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 1 
 on: 2013-05-26 02:16:57 
Started by Agro - Last post by Agro
Alright, this week's update. I didn't really do that much because of finishing up school work(year's almost over).

changelog:
- Added crossbow weapon
- Added skybox
- Added some simple wave control
- Art looks even more inconsistent
- Added ramps(still a bit buggy due to floating point errors)
- Added rendering optimizations
- Worked on the twin blaster

The art is looking kind of horrible now. Can anyone PM me with some help? It won't be that much, maybe just something for those buildings and the skybox.





 2 
 on: 2013-05-26 02:16:20 
Started by Cero - Last post by deepthought
The internet limits there are really annoying.  I can definitely understand physical distribution being important there.
They're annoying even in the U.S, especially in Texas. They've just barely started getting anything better than dial-up to the part where i live and we still have a data cap.

 3 
 on: 2013-05-26 02:06:37 
Started by deepthought - Last post by deepthought
i'll have to put a new one up once the game's not broken anymore.

 4 
 on: 2013-05-26 01:54:01 
Started by RUSD - Last post by RUSD
Those are all good for creating menus.  I'm making a tower defense game and on the side i'd like to add buttons for selecting tower types, pausing the game, or quitting and returning to the main menu. How would you recommend I do that? I don't really want to bring up a menu or another screen for that.

 5 
 on: 2013-05-26 00:47:52 
Started by NegativeZero - Last post by Cero
Has this guide actually helped anyone?
If not, I won't bother to continue writing this.
I think it's very good to educate developers on this topic.
I don't know if man are interested here on JGO though.
And I know probably enough about this already... Btw I often read books on this subject, are there some you would recommend ?
I read this Ultimate Guide Video Writing Design. Which was ok overall, but I can't remember the titles of the other ones I read
Generally though, If you really like good stories and character much of this comes naturally to you, well at least it does to me.

 6 
 on: 2013-05-26 00:39:24 
Started by Cero - Last post by hobbles
Man I hope we don't need to be logged into the net to use it that would be terrible. Screw it I'm just sticking with my computer... running windows 7 uhhh.

we need more run and gun FPSes like Doom. Also I wish they hadn't canceled Star Wars BattleFront III. it promised to be good.
OMG was that gonna happen at some point, man I loved those games. I Just checked out the gameplay for that and oh man I would of bought that right away.

 7 
 on: 2013-05-26 00:37:22 
Started by xmakina - Last post by notk0

Bookmarked.

Guess I have misunderstood the question, this is the generation of tiles for a static level.
I assumed you meant walls that dynamically change their image and maybe type.

 8 
 on: 2013-05-26 00:23:46 
Started by xmakina - Last post by xmakina

Fantastic, the bitwise method is just what I'm after.

Thanks very much Smiley

 9 
 on: 2013-05-25 23:53:06 
Started by Vermeer - Last post by Morgan Allen
as Morgan Allen commented, the MST does ensure all rooms will be connected. Other connections will also be formed to add variation.
The layout looks great, but the point I wanted to make about the graph structure wasn't just making the rooms accessible, but ensuring actual cycles in the room network.  The reason for this is that cycles allow for choices in how to approach specific targets or problems.

If I might take the liberty of illustrating the point with an example dungeon populated with various frivolous yet terrifying dangers-



Let us suppose that our Noble and Photogenic Hero wishes to secure a lifetime's supply of chocolate.  S/he now has at least three options for tackling the problem- go through the Lohan-Montana hybrid followed by the Grue, go through Rube Goldberg and then the Dragonz, or discover the secret passage that allows the latter to be bypassed.  The Grue can be kept at bay simply by lighting a torch, but those are in limited supply, and might be used up searching for traps (such as those laid by Mr. Goldberg) or secret passages (which also reveal the S.V. Love-Shrine, which confers immunity to the Lohan-Montana Hybrid.)  So there are quite a few tradeoffs and decisions to be made within that pretty simple framework, which might be further complicated by how much the player knows or can find out about impending obstacles.  And of course, terrain along the way could be used as an asset to the player (e.g, flooded passages being impassable to Dragonz.)

Anyway, sorry to derail.  Like I said, the layout looks very varied and the algorithm is fascinating.  But my point is that if there were only one way to reach the lifetime's supply of chocolate, then regardless of the obstacles presented, there are far fewer tradeoffs to be considered, because the player has no choice in the matter.

 10 
 on: 2013-05-25 23:41:57 
Started by wreed12345 - Last post by wreed12345
I would say about 1/4 of the images i have made. Unfortunately im not that good at art. Why not try using libgdx?

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