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sirsk8aton

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Everything posted by sirsk8aton

  1. I can't really as of yet I suppose, but thank you.
  2. Who cares if it's a "minecraft clone"? I'm having fun making it and learning a lot from it too. Thanks dxxnight, going to slowly be working on this as usual.
  3. A year later, and some progress has been made to show. I didn't really get too much done, but I haven't been working on this until recently. Also have been computer-less for a while. Anyways, here we go. New ground types, cacti, hp and stamina bar, ores in mountains ![](http://i21.photobucket.com/albums/b295/sirsk8aton/3_zps4d146005.png) Wooden walls, floors, stone walls, furnace, building block highlighted ![](http://i21.photobucket.com/albums/b295/sirsk8aton/1_zpsd88c2115.png) Updated inventory screen, more items to be crafted ![](http://i21.photobucket.com/albums/b295/sirsk8aton/2_zps96c9098e.png) Swimming, earth cracks(where you dig, place a ladder, and enter the underground) ![](http://i21.photobucket.com/albums/b295/sirsk8aton/5_zps27351ddf.png) Early underground ![](http://i21.photobucket.com/albums/b295/sirsk8aton/4_zpsf530fab9.png) Also have npcs, but they are still pretty buggy at the moment. Any suggestions/comments welcome.
  4. > What language and library are you using to develop this? I'm using java and lwjgl. > On-topic: I quite like it, but it's difficult to say much as it's obviously in the early stages. Not sure about the trees or character sprite. Totally agree about the graphics, as I said I'm no artist. They are just simply placeholders ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons//tongue.png)
  5. Thanks Zeo, you're exactly right. Either way I'm sure our games won't turn up the same at all.
  6. Uhm, no. I don't even know what game your making. Like others have said it was inspired by minecraft. I haven't been around enough to make "rip offs" of other members games.
  7. **Updates** -Increased the loading time of the game starting up from ~10 seconds to 1.5 seconds -Increased world generation loading time a great amount -Increased FPS a great amount -Done with the basic crafting system >! ![](http://i21.photobucket.com/albums/b295/sirsk8aton/1.png) Think that's about it right now, thanks for the feedback so far guys ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons//smile.png)
  8. Ok. The invert on the y-axis should be flipped. The chat box spammed a million things at once. Other than that it's pretty cool and a good start.
  9. **Bilderdunt** Introduction Bilderdunt is a project that I am currently developing for fun and learning purposes. This is the second attempt at this project(first attempt was a HUGE learning process) This game is much like a 2D minecraft(I know, how original right?) So far development is going quite smooth so I am making good progress. I am showing this to the public to help encourage me to keep going and for ideas/suggestions. Please keep it to constructive criticism. Gameplay/Engine Features 1\. Completely randomly generated world 2\. "Levels" in the world(Top map, underground maps - Not sure how many to limit this to yet) 3\. Small, medium and large world selection 4\. Crafting through the inventory screen 5\. Tile breaking with resource drops 6\. Auto-tiling for water, mountains, etc. 7\. Complete tiled map system with 3 layers so far (ground, mask, fringe) 8\. Building with resources(houses, forts, mountain dens, etc.) 9\. Placing objects(furnaces, anvils, etc.) Future Plans/Ideas 1\. Monster NPC's 2\. Friendly NPC's(merchants that spawn in random homes) 3\. Day/Night system 4\. Online play 5\. Randomly generated loot/treasure And anything else I can think of. Other Please remember I am just programming this game. All graphics are made by me, but most likely are going to change. I am no artist, I can just make the required graphics to progress with programming. If you would like to help me with this project and you are an acceptable artist, please message me and we'll talk. Media ![](http://imageshack.us/a/img594/9840/52552713.png) View of some water ![](http://imageshack.us/a/img580/2535/34430599.png) Home sweet home! ![](http://imageshack.us/a/img685/5650/69350438.png) Inventory/crafting thus far.. ![](http://imageshack.us/a/img191/3623/39801576.png) So yes, that is all for now! Please hit me with all suggestions/comments.
  10. Sounds awesome. Teleporting while being the slendytelly would be cool ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons//tongue.png) Like maybe where ever your right click you would teleport to.
  11. I found all 10 custards but I couldn't figure out what to do after, so I let slendytelly take me away ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons//smile.png) First time playing - Definitely scared the shit outta me lol. Fun/funny game.
  12. Multiplayer is meh, same old shit. But the new zombies map is awesome.
  13. Yep, map converting from EO to this is successful ;)
  14. Absolutely revolutionary :D And the updates look very fast paced, which is a good thing but don't rush too much. Can't wait to start using this. This completes eclipse IMO. Great job. Quick question, is it possible to transfer maps from EO?
  15. So, basically in my example, would I have to do something like this? ``` #ifndef _PLAYER_HEADER_ #define _PLAYER_HEADER_ class Monster; class Player { void attackMonster(Monster tempMonster) }; #endif ``` Would I also need to include the monster header here or in the Player.cpp file?
  16. I have a simple(at least i think) question for anyone with some decent C++ knowledge. My problem: Using my own classes/objects in other classes/objects correctly. The way I have it set up right now is very unreliable and probably considered bad code. What I have is a header file named "Includes.h" and I simply put all includes I use in my project in that file. I can use some of my own classes in other classes, as long as they're defined before the other class is. Example: Includes.h: ``` #include "Player.h" #include "Monster.h" ``` Player.h: ``` class Player { void attackMonster(Monster tempMonster) //Error, type Monster not defined }; ``` Monster.h ``` class Monster { void attackPlayer(Player tempPlayer) //Works because Player.h is defined before Monster.h }; ``` I've tried some methods to get around this but they still don't work properly. I would like to know the most efficient way of doing this without errors. It'd be much appreciated. Thanks!
  17. Thanks Adulese, will do that now.
  18. @Funky: > Noth and Sese have my vote. > I like the traditional feel they did, clean and to the point. > > Both are game ready also, incase anyone needed to steal them Thanks for the vote :P And yeah, anyone can use it if they really want to. Now you don't have to "steal" it because you have permission.
  19. Maps can be unorganized and random and still look good. A map I made a little while ago: ![](http://img521.imageshack.us/img521/2874/map24q.png)
  20. Thanks for the info. I thought of trying to cut them into 16 pixels but it's going to be weird to make them work with my engine. I was also thinking about just checking the surrounding tiles to see if I can just do it that way. Maybe I can look into EO:CS's source and learn from that.
  21. Hello all. Lately I've been working on different games in C++ for learning experience and fun. I've made a lot of progress since I started and now I'm trying to implement an auto-tiling system. I'm making a 2D game with tiles, much like eclipse. The problem now is I don't know how to go about programming the auto-tiling system. I've attempted it a couple times but can't get the results I want. If anyone has any thoughts or suggestions on this, it'd be much appreciated.
  22. What man's sack? Oh… Didn't notice that little punching bag at first.
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