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AdamGL

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About AdamGL

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  1. From that quote you just offered, it seems like Microsoft fixed this issue in Direct3D APIs higher than Direct3D 9. So it looks like you are out of luck as far as DX9 goes.
  2. AdamGL

    MMORPGs are only fun because you lie to yourself

    Very insightful. I have tried WoW for a week and decided it was quite boring. However, I did not buy the game; I borrowed my friend's account. Since my investment was virtually non-existent, this complies well with your argument and the studies you referred to. I find it difficult to like a game in which you perform repetitive tasks that just get longer and longer with no real reward besides higher numbers. I believe the social aspect is quite entertaining, but another game-play mechanic would be needed to get me interested.
  3. AdamGL

    Hitpoints Outdated ?

    Usually when someone gets hit by an attack, he/she is substantially wounded. Like the OP said, it's not realistic to get hit 50 times and bounce back like pinata ready for more. If you split up the hit point system so that each body part is damaged individually, you still haven't gotten rid of your problem. You made it harder to work with though. So put yourself in the character's shoes. A man just lunged at you with a broadsword. You have a sword in your hand. What should you do? Bare your chest so he hits your armor? Or maybe... block the attack with your sword? In essence, a more realistic system would consist of minimal physical damage to the characters as they fight, most of the damage being absorbed by blocking and dodging. So rather than increasing a player's defense or hit points, you increase his/her agility with the sword or strength to be able to retaliate against a strong hit. Determining when an enemy has finally been worn down can be measured by an energy guage, which feeds all the other skills and techniques used in battle. Heck, you can even give the sword a durability meter. Although this system sounds new, it really isn't at all. It is the hit point system applied to a different entity so as to increase realism.
  4. AdamGL

    Z-Interpolation

    Ok, I managed to whip something up that I thought made sense but it fails when drawing a cube. Here's a sample of how it works(I think its wrong): //where z1 and z2 are depth coordinates //where py1 and py2 are the vertical components of the endpoints of one line //where gy1 and gy2 are the vertical components of the endpoints of another line double pZ = 1.0 / z1; double gZ = pZ; //calculate the z increments double pInc = Math.abs(((1.0 / z2) - pZ) / (py2 - py1)); double gInc = Math.abs(((1.0 / z2) - gZ) / (gy2 - gy1)); for(int y = 0; y < maximumY; y++) { //compute edge x coordinates of triangle at a given y coordinate //for every y, increment the z accordingly pZ += pInc; gZ += gInc; //interpolate linearly between the two z values to get each pixel's depth //the scanline. //test depth against depth buffer } What am I doing wrong? And everywhere I go, I get instructions on how to do Texture mapping, in which they introduce U and V, which I don't want. I just want to get the z-value of an individual pixel so I can check it against the z-buffer. Thank you for your help!
  5. AdamGL

    Z-Interpolation

    Thanks guys! I am not doing this with matrices :o because I had this other idea. I know, I know, bash me all you want, but for now I will do it my way. Those links cleared up the problem, thank you silvermace and everyone who helped out. I can't believe that didn't come up for me in Google. Because I searched... long and hard...
  6. AdamGL

    GunGirl - Platform Game Public Beta

    The graphics look very clean IMO. Looks well done. I especially love the backgrounds. I'll give it a test run when I can.
  7. AdamGL

    Simple Rpg Questions

    Hey, that's half the fun! Making equations that give you your numbers. It is so satisfying! But hey! It could just be me!
  8. I researched some more and downloaded Cygwin and got that running nicely. So I went to the directory of the project and typed: ./configure and already it complained I'm missing things. I know they're dependancies and I made a point of including them but nothing works. Does anybody know of a resource that will explain to me how these automated building scripts work? Even one that will teach me so I can learn from scratch.
  9. AdamGL

    SDL console window

    Hmm, so how does the linker do this? I've done it myself, but can you tell me the specifics of how the program is defined to have a console window?
  10. You can't type anything else because the getline() is outside the loop.
  11. AdamGL

    money in rpg game

    Make a struct, or go complex and make a class with functions. Fill the struct with your stats. Make an instance of your struct. Set the members to whatever values you wish. struct Player { int hp; int money; }; int main() { Player player1; player1.hp = 100; player1.money = 5; cout << "HP: " << player1.hp << endl; cout << "MONEY: $" << player1.money << endl; cin.get(); //wait so you can see the output return 0; }
  12. AdamGL

    Gun Building Mechanic

    As Symphonic described, you can show that the bullets passed by the enemy "deeper" into the screen... kind of a 2.5 dimension excuse. Alternate between bullets flying infront and behind enemy(if you miss, of course). Love the idea, BTW.
  13. AdamGL

    ArrPeeGee: Item Class Design Discussion

    Give the item class a virtual function called "effect()" or something like that. Let each derived class implement or override this function with their own code, ex: class Item { public: virtual void effect(Player *player) = 0; }; class Potion : public Item { public: virtual void effect(Player *player) { player->hp += 25; if(player->status == POISON) player->status = NULL; } }; This is semi-pseudo code, so don't mind nay syntax mistakes.
  14. Maybe you're doing something funny with translations when rendering your cube. You could try posting the code to the draw() function so we can peruse through that.
  15. AdamGL

    Tricky problem with game scoring

    Divide the number of objects destroyed by the time it took to finish the race. Then multiply by a big number for a cool looking score. This will give you a ratio, since the more objects you destroy, the more time it takes to complete the race and vice versa. They are directly proportionate to each other, and so their ratio should stay relatively constant. Make sure number of objects defaults to 1 if the player actually hits none. Don;t want a score of 0, now do we?
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