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Messages - fireside

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556
Support / Java suggestion needed
« on: March 04, 2008, 06:25:13 pm »
I was wondering if someone would have a suggestion for this.  My gravity objects will have an active property.  When the object is active, I want it to be tested in the game loop for gravity, but not tested when it is not active.  So, what I have in mind, but am not sure how to implement, is a container for active objects.  This would be accessible from the main game loop.  The gravity objects would add themselves to this container when they are active and remove themselves when they are not active.  How could I make these objects have access to the container in the main class?   

557
Projects / Re: jKilavuz: a guide in the polygon soup
« on: March 03, 2008, 07:47:40 pm »
Hey, this is pretty cool.  I play around with adventure games and it would work great.  I'd have to use the free version, though.  I'm kind of low on funds. ;D

558
Projects / Re: Flier Match
« on: March 03, 2008, 07:14:49 pm »
Do you have any screen shots?  I found one link back a ways but it was dead.

559
Support / Re: How to Hardware Mode
« on: March 02, 2008, 05:46:09 pm »
Does this code go with the lwjgl applet loader then? 

560
Projects / Re: Labyrinth Z
« on: February 28, 2008, 03:05:04 pm »
Latest update for my game.  The mouse pushes boxes now.  There are some problems to work out, but it basically works pretty good.


561
Support / Inventory items
« on: February 28, 2008, 02:06:16 am »
I'm thinking of introducing inventory items.  My first thought is to have them either real or billboarded in the upper left corner of the screen.  How would I go about doing that.  Would I parent to the camera somehow?

562
Projects / Re: Labyrinth Z
« on: February 27, 2008, 12:46:04 pm »
It looks nice, but when you go to the site it says "free to try, 400 dollars to buy."  I'll probably go with installjammer and hope they get their mac version done, or do something special for the mac.  This mac guy I know says they just want a dmg file, but I think you need a mac to make one.

563
Support / Re: setName
« on: February 26, 2008, 10:49:12 pm »
I think the abstract base class method would be the best.  There might be other things I will need to add in the future.  Thanks.

564
Support / Re: setName
« on: February 26, 2008, 09:28:06 pm »
Let's see.  I'm just checking what else I can do.  Will the ID work on an extended class somehow and tell me what the extended class is?  Like, I have a class box that is extended from Object3D, can I find that out from the ID?  Actually, it's extended from GravityObject which is extended from Object3D.

565
Support / setName
« on: February 26, 2008, 04:17:09 pm »
I'm not quite clear if the setName requires a unique name or not.  I'm interested in using simple collision to check for a type.  Since the ID is unique, and returned,  I can set the name to a type, and can get it that way, I think.  Will that work, or do you have another suggestion?

566
Projects / Re: Labyrinth Z
« on: February 26, 2008, 01:03:36 pm »
Quote
Also, I don't know if your game will be opensource, but if it is, I found this installer that is free for open source projects.

Thanks for the link.  I'm not sure if I'll go open source or not.  Jpct isn't, so I don't know how all that works and don't really care that much.  It will be free, and probably follow a license close to jpct so there aren't any problems.  If you go open source, then your artwork is open source also and people just use it rather than making something of their own.  I don't think modeling is that hard and there are free modelers around.  So I'd rather see someone do their own work rather than just take someone else's and use it.

This is a latest screenshot of my game.


I have an abstract gravity object class now.  It's basic, but will improve. I'm using it on the box.  I want to put something that checks position after a couple seconds and then changes it's status so it doesn't get checked any more if it hasn't moved.

567
Projects / Re: Labyrinth Z
« on: February 24, 2008, 10:31:42 pm »
I kind of changed subjects too fast there. 

There's one installer I saw that looks interesting that I haven't checked out.
http://www.installjammer.com/

And I was wondering if you had tried the Eclipse editor and what you thought about it.

Quote
Also, when you get your game done, are you going to distribute it? How?

I'll probably upload it on filefront, and then post some notices about it on some game sites.

568
Support / Re: extending Object3D
« on: February 24, 2008, 10:28:54 pm »
I just mean a class, but abstractEntity in the car demo is good enough to understand.  I think.  I'll get back on that if I can't figure it out.

569
Support / extending Object3D
« on: February 24, 2008, 09:25:13 pm »
Would you give a small example of this?

570
Support / Re: animation
« on: February 22, 2008, 09:37:12 pm »
Yes, they are actually different models in different positions.  The way I do it in Blender is to make a model, put a skeleton in it, make an animation with key frames.  Than I go to the frame with each key, I turn the model to the y up position (I normally build z up), then I select the model and go to file export 3ds, and it exports the model in that key frame position.  I name it walk1.3ds, then go to the next key frame, same thing.  You don't want to go too high poly on that type of animation.  I kept the vertices to 400 on my model and it works good.

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