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raimondi1337

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About raimondi1337

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  1. I don't think our grade would negetively be effected by using an API, but I don't think that's what our teacher had in mind when he approved our project. I'd prefer to stick to writing everything from scratch.
  2. So I'm working on a project with a good friend of mine for our Programming IV class. We have all quarter to complete a project of out choice. We chose to make an arcade style survival game. Basically we want randomely generated rooms, Halo style weapons pickups and quake style power ups all with the goal of obtaining a high score, that we will record into a database and send to a web site. We're on Christmas break for the next two weeks. We decided he was going to write the code for the room generation, and I was going to get a basi enemy AI done by the time we get back. I've been doing alright so far but I didn't consider everything else I would have to put in place to get this working. I generated a few NPC's on screen, a player, and a wall, and wrote the movement code for the player, now I want to have the NPC's move to the player, but only if they have a line of sight to him. I'm thinking drawing an actual line between the two, and then doing a collision test on the line and the wall (which will eventually be an array of walls) is the easiest way. The hitTest function of AS3 uses the whole bounding box of the line, so it's useless. I found a method of using bitmap data to text each individual pixel, but its confusing me pretty well and I can't imagine it's very efficient. Does anyone know the easiest way to determine collisions in AS3 or even an easier way to determine line of sight? Project here if you want to look at it (the code is for the bitmap method and is buggy): https://docs.google.com/open?id=0B6HdChtgXAsveWRRMWswb0NpQzAhttps://docs.google.com/open?id=0B6HdChtgXAsveWRRMWswb0NpQzA   This is the Bitmap method I was trying to implement: http://www.mikechambers.com/blog/2009/06/24/using-bitmapdata-hittest-for-collision-detection/
  3. Trying to flesh out a Roguelike

    [quote name='Daaark' timestamp='1350769404' post='4992270'] Looks good. Is it turn based? If it is, why worry about the renderer? Keep the gameplay in it's own class, and then send the gamestate to the renderer. Then you can implement as many renderers as you wish, and don't need to worry about 2D vs 3D. [/quote] We're shooting for realtime, possibly with pausing.
  4. I wrote a a design brief for a game, it'd be cool if you guys could give me some feedback, I'm trying to plan as much as possible before we write any code. https://docs.google.com/document/d/1-cJMqBFmAk1wASbvy2_ZSH2CwhW__KXC19mugz_7Mzo/edit
  5. Engine Selection

    What would be the best engine to use for a realistic horror game in a small, incredibly dense city, with a minor First Person weapon element? EDIT: There will only be 2 people working on this so easy-implementation of stuff is a HUGE plus.
  6. Innawoods game

    so the idea is to make a game with 1 to a bunch of players co-op. many square miles of terrain. basic vehicles. lots of guns and some equipment. horde of zombies. what engine would best facilitate this? the current idea is to mod a failed game called Soldner Secret War but its looking grim. More details here if youre so interested: http://www.ghettohost.net/innawoods/index.php
  7. Creating 3D models for use in game

    Quote:Original post by Buckeye If you have a mesh, what's the difference between that and a "completed" model? Why can't you place it in your level (assuming you render other meshes)? You need to provide a bit more information about the problem you're trying to solve. its just a 3D shape with no properties. I dont know how i would get it to be held correctly or have animation for different actions or any of that. i have 3D shape, thats it, might as well be made of clay.
  8. Creating 3D models for use in game

    I wanted to add a custom gun to my UDK test map, so i looked for a good 3D modelling program and decided to use Blender. I learned enough to make a decent looking gun, but thats as far as i can go, just the mesh. What do i need to do to finish the model to make it usable in UDK? I dont really care about textureing yet i just want to place it in my level, pick it up, and shoot it, but i cant find any tutorials that dont assume i have a completed model.
  9. Engine Selection

    Quote:Original post by KaptainKomunist Unity is pretty popular these days. Thanks ill check it out.
  10. Engine Selection

    I'm trying to make a multiplayer shooter sort of like TF2, with less hats and goofy looks. Don't know what engine I should use. I'm doing this on my own so I don't really want to spend all day making every little thing. As far as technical knowledge I make CSS maps and know some some Java, thats it. Don't really want to use Source but UDK is too much for me. Any ideas?
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