NIm

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About NIm

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  1. So I've never seen a game based on orbital mechanics. Let some spaceships kill each other in space, but let the challenge be getting a distance/velocity configuration that favors your weapon/tactics. Eg. Long range lasers favor slow, conservative movements in high orbit, while an autocannon favors fast, rapidly changing engagements. Those who are better at accurate clicking will favor highly elliptical orbits. Active missiles favor being in the same orbit as your opponent, but ont he other side of the planet. I bet you could drop sand or something into a lower orbit with a good deal of effectiveness. The type of orbit seems to eb a heavy balancing factor. heavier weapons are harder to aim, so do better with a stable platform. Being far from your target reduces the neccessary slew rate for the weapon. Naturally, high orbits are good, because that puts you farther away, even if your opponent comes up to a similar orbit. But higher orbits require more fuel to get to. so give ++ to the weapons that are most effectively used in a higher orbit. People do not naturally think about orbits. Perhaps it would be good to include a plotter, so it show the ellipse you are travlling on in your team color, for example. Do any games Like this exist?
  2. Entertaining would be if the levels were procedurally generated. Use a bunch of different algoritms, and let each have a different "flavor". I think it could work on any scale, from 2d flash game right up to expensive intense development Like mirror's edge. It seems You are looking at the simple kind, but it could be good if done full scale commercial. I personally love the little flash games that are based on a unique idea. I value the challenge of getting used to that weird idea as much as the immersive experience of a full scale game. Le it be unique and interesting. Do not allow the obvious modifications and upgrades. Let the upgrades be things like smoke bombs, or ability to spot hiding places and terrain features to take advantage of. Think of the knight in chess. It's movement does not follow logically from the coordinate system. But that's what makes it a cool unit. There's a game called meeblings on ninjakiwi that is unique. The idea does not immidiatly follow from the standard games. But it's fun, and it allows for increasing complexity. A chasing gameMight have portals in it. But put an arbitrary limitation on the portals: they change color every time something goes through, whether a box or pc or monster. buying upgrades gets you more colours? You have to pick a color scheme? I dunno. Pick a random idea that has expandability, and has exploration potential. People will play the game as long as tehy feel like they are still exploring the system. Keep the system changing, gradually, so you keep taht exploration going as long as possible.
  3. Thank you. I appreciate you introducing me to the enable function!
  4. Hey that kinda worked! rating++ I say kinda because it messed up all my color information(draws black for everything- lucky I have a white background!). I'm going to fiddle with it, and see if I can make it work. EDIT: putting the glEneable and glDisable tags around the drawing code lets me draw with colors for everything else, but I still got a black quad where my alpha channel should be.
  5. Thank you for your reply. These calls seem to have no effect. I still get the right sized rectangle, drawn with the last color that I used, instead of the texture. Is there perhaps something special I must do because the image has an alpha channel? *goes off to research those calls*
  6. So I'm just trying to get things to work, as I'm playing with textures and learning openGl. I'm using python, pygame, and pyopengl. It seems that I just am not getting a texture. I've read a number of tutorials, googled, and can't seem to pin this bug down. I'm probably failing to initialize something. Heres my loading code. I know that the image is getting loaded because sprite data has a length of 40 some odd kilobytes. Length and width of the image are correctly handled. If I load a long, skinny image with this code, I get a long skinny quad. This is becauseof the last two lines of the first listing. heres my loading code mm = dude() spritesurf = pygame.image.load("soldier.png") spritedata = pygame.image.tostring(spritesurf,"RGBA") print len(spritedata) spritewidth = spritesurf.get_width() spriteheight = spritesurf.get_height() mm.sprite = glGenTextures(1) glBindTexture(GL_TEXTURE_2D, mm.sprite) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, spritewidth,spriteheight,0,GL_RGBA,GL_UNSIGNED_BYTE, spritedata) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, spritewidth,spriteheight,0,GL_RGBA,GL_UNSIGNED_BYTE, spritedata) mm.spritewidth = spritewidth * mm.radius / min(spritewidth,spriteheight) mm.spriteheight = spriteheight * mm.radius / min(spritewidth,spriteheight) This is the relevant section of my rendering code: glBindTexture(GL_TEXTURE_2D, mm.sprite) glBegin(GL_QUADS) glTexCoord2f(0,0); glVertex(-mm.spritewidth,-mm.spriteheight ,0) glTexCoord2f(1,0); glVertex( mm.spritewidth,-mm.spriteheight ,0) glTexCoord2f(1,1); glVertex( mm.spritewidth, mm.spriteheight ,0) glTexCoord2f(0,1); glVertex(-mm.spritewidth, mm.spriteheight ,0) glEnd()
  7. I really like the idea of permanent injury. It would really change the way the game is played, and I encourage you. It is important, however, to make sure the rest of the game is fun, even after you get your arm broke, or you can no longer interact with NPCs due to brain damage. This will be very different than most RPGs: Character building is not the goal of this game, I think. I think it is best for you to think in terms of paths to victory. Perhaps it would be good to allow escape to depend on item collection, instead of fighting a boss. Collect dynamite, and a map, and you know where to blow a hole in the wall. Collect rope and wood, and get the old sailor in the corner of there to teach you knotwork, and you've got a rope ladder, which you tie to a rock and throw up so it snags on a hook near a trapdoor you spotted a while ago. Many paths to victory would be good, since you have different types of players(complete and various types of gimped). Boss fights, so often a staple mechanic in RPGs, should probably be optional. I think it would be good for the player's options to be changed, rather than merely limited by injury. The old sailor becomes more sympathetic when you have a pegleg from the surgeon. You become more pain resistant when brain damaged, requiring and allowing a more solo, violent path to victory. Maybe you beat a man up, and he follows you after, helping you. This requires creativity! Conventional RPG thinking will not get far, but your game must be very much a role playing game; a game where you play a role. The player must identify with the pc, and not be tempted by the metagaming that others have mentioned.
  8. That's what I'm trying to figure out. I'm asking for design advice. Pointers to artcles on organizing data. Helpful hints. Directions to think in. Complete solutions(HA! not likely)
  9. I'm trying to design my data structures. I'm using python. I'm working on a space game, Although that could change. Right now I'm concerned with economics. Specifically, i want a system with workshops(smelters, centrifuges, machine shops) that can do things to resources. Some things will be assembly line generic(liquid oxygen, microporcessors). ...but some things will be unique (Bottled Air: 77% Nitrogen, 20% Oxygen, 1% water, .4% CO2, .6% inert gas). I know how to add two bottles of air together using weighted averages to calculate the resulting composition. ...and some things are absolutely unique. Artifacts, if you will. Captain Jimmy's command pod. The Magic Interstellar Teleporter we stole. These will have thier own properties. I'd like to figure out an inventory system, but I don't know where to start. It's important to me that I be able to later add things like temperature, or shock sensitivity. Storing nitroglycerin in a workshop that gets bumped produces a bigger bump, but that's for the future. Now I just want to figure out how to build an inventory that handles uniques AND generics.
  10. I have recently been playing Dwarf Fortress, and I was impressed with the detail level of the Resource system. I am inspired, but there seems to be a dearth of information on asteroid composition. I understand that we've never BEEN to an asteroid, but I think i'm sure there must be educated speculation SOMEWHERE on the web. I haven't had much luck with google, or the sticky about space in this forum.
  11. Hmmm... No GLREPEAT. I only have ONE textured polygon, with ONE texture on it. I'd like to know more about glBindTexture. I also call it at the beginning of other draw functions to reset the texture to the default(my other draw things are just colored polygons). Could that be the problem? I'm getting rid of the display list for now, to simplify things. It's an optimization, and I shouldn't need it yet. Could you explain more about fill rate limiting? I can play FPS games fine, and the nehe turoials use 1% cpu. Clearly, there is some wayu around fillrate limiting. What could it be? I don't think this is the problem: the shrunk asteroid was about 20 pixelsx 20 pixes, and it was still pretty slow. EDIT: It probably is a fillrate limitation. Messing with the onscreen size seems to indicate that framerate is about inversely proportional to number of drawn pixels. Could it have somehting to do with the format of the image? I have my image laoding code listed. The file is a .tif Should I use a different format? [Edited by - NIm on February 19, 2008 8:24:36 AM]
  12. Be careful with stuff like this: I tend to fail this sort of test pretty conssitently because I think differently. The problem is that there's usually more than one way of categorizing things. For example Triangle, polygon, circle rectangle. My first thought is that the rectangle is the odd one out, because it is not a regular figure(assuming it's not an irregular polygon), and the others are. 2, 4, 8, 12 IT is much simpler to say that 2 is the odd one out, bacuse it is not a multiple of 4. I think the Harmony one is pretty deterministic, but I have no music brain, so I couldn't tell you.
  13. Thanks, that's what I'm looking for. Rating++
  14. OpenGL Portability

    Just use SDL: It performs a number of other game related functions, is able to get a window for openGL, and is cross platform. It's also more friendly than glut.
  15. The wierd thing is that the nehe tutorials run just fine. I can't figure out what i'm doing wrong though. The only difference I see is that the nehe Tutorial does not glBindTexture every frame. This is probably what is making it slow, but how do I use many different textures at once, without doing that? Help!