SGDK Version 2 > Projects
Project Galaxy Devlog
v6v:
Hey!
If you want to know what my game is about, I have an older thread where I post official updates (Such as downloads)
This will be frequently updated and only shows minor changes.
Suggestions and changes are welcome, I'm not sure how close I am towards a release, anything that seems close is actually far considering the time needed to complete it.
Change 1 I've made a rotating voxel overworld map for the game. It still feels incomplete.
Change 2
Okay, now I remember that in my other thread the concept of a GoArrow was unpopular. But I'm using multidirectional Go Arrows. It can become easy to get confused or lost in such a large game world. I'm using the GoArrow to give the player the instructions of the possible directions they can choose- nothing linear. It's flashing colors and making a loud and urgent noise. What do you all think?
Change 3
I've also finally added the code that allows our hero to change his outfit completely. He's sporting a gabardine sweater, one of the first clothing items
Thanks for viewing!
v6v:
No screenshots today, posting mainly that I'm taking apart all of the rules my sprite uses and instead I'm going to have everything inside of spritecustom (Mainly because I have about 40 parameters which is about 40 int32's per User which leads to ridiculous mess when running my game, most parameters won't even exceed the value of 1, so bools will work.
I'm sticking to bools and shorts.
v6v:
Still going slowly, listen to this:
http://www.youtube.com/watch?v=dnbCQj-Rrlc
Okay, I also want to rotate quads drawn in OpenGL by calculating the four points as
Center = X + width/2, Y + height/2
R = SQRT(width/2(Squared) + height/2(Squared))
Point 1 is Rcos(pi/4 + phi), Rsin(45 + phi) //From Center
Point 2 is Rcos(3pi/4 + phi) Rsin(135 + phi) //From Center
Point 3...
...
And so on, where phi would be the angle of rotation in radians
Instead of the default values. I'll slap in a new parameter in DrawFrame to accept phi.
That way I could finally implement this idea I've had for months for rotations handled without framesets
I could also have animated sprites that rotate as well!
I hope it works, I'm going to try and implement it whenever.
Finally, worked on some Network items, added a say command, which is just "S your message" which would send a message saying "your message"
Added a users command, which shows the current user list in the room from the List<UserSprite> of all users on the map.
Usernames can be shown above the players head and can be toggled on and off.
And some graceful disconnect commands too.
Vincent:
Looking good!
Do you have an idea of when a playable demo will be ready?
v6v:
--- Quote from: Vincent on 2013-04-25, 06:30:28 AM ---Looking good!
Do you have an idea of when a playable demo will be ready?
--- End quote ---
Thank you very much for your support Vincent- it's still a small way away from a playable demo- (I want to have as much made before I release a demo)
I figure that suggestions would be better as soon as I have something running.
Right now, I'm looking back at the LoK source for something particular ( :) )
The splash screen in LOK, how was that done? I do my loading in game but it freezes the thread, I need to be able to load things before I try to access them, like maps, which take at least 8 seconds to load
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