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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

Mercurialol

Member Since 19 Dec 2012
Offline Last Active Apr 04 2013 09:26 AM
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Posts I've Made

In Topic: How to escape a prison cell?

22 March 2013 - 02:31 AM

Seduce the insane female prisoner in the neighbour cell by taunting her with a cockroach you found crawling on the floor. When she comes to the door( read: bars) segregating your cells and starts screaming, bang her head to the bars and take her hairpin to lockpick the cell door. Unfortunately, the doors are kinda sealed and you can't open them no matter what. Although you can pick the lock to the neighbour cell where you find... (do continue smile.png )


In Topic: Cr Editor - open source level editor for Ogre [beta 1.1]

22 March 2013 - 12:35 AM

I'm really missing undo and multiple axes scale.

 

Bugs:

 

Crashes when you double click the empty item in the entity tree.

Key released not registred when moving through the scene(WSAD) and pressing a menu item.

 

I'll give you more feedback soon.


In Topic: Cr Editor - open source level editor for Ogre [beta 1.1]

21 March 2013 - 08:15 AM

Looks really good. I would definitely give it a try. Will there be a OS X version?


In Topic: 2d/text, will it get me/us anywhere?

07 March 2013 - 02:36 AM

Think of 2D and 3D just like the viewpoint you're looking at your game world. If the game idea is good and the realization as well, then you have nothing to worry about. I'm not saying if you make a good game, you'll get rich. No one can guarantee that. Just that, people categorize games by all kinds of criteria ( 3D, 2D, OpenGL, D3D, XNA, Unity, ugly, racing ...), what they are actually missing is that realization of an idea is more important than anything else, in my opinion.


In Topic: Lua game integration

03 March 2013 - 02:16 AM

IIRC the pattern I settled on was to create a class in C++ with a header file and a code file, then create an interface file for that class that contained all the code necessary for interacting with the class, including its injection into the scripting engine. By writing the C++ class with its script-side implementation in mind I was able to implement it in a way that made the interfacing a lot less complex. Most of the method wrappers were just argument conversion followed by a member function call on the object.

I actually did the same thing and thought there must be an easier way.


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