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DeveloperX
202192397


Joined: 04 May 2003
Posts: 1626
Location: Decatur, IL, USA

PostPosted: Sun May 20, 2007 1:51 pm    Post subject: [quote]

nodtveidt wrote:
Still coding here...just usually too busy to post! :)

Nod! man you are really hard to get ahold of.
Any chance you can email me the ftp info? I want to get to my old tg16 project files. And, is FrozenUtopia still going?
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tcaudilllg
Dragonmaster


Joined: 20 Jun 2002
Posts: 1731
Location: Cedar Bluff, VA

PostPosted: Sun May 20, 2007 2:48 pm    Post subject: [quote]

Coding just doesn't do it for me anymore... the whole debugging deal, in particular, just exhausts me. I do more debugging than actual programming.
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Nodtveidt
Demon Hunter


Joined: 11 Nov 2002
Posts: 786
Location: Camuy, PR

PostPosted: Sun May 20, 2007 3:37 pm    Post subject: [quote]

DeveloperX wrote:
Nod! man you are really hard to get ahold of.
Any chance you can email me the ftp info? I want to get to my old tg16 project files. And, is FrozenUtopia still going?

I'm not hard to get ahold of...just send an email. :P And yes, Frozen Utopia is still going. Give me your email addy and I'll send you the FTP info.
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DeveloperX
202192397


Joined: 04 May 2003
Posts: 1626
Location: Decatur, IL, USA

PostPosted: Sun May 20, 2007 6:17 pm    Post subject: [quote]

nodtveidt wrote:
DeveloperX wrote:
Nod! man you are really hard to get ahold of.
Any chance you can email me the ftp info? I want to get to my old tg16 project files. And, is FrozenUtopia still going?

I'm not hard to get ahold of...just send an email. :P And yes, Frozen Utopia is still going. Give me your email addy and I'll send you the FTP info.


ccpsceo@gmail.com
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Tenshi
Everyone's Peachy Lil' Bitch


Joined: 31 May 2002
Posts: 386
Location: Newport News

PostPosted: Thu Jun 28, 2007 4:24 pm    Post subject: [quote]

To be honest I haven't been /coding/ too much lately. But there's been good reason for that.

I actually took a step back and decided that perhaps it's a bit dumb to implement every idea I come up with (or see) on whim, and that I should actually design something and make sure it will fit into what I want the final project to become. So what I've been doing more of, instead of random coding, is actually designing things, and making sure they're solid, because I'm your typical code-monkey, once something is spelled out, I can have it coded up in a day or so if I do it.

What my focus has been on lately is "simple but flexible." I have a fully-functioning Script engine that's already capable of doing quite a bit of stuff, and is tied into the other classes in some manner or another using accessors or mutators so it really modularizes it.

Anyway, this was my latest step: "Can I reduce all combat interactions to a single call?" Translating from QB to C++ left me with 3 approaches, one for attacks, one for "magic," and one for items. But I wondered if I could reduce that to a single approach that could be called by a Script at any particular time to dictate any and all interactions between character objects in combat (since Enemies and Players extend Character). So what I came up with was a descriptor 'object' that would dictate all of the parameters of a particular action and one function would operate on those parameters. I haven't coded it yet, but it'll be a cake-walk now that I've just-about defined every single interaction that can occur between the three types of actions.

So in the end really I'm still working, it's just a matter of curbing my whimsical tendencies and plugging forward with a single intent. The project's looking much better with that going on. :)

Other than that, my other goal has been to create a more unique interface, deviating away from the "Final Fantasy" appearance. That and the other big thing I'm trying to avoid is the temptation to go full real-time on it (that is, Secret of Mana style full move-around pixel x pixel movement). I mean it'd be much simpler in the long run, but I think I'm going to put it up for debate. Right now it's FFT-style. See? There I go again. Bad me. :P




Edit: Lawl, that's what's going to happen, because it circumvents several huge problems I've been trying to get around and simplifies the interface at no cost to what I have now. :\
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RampantCoyote
Demon Hunter


Joined: 16 May 2006
Posts: 546
Location: Salt Lake City, Utah

PostPosted: Tue Jul 17, 2007 9:39 pm    Post subject: [quote]

Been working on a 3D RPG called "Frayed Knights." Comedic RPG with a big nod to old, classic "stepwise 3D" RPGs like Bard's Tale & Wizardry.



I'm also doing weekly updates at the above link, sorta-kinda along the lines of my old GameDev.net article, "How to Build a Game In a Week From Scratch With No Budget."
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BadMrBox
Bringer of Apocalypse


Joined: 26 Jun 2002
Posts: 1022
Location: Dark Forest's of Sweden

PostPosted: Mon Jul 23, 2007 5:13 am    Post subject: [quote]

I have been working a bit on my rpgengine lately. No mayor breakthrough but it now scrolls perfectly okay and I'm quite happy with that.
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Hajo
Demon Hunter


Joined: 30 Sep 2003
Posts: 779
Location: Between chair and keyboard.

PostPosted: Mon Jul 23, 2007 10:27 am    Post subject: [quote]

Not sure if idle animations for non-agressive beings are a major breakthrough, but they are nice ;)
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Captain Vimes
Grumble Teddy


Joined: 12 May 2006
Posts: 225
Location: The City Streets

PostPosted: Wed Jul 25, 2007 11:07 pm    Post subject: [quote]

After I finish this Space Invaders thing and get SDL working for me, I plan to get Mysilin Chronicles done. I have most of the story and everything, I just lack the programming ability. XD
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Nodtveidt
Demon Hunter


Joined: 11 Nov 2002
Posts: 786
Location: Camuy, PR

PostPosted: Thu Jul 26, 2007 12:27 am    Post subject: [quote]

My PCE team has been putting the finishing touches on Mysterious Song lately. Also, I've started up a new software label, since Plantasy seems to have hit a brick wall and is apparently going nowhere. So all of my previous PC projects are being relabeled now. I've also been trying to see if I can complete the raycaster version of Two Lords. It will serve as a basis for the proper 3D version of the game when completed. I also have plans for a sequel, but I won't even begin to work on that until the first is completed.
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Adam
Mage


Joined: 30 Dec 2002
Posts: 416
Location: Australia

PostPosted: Mon Jul 30, 2007 1:51 pm    Post subject: [quote]

I've been cleaning up all my personal 'web tech' code (databasing, forum, etc) for its eventual use by my online RPG.
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Nodtveidt
Demon Hunter


Joined: 11 Nov 2002
Posts: 786
Location: Camuy, PR

PostPosted: Sat Aug 04, 2007 6:26 am    Post subject: [quote]

Here's the first-ever released screenshot of the newer Two Lords 3D:



I'm still working on (and almost finished with) the raycaster version, but wifey wants me to properly market the 3D version. So what I'll probably end up doing is releasing the raycaster version for free online, then sell the 3D version for a low cost and also include the raycaster version as a "bonus" on the disc.

Using the same 3D engine, I've got plans for other games as well, including an RPG, a fighter, and a "Zeldaesque".
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If you play a Microsoft CD backwards you can hear demonic voices. The scary part is that if you play it forwards it installs Windows. - wallace
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BadMrBox
Bringer of Apocalypse


Joined: 26 Jun 2002
Posts: 1022
Location: Dark Forest's of Sweden

PostPosted: Sun Aug 05, 2007 2:28 am    Post subject: [quote]

Zeldaesque? You know how to catch my attention ^_^

How far have you with the 3D version of TL?
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Nodtveidt
Demon Hunter


Joined: 11 Nov 2002
Posts: 786
Location: Camuy, PR

PostPosted: Sun Aug 05, 2007 8:41 am    Post subject: [quote]

Not very far. Right now, it can only display level geometry. I have to write a new camera, as Irrlicht's built-in FPS camera is extremely limited. The game engine can display item pickups but I've not yet written a proper loader for them so right now, any object I want to display is simply hardcoded into my test programs. At the moment, I'd say that the 3D version is less than 1% completed...it will be awhile before the game has any proper in-game screenshots.

Here's another prototype shot, 1440x900 pixels.

As for the Zeldaesque...well, people on the Hudson Entertainment forum know about the proposed Neutopia III, and some have commented on how they wish there was a 3D version of the game. I decided to add said project to my project queue.
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