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Messages - Hrolf

#76
Projects / Re: FutureRP
March 02, 2007, 06:39:27 PM
Quote from: cyberkilla on March 02, 2007, 06:29:34 PMBy the way, I like the highlighted ring. I would be happy enough with what you have;).
Mine doesn't even use normals - it's always in the XZ plane: looks crap on slopes...

Quote from: EgonOlsen on March 02, 2007, 06:30:35 PMMy solution to this "problem" would be: Ignore it.
Aww!
Quote from: EgonOlsen on March 02, 2007, 06:30:35 PMyou'll share this problem with a lot of games out there...
All the more reason to make ours better! Would it be possible to have a light with a shaped filter? (Like the batman symbol projected on the clouds) That'd be well cool!
#77
Projects / Re: Warehouse Visualisation
March 02, 2007, 06:25:06 PM
Impressive - Looks professional!

Wouldn't some crates or something make the demo more visual though? Bit hard to follow what's happening ATM...
#78
Projects / Re: FutureRP
March 02, 2007, 06:18:14 PM
I was wondering about this (the highlight ring, not the nipples!) in Bloodridge. Currently it's a bit weird, especially on steps...



Any ideas how to work this one?

(speech bubbles look good BTW!)
#79
Projects / Bloodridge
February 26, 2007, 06:09:48 PM
QuoteMaybe a hybrid would work, where you can play actual singleplayer missions with some human players if available

My idea was full multiplayer but to use bots make up the teams if there aren't enough humans... Ideally a player would not be sure whether the other players were humans or not!

The trouble with single player is that maps need to be much larger and enemies more varied to sustain interest - both of which up the poly count and artwork time. Multiplayer lets me re-use maps & enemies - I must have played some Wolfenstein ET maps hundreds of times!
#80
Projects / Bloodridge
February 25, 2007, 05:19:05 PM
You can heal yourself with spell 6 (shoot at the ground near yourself), but it's not a good system - I need to look at that...
Respawning happens in 'reinforcement waves' every 15 seconds (different times for humans & svarts).

To finish the keep: from the start, jump up onto the ledge above the tunnel and go through the doors to the ledge on the other side. Wait here until the area below is clear(ish). Get the cauldron spell ready then sprint along the roof and jump down to the gate, fire the spell, then run back to cover beside the svart spawn building. It's not easy but it is possible!

I do need to do some easier missions though - I'm looking at mission design now, but I really have to decide whether to go for a single- or a multiplayer game as the level design considerations are totally different...
#81
Projects / Bloodridge
February 24, 2007, 02:31:12 AM
Quoteso it works in linux
Fantastic! Thanks Cyber!
#82
Projects / Bloodridge
February 23, 2007, 10:03:48 PM
Hi Egon,

Vers. 0.0.2 is now up.

I've added the MipMapper & it looks good (but a bit 'blurry' sometimes?) and the performance drop is barely noticable - nice one!

I also used the Javax sound API as you suggested which seems more reliable and has also allowed me to realistically reduce volume over distance - much better! Hope it works ok on linux...

Thanks
#83
Projects / Bloodridge
February 22, 2007, 05:46:40 PM
Thanks Egon,

I'll check that sound system out and look at MipMapper (but FPS is a BIG concern!)

QuoteIt's a bit difficult though, because i'm dying all the time
I could stop the enemies shooting at you if you think that'd make it easier!  :wink:
#84
Projects / Bloodridge
February 22, 2007, 04:57:45 AM
Hi Egon & everyone,

Just to let you know about Bloodridge, a jPCT project I've been working on.

I've posted details on http://www.javagaming.org/forums/index.php?topic=15960.0

Cheers,

Simon