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Sada

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  1. I'm glad my code could be of some use to someone -_- :).
  2. Everything seems to be in proportion and the shading is done well, bit ordinary though. Good job :)
  3. Sada

    Sada the Chobit

    Thanks a lot :) I tried pretty hard to fix the problems that were said to me about the previous one, I think I fixed the shading up too.
  4. Sada

    Sada the Chobit

    School girl Sada? ![](http://img860.imageshack.us/img860/3729/sadaschoolgirl.png)
  5. Sada

    Sada the Chobit

    @Peteyyy: > Head is too big and too far forward. No, yes it's too far forward. @нυи†εя: > Boobs looks little bit weird,and her head looks like she got down syndrome. > > -Hunter Yes, no.
  6. Sada

    Sada the Chobit

    ![](http://img189.imageshack.us/img189/974/sadal.png) Sada the Chobit!
  7. Update! Things completed: - Basic movement - Standard bullets - Basic laser functionality - Animation system - parralax scrolling backgrounds (space junk infront of the planets, one layer infront of you) - Depth determine what order object is drawn in - Started on queue for combo's
  8. Okay so it's not much so far, but here's an early screeny! ![](http://img192.imageshack.us/img192/7803/shipproject.png) This is an experimental game i'm making in c++ and direct x 11, which combines elements of fighting games like blazblue with standard space shooters like Raiden. Gameplay will be like a standard space shooter except you use combo's to fire missiles, do counters, use lasers, and other cool things in your arsenal. Double tapping directions will allow you to boost in the specified direction, blocking etc will also be a gameplay aspect. You fly around like you would normally, killing hordes of spaceships (till you get to a boss fight), then once you are up to fighting the boss, it'll feel more like a fighting game because they will have combo's, abilities, health bar etc. Blocking and shields will only block a portion of the damage, and can be overloaded. New screeny :D ![](http://img218.imageshack.us/img218/8766/gameprogress3.png)
  9. Obviously it does have a default value, you are blind. Go to the form on the server then click on the tab which shows the slider you just added, then go to it's properties and go to default value, change this to 100.
  10. http://lmgtfy.com/?q=visual+basic+6+tutorial
  11. Sada

    No classes?

    It would require a lot of fiddling with the source, a lot of code relies on the character having a class.
  12. I'm new, heh don't even know why i'm bothering posting in this… *oh god another forum member *face palms** Howdy!
  13. So how has the progress been βluΣ ЯosΣ? If your having problems remember to look back at the topic you made "different classes start in different positions" and souls response, if you combine the knowledge you learnt there with the hint I just gave you, you should be able to work it out! :) offtopic: Thanks cowin :P
  14. Hey everyone i'm thinking of developing a spell system for EO similar to the one used in the game magicka (but ofcourse target based rather than aiming). For those of you who haven't played magicka i'll give a quick rundown of what they do. You are given access to multiple elements (Water, fire, rock, electricity etc etc), with these elements you can put them together in different combos to create different types of spells then you can choose to either use it in aoe, on your sword for your next attack, self cast or just aim it. different elements don't work together such as electricity and rock, they cancel each other out. Some elements such as fire and water mix to make hidden elements like steam. So in this topic I wish to discuss the design aspects and ways you would personally go about coding something like this in regards to the EO engine. The things which come to mind are perhaps an array of size 5 (more or less depending on the amount of elements used) which gets filled up with different element ID's (which would take up spell slots) as you add the element to the combination. The current spell system could still exist with some tweaks (such as self cast damaging spells and the ability to change features of a spell depending on it's form, eg, aoe, self cast etc) then you would need to have a giant list of different spell combinations which rather than being spells learnt they would be accessed if the code (spell combination) was given to them. There would also need to be a global cooldown for each element addition (so players don't cheat and make macro's) and perhaps a mana cost per element type addition to the combo. This is just my current take on the idea if anyone has anything to add, change, or to just scrap my design all together and come up with a better way of acheiving this or discuss alternatives please post with your ideas and maybe soon this will come to life! :D
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