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Author Topic: Cloud Scream > Development on Pause  (Read 86828 times)

Jack_Bread

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Re: WorldJem: Version 0.7 Released!
« Reply #225 on: October 27, 2009, 08:31:06 pm »

How about using UHJK with Y and I as zoom(possibly).
That'd help me. Not sure about others.

EDIT: ALSO... the game freezes for a few minutes when I go to the local map. :(

Oooooh. This is unfair. Not even regular blocks fall past a certain point. :\
« Last Edit: October 27, 2009, 08:41:51 pm by Jack_Bread »
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Outcast Orange

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Re: WorldJem: Version 0.7 Released!
« Reply #226 on: October 27, 2009, 08:48:35 pm »

I'll add in those controls with one more vote.

Sorry, map edges are functional now.
That is why the trees grow on them.
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Outcast Orange

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Re: WorldJem: Version 0.7 Released!
« Reply #227 on: October 27, 2009, 08:51:41 pm »

Here's the deal:

If I really feel up to it, I will make a bunch of control changes tonight, and fix the tree bugs.
But not for a while yet.
I'm sort of busy.
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Jack_Bread

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Re: WorldJem: Version 0.7 Released!
« Reply #228 on: October 27, 2009, 09:19:20 pm »

I have a home. :D


Spoiler: Come on in! (click to show/hide)
Spoiler: Have a seat! (click to show/hide)

timmeh

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Re: WorldJem: Version 0.7 Released!
« Reply #229 on: October 27, 2009, 09:38:12 pm »

Thank you for all of the input timmeh!
I know of all the tree glitches, but I didn't have enough time just now to do them properly.
I'll get around to them.

Arrow keys: I have no idea how. They are special keys.

Camera stuff: The angles don't seem to work like you would assume.
I will have to experiment to get it right.
I'll think about it, but right now it just sounds like a headache.

Don't worry dude, everything will be fixed eventually.

No problem!

What library (if any) are you using to get input?

Figures, if I come up with any idea that might make it easier, I'll let you know, otherwise, looking forward to the next release.
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Outcast Orange

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Re: WorldJem: Version 0.7 Released!
« Reply #230 on: October 27, 2009, 10:02:23 pm »

I've made a ton of changes, and fixed EVERY tree bug.
I'll release again soon.
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Outcast Orange

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Re: WorldJem: Version 0.7 Released!
« Reply #231 on: October 27, 2009, 10:34:37 pm »

Here we go:
http://www.mediafire.com/?sharekey=eb8df6fc7b18ae57b94117dade8fc295c0f720a2dd879789bf1b77d2eb488dac

Everything is fixed.
Also, you can dig in all four directions now.
It's sort of complicated...

Press space to dig.
Then WASD picks the direction.
Placing your tiles is the same way, but it requires you to move a tile for it to work.
Basically, if there isn't enough space to move around in, you can't put anything.
Just try it out on a flat map, like a plate.
You'll get the hang of it.
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Jack_Bread

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Re: WorldJem: Version 0.7 Released!
« Reply #232 on: October 27, 2009, 10:36:13 pm »

Huzzah!
You're really fast! :D

EDIT: Fast... not fat. o_o

@V: In a moment. I have to do something.
« Last Edit: October 27, 2009, 11:02:10 pm by Jack_Bread »
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Outcast Orange

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Re: WorldJem: Version 0.7 Released!
« Reply #233 on: October 27, 2009, 10:40:06 pm »

: )

Try it out.
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Jack_Bread

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Re: WorldJem: Version 0.7 Released!
« Reply #234 on: October 27, 2009, 11:02:22 pm »

Alright. Trying it now.

EDIT:

The ability to dig in four directions is neat, but you have to stand a square away when dropping a square, making placing blocks 3 tiles upward from flat ground impossible. (I was messing with the trees. I wanted to rebuild them.) It also makes building a little difficult.
I like how the trees are effected by gravity now and the stumps not making the adjacent tile vanish. :)

The last thing I don't like is how the tiles blend together. That really makes it difficult to see them and I end up trying to gather a hole. :O
« Last Edit: October 27, 2009, 11:24:05 pm by Jack_Bread »
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Outcast Orange

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Re: WorldJem: Version 0.7 Released!
« Reply #235 on: October 27, 2009, 11:31:29 pm »

Sorry about the running-start placement thing.
That is something you have to work around.

The blending is really hard to fix.
I've tried a lot of different tricks, and nothing works well.
You should have seen it before, when all the tiles were the same color on all sides.
That was painful.

I have no idea how to fix it though.
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[7:54:34 PM] [Armok]: woooooo

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Killas[SiN]

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Re: WorldJem: Version 0.7 Released!
« Reply #236 on: October 27, 2009, 11:34:53 pm »

Man, this is epic.

Just wondering, will there eventually be textures/meshes or whatever? Personally, I don't like all the blockyness...
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Outcast Orange

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Re: WorldJem: Version 0.7 Released!
« Reply #237 on: October 28, 2009, 12:01:49 am »

Textures yes.
I'm not sure about shape changes.
That would slow down frame rate pretty hard I think, to calculate surfaces instead of default blocks.
I'm not sure.
But there will be more sorts of tiles as it goes on, just the ground will probably stay blocky.

I'm glad you think highly of my game.
I'll work hard to get it right.
But I won't have free time until Thursday.

Don't forget, cohesion is next, and with that comes caves.
And the ever worrying sky.
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[7:54:34 PM] [Armok]: woooooo

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Alexhans

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Re: WorldJem: Version 0.7 Released!
« Reply #238 on: October 28, 2009, 05:57:34 am »

the arrow keys depend on the api you use to set up the window.

GLUT_KEY_LEFT/UP/DOWN/RIGHT are the predefined constants for glut. 

the screenshots are awesome but I don't see trees in my world...

Is 0.75 the right version?  How do I build stuff?  I can only drop water tiles with the space bar...

It seems I'm taking the role of the stupid user who will show you that documentation is needed or else he will annoy you with questions every time :P

EDIT: this might come handy: http://www.lighthouse3d.com/opengl/glut/index.php?5
« Last Edit: October 28, 2009, 05:59:20 am by Alexhans »
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qwertyuiopas

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Re: WorldJem: Version 0.7 Released!
« Reply #239 on: October 28, 2009, 06:58:33 am »

If you are using pure windows API, it uses VK_* (LEFT,RIGHT, etc).
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