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The Icon Bar: The Playpen: Over the summer 4: I Worship His Summer
 
  Over the summer 4: I Worship His Summer
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Jeffrey Lee Message #66411, posted by Phlamethrower at 19:57, 3/6/2005, in reply to message #66408
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
  • Finish that Asylum level I started ages ago
These :)
You know what the deal is :)

Good point :|

Problem is, I'm busy working on the OD redesign at the moment. Maybe after that...
Well, judging by the votes so far, I'll be spending a lot of time getting Dark Matter into shape, so you don't have to be too worried about a lack of levels.acornarcade.com slowing me down :)
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Jeffrey Lee Message #69300, posted by Phlamethrower at 01:49, 17/9/2005, in reply to message #66180
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
Recently (i.e. within the last 48 hours) i've been thinking about combining this with this to produce a 3D version. Although obviously I still need to add lots of different room types/decorations and monsters before it becomes an interesting enough game to be classed as complete.

And naturally I've also been thinking about something else 3D, but it's better if I don't think about that :P

I haven't done anything major on Dark Matter yet, but I have recently fleshed out the game design a bit (i.e. cut out some of the overambitious stuff that would take too long to do or result in a crap game). Over the next day or two I'll be trying to tidy up GAIO, Super Bakeout, and that racing game so that I can stick half finished versions up on my website instead of them all being hidden in various playpen threads. And assuming that moss gets this done on time, I'll be spending some time to finish that Asylum level, possibly as well as a Quake level or two.

And there's actually 1 old BASIC game that I reckon I could convert to C in under a day and get released... and the game was actually nearly finished too :o And it was actually good :o (ish :P)

Hmm....

*goes to hunt for the code*
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Andrew Message #69301, posted by andrew at 13:15, 17/9/2005, in reply to message #69300
HandbagHandbag Boi
Posts: 3439
I haven't done anything major on Dark Matter yet,
:(
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Jeffrey Lee Message #69303, posted by Phlamethrower at 17:54, 17/9/2005, in reply to message #69300
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
And there's actually 1 old BASIC game that I reckon I could convert to C in under a day and get released... and the game was actually nearly finished too :o And it was actually good :o (ish :P)

Hmm....

*goes to hunt for the code*
This game is harder than I remember :o

Although it does now run quite a bit faster. And a bug has appeared in the hit detection code :(
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Jeffrey Lee Message #69305, posted by Phlamethrower at 18:07, 17/9/2005, in reply to message #69303
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
Fixed it! :)

But now I inexplicably have shots going sideways and shots firing shots :|
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Jeffrey Lee Message #69306, posted by Phlamethrower at 18:15, 17/9/2005, in reply to message #69305
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
*fixes*

Perhaps translating 7 year old BASIC code with cryptic 2/3/4 letter variable names into C at 3am isn't a good idea :)
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Jeffrey Lee Message #69311, posted by Phlamethrower at 20:09, 17/9/2005, in reply to message #69306
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
Behold! :)

*goes back to procrastinating for a few more months*
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Richard Goodwin Message #69320, posted by rich at 23:11, 17/9/2005, in reply to message #69311
Rich
Dictator for life
Posts: 6828
Behold! :)

*goes back to procrastinating for a few more months*
I don't have access to a RISC OS machine until I drag my old bones out of bed in the morning/afternoon/early evening (delete as applicable). You're a night owl, how about some screenshots on that page of yours?
________
RichGCheers,
Rich.
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Jeffrey Lee Message #69324, posted by Phlamethrower at 23:32, 17/9/2005, in reply to message #69320
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
It's not that exciting to look at, but I guess I can stick a screenshot up.
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Jeffrey Lee Message #69325, posted by Phlamethrower at 23:48, 17/9/2005, in reply to message #69324
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
Screenshot added.
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Jeffrey Lee Message #69326, posted by Phlamethrower at 00:02, 18/9/2005, in reply to message #69320
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
I don't have access to a RISC OS machine until I drag my old bones out of bed in the morning/afternoon/early evening (delete as applicable). You're a night owl, how about some screenshots on that page of yours?
Wait - if you've gone to bed now, what's the point of me posting the screenshot? :P
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Richard Goodwin Message #69339, posted by rich at 09:22, 18/9/2005, in reply to message #69326
Rich
Dictator for life
Posts: 6828
I don't have access to a RISC OS machine until I drag my old bones out of bed in the morning/afternoon/early evening (delete as applicable). You're a night owl, how about some screenshots on that page of yours?
Wait - if you've gone to bed now, what's the point of me posting the screenshot? :P
Laptop near my bed :) (not RISC OS of course :()
________
RichGCheers,
Rich.
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Ed Willson Message #69341, posted by eddyosaysyo at 10:03, 18/9/2005, in reply to message #69311
eddyosaysyo

Posts: 172
How about some nice pretty backgrounds then? :-)
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Jeffrey Lee Message #69342, posted by Phlamethrower at 13:12, 18/9/2005, in reply to message #69341
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
Possibly. If I release another version then it's likely to be a complete rewrite, since the current code is almost a direct translation of my very ugly BASIC original.
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Jeffrey Lee Message #70303, posted by Phlamethrower at 14:49, 9/10/2005, in reply to message #69300
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
And naturally I've also been thinking about something else 3D, but it's better if I don't think about that :P
That other 3D thing was this, which somehow avoided being included on the list on the first page. Except with far less random map madness and far more 3D-ness (Thanks to a portal engine, that would be powered by a random map generator. Hmm. :|)

At the moment my current train of thought is to forget the portal engine idea and go back to an overhead view. Still keep the near future dystopian/cyberpunk/apocalypse setting, but instead of being an average joe you'll be an inmate in a penal colony akin to the ones in Escape from LA/New York. Basic premise is that the apocalypse/killer virus/whatever has occured, all the prison guards are dead, so you're free to break out and create havoc among the remaining populace.

If each major city is built like a fortress then I can also forget about a limitless map and instead write a generator for fixed-size city maps and wasteland areas. I could even go as far as using hand scripted missions (Or templates for the map generator to fill in) instead of complete randomness.

Of course the problem is that I obviously want to start work on this, depsite the fact that I have hundreds of other things to do :P And if I was to start coding now it would end up a poorly designed mess with little to no artwork.

So instead I've been trying to convince myself that I can write a full design document for it, then get the coding done with very little trouble, conscript a load of people to make some artwork, and then release the game. Except of course that doing all of that would still take my attention away from the other things I should be doing :P (Or, more correctly, that other people would actually be interested in me doing)

And all that is rather academic, since I've been spending most of my time recently playing this or this.

Over the next day or two I'll be trying to tidy up GAIO, Super Bakeout, and that racing game so that I can stick half finished versions up on my website instead of them all being hidden in various playpen threads.
Hmm, perhaps I'd better do that instead :P

Incidentally, if anyone knows how to add 8 hours to each day, let me know :)

*:flamethrower: once more vanishes to hide under a rock for the next few weeks*
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Tony Haines Message #70325, posted by Loris at 11:46, 10/10/2005, in reply to message #70303
madbanHa ha, me mine, mwahahahaha
Posts: 1025
Incidentally, if anyone knows how to add 8 hours to each day, let me know :)
I've heard about something called the Uberman sleep schedule, good luck implementing it.
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Jeffrey Lee Message #70327, posted by Phlamethrower at 13:27, 10/10/2005, in reply to message #70325
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
Interesting :o
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Richard Goodwin Message #70343, posted by rich at 19:50, 10/10/2005, in reply to message #70325
Rich
Dictator for life
Posts: 6828
Incidentally, if anyone knows how to add 8 hours to each day, let me know :)
I've heard about something called the Uberman sleep schedule, good luck implementing it.
Plus there's the whole switching to 28 hour days (6 per week) - you should still only need about the same amount of sleep but you get 4 extra hours per "day" to program. Combine the two and you might just get those extra 8 hours programming...
________
RichGCheers,
Rich.
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Andrew Message #70347, posted by andrew at 20:06, 10/10/2005, in reply to message #70327
HandbagHandbag Boi
Posts: 3439
Interesting :o
I wouldn't touch it! Think of your immune system and muscles. Nothing more important.
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Richard Goodwin Message #70357, posted by rich at 09:41, 11/10/2005, in reply to message #70347
Rich
Dictator for life
Posts: 6828
Interesting :o
I wouldn't touch it! Think of your immune system and muscles. Nothing more important.
Circadian rhythms are for losers! I for one welcome that blast of warmth at 2am!
________
RichGCheers,
Rich.
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Jeffrey Lee Message #70379, posted by Phlamethrower at 15:42, 12/10/2005, in reply to message #70303
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
Over the next day or two I'll be trying to tidy up GAIO, Super Bakeout, and that racing game so that I can stick half finished versions up on my website instead of them all being hidden in various playpen threads.
Almost there :o
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Jeffrey Lee Message #70381, posted by Phlamethrower at 16:57, 12/10/2005, in reply to message #70379
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
Hurrah! :E

http://www.phlamethrower.co.uk/riscos/bake.php
http://www.phlamethrower.co.uk/riscos/gaio.php
http://www.phlamethrower.co.uk/riscos/micron.php
http://www.coderscauldron.com/woum/

[Edited by Phlamethrower at 16:05, 10/11/2005]
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John Hoare Message #70383, posted by moss at 17:11, 12/10/2005, in reply to message #70381

Posts: 9348
:E:E:E
:E:E:E
:E:E:E
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Jeffrey Lee Message #70442, posted by Phlamethrower at 14:13, 14/10/2005, in reply to message #70383
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
OK, you all have about half an hour to decide whether I should work on this (new monsters, traps & more varied levels) or this (user interface & new map system to support more checkpoints, AI hints, holes, jumps & walls) today :)

[Edited by Phlamethrower at 16:05, 10/11/2005]
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Michael Drake Message #70443, posted by tlsa at 14:21, 14/10/2005, in reply to message #70442

Posts: 1097
This. :)
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Jeffrey Lee Message #70454, posted by Phlamethrower at 14:40, 14/10/2005, in reply to message #70443
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
Yay! The easy one :E
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Andrew Message #70458, posted by andrew at 17:08, 14/10/2005, in reply to message #70454
HandbagHandbag Boi
Posts: 3439
Is the toastie thing in the middle going to be a trap?
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Jeffrey Lee Message #70459, posted by Phlamethrower at 17:22, 14/10/2005, in reply to message #70458
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
That's (meant) to be the floor, so if you drive over that bit you'll fall off the track and lose/get a time penalty/etc.
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Jeffrey Lee Message #70462, posted by Phlamethrower at 19:02, 14/10/2005, in reply to message #70459
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
New map system is done, so you can now fall through holes in the track and use jump ramps. The code needs some tweaking though. To simplify matters I'll probably change it so that all levels must use map sprites of a specific size, then I can play around with the graivty & ramp steepness values until they feel right.

Next I'll probably add support for the AI hints, which will probably be in the form of waypoints that the AI cars will follow around the track
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Jeffrey Lee Message #70466, posted by Phlamethrower at 19:38, 14/10/2005, in reply to message #70462
PhlamethrowerHot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot Hot stuff

Posts: 15100
Hint code is now in, although the checkpoint code is temporarily broken and only awards checkpoints if you've traveled past the appropriate hints beforehand :cry:
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The Icon Bar: The Playpen: Over the summer 4: I Worship His Summer