Commented 9 years ago2014-11-24 01:12:21 UTC
in vault item: seattle_dustComment #20757
I see your point they are different games. It would still possibly be better than flooding the mapvault with 3 of basically the same map, but no big deal.
Commented 9 years ago2014-11-23 11:35:17 UTC
in vault item: seattle_dustComment #20756
never herd of releasing day of defeat maps with counter strike maps as a map pack ( I suspect the 2 games a player seldom overlaps into ) interesting thought though , and thank you nice to be here
This comment was made on an article that has been deleted.
Commented 9 years ago2014-11-22 04:11:37 UTC
in vault item: seattle_dustComment #20755
Welcome to TWHL!
An interesting spin on dust, I really like the colors. May I recommend since these maps are all closely related, why not release them as a mappack instead?
Anyhoo cool map and again, welcome! =)
This comment was made on an article that has been deleted.
Commented 9 years ago2014-11-21 14:16:27 UTC
in vault item: Reset button every roundComment #20754
I will try the changetarget thing.
I don't quite understand what you mean how I am testing the effect, the button is supposed to start the sequence which is rotate the lines and change render mode to light blue. Then you restart the round and see if it's reset and you can use the button again.
EDIT: Okaaay, the trigger_changetarget did the thing. Thanks for your help
Commented 9 years ago2014-11-21 08:05:32 UTC
in vault item: Reset button every roundComment #20753
I'm in the map now, please let me know how your testing the effect, so I'll do the same. Meantime, a couple of ideas you can try:
1. Use a trigger_changetarget to nullify the button after the first use maybe? 2. use a func_wall_toggle to physically block the use of the button after the first use?
Commented 9 years ago2014-11-21 07:49:58 UTC
in journal: #8470Comment #61639
School teaches you how to endure pointlessness. That's what this universe is made of. It also teaches basic algebra, the stuff video games are made of! Study hard, fuckers!
Commented 9 years ago2014-11-20 23:17:08 UTC
in journal: #8469Comment #61188
It depends, really. Some options are more complicated than others. Here are some possibilities:
C# - Unity has decent 2D stuff, from what I hear
C# - Use OpenTK's GameWindow to create a multi-platform (.NET/mono) OpenGL game (OpenGL can render in 2D)
JavaScript/HTML5 - There are lots of free JS game frameworks for 2D games
Python - I hear pygame is good, and has a lot of extra libraries
C/C++ - Use SDL to create a multi-platform (native) 2D or OpenGL game
As much as people like to hate on it, I really think JavaScript is an excellent language to start learning programming. It has pretty much everything that you need to know about almost every programming language. It's not exactly the best option for game programming (because you are reasonably limited in what you can do, and you can't deploy JS games on Steam or mobile platforms), but it's an excellent starter language and good if you just want to make simple games as a learning exercise. It's easy to deploy as well - if you put your JS/HTML on Github, they will host it for free.
Commented 9 years ago2014-11-20 13:35:48 UTC
in journal: #8470Comment #61636
Family and friends take care of everything that's outside a book. And in my opinion, one of the best things in life is learning by first hand experience. Failing at something is the best way to learn, and anything self taught is best taught.
Commented 9 years ago2014-11-20 08:46:26 UTC
in journal: #8470Comment #61641
No one will teach you something else than what they are forced to do. It is very rare that an teacher/professor will share his personal experience and opinion.
Its the so called - British school system , that has nothing to do with you and all to do with your productivity for the country.
But even so, most professors I had were their own grown up adults and they felt a need that we learn at least the basics of what's mostly important.
If you want to be some one you must do it your self. And you don't need fame to feel successful, nor do you need to abandon some one just because you cant find the solution right away.
Commented 9 years ago2014-11-20 01:48:24 UTC
in journal: #8467Comment #62645
Yeah I like this phone because it's small. Newer phones not only are pretty much only a huge screen that doesn't fit in any of my pockets, they're also much thinner and that sounds like a weakness to me.
Commented 9 years ago2014-11-19 13:00:10 UTC
in vault item: mc2_kachitoComment #20748
Just played this finally! Really, really awesome stuff, especially the scanner thingie! The environment part of the map is also pretty incredible; did you use a terrain generator at all or all by hand?
Anyhoo, great work man, this could have easily taken a prize, extremely creative work sir! =P
Commented 9 years ago2014-11-19 05:08:07 UTC
in journal: #8467Comment #62641
I like my droid Razr M because it fits in the small pocket of my jeans, otherwise I agree you should get the S3. (droid razr m also has a fabulous camera, but I suppose most phones do nowadays)
Commented 9 years ago2014-11-18 23:52:29 UTC
in journal: #8469Comment #61187
Maya supports basic scripting, right? Can you write a simple script that prints out your asset positions so you can copy/paste instead of manually typing? If you have something easy like that, you can slowly build up your script to do more and more work for you. Assuming the system is even remotely capable, you should be able to work it out from copy/pasting from the interwebs, or just ask in their forums or something. A simple script would make it easy to change file formats as well.
Commented 9 years ago2014-11-18 20:18:12 UTC
in journal: #8468Comment #58466
i used to read it on my smartphone, i think while standing too... well you can also try to sit next to a nice girl. better than telling ur son "i met ur mom on faebook". ho god..
Commented 9 years ago2014-11-18 19:06:52 UTC
in journal: #8469Comment #61194
3 weeks from now for the first prototype. Then a semster for the rest of the game.
I've been doing modular assets, because I thought it would save time, but frankly that just makes things more time consuming the way things are happening. I have to assemble a scene in Maya from the modular pieces to get their locations, then I have to manually type that into a text file.
If I didn't have the restriction of one texture per model, I'd just take the assembled modular assets and turn them into a massive scene then load up just the one model and the game entities to save typing, but as is that's not an option.
Commented 9 years ago2014-11-18 18:29:11 UTC
in journal: #8469Comment #61184
I suppose if you're the environment artist you might want to step back and start creating a library of modular assets that can be used in various levels. Make generic textures for now, nothing crazy, but enough to get some work done.
I wouldn't stress until it's really necessary but try to do as much as you can with your current resources.
I agree with the rendering framework. Once you don't need to worry about that you can move onto the gameplay code.
Commented 9 years ago2014-11-18 17:57:58 UTC
in journal: #8469Comment #61193
You should really try it next time you use Goldsource. You'll wonder how you lived without Movewith, particle effects, and the ability to specify models for specific NPCs.
The game's being coded in C++ with modern OpenGL. Our main programmer is really skilled, but he wanted to get all the rendering framework down first, so we don't have any gameplay code at all at the moment. One other guy has been doing the sound engine exclusively, which is currently using FMOD and completely hardcoded, which gives me 0 flexibility when choosing sounds. Our 3D artist, who is the only other person who can really code, has been focusing on his job and helping us out with the other course assignments which include code.
Commented 9 years ago2014-11-18 17:06:14 UTC
in journal: #8467Comment #62638
Cyanogen is Android. Plain and simple. But it's customized for layout, look and functionality per phone and really, per developer.
It's nice for Samsungs because samsung likes to put a lot of bloatware on the phone. So when you go with Cyanogen, it's a barebones system, like an OEM install of Windows. Whatever is on there is put on there by you and you alone.
Commented 9 years ago2014-11-18 17:01:42 UTC
in journal: #8469Comment #61183
For collision, see if you can attribute basic bounds per entity. Spheres, Cubes and Rectangles are simple. Code it once, give it attributes for length, radius, width etc. If you're coding something more than once, try to make a function out of it. I wish you the best of luck man. What language is everything in?
SOMEONE GIVE THIS MAN A JOB
Edit:
Actually, have you considered doing new human grunt voices for The Core? That'd be sweet.
I want to hear you say "We're gonna have Burgers for lunch mate!" in a voice as Scottish as possible.
Then switch to a German accent.
I was hoping for Duke or Blood, we want to hear them too
I retract my original comment, and again, welcome
that's (seriously) the one subject you need to master
An interesting spin on dust, I really like the colors. May I recommend since these maps are all closely related, why not release them as a mappack instead?
Anyhoo cool map and again, welcome! =)
I don't quite understand what you mean how I am testing the effect, the button is supposed to start the sequence which is rotate the lines and change render mode to light blue. Then you restart the round and see if it's reset and you can use the button again.
EDIT: Okaaay, the trigger_changetarget did the thing. Thanks for your help
1. Use a trigger_changetarget to nullify the button after the first use maybe?
2. use a func_wall_toggle to physically block the use of the button after the first use?
- C# - Unity has decent 2D stuff, from what I hear
- C# - Use OpenTK's GameWindow to create a multi-platform (.NET/mono) OpenGL game (OpenGL can render in 2D)
- JavaScript/HTML5 - There are lots of free JS game frameworks for 2D games
- Python - I hear pygame is good, and has a lot of extra libraries
- C/C++ - Use SDL to create a multi-platform (native) 2D or OpenGL game
As much as people like to hate on it, I really think JavaScript is an excellent language to start learning programming. It has pretty much everything that you need to know about almost every programming language. It's not exactly the best option for game programming (because you are reasonably limited in what you can do, and you can't deploy JS games on Steam or mobile platforms), but it's an excellent starter language and good if you just want to make simple games as a learning exercise. It's easy to deploy as well - if you put your JS/HTML on Github, they will host it for free.However life will, usually the hard way.
And in my opinion, one of the best things in life is learning by first hand experience.
Failing at something is the best way to learn, and anything self taught is best taught.
It is very rare that an teacher/professor will share his personal experience and opinion.
Its the so called - British school system , that has nothing to do with you and all to do with your productivity for the country.
But even so, most professors I had were their own grown up adults and they felt a need that we learn at least the basics of what's mostly important.
If you want to be some one you must do it your self. And you don't need fame to feel successful, nor do you need to abandon some one just because you cant find the solution right away.
It boiled down to figuring out how to invert logic. I've never done it before.
Anyhoo, great work man, this could have easily taken a prize, extremely creative work sir! =P
If you need, just ask.
Also all this talk of coding makes me want to learn to code, but I have no idea what language to start with.. I think someone here recommended C#?
Just keep your head up and keep chugging along.
I've been doing modular assets, because I thought it would save time, but frankly that just makes things more time consuming the way things are happening. I have to assemble a scene in Maya from the modular pieces to get their locations, then I have to manually type that into a text file.
If I didn't have the restriction of one texture per model, I'd just take the assembled modular assets and turn them into a massive scene then load up just the one model and the game entities to save typing, but as is that's not an option.
I wouldn't stress until it's really necessary but try to do as much as you can with your current resources.
I agree with the rendering framework. Once you don't need to worry about that you can move onto the gameplay code.
When is the deadline?
The game's being coded in C++ with modern OpenGL. Our main programmer is really skilled, but he wanted to get all the rendering framework down first, so we don't have any gameplay code at all at the moment. One other guy has been doing the sound engine exclusively, which is currently using FMOD and completely hardcoded, which gives me 0 flexibility when choosing sounds. Our 3D artist, who is the only other person who can really code, has been focusing on his job and helping us out with the other course assignments which include code.
TJB, I'll try to put clip brushes on my glass doors, and I'll see if they work correctly.
By the way, what's the entity name I'll give to clip brushes?
It's nice for Samsungs because samsung likes to put a lot of bloatware on the phone. So when you go with Cyanogen, it's a barebones system, like an OEM install of Windows. Whatever is on there is put on there by you and you alone.
Spheres, Cubes and Rectangles are simple. Code it once, give it attributes for length, radius, width etc.
If you're coding something more than once, try to make a function out of it.
I wish you the best of luck man.
What language is everything in?
Also, I've never used SoHL
I suppose your dream smash as well.
Anyway, seemed to be fine on my end.