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Old 26-08-2008 Thaumaturge wrote:   #41
Default Re: SpaceHack - random dumping ground

Aah, fair enough, and thanks for the explanation. ^_^

The glow isn't terribly obvious to me, although that might just be the image size or my monitor, or, for that matter, my eyes. ^^;
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Old 26-08-2008 dislekcia wrote:   #42
Default Re: SpaceHack - random dumping ground

No worries. As with any shmup, visibility and immediacy are very important. The last thing we want to do is frustrate the player...
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Old 29-08-2008 Aequitas wrote:   #43
Default Re: SpaceHack - random dumping ground

So I've been messing with the meshes (for an unrelated effect actually), and found a neat way to "explode" meshes into their constituent triangles. So now when enemies die, they "break apart". I think it looks pretty cool







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Old 29-08-2008 edg3 wrote:   #44
Default Re: SpaceHack - random dumping ground

I would just like to say, I want to play this game. kthx.

Its looking more awesome with every screeny
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Old 30-08-2008 Thaumaturge wrote:   #45
Default Re: SpaceHack - random dumping ground

Ooh, that does look very cool indeed, Aequitas - nicely done, I believe. ^_^
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Old 10-09-2008 Aequitas wrote:   #46
Default Re: SpaceHack - random dumping ground

So I've been working on making things "grow"

The first thing to get this applied is textboxes.

Also ... i made them asplode instead of just disappear :)





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Old 12-09-2008 Thaumaturge wrote:   #47
Default Re: SpaceHack - random dumping ground

The idea of having the textboxes explode instead of just disappearing does indeed sound cool, in keeping with the style of the game, from what I've seen thus far, and looks in the last screenshot as though it does indeed work.

However, what are those odd collections of triangles that appear to be attached to the textboxes, if I may ask?
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Old 12-09-2008 Tr00jg wrote:   #48
Default Re: SpaceHack - random dumping ground

Woot. Looks sexy!
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Old 14-09-2008 dislekcia wrote:   #49
Default Re: SpaceHack - random dumping ground

Ok. So last night Aeq and I were having this conversation about random things when an idea popped up about slowing things down in space...

15 minutes later there was a new module in the game, a HypoInertial Field that does exactly that: Slows everything in a certain radius around the player down. It is hax.

Really enjoyed adding that... And this means the game is finally starting to come together when adding new elements is that easy.
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Old 15-09-2008 dislekcia wrote:   #50
Default Re: SpaceHack - random dumping ground

Story events have been spotted in the game Cap'n!

Gah... A wall of asteroids with stuff to kill on the other side!


Hah, a gap! Prepare to die, blue hobos! - Wait, why is a portal opening? Huh?!


Boom! Bad place for a por- Wait? WHAT?


W... T... F?!


What just happened?

That's the feeling we want to leave our players with ;) These shots just looked pretty, enjoy:

Slowdown is FUN!


Cyberninja is indeed hax (Thanks!)
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Old 15-09-2008 edg3 wrote:   #51
Default Re: SpaceHack - Thread of TIMELIKE LOOPS

Quote:

QFE

THAT looks amazing....
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Old 15-09-2008 Cyberninja wrote:   #52
Default Re: SpaceHack - Thread of TIMELIKE LOOPS

That's not the final artwork. ^^ I'm still working on those. :-)
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Old 15-09-2008 dislekcia wrote:   #53
Default Re: SpaceHack - Thread of TIMELIKE LOOPS

Originally Posted by Cyberninja View Post
That's not the final artwork. ^^ I'm still working on those. :-)

This is what happens when perfectionists work together ;)

Heh.
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Old 15-09-2008 Gazza_N wrote:   #54
Default Re: SpaceHack - Thread of TIMELIKE LOOPS

Well, a few hundred more scripted sequences like that, and you're sorted. ;P

It's coming together very nicely indeed, and Cyber's artwork is a pleasant surprise. Strong contender is strong. ;)
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Old 15-09-2008 dislekcia wrote:   #55
Default Re: SpaceHack - Thread of TIMELIKE LOOPS

Originally Posted by Gazza_N View Post
Well, a few hundred more scripted sequences like that, and you're sorted. ;P

It's coming together very nicely indeed, and Cyber's artwork is a pleasant surprise. Strong contender is strong. ;)

Yup, that's the plan... Although you actually know what's going on in that event. Kinda. It's changed a little ;)
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Old 16-09-2008 Miktar wrote:   #56
Default Re: SpaceHack - Thread of TIMELIKE LOOPS

Quote:

Win.
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Old 16-09-2008 Kensei wrote:   #57
Default Re: SpaceHack - Thread of TIMELIKE LOOPS

I love the starfields :D
Does this mean I have to pay your royalties to use the starfield as a background, cyberninja?

Edit: This might have been asked and I missed it - is this done with XNA?
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Old 16-09-2008 Aequitas wrote:   #58
Default Re: SpaceHack - Thread of TIMELIKE LOOPS

Originally Posted by Kensei View Post
This might have been asked and I missed it - is this done with XNA?

Yeah it is. XNA so far is proving to be a very nice API to work with.
XNA is also what the game needs to be made with in order to compete in Dream.Build.Play.

Now.

I've been working om making the boss weapons more interesting. We're trying to make boss encounters like bullet hell from shmups, and I've got some screenshots to show off the first day of doing this:

A Boss as I aggro him, he's just fired the first volley:


Same boss, a couple seconds later:


Some patterns are easy to dodge:


Using the hypoinertial field just saved my bacon:


This boss likes rocket launchers apparently, also .... the green on his weapons is them being healed:
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Old 16-09-2008 Kensei wrote:   #59
Default Re: SpaceHack - Thread of TIMELIKE LOOPS

i really need to start looking into the XNA API -_-*

This game is looking REALLY good so far :D
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Old 16-09-2008 Tr00jg wrote:   #60
Default Re: SpaceHack - Thread of TIMELIKE LOOPS

Honestly guys! This looks really awesome!
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