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Messages - Emil

#46
my mouse at home is making it troublesome for me to play, any chance that it can be played with keyboard only?

Lovely nonetheless =)
#47
little update on the graphics
#48
thanks, and yep
#49
Still lots to do and still super busy with rest of life. But I managed to do some fun concepting this evening.
I'm not so sure about the guy with the backpack but I really like the small block character (I'm thinking he's the one moving around on screen)
The freaky ball thingys in the background are enemies.
#50
As the title says, I'm getting some funding for development of my puzzle game http://www.glbasic.com/forum/index.php?topic=8379.0 and, I'm looking for a mac computer to develop on.

I like the price tag and size of the mac mini. But is it good enough for game development?

Btw, I'm still developing the game but updates are few between now since me and my family have a  new member now :)
I'm hoping to write some updates soon!
#51
Thanks for the reply Kanonet!
That's awesome for making it faster.., I'll need it to be as quick as possible since I'm doing several iterations to 'select' a good enough map. The more iterations I can do the better.
#52
No kid yet, but some more coding...

I just realized that the foreach command doesn't work well with my code since it only works on 1-dimensional arrays.

maybe this is common knowledge but I had to retype it to this to get it to work

Code (glbasic) Select
FOR i = 0 TO BOUNDS(mapcopy.quadcells[],0)-1
FOR j = 0 TO BOUNDS(mapcopy.quadcells[],1)-1
                mapcopy.quadcells[i][j].reset()
NEXT
NEXT


instead of
Code (glbasic) Select
FOREACH quadcell IN mapcopy.quadcells[]
        quadcell.reset()
NEXT


this caused me quite some headache before I realized what was wrong

If it wasn't for the awesome help files I would probably still be lost :P
#53
Thanks for the nice comments :)

Thanks for the code Bdr!
I'll be sure to try it out later.

I've been working on recoding the algorithm (which is a pain) but now I think I'm on my way to make a much better one.
Soon my wife and I are going to have a kid so I might not be able to update as often as I want to but when I have something new I'll post it.
#54
German, I'm in sweden
#55
yeah that's design by mistake.., but yeah it works  :P

Here's the program as is now.., still a bunch of kinks to work out.
arrows and space to control:
up: move forward
down: move backwards
left: focus further
right: focus closer
space: make particles move a bit
http://www.mediafire.com/?9u9uy21y87fudv9
#56
Oh, so that's how it works!
Gonna try it out!
Thanks for explaining it to me :)
#57
About the alpha thing.., I think you misunderstood me. You can set color for polys on their vertices.., but is there a way to change alpha also instead of only rgb? I'd like something similair to a rgba(red, green, blue, alpha).

I'm glad you like the effect :)
And no it's not redrawn polygons or a texture. Just a simple idea:
1: make a circle
2: make it "blurry"
3: add "glow" or "glare" to really bright particles


I'm working on the perspective part of the particles now (making it become smaller the further away they are etc). I think I've cracked the math.., Will try to implement it later this evening.
#58
Ok, I haven't even started working with XCode yet so now I know what to expect I guess :)
Thanks for the tip about getting a guide! Which one did you get if you don't mind me asking?

I've started brainstorming ideas for graphics.., no paint/3d work yet but a little sample of a cool particles idea.
I'm trying to mimic the bokeh effect of a real camera. something akin to the startup graphics of the PS3

Is there a way to do polys with vertices that have 0 alpha? right now I'm just using additive blendmode.

I have almost no idea where exactly I'm going with the "blurred" out particles but something cool can be done, I think...  :zzz:
#59
edit: Ian, I'm sad to hear about the troubles you encountered with the AppStore... I was thinking of trying to release this on there if I take this to the appropiate level of completion. Was there anything specific that you had a hard time with?

On level 8 you need to use one of the arrow blocks (going in the opposite direction so that you stop right next to it).
Every level is possible to solve. Or should be atleast.., as long as my algorithm is working correctly  :whistle:

and since it's randomly generated.., in theory the levels are infinite...
I made it so it would get trickier and harder over time (first levels are dead easy as you noticed).

But I need to add more special rules.., the "trickiness" stops at a halt and so far I can only generate a map that has 19 steps neccessary.

I'm thinking of stuff like having keys and locked doors.., blocks that can be pushed or crumbles when touched etc...

Penumbra is indeed that horror survivor thingy you thought off Ian :)

I'm glad you like it (so far) Wampus ^_^

level 10 is my favorite so far.., It was tricky (for me atleast) to solve it in the least amount of steps.
#60
Hi Ian.., don't have anything really specific to show off.., since everything at work is a group effort.
Here's our vimeo channel https://vimeo.com/magoo3dstudios
Some years ago I worked on the video game penumbra: overture if that's recognisable to anybody(?)
I checked out your B'lox! game, looks awesome! :)
And yeah.., very similair in concept! Was it tricky to make it work on apples app store?

@RayRayTea: Yeah just do what Sokurah said :)