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About the latest version of the game

action9000 · 945 · 133968

action9000

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So you can't drag and drop trees like I saw in the making of Oblivion video somewhere?
That would be pretty awesome. :D
Naw, I gotta do it the old fashioned way: Put the tree into the game using nothing but text, such as this chunk of my code:

Code:  on  
int GVTree1;

GVTree1 = tpLoadtree("BasicTree3.tree");

tpPositionTree(GVTree1,8300,280,8800);

//This is the stuff that's broken: Collision
SC_SetupObject(GVTree1,TREE,0); //Crashes here
SC_SetObjectCollisionOn(GVTree1);

//Update trees for calculating clipping
   tpUpdate(mainCam);


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I guess with no collision the characters can walk through trees like they are phantom girl or Shadowcat?
Haha, exactly. :p


Kor

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Why not phasing? :p Based on having seen certain things in the lbt animation, ducky can stretch, Cera has short range teleport and sonic powers.  petrie can be crushed and not get any bones broken or any bruises.  some sharpteeth can fall vast distances and only get knocked out, Ali has some sort of fast travel power that she can take others with her, even in cera's case not knowing it, ect.  so phasing is just 1 more power.     :p  :lol


Coyote_A

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Quote from: action9000,Aug 27 2009 on  07:17 AM
It does also sway and drift in the wind too, which is very cool! :yes
I would really like to see it myself! :lol:


action9000

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Hey all!

I was just working on some interface coding before I head off to work for the night.

I created placeholder images for Character Stats (the old one we've had forever), inventory and Adventure windows and set up some code so the windows automatically organize themselves to be out of the way on the screen.

The first window you open will appear on the far left of the screen.  When you open a second one, it will either pop up just to the right of the first one or it will push the old one to the right and open the new one on the far left, depending on which windows you are opening.  When you open up the 3rd one, all of them go to their default positions, as seen in this screenshot:



And here's what happens when I open up any two windows (Inventory and Adventures, for example):


They just pop up on the left side, out of the way.

And just "Adventures":


It comes up on the far left.

I also moved the NPC chat window to the far right, also out of the way, as you can see in the screenshot.  This isn't photoshopped this time. :p

It isn't quite perfect yet (I guess the Adventures window ought to maybe squish over a little more to the left in the second scenario) but it's nice and functional until we know the exact sizes of the final images we'll be using for these windows.


Malte279

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Mumbling

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Quote from: Malte279,Aug 28 2009 on  09:16 AM
What is the little longneck icon at the bottom?
It's a running hotkey. I think we want to make one for all abilities(fly, run, crush a stone etc.)


raga

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What is the little longneck icon at the bottom?
Darn!  I was going to ask that!  :p

Anyway this is really looking great, with the windows, trees, and the ability icon (a great idea by the way) its looking much more like an actual finished game.


action9000

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Aye, there is going to be a bar full of hotkeys running along the bottom of the screen.  That single icon you see there is the very beginning of this feature.



I am making a little bit of progress with detecting collision with a tree.  It's still very buggy and incomplete but I do have the code able to detect when a player is approximate touching a tree.  It still needs a lot of work but it's starting to work, anyway.  It's proving to be pretty complex to set up these trees to work with a collision engine.  I'm starting to get it working (it didn't used to be able to detect it at all, at least now it knows when the player is close-ish to the tree. :p)

Screenshot examples

No collision:



Touching the tree:


Alex

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*beats on a drum*
*bum, bum, bum dum, dum dum dum*

george, george, george of the jungggle..


lookin' goooood, can't wait for a tree filled GV.


Mumbling

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At least that's something! Better than BAAAAAAAAAAAAAAAH! when touching the water surface :D :p


Kor

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Maybe if you can apply it to npc's you can have them say something like Threehorn say, "Hey, stop shoving." Sort of thing.


Sky

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Sweet. It looks really great so far.  :D
Oh, and if you have the final image sizes of the windows, maybe I can make the design of them if you like?   ;)


Kor

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Quote from: Sky,Aug 29 2009 on  03:02 AM
Sweet. It looks really great so far.  :D
Oh, and if you have the final image sizes of the windows, maybe I can make the design of them if you like?   ;)
Some of your artwork in the game, that would be cool.   :yes


Mumbling

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The main menu is from Sky already :)

I am working on the adventure screen already but I have no idea what Tim is planning on so we'll see :)


Kor

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Maybe the 2 or 3 of you can work together on that.  Together you may come up with ideas each of you would not alone.


Mumbling

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Fair enough, my creativity is not what it has been of lately. Think it's time to go to school again :p



Belmont2500

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ah sorry im still doing a lot of work this days :) so the game is nice (keep up the good work) and i have a question

do every body come up to the loading screen?

^^ tnx


Belmont2500

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yeah, I was wondering about the loading screens as well.