»doc flabby Posted May 9, 2008 Report Posted May 9, 2008 (edited) Kinda useless, but was created more for my own amusement and learning purposes than intended use in this project. Tests out the new game/graphics engine im trying out http://forums.minegoboom.com/viewtopic.php?p=77166 Edited May 9, 2008 by doc flabby Quote
rootbear75 Posted May 9, 2008 Report Posted May 9, 2008 (edited) can we change the controls? and it didnt do anything SubSpace II Creating Display 0 0 Driver: NVIDIA Corporation Version: 2.1.1 0 Terminated. Press any key to continue . . . Edited May 9, 2008 by rootbear75 Quote
»doc flabby Posted May 9, 2008 Author Report Posted May 9, 2008 (edited) I think the version I uploaded first was missing some DLLs, redownload. Controls cant be changed. (unless you edit the source, which is in the my branch of the ss2 svn ) Edited May 9, 2008 by doc flabby Quote
rootbear75 Posted May 9, 2008 Report Posted May 9, 2008 cool works now... and u are right, that is the most useless dev tool rofl i was somewhat expecting the blocks to be in 3D Quote
Drake7707 Posted May 9, 2008 Report Posted May 9, 2008 yeah, make cubes out of the surfaces , which is not that hard to do if you draw them tile per tile based (would be lots harder when the image is prerendered on a surface) Quote
Hakaku Posted May 9, 2008 Report Posted May 9, 2008 Everything works, just some of the buttons are way too sensitive, and like last time I think this should at least be fixed. Quote
»doc flabby Posted May 18, 2008 Author Report Posted May 18, 2008 Another little demo Arrow keys = movepgup/pgdown zoomL load new level http://subspace2.net/demo4.zip Quote
tcsoccerman Posted May 18, 2008 Report Posted May 18, 2008 (edited) i'm impressed. jsyk the tiles were white. Edited May 18, 2008 by tcsoccerman Quote
»doc flabby Posted May 20, 2008 Author Report Posted May 20, 2008 (edited) After struggling with gimble lock and quartians i finally have 3d motion working! with full 6dof decent style. Even apollo 11 had trouble with gimble lock yaw = adpitch = wsroll = qe thrust = up/downzoom = pgup/down http://subspace2.net/demo6.zip Edited May 20, 2008 by doc flabby Quote
Hakaku Posted May 21, 2008 Report Posted May 21, 2008 The controls as usual are still too touchy, making it difficult (and frustrating without a reset button) to even see anything if you press the wrong buttons. And I don't understand how thrust Up sends my ship backwards, while Down goes forward... Quote
rootbear75 Posted May 21, 2008 Report Posted May 21, 2008 ya, doc flabby, please please PLEASE remove the controls off the frame rate or w/e its doing Quote
»doc flabby Posted June 26, 2008 Author Report Posted June 26, 2008 (edited) Might need some help with the framerate issue, ill be merging my code into the trunk in the next few days, if anyone has some ideas would be interested. Heres a couple of weeks old demo which shows off some (vaugly) exiting things.-sprite rotation and selection-sprite animation (check out the rotating asteroid on "fire")-unoptimised particle engine (rather lame fire only one color) Particle engine is something you might enjoy expanding on and improving. http://subspace2.net/demo8.zip Also need some way of splitting a LVL up such that i can render the part that is visible each frame, not the entire thing each frame. ill be merging my code into the trunk in the next few days I think the engine is fairly close to reaching a milestone in terms of its 2d support.Still need to create & customize the design of GUI and HUD ingame. As I've said before the main aim by the end of the year is to have at least the functionality (that does not mean it will work in anyway similar internally or have the same api ) of the current continuum game engine. Edited June 26, 2008 by doc flabby Quote
tcsoccerman Posted June 26, 2008 Report Posted June 26, 2008 nice. can't wait to add more to it. Quote
rootbear75 Posted June 28, 2008 Report Posted June 28, 2008 (edited) based on ur perspective: From a releaseable (and working (although maybe buggy e.g. Thirdspace alpha)) alpha or beta, how far are you along (percentagewise) Edited June 28, 2008 by rootbear75 Quote
»doc flabby Posted June 28, 2008 Author Report Posted June 28, 2008 Probably around 20% The aim is to have a playable alpha by the new year. Quote
»doc flabby Posted July 6, 2008 Author Report Posted July 6, 2008 ill be merging my code into the trunk in the next few daysThis has been done Quote
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