Pandora Panic Community Dev Thread
#798
Posted 24 August 2009 - 07:47 AM
Oh, and something else, I ended up just calling the SDL timing function (to get milliseconds passed) as I couldn't quite get the timer class to do what I wanted, one problem I have at the moment is the time I get is in milliseconds, where as something with a bit higher accuracy would be ideal, although not crucial.
Steve
This post has been edited by Rockthesmurf: 24 August 2009 - 07:48 AM
#799
Posted 24 August 2009 - 07:07 PM
Since everyone is throwing around video's, i thought i might as wel join the party.
The first draft of the Maze game (WIP)
Graphics are mostly placeholders from Jumper, some ugly bits to clean up, and features to add. But it basically works.
Cheers!
Edit: Oh and as always: comments, tips and suggestions are appreciated
Edit2: @ Steve: Game is looking great! looking forward to the svn update
Edit3: I uploaded the basic, but very playable, first draft to the svn. Did not alter the minigames.h etc. since most will have their own configuration for development
This post has been edited by MarkoeZ: 24 August 2009 - 10:12 PM
#800
Posted 25 August 2009 - 06:35 PM
Been working on the graphics side of the Maze thingy, and i'm curious about opinions, so i made a new youtube update.
Check it here, get that thing out into the world ;)
Now to figure out a way to make the timer less intrusive, but still visible enough to get your nerves up...
Edit: Much better with music
This post has been edited by MarkoeZ: 25 August 2009 - 08:23 PM
#801
Posted 25 August 2009 - 09:09 PM
About the timer, well you could make a bar at the top/bottom which is full at the start and is slowly draining or make the music go faster (which is tricky when have different time limits)
or a nother idea in addition to the background change: you could make the letters very big and put it behind the maze. Also change the color to something similar to the background so if it is dark blue the text should be light blue. The way the maze now is one would still be able to see it without it getting into the way too much...
#802
Posted 25 August 2009 - 09:45 PM
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hehe, thanks. the graphics are just made by me, and im no expert. I will try to enhance it some more, all in the current style because that's all i know : P The background was one of the things i did not get to yet, but i needed something otherwise sprites would not be deleted..
And i made the counter go behind the maze and enemies when the hero is near, but im planning on making things flash quite a bit if time gets short
#803
Posted 26 August 2009 - 10:05 PM
New Video
Has players spear fixed so it clips properly with the floor, has animation for player, and has some scrolling clouds at the top of the screen. The scrolling clouds actually took quite a while to do because they move really slowly, so by default you really notice them jumping along each time they move across a pixel boundary, so now they are rendered three times, once at the current location, once a pixel to the left, and once a pixel to the right. The right/left versions are blended in and out to give a smooth (ish) transition.
Still more work to do but I thought I'd do a quick update!
Steve
#804
Posted 28 August 2009 - 11:02 PM
I know I have come across as being a bit of a lazy ass recently. That's not strictly true, but I'm not working as much as I feel I should be. The new computer(because of laptop) has caused time to be spent on setting up and stress with the hole it burnt in my wallet(I'm not rich so £413 on a comp is a big deal...(pm if you feel like paypalling me something :lol: ))
Anyway regardless I'm trying to fix some annoying animation related bugs that Dragons_Slayer pointed out to me(you really should add them to the bug tracker though...)
I'm setting a Penjin test suite project for this sort of thing to try and reduce some of the more annoying bugs. I will add this to the Penjin repo as soon as I have anything real to show.
Some things that are still left for us to do in the time before Pandora launch:
- Feature freeze and tidy. There are minigames with more serious bugs than physics glitches and logic errors(memleaks/segfaults) These either need to be fixed or cut from the first release.
- Readme.txt - we as devs may know how to setup and play the game, but this game needs to be accesible to an end user too.
- PXML - there is a draft version by MarkoeZ and I believe it is in the repo. The PXML format has had some revisions, the PXML file should be brought up to the latest standard.
- PND packaging? I don't know much about this really, but if that's the format were expected to follow then it's something we need to look into.
- Finilised Pandora controls - Last time I setup Pandora controls... Joystick buttons weren't really working in SDL on Pandora, I had to map some of the keys instead... I will look into this... again. If anyone can shed some light quickly, then that will help things!
- Anything else I've overlooked.
- Build a final Pandora build and package everything and send it to ED to put on the CD! :)
And with that I'm going to try and fix those animation bugs, catch ya later!
#806
Posted 29 August 2009 - 09:31 AM
I will also try to finish one complete art style for my arenagame and fix the code as there are still some pointers that don't get deleted and that is not good.
#807
Posted 29 August 2009 - 01:03 PM
PokeParadox, on 29 August 2009 - 01:02 AM, said:
- Finilised Pandora controls - Last time I setup Pandora controls... Joystick buttons weren't really working in SDL on Pandora, I had to map some of the keys instead... I will look into this... again. If anyone can shed some light quickly, then that will help things
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