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Re: sword
[Re: nkl]
#47743
02/25/06 22:44
02/25/06 22:44
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Joined: Feb 2005
Posts: 647 Williamsburg, VA USA
draculaFactory
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OP
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Joined: Feb 2005
Posts: 647
Williamsburg, VA USA
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You do not download a demo. There is no demo. I would not like to see alot of things that I worked long and hard on being ripped.
Making dreams come true... And being erroneously accused of software piracy by Conitec in the process.
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Re: Celebrating 14 pages!!!
[Re: draculaFactory]
#47745
02/27/06 16:11
02/27/06 16:11
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Joined: Jul 2002
Posts: 2,002 Europe
ShoreVietam
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Expert
Joined: Jul 2002
Posts: 2,002
Europe
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Nice textures!!  hehehe that's a great sentence, put it into the features list "Buggy battle system implemented."!  But the screens don't show much of the system, we'd have to see it in real time? :-|
Last edited by ShoreVietam; 02/27/06 16:11.
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Re: Celebrating 14 pages!!!
[Re: ShoreVietam]
#47746
02/27/06 16:45
02/27/06 16:45
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Joined: Feb 2005
Posts: 647 Williamsburg, VA USA
draculaFactory
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OP
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Joined: Feb 2005
Posts: 647
Williamsburg, VA USA
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not really buggy in truth there just are some things missing like enemy retreat and hunting code where an enemy moves to the last known area where it saw the player. right now if it sees the player it runs to meet her and attacks until dead. would upload a vid but i dont have a place to stow it, maybe i should actually look for a place...
Making dreams come true... And being erroneously accused of software piracy by Conitec in the process.
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Re: Celebrating 14 pages!!!
[Re: Andvari]
#47749
03/03/06 06:04
03/03/06 06:04
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Joined: Feb 2005
Posts: 647 Williamsburg, VA USA
draculaFactory
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OP
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Joined: Feb 2005
Posts: 647
Williamsburg, VA USA
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Using the tip that Grimber gave me, I was able to make a wierd sort of pathfinding code. Screen shots are pointless lol, FRAPS lags it so bad it looks aweful. Here's what it does though: An enemy will chase you if it can see you, and when it can't see you it will go to the last node that saw you. This would be a problem because the enemy would stick in the wall while trying to get to a node that doesn't have line of sight, but I made it so it traces obsticles, sort of like the pathfinding code in the aum and when it gets close to a wall it will just pan away from that location. If the player is close to the wall, it would end up making a "safe spot" where the enemy won't go, but it will not trace for obsticles if the player is still while it has the line of sight to the player. It works out good, not screwy looking or anything. I will work on it some more tomorrow and mix it up with my combat system and post some more stuff.
Making dreams come true... And being erroneously accused of software piracy by Conitec in the process.
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Videos finally...
[Re: draculaFactory]
#47750
03/13/06 06:34
03/13/06 06:34
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Joined: Feb 2005
Posts: 647 Williamsburg, VA USA
draculaFactory
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OP
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Joined: Feb 2005
Posts: 647
Williamsburg, VA USA
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Finally put together some videos of the NEW new skill system. A couple of mummies just kinda standing around getting ready to be toastified. Currently three skills, sort of elementalist fire skills. I'm going to work on fire now and then go through earth, air, and water. These videos are dark because of compression. Immolating TouchFireballWrath of FireIcons were made by taking screen shots of a special studio type level with a camera fixed on the effect.
Making dreams come true... And being erroneously accused of software piracy by Conitec in the process.
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