God dammit Eld you never ever answered my PM. That I sent ages ago.
It was kind of an important one.
:mad:
I check that one like once a year, I had forgotten forums even had PM systems :x