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Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics

New Weapon technology built from scratch - New FPS written in javascript NEED FEEDBACK!

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134 replies to this topic

#61 Narf the Mouse   Members   -  Reputation: 305

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Posted 05 July 2012 - 02:27 PM

I'm gonna check out Tribes tonight thanks for the feedback.

heres a long expected update


Could probably use more "Vista shots". In addition, there really didn't seem to be much point to walking up the bridge a bit, walking down the bridge a bit, then walking up it a bit again.

A better video might be driving the truck across the bridge, starting from far enough away to see the whole bridge.

Not sure how critical this is, but I did notice the lack.

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#62 gooncorp   Members   -  Reputation: 235

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Posted 05 July 2012 - 05:04 PM



#63 Narf the Mouse   Members   -  Reputation: 305

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Posted 06 July 2012 - 09:23 AM


Upside: More dynamic demo.
Downside: Your truck physics seem a bit jittery.

#64 gooncorp   Members   -  Reputation: 235

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Posted 08 July 2012 - 12:52 AM



#65 gooncorp   Members   -  Reputation: 235

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Posted 20 July 2012 - 05:24 PM

making some more progress after some setbacks



#66 Narf the Mouse   Members   -  Reputation: 305

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Posted 20 July 2012 - 07:54 PM

making some more progress after some setbacks


Congratulations, looks a lot nicer.

#67 gooncorp   Members   -  Reputation: 235

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Posted 24 July 2012 - 10:42 PM

thanks Narf :)



#68 Narf the Mouse   Members   -  Reputation: 305

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Posted 26 July 2012 - 11:25 AM

thanks Narf Posted Image


Hmm...Judging by the apparent power of your blasters, why not have them make craters when they hit? (If it fits in your long-term plans)

#69 gooncorp   Members   -  Reputation: 235

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Posted 28 July 2012 - 06:10 PM

yep, good point. i toned down the enemy weapons a bit in this new updated video.
i will be playing around with craters soon, there is some generic code floating around i could get ahold of for ideas.



#70 gooncorp   Members   -  Reputation: 235

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Posted 05 August 2012 - 07:17 PM



#71 gooncorp   Members   -  Reputation: 235

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Posted 16 August 2012 - 01:38 PM

the game is coming along ahead of schedule



#72 Narf the Mouse   Members   -  Reputation: 305

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Posted 18 August 2012 - 06:08 PM

Good progress. Interested in seeing more. :)

#73 gooncorp   Members   -  Reputation: 235

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Posted 20 August 2012 - 05:17 AM

Good progress. Interested in seeing more. Posted Image



thanks a lot man

heres another update :



#74 gooncorp   Members   -  Reputation: 235

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Posted 22 August 2012 - 12:01 AM



#75 gooncorp   Members   -  Reputation: 235

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Posted 25 August 2012 - 03:46 PM



#76 gooncorp   Members   -  Reputation: 235

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Posted 28 August 2012 - 01:41 PM



#77 gooncorp   Members   -  Reputation: 235

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Posted 30 August 2012 - 12:39 AM



#78 gooncorp   Members   -  Reputation: 235

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Posted 13 September 2012 - 04:33 PM

updating the space scene
starting on scripting the transition sequence


Edited by gooncorp, 13 September 2012 - 06:32 PM.


#79 gooncorp   Members   -  Reputation: 235

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Posted 20 September 2012 - 06:20 AM

more transition stuff, getting that seamless transition in multiplayer
working out a vector reset system to avoid round off shaking.



#80 gooncorp   Members   -  Reputation: 235

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Posted 21 September 2012 - 08:57 PM

getting a look at some of the docking procedures
the game will have an active docking system with interactive airlocks etc

right now im using vector 3 magnitudes to transition from space scene to planet scene.
i am using a 30ms while loop to sync the clients on their scene switch

i will present particles to obfuscate the switch so as to make it more seamless


Edited by gooncorp, 21 September 2012 - 10:03 PM.






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