Mythruna
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421  General Category / General Discussion / Re: Game pads... on: September 17, 2012, 09:47:56 AM
I agree that in some 3rd person action perspectives it might be a good idea, and maybe you should add it before release... but i don't know if you should take time out *now* to do it...

 Lips sealed not worth the extra wait.
422  Player's Corner / Gallery / Re: Generated tunnels... on: September 17, 2012, 04:33:37 AM
I like the way your heading for the mining. Much more superior to "that other game".
423  Player's Corner / Gallery / Re: Generated bridges... on: September 17, 2012, 04:24:38 AM
It's missing proper links.  It's variations of these that are necessary for springs, ropes, hinges, etc..  I started implementing stiff springs before I stopped.

It's also missing proper networking... which is where the real work is left.  I'd have put some of it in the game already if not for the lack of efficient networking support.  It's not a lot of work but it's the kind that I need to concentrate solidly on without interruption.  If I don't find an excuse to do it sooner or a way to break out some of the chunks then I may try to do this over Thanksgiving break.

There are still some stability issues when objects are stacked on top of each other... and this actually affects the links, too.  Working on something else, I think I have a solution to help with that problem but I haven't been able to swing back and try it.

I have some ideas for accelerating physics engine development but I'm still working them over in my head.  I may post about it sometime.
Man, this physics engine your making sounds like quite the undertaking. Your hard work will pay off greatly i'm sure Smiley
424  Development / Blog / Re: Random town names... on: September 17, 2012, 04:13:48 AM
Glad to hear things are going along.
425  General Category / General Discussion / Re: Game pads... on: September 17, 2012, 04:10:48 AM
I have a few of them. If you mean just any old controller that can be used for the computer then i have (i think) 3 different kinds and an older one, but that one has less buttons. I also have a wired xbox 360 controller that i use for some Steam games.

For most games i like just using the mouse and keyboard, mainly because once you're as used to it as i am you can do so much more than on a game pad.
426  Development / Blog / Re: Random town names... on: September 16, 2012, 04:59:52 PM
woah this is not the direction i had anticipated. while where you guys were goin is great immersion-wise, i meant quantity, like big basilisks, aquatic naga, fire sprites, griffins, and things of that nature. keeping things intertwined is good, but enemy diversity is both appealing and fun.
427  Development / Blog / Re: Random town names... on: September 16, 2012, 07:55:26 AM
This last bit is a bit wrong.  The Moors (http://en.wikipedia.org/wiki/Moors) are a people... the moors (http://dictionary.reference.com/browse/moor) are a kind of boggy swamp land... featured prominently in The Hound of the Baskervilles (http://en.wikipedia.org/wiki/The_Hound_of_the_Baskervilles)

The names are fine for now.  Eventually I'd like to tie stems to features of the land so that you don't end up with "XXXCoast" in the middle of a large land mass or desert.  Though in any case, all oddities can usually be explained with a little imagination.  Perhaps "XXXCoast" is a joke or maybe there was water there once.  Naming something the opposite of what it is has a long history.  Also, perhaps "Southsummer" is because there used to be a "Northsummer" and a "Southsummer" a hundred years ago but one is gone now.  After all, north of the area I live in has all kinds of Scottish town names and we are nowhere near that part of the world.  Names are funny.  I'd rather have a few "WTF?" moments than have all of the names sounding the same.

I plan to have all kinds of animals but I will augment the list with appropriate ones eventually.  Where possible, I'm trying to come up with unique animals and I'm not sure if I will have a fox... though my creature notes do have a fox-like creature that I haven't named yet.  There were also going to be "wols" which are like lesser wolves that might take the place of a fox.
Town names will be pretty cool either way. As for Animals/Creatures, theres a whole different ball game. I actually have been thinking about starting another "brainstorm" session just on all types of appropriate animal and monsters to put into the game... Assuming of course that a game with magic will have mythical monsters to fight (more than just dragons). I wasn't sure if you were going to separate them in some way, so that it is fairly obvious where the "animal" category is and the "monster" category is (like uses for their drops or something.)
428  General Category / General Discussion / Re: Forum stats as of 2012/09/16 on: September 16, 2012, 07:47:15 AM
A very good read indeed.  Smiley Hooray for forum activity!
429  General Category / Tech Support / Re: x16 on: September 15, 2012, 12:01:01 PM
The smelter will be functional when crafting is added.  It will be required to turn iron ore into iron ingots.
Good thats what i thought... Anything you can see from the error file?

I need to stop being on these forums... I'm getting myself all excited too early.
430  General Category / Tech Support / Re: x16 on: September 15, 2012, 10:31:53 AM
The structure in the last two images is the iron smelter.  I had created a blueprints version for exporting so that the town generator could use it.  To do that I had to place an object so I could right click on it to export (it's actually two different objects but I digress).  So when I wanted to take a clean picture of this structure, I had to remove it first and the tool was just still on the object tool.  I took the AA one first in this case.

It seemed like a nice structure to show contrast since I'd put up the black marble backing so that I could take a screen cap of it to use as the smelter icon in the global resource/ai-tester app.

It is a very good pic. So the smelter is for looks..? or will be functional after physics is applied.

I'm going to have to go reply in the AI-tester post cuz i can't figure out how to do anything with it...
431  General Category / Tech Support / Re: x16 on: September 15, 2012, 09:50:34 AM
BTW i love how you had a dirt block at the bottom for all but the last pic haha
432  General Category / Tech Support / Re: x16 on: September 15, 2012, 09:35:00 AM
sorry bout that i forgot to about the error file. And I run some damn resource draining games on my tank PC, so i'm not sure...
433  General Category / Tech Support / x16 on: September 14, 2012, 05:52:43 PM
The option x16 when you startup mythruna makes my game immediately crash? is there a way to fix that.
434  Development / Features / Re: Game Mode User Interface on: September 13, 2012, 07:52:44 PM
Probably not "soon" by any reasonable definition. Smiley  I may have an excuse to advance the physics engine a little soon... but we'll see.  Nearly complete physics will be required for the above type of combat.
well the last thing i wanna do is make you feel rushed, so take your time Smiley the community will be waiting when your ready
435  General Category / Tech Support / Re: Just a few of questions on: September 13, 2012, 07:44:32 PM
sounds good guys. thanks for the help!
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