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fuzinavl
 Official Sponsor

Joined: 06 October 2004
Posts: 287
25 December 2004 21:10 (UK time)

The collision map tests whether an object is over water, solid, or land. Does it do anything else?

Do you still want optimized shrouder code? My pseudocode produces 1% overdraw, correct results, and all shrouds are pre-clipped. If so, we need to determine the interface first.

Did you do the 2-bits per pixel code yourelf? If so, can you show me how to make an optimized
monochrome_hline(*bmp,x1,x2,y,colour) function?

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Assain

Joined: 02 November 2003
Posts: 979
26 December 2004 01:12 (UK time)

I also have a question (or request :D). Would you make it so the object detection box around an object isnt a box, but outlining the sprite? If this isnt possible, then how about in the sprite editor make a function that allows you to draw an object dection aria around a sprite using verticies (like sector editing in map editor)? This could also be used to make cool who-sits with objects, such as a radiation emmiter, and basically what that'll do is make it so you couldnt enter the radiated arias, which would have an object dection aria thing you created all around it.

I thought about this after noticeing i couldnt get within 10 feet of the Hurcules :)

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James Bunting
Joined: 17 September 2003
Posts: 1308
26 December 2004 23:12 (UK time)

Ok quick one first...

The collision detection is total pants, I am working on it!

Now the second...

I need to code something up for you to "drop" your code into. I will set a reminder in my diary for tomorrow.

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IMYSC2000T

Joined: 17 October 2004
Posts: 237
30 December 2004 03:33 (UK time)

Man how I pestered you about the collision-detection...! :p I hope it works very well when it's revamped....

BTW I have a question of my own: Could you please add an option for a secondary movement method for the vehicles? The new vehicle movement is way too confusing for me.... If we could have the option to change vehicle movement type it'd be awesome....

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Assain

Joined: 02 November 2003
Posts: 979
30 December 2004 19:00 (UK time)

Nahh... let it be :). Im gettting pretty good with it :). Besides, people who are having trouble with it have 2 options:

1. Dont use vehicles :)

2. Added challenge to the game: learning how to use them

It adds a kind of difficulty level to the game ya know :)


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fuzinavl
 Official Sponsor

Joined: 06 October 2004
Posts: 287
30 December 2004 20:04 (UK time)

It brings me back to the days of RC Pro-AM a little bit :)

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IMYSC2000T

Joined: 17 October 2004
Posts: 237
31 December 2004 21:01 (UK time)

Assain: It's far too annoying as it is. And the game requires you to use vehicles in many places. Besides, yo0u could always do what you're mentioning anyway. Heck you could have 300 different movement options and still restrict yourself to one kind or no-vehicle-use voluntarily. What I wanted was simply an "option" to be able to choose a different kind of vehicle control (like the old kind) for those who find the current one too difficult or annoying. For me it actually ruins the gameplay. An option would allow both you and me to have fun playing the game.

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Assain

Joined: 02 November 2003
Posts: 979
13 January 2005 01:15 (UK time)

Mabey this could be implemented into an "Easy" difficulty mode in the options menu, the current vehicular movement could be considered "Normal/Real" mode.

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IMYSC2000T

Joined: 17 October 2004
Posts: 237
14 January 2005 07:04 (UK time)

Agreed, kind'a.... That's a partially good idea. The problem with that would be that if you wanted to have the "easy" vehicle control with difficult gameplay you wouldn't be able to.... I think it'd be best to leave it as a vehicular control option in the menus for people to mess with if they wish, and it could have a warning beside it that says: "Warning: Choosing "Real" mode will make it slightly more difficult to play....".

Or something like that anyway....

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