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Vraatjuh
- Posts: 456
- Joined: Tue Sep 28, 2010 4:08 pm
- Location: Heaven
Re: Offline play
sorry, meant to say anyone with good knowledge of programming
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Potjeh
- Posts: 11824
- Joined: Fri May 29, 2009 4:03 pm
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Vraatjuh
- Posts: 456
- Joined: Tue Sep 28, 2010 4:08 pm
- Location: Heaven
Re: Offline play
Because of the coding of HnH?Potjeh wrote:And a couple of years to blow.
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Potjeh
- Posts: 11824
- Joined: Fri May 29, 2009 4:03 pm
Re: Offline play
Because writing a game more complex than Pong or Tetris takes thousands of manhours.
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Butko
- Posts: 542
- Joined: Tue Sep 07, 2010 10:05 am
Re: Offline play
Well we will see how far I will come...
Dev day 2. I didn't had so much time so I only managed to unpack some gfx of character standing still. So I made simple render of it (sady without arms). Click around and he will rotate. Tomorrow I will try to extract all arms. I still need to figure what to draw(banzai, carrying or idle). Ok carrying arms are used when character is holdin in arms something but I need to figure difference between banzai and idle.
Well devs probalby know what I'm talking about.
Here is a test:
http://www.2shared.com/file/t5OsSOZk/haven-test.html
Oh and P.S.: I will probably not come to the complexity of original game, but at least I hope I will manage to make little offline sandbox for learning and testing stuff
Dev day 2. I didn't had so much time so I only managed to unpack some gfx of character standing still. So I made simple render of it (sady without arms). Click around and he will rotate. Tomorrow I will try to extract all arms. I still need to figure what to draw(banzai, carrying or idle). Ok carrying arms are used when character is holdin in arms something but I need to figure difference between banzai and idle.
Here is a test:
http://www.2shared.com/file/t5OsSOZk/haven-test.html
Oh and P.S.: I will probably not come to the complexity of original game, but at least I hope I will manage to make little offline sandbox for learning and testing stuff
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Potjeh
- Posts: 11824
- Joined: Fri May 29, 2009 4:03 pm
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Butko
- Posts: 542
- Joined: Tue Sep 07, 2010 10:05 am
Re: Offline play
Already implemented in engine, only little code needed to make pixel perfect collision detection... This isn't hard. Hard part iw getting everything positioned and rendered on correct place and ofc to make game playabe (above 30FPS).
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Potjeh
- Posts: 11824
- Joined: Fri May 29, 2009 4:03 pm
Re: Offline play
The problem with pixel perfect collision is that it breaks for fast moving objects. Can't think of any such objects that'd make problems in H&H, though, so I guess you win this round 
I guess performance isn't an issue nowadays, either.
I guess performance isn't an issue nowadays, either.
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Butko
- Posts: 542
- Joined: Tue Sep 07, 2010 10:05 am
Re: Offline play
Well I'm affraid it is... if not performance, memory consumption will kill me. This engine takes a lot of RAM and even simple applications gets to 128MB pretty fast. Then enable doublebuffering for smoother animations and yeah. I once made multiplayer mineswepeer with that engine
It was a project for college.
And yeah I'm developing games in my free time.
Only what worries me is placing objects on terrain and make all transitions on terrain between land and water. That seems pretty hard thing and ofc make one good map generator :S
Everything else will be just coding and little math up and down...
And yeah I'm developing games in my free time.
Only what worries me is placing objects on terrain and make all transitions on terrain between land and water. That seems pretty hard thing and ofc make one good map generator :S
Everything else will be just coding and little math up and down...
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Butko
- Posts: 542
- Joined: Tue Sep 07, 2010 10:05 am
Re: Offline play
After reading source ocde of client I must admit that this is very bad style of coding. No comments, names of variables are like aliens or chineses language... ugh... Total mess.
Trying to figure out hot to put together those sprites for character animation. Any hint which class hold this?
Trying to figure out hot to put together those sprites for character animation. Any hint which class hold this?