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  Space Hulk  (Read 6375 times)
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Offline krypto

Junior Devvie




while(true) { self.caffeinate (); }


« Reply #30 - Posted 2005-03-11 08:50:41 »

Quote


One of the many reasons, yep Smiley Thanks, it might even turn into something.

Kev



Please don't move on too soon...We have a long way to go on JRPG.  Wink

JRPG Users -  General Users Site
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Offline kevglass

« JGO Spiffy Duke »


Medals: 208
Projects: 24
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #31 - Posted 2005-03-11 19:57:29 »

For those who can't run it I've been asked to post a screenie, so here we go:



Kev

Offline kevglass

« JGO Spiffy Duke »


Medals: 208
Projects: 24
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #32 - Posted 2005-03-17 19:16:21 »

[crosspost JME forums]
Ok, if anyone has time could you give me some feedback. I've added the control system, to move a unit:

- Select a unit (click the face, click the square which the unit is on, press a number key from 1-6)

- Select a tile next to move to (you may have to turn first). The cursor will change over square that you can turn to face or move into. Clicking on the square will add the aciton to the marines action list (on the right).

- Start the marine performing actions (click the 'play' symbol in the bottom right, or press space). The marine should start moving.

You get 4 action points per turn per marine. Moving/Turning takes action points. Clicking the "End Turn" button at the top right will start the AI (which doesn't exist yet) and instantly return refreshing the action points on each marine.

Note: If you don't use up your action points and move to the next marine you lose any remaining action points.

Right-Click Drag to move the view round
Mouse-Wheel zooms in and out.

Oh, the buttons at the top left give Mini Map, Objectives Panel and Options Panel.

Crikey, I've got controls! Need a manual soon  Any feedback appreciated.

Kev
(http://www.cokeandcode.com/hulk/v2/hulk.jnlp)

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Offline kevglass

« JGO Spiffy Duke »


Medals: 208
Projects: 24
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #33 - Posted 2005-05-11 21:43:41 »

Updates, coo!

- Door/Bulkheads are now support.

- Blips now try to get to you.

- Aliens can now be discovered, and will kill you if they get close enough.

Next up, spawn points and objective scripting.

Kev

Offline Abuse

JGO Knight


Medals: 14


falling into the abyss of reality


« Reply #34 - Posted 2005-05-17 21:07:30 »

I presume you are already aware of the excellent game Incubation from bluebyte (back in 1997 Cheesy)

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Offline kevglass

« JGO Spiffy Duke »


Medals: 208
Projects: 24
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #35 - Posted 2005-05-18 05:43:05 »

I remeber seeing it back then, but had entirely forgotten about it.. excellent, another source of copying inspiration.

Cheers for the pointer,

Kev

Offline kaffiene
« Reply #36 - Posted 2005-06-20 10:33:31 »

Kev - some questions about your animations:  What kind of source animation files are you using? (3ds, .x, something else?)  Where did you source the animations?  Are you skinning or just doing simple keyframe animation?

I've been looking around for ages for a nice way of doing character animation in Java, and I'm still looking Shocked)
Offline kevglass

« JGO Spiffy Duke »


Medals: 208
Projects: 24
Exp: 18 years


Coder, Trainee Pixel Artist, Game Reviewer


« Reply #37 - Posted 2005-06-20 10:52:53 »

I'm using MD2s, thought the genestealer is a HL model painfully converted through Milkshape. All animation is simple keyframe with interpolation between frames.

Both models that I use came from the wonderful Polycount (http://www.polycount.com)

Kev

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