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Re: ...hexathingy...
[Re: ]
#346469
11/06/10 01:27
11/06/10 01:27
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Joined: Apr 2005
Posts: 4,506 Germany
fogman
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OP
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Joined: Apr 2005
Posts: 4,506
Germany
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It is a fixed tileset. I´ve got some levels filled with dummy meshes. The real meshes are loaded through textfiles. As an alternative, the meshes can be loaded randomly. I´ve done a small editor to change particular meshes and items at runtime, while I´m at playing. I can then save the whole shebang in a textfile. Basically the leveldesign is half random and half intended. I hope you understand my gibberish...  Atm there are three different items and three different hexagonal path tiles.
no science involved
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...hexathingy... Demo
[Re: fogman]
#347014
11/11/10 15:21
11/11/10 15:21
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Joined: Apr 2005
Posts: 4,506 Germany
fogman
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OP
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Joined: Apr 2005
Posts: 4,506
Germany
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I´ve uploaded a small demo (10 levels). Nothing fancy, just pure gameplay. Downloadlink: [only 3,5 MB] http://www.vulkanware.de/stuff/HexAmaze0.2.zip Features: -Hit F6 to get an invalid Pointer! Yeah! -You can´t reach every item, there´s just no path to some of them -Try to get the special strike item -Your score will be determined by the needed time and the picked items
no science involved
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Re: ...hexathingy... Demo
[Re: fogman]
#347018
11/11/10 17:40
11/11/10 17:40
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Joined: Feb 2008
Posts: 3,232 Australia
EvilSOB
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Posts: 3,232
Australia
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Have YOU played all the levels through yet?
I get hitting a bug on OJNE of the levels. I dont know which one is it, I'll post a screen-cap when I get home.
It successfully takes out the target "stone" but doesnt move to the next level... Could I be hitting level 10 maybe? It seems like Ive played that many levels...
Thoroughly enjoyable way to waste time at work. Ive always liked these sort of games... And I love the new-level animation with the hexagonal 'manhole covers' flying away into space...
[EDIT] I was hitting level 10, so dont worry about it. It would be nice for you to add a display showing which level you are at. Got a couple of ideas for increasing difficulty later on. (NOT in order of difficulty) 1> 'blackout' the hexes except start and goal, and only light-up a few hexes under the mouse. 2> 'blackout' all except start and goal, and only show one hex under mouse, and have 'laser-beam' light the hexes is goes near in a strobe-effect. 3> dont pack the hexes so close, and have them 'drifting about' so its harder to focus on them. 4> have some hexes either randomly or regularly rotate themselves. 5> have some hexes 'direction' or 'type' hidden at all times. So you can only figure out what type they are, and what direction they are facing, by seeing how the laser passes through them. 6> Have the number of hex-click you make alter your score. More clicks, less score. Or something like that.
"There is no fate but what WE make." - CEO Cyberdyne Systems Corp. A8.30.5 Commercial
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Re: ...hexathingy... Demo
[Re: Roel]
#347080
11/12/10 11:10
11/12/10 11:10
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mercuryus
Unregistered
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mercuryus
Unregistered
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...mit V8 compiliert - huh? Crasht auf meinem Laptop
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Re: ...hexathingy... Demo
[Re: ]
#347104
11/12/10 15:54
11/12/10 15:54
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Joined: Apr 2005
Posts: 4,506 Germany
fogman
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Posts: 4,506
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Thanks for your suggestions so far!  Yep, it´s compiled with A8. What do you mean by "rotation animation"? A visible rotation rather than a chopped 60 degree turn?
no science involved
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Re: ...hexathingy... Demo
[Re: badapple]
#347114
11/12/10 17:14
11/12/10 17:14
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Joined: Feb 2008
Posts: 3,232 Australia
EvilSOB
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Posts: 3,232
Australia
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badapple... Do you develop using A8 or A7? Check the third post (and beyond) of THIS THREADIt looks to ME like A8 is having difficuly with certain Intel GPU's. The logs seem to suggest A8 thinks they are "old device"'s. But aparrently A7 has no such qualms. I couldnt run Hex on my work machine with a known "old" ATI card, but it works fine at home on my Nvidia...
"There is no fate but what WE make." - CEO Cyberdyne Systems Corp. A8.30.5 Commercial
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