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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

JTippetts

Member Since 04 Jul 2003
Offline Last Active Yesterday, 09:22 AM
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/* Why you crying? */ > Man

Posted JTippetts on 09 May 2013 - 10:30 AM

Man, when I grow up I want to be like Christopher Bischoff , the guy that made this:http://www.stasisgame.com/wp-content/uploads/2013/04/STASIS-INFINITE-B.jpg Man.

/* Why you crying? */ > Battle Worlds: Kronos

Posted JTippetts on 26 March 2013 - 08:57 PM

This  game makes me both happy and sad. Happy, because it's right up my alley and I would play the hell  out of it, and will as soon as it's finished. Sad, because it's pretty much exactly what GC would be competing against if I ever finished, and it looks far more pretty than I'll ever be able to match.

/* Why you crying? */ > Something stupid

Posted JTippetts on 15 March 2013 - 10:25 AM

Ugh. I did something kind of stupid the other day.I've picked up a nasty stomach bug that's been going around. Pretty bad. 104 degree fever, stuff running out of me at both ends, the works. Some wicked fever dreams (at one point my wife startled me awake and I screamed about white spiders scratching my brain; it seems appropriate). As sick as I've ever be...

/* Why you crying? */ > Yet Another UI Iteration

Posted JTippetts on 12 March 2013 - 09:05 PM

Today I did yet another iteration on the basic workings of the UI. This one I like. Enough, at any rate, that things are more functional and "official". Here is a video:http://www.youtube.com/watch?v=VIE2iNsmRCkBuilding a game is a very organic process to me. I've never been very strong at all on up-front design, even way back in college when waterfall de...

/* Why you crying? */ > Crafting

Posted JTippetts on 11 March 2013 - 11:07 AM

The simplification of gameplay continues. I've been thinking about actions and crafting, inventory management and all that rot.If this is going to allow a hot-seat multiplayer mode, then I would like to reduce the amount of inventory tetris and shuffling that is required. Nothing more irritating than waiting your turn while some asshat does the inventory...

/* Why you crying? */ > UI Experiments

Posted JTippetts on 05 March 2013 - 11:50 PM

I only had an hour or two of down-time at work today, but I was able to put together some quick prototype stuff to experiment with the 3D animated UI I mentioned in the previous (double) post. Here is some video of what I did in action. It's obviously not production code, just testing some concepts.http://youtu.be/pQN5A2vALk8 When a player-controlled unit...

/* Why you crying? */ > Floating combat text (again)

Posted JTippetts on 04 March 2013 - 11:07 PM

I'm having all sorts of dejavu while working on the new Goblinson Crusoe visuals. Spent this afternoon/evening working on the floating combat text components and getting the UI figured out. I've taken the opportunity to change things with the UI. I was all set to grit my teeth and port over my layered frame system that currently works with Irrlicht's rend...

/* Why you crying? */ > Floating combat text (again)

Posted JTippetts on 04 March 2013 - 11:07 PM

I'm having all sorts of dejavu while working on the new Goblinson Crusoe visuals. Spent this afternoon/evening working on the floating combat text components and getting the UI figured out. I've taken the opportunity to change things with the UI. I was all set to grit my teeth and port over my layered frame system that currently works with Irrlicht's rend...

/* Why you crying? */ > GC on the beach

Posted JTippetts on 02 March 2013 - 11:03 PM

Don't have anything to show today. Still writing the UI stuff. Urho3D has a pretty well fleshed-out UI system, but it would be more of a pain to write glue code for Lua to use it than it would be to port over the layered element system from the previous GC setup.I've also been porting over some of the various utility components: projectiles, payloads, con...

/* Why you crying? */ > Connecting more wires and parts

Posted JTippetts on 01 March 2013 - 07:37 PM

http://i.imgur.com/RSidIky.jpg http://i.imgur.com/jwh7QP8.jpg Getting a few more of the bits and pieces ported over to the new system. Above are shots of the spell targeting preview and movement preview system in the new GC.Coming up real soon is the part I'm going to hate: the UI stuff. Man, I hate working on UI stuff. I always have. Nothing more be-damn...

/* Why you crying? */ > Combat mode camera

Posted JTippetts on 28 February 2013 - 09:07 PM

Today, I decided to tinker with the combat mode camera. In the previous iteration, the camera would lock tight onto NPC and enemy units during combat mode when it was their turn. During a player unit's turn, the camera would snap to the unit but then enter a free-scroll mode where moving the mouse to the edges of the screen would scroll the view RTS style...

/* Why you crying? */ > Over The Shoulder

Posted JTippetts on 25 February 2013 - 07:04 PM

For giggles, today at work I implemented an over-the-shoulder camera and WASD movement, plus some camera controls to zoom the camera in and out and change the tilt. I'm not doing an LoD, so on my work computer it doesn't like it if you bring the camera out too far at too low an angle, although on my home computer which really isn't a spectacular machine i...

/* Why you crying? */ > Hooking Up Goblinson Crusoe

Posted JTippetts on 22 February 2013 - 06:50 PM

Spent a little while today learning the ins and outs of Urho3D's animation system, and worked more on the wiring to hook it all up. Here is GC out tooling around the wilderness:http://i.imgur.com/r6I5Q0b.jpg The island generator was a simple drop-in with a bit of rewiring to instantiate the new hex tiles, but otherwise it went smoothly. GC looks pretty gr...

/* Why you crying? */ > Tweaks

Posted JTippetts on 21 February 2013 - 08:24 PM

Spent a little time at work tweaking things and getting a better feel for it:http://i.imgur.com/0WIYY86.jpg A possible sticking point for me is trees. Well, vegetation in general. I've always had a hard-time with low-poly vegetation, which is why previously I would just use an L-system or other generator to generate high-poly vegetation, since I was just...

/* Why you crying? */ > Further Work With the Hex Tiles

Posted JTippetts on 19 February 2013 - 10:55 PM

Following up on the solid hex tiles in the last post, I've been doing a bit of fiddling with the generators.http://imgur.com/1QFIRjl.jpg http://i.imgur.com/13zp2sl.jpg All of these tiles came together pretty quickly. Procedurally generated using techniques I hashed out on GC and various other projects, these tiles are created as various randomly generated...



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