lexkymbeth Posted July 20, 2014 Author Share Posted July 20, 2014 **This is highly unfinished! And may not ever be finished**The .exe's are different because the first one is a newer SS.Things the engine will/that do* Client (10%)* Server (5%)* Maps (100% Tiled, multilayered. placing a layer named 'Player' will draw the players on that layer)* Editors (0%)* Custom Objects (50% Signs and lights so far..)* Other things I can not think of (0%)Credits* Deathbeam for [spooker](https://github.com/deathbeam/spooker) library* Crest for [network.cs](https://github.com/DylanDodds/Juiced-Engine/blob/master/Server/Network/Network.cs) core![](http://puu.sh/adgLR/c3c14f4f83.jpg)![](http://puu.sh/abNdd/c3ac9f7e50.jpg) Link to comment Share on other sites More sharing options...
Jacquelinett Posted July 20, 2014 Share Posted July 20, 2014 Oo. This seem nice.Mind sharing with me the idea behind how you did your light system? Link to comment Share on other sites More sharing options...
lexkymbeth Posted July 20, 2014 Author Share Posted July 20, 2014 Lighting was prebuilt with the library spooker [https://github.com/indiearmory/spooker/blob/master/Source/Graphics/Lights/LightEngine.cs](https://github.com/indiearmory/spooker/blob/master/Source/Graphics/Lights/LightEngine.cs) , The light source stretches as you walk away from it, kinda like visible area of the light Link to comment Share on other sites More sharing options...
Solstice Posted July 20, 2014 Share Posted July 20, 2014 Let's hope it does get finished. We need someone to finally finish and release an engine that isn't VB6 or VB.NET. Link to comment Share on other sites More sharing options...
lexkymbeth Posted July 20, 2014 Author Share Posted July 20, 2014 If I put it on git would any other programmers help ? I don't have any motivation :s Link to comment Share on other sites More sharing options...
Jacquelinett Posted July 20, 2014 Share Posted July 20, 2014 > Lighting was prebuilt with the library spooker [https://github.com/indiearmory/spooker/blob/master/Source/Graphics/Lights/LightEngine.cs](https://github.com/indiearmory/spooker/blob/master/Source/Graphics/Lights/LightEngine.cs) , The light source stretches as you walk away from it, kinda like visible area of the lightwait. So is there an overall shader in your light system? I mean like for example if the map is night time, would there be a dark transparent tint rendered over AND for each light, the location of the light would be removed from the dark transparent tint?I'm not very good at explaining what I'm trying to say xD Link to comment Share on other sites More sharing options...
lexkymbeth Posted July 20, 2014 Author Share Posted July 20, 2014 There is one giant light that is hardly able to be seen you can set it to any color (Day and night) Its the tint if you can see on the photos, each other light is under it (Like a street lamp at night is under the moon) Link to comment Share on other sites More sharing options...
deathtaker26 Posted July 21, 2014 Share Posted July 21, 2014 It's good lex. Link to comment Share on other sites More sharing options...
demon xxx x Posted July 31, 2014 Share Posted July 31, 2014 This is something I can look forward to. Link to comment Share on other sites More sharing options...
lexkymbeth Posted August 1, 2014 Author Share Posted August 1, 2014 Server network/Database core done. Client is next I will get around to it some time.![](http://puu.sh/azZ5r/ef7879b154.png) Link to comment Share on other sites More sharing options...
deathtaker26 Posted August 1, 2014 Share Posted August 1, 2014 > Server network/Database core done. Client is next I will get around to it some time.> > ![](http://puu.sh/azZ5r/ef7879b154.png)Umm Credits xD, didn't you use Juiced's network Link to comment Share on other sites More sharing options...
lexkymbeth Posted August 1, 2014 Author Share Posted August 1, 2014 > Umm Credits xD, didn't you use Juiced's networkEdited main post Link to comment Share on other sites More sharing options...
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