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#11
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I just saw a couple of things that i hadn't picked up on so much before (perhaps I am becoming a little picky)
i think this is an awesome game especially for a hand-held and it definitely feels good/great on the PSP. Thanks alot for developing SG57. |
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#12
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The 2.01 update is awesome man! Nice work, for real. I've probably spent the most time playing this out of all the HBI:2 entries. So again, props.
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#13
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Thanks greg and dawson - I don't see a point in making a thread if you aren't going to ask for updates on ways to improve the game.
I have v3.0 almost complete - big additions guys hope you like them: Done: * Unlimited skins! modular skin support added, just make a folder and throw all the textures named respectively in it and have fun ^.^ - New skin added - 'Virtual Reality' theme by 0m3GA ARS3NAL * Introducing 'uber-AI'. Look out for certain players! namely 'Master Greg', 'donkeyPS', '~-~GOD~-~', 'Jesus' and 'Einstein' as these players will not go down easily and will require some - no... ALL - of your cunning to defeat. * New AI type added, this fella may 'confuse' you * Camera bounded by the edges of the map * Our big boy Recognizer has a new look, he's bad a$$ lookin now ![]() Todo: * Minimap * Up to 30 Enemies * Variable map size! Thanks for all the support, once again. Tell me what you think! |
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#14
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you might consider adding lights on the map , because with 30 light sources your game will run at 1fps(there's a hardware limit of 4). Another option , is to disable lighting on the LCs. Also , 30 models is possible , but you should use a draw-distance rendering system that will handle everything(from particles to lcs) otherwise the game will be unplayble. Quote:
If you're not , you should consider doing it , and also split the tree to nodes & child nodes. Also , the map is rendered dynamically like tiles? if yes , create a static meshbuffer pack your verts/indices (splitted by N childs if its actually huge ), and assign the materials while you're loading resources. Last edited by Brick; 06-17-2009 at 11:57 PM. |
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#15
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No , you got me wrong : it IS possible , but needs an efficient design which might require to re-write the whole project in the end.
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#16
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Quote:
*stunned*
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#17
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Whatjootalkin bout brick
![]() Tell me what you think: ![]() A very 'epic' feeling to it... Last edited by SG57; 06-18-2009 at 04:52 AM. |
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#19
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Nice , but i would like to see it running with 30models , with the map 7/8 filled , 4+ enemy cycles collide every 3" , with particles spawn at about the same time , and all these lines rendered on map...hmm <10fps :-P.
If you plan to extend the "uber" mode to "cucumber", you need a new design :-P. |
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#20
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