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About juuso

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  1. juuso

    an action RPG. Please read.

    The basic idea looks ok, although there is nothing really catchy or unique there. Have you considered what each of the magic elements actually do? You list 12 choices, but it isn't obvious how they play out. Is there a real difference between ice, wind and water? Could you make do with 6 elements? How about 3? To me, it looks like you might just have typed out names without giving detailed thought to them. I might be wrong, though :). Quote:Original post by JasRonq Start with an idea of what sort of story you want to tell, or what sort of world you want to show the player. Then figure out how to support that with good gameplay. I don't agree with that. Good gameplay can very well be the main element of the game. A lot of games become popular and successful without impressive stories or worlds. It is one of the designer's jobs to balance the elements of the game, and it seems to me that tofudude is much more interested in the game mechanics than rich plotlines. I think we should respect that.
  2. juuso

    where can found raycast wheels tutorial

    I haven't found any proper tutorials about it either, but you should check out how they do it in the Bullet Physics Library. More specifically, see the btRayCastVehicle class sources.
  3. I'm no expert on the subject, but I'd try calibrating the sky brightness by first removing the sun from your HDR cubemap. Without direct sunlight, you now have the kind of ambient light that shadows have. And shadows can be really blue. Just don't make them too bright.
  4. You can use z-buffers with both OpenGL and DirectX, even with 2D graphics. Or you can just draw the sprites in order, ignoring the z-buffer.
  5. juuso

    SDL's screen borer question

    It would seem very odd that -16 would suddenly change to 0. Are you absolutely sure that you do "pos.y += v_y" and not "pos.y = v_y" in your loop? If there are no typos, can you tell us what kind of a structure/class pos is?
  6. juuso

    Bouncing square

    Nooblet, your solution doesn't seem to add the bounce effect. To build on your code, I'd do it something like: // If the player touches the left or right edge of the screen if(player_x < 0 || player_x + player_width > screen_width) { // Reverse horizontal speed player_speed_x = -player_speed_x; } // If the player touches the top or bottom edge of the screen if(player_y < 0 || player_y + player_height > screen_height) { // Reverse vertical speed player_speed_y = -player_speed_y; }
  7. Sounds like your sky is too bright computationally. The sun's brightness should overwhelm the blueness of the sky. But yes, the blue sky should also give your human tops a slight hint of blue. So make your actual lights (sun, electrical lights) relatively brighter, and decrease the image's emitting factor. **edit: typo**
  8. juuso

    Bullet path

    I may have missed your point, but it seems like you just need to set the bullet's starting position to the player's position. So, to create a bullet: bullet.position = player.position; // position is a vector bullet.direction = player.direction; // direction is a vector And to update the bullet each frame: bullet.position += bullet.direction * BULLET_MOVEMENT_PER_FRAME; Replace the BULLET_MOVEMENT_PER_FRAME with some (small) number. That should get you started. But you really should use a velocity for the bullets. Otherwise the bullet's speed depends on your framerate.
  9. juuso

    Very Complex Combat

    Quote:Original post by Telastyn Eh, not so much. Chess tends quickly from the openings to set patterns. Thanks for pointing that out :). I'm not a chess player myself, so I did not know that. I thought chess started out with "standard" openings and then quickly diverged wildly to converge back in the very end.
  10. juuso

    Free 3d modelling tools

    I really recommend Blender. It's easy to write export scripts for it too, if you use your own 3d model file format.
  11. juuso

    2D Gravity

    Why not just give your balls a constant acceleration downwards? To make them roll down ramps you probably need collision detection and some kind of friction and/or air resistance too. Jumping is the same thing as free fall, you just give the the object an initial upwards velocity. So, for each ball (in pseudocode): ball.velocity += gravity * timestep where ball.velocity and gravity are both vectors.
  12. juuso


    How about the character having uncontrollable urges to do evil things? Ignoring them slowly eats away at your performance, and the only way to come back to 100% is feeding the beast within. Your ultimate goal is to do good, but to achieve it you must fuel it with horrible deeds. Let the player choose his own sins to make them more effective emotionally. Picking from a few pre-made choices doesn't maybe feel as depressing as having to plan and execute them on your own. You could either be a small pain in everyone's butt, or a champion of good who occasionally murders orphans with a blowtorch. The extreme player could try to do no evil, speeding through the game in a race with his deteriorating peace of mind.
  13. juuso

    Widest Variety of Encounter

    1) Which have the best VoE? Operation Flashpoint and Ultima Online 2) What was the VoE made of? In Flashpoint, the single player missions were suitably open and varied. Basically, the game put me into a situation and gave me a selection of deadly toys to play with. Even the more heavily scripted parts usually left the tactical choices to the player. I've ambushed the same convoy in the game dozens of times just to try out different things. The scriptable level editor was also superb. We used it to build missions like capture-the-flag, grenade football, tractor death rally, and RTS-style troop commandeering duels, and whatnot. There were just a million different things to try out. UO was similar in giving the player a lot of freedom. With its skill based classless system, I could create just the kind of character I wanted. That combined with the relaxed PvP rules gave almost endless possibilities. I played it for a long time, and feel like I haven't tried even half of the things they had available. I especially liked crafting traps, poisoning food, pickpocketing, roleplaying with friends, hunting criminal players, taming animals, exploring dungeons, fighting in guild battles, and even power leveling. 3) How much did the promise of encountering new things shape your expectations? For both games, it was the main selling point for me and neither let me down. I had read the classic Ultima Online comics like ImaNewbie and Belan the looter long before I bought UO. I think they depicted the experience well. 4) How much did the VoE rely on permutations of a common theme? I'd say that changing the very themes themselves was critical. Both UO and Flashpoint are games that contain almost an endless number of sub-games inside them. Hectic tank combat is not just a slight variation away from capture-the-flag played by teams of sneaky snipers. Similarly, UO was all about doing different things. Not about doing the same thing in a different way.
  14. juuso

    Very Complex Combat

    Are you sure you want it to be complicated? The old game cliché "a minute to learn, a lifetime to master" is often a very good thing. Instead of making complicated logic, can you turn simple logic into a rich interplay of tactical/strategic choices? Games like chess, go, and poker have clearly defined simple rules. Still, nobody has yet invented the optimal strategy. People play the same games year after year, without repeating the same routines each game. To create complex and interesting gameplay, you do not need complicated rules. What you probably need is a clearly defined set of choices, and let those choices affect the game situation in interesting ways. Let's consider chess. On average, there are about 30 different moves you can do on your turn. What makes the game interesting is that there are about 100,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000 different legal positions the pieces can be in. That's a whooping 10^50. This means that chess players always have a limited set of choices, but they almost always have to apply them in new and unforeseen situations. Also note that the choices they make absolutely determine the situation they are in. To me, this might just be the essence of good gameplay. My three cents: 1. Give the players a varied but limited set of choices to make. 2. Make the world a complex but easily understandable mix of different intertwined parameters with practically infinite combinations. 3. Make the choices that the players make significantly change the state of the world.
  15. juuso

    Stealing and mmos

    In Ultima Online, you could steal from other players and their corpses. I was a big fan of stealing and looting. It gave the world a real sense of danger. Additionally, it was fun ushering well-equipped adventurers into a certain death. In contrast to WoW, UO had a fundamentally different philosophy about items and gear. In WoW, people work days and weeks gathering equipment sets. Improving your gear is one of the main ways that the characters grow and advance, especially after hitting the level limit. Stealing and looting in WoW would very much ruin the game as it would mean crippling the characters and wasting months of hard work. UO, on the other hand, did not have such a huge variation in equipment. For example, the best warriors used mostly the same swords as beginners. Losing your whole battle gear was common. You just went back to your bank vault or local shop and got new swords and spell reagents. In my opinion, both ways work well. Just don't take things from the players that they can't afford to lose.
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