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Author Topic: Cloud Scream > Development on Pause  (Read 86914 times)

Akigagak

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Re: Cloud Scream: > New Screens
« Reply #405 on: November 25, 2009, 09:00:57 pm »

.exes just throw up a text file when double-clicked. Yeah, it's a bitch.
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But then, life was also easier when I was running around here pretending to be a man, so I guess I should just "man up" and get back to work.
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Outcast Orange

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Re: Cloud Scream: > New Screens
« Reply #406 on: November 25, 2009, 09:07:17 pm »

Sorry Akigagak, I don't really know how to port this to mac.

Here comes the next one:

Spoiler (click to show/hide)

Terrain will be a lot more even than that,
because I haven't finished the code that averages the whole thing smooth.

What do you think now, Duke 2.0?

EDIT:

Here's something interesting:
Spoiler (click to show/hide)

Apparently the erosion cut all the way through the map in one spot,
and made a structure similar to a bottomless pit.

« Last Edit: November 25, 2009, 09:20:02 pm by Outcast Orange »
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

qwertyuiopas

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Re: Cloud Scream: > New Screens
« Reply #407 on: November 25, 2009, 09:20:45 pm »

Well, OpenGL should run unchanged on a mac, it's most likely the window creation code, if anything.

Or maybe it just needs to be compiled for a mac, and the source code is all fine and cross-platform already.
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Eh?
Eh!

eerr

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Re: Cloud Scream: > New Screens
« Reply #408 on: November 25, 2009, 09:33:55 pm »

what great adventures will fill these newly generated islands?
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Outcast Orange

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Re: Cloud Scream: > New Screens
« Reply #409 on: November 25, 2009, 10:23:08 pm »

Well, you can't adventure quite yet, but at some point, you ought to be able to run around and get stuck. :)

Here's the latest bug:
Spoiler (click to show/hide)

Completely interesting, I assure you.

EDIT:

Trees! They work again:
Spoiler (click to show/hide)

I'm so pleased with my trees now.
« Last Edit: November 25, 2009, 10:38:03 pm by Outcast Orange »
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[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

timmeh

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Re: Cloud Scream: > Trees!
« Reply #410 on: November 25, 2009, 11:05:09 pm »

Did you change the colors a bit, or is the contrast on my TV just screwed up?  It's an old TV, so I'm assuming the latter... either way, looks really nice, the colors are a little brighter (at lesat they look like it on my old CRT TV...)
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On the Wall is a Masterfully engraved carving of Urist McHardcastle and Goblins. Urist McHardcastle is surrounded by the Goblins. The Golbins are stamping on Urist McHardcastle. Urist McHardcaste is laughing at the Goblins. The carving related to the prolonged and bloody death of Urist McHardcastle in the Fall of 1659, the Winter of 1659, and the Spring of 1660. On the engraving is an image of Cheese.

Alexhans

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Re: Cloud Scream: > Trees!
« Reply #411 on: November 26, 2009, 05:53:29 am »

if you don't use any windows specific function I think this should work:

#ifdef __APPLE__
#include <OpenGL/OpenGL.h>
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
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“Eight years was awesome and I was famous and I was powerful" - George W. Bush.

Outcast Orange

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Re: Cloud Scream: > Trees!
« Reply #412 on: November 26, 2009, 08:40:00 am »

Alex, I really need you to help me figure that out.
I'm guessing I should put that in my headers.h?

Here are all of my libraries:
#include <string>
#include <ctime>
#include <math.h>
#include <gl/gl.h>
#include <gl/glut.h>
using namespace std;

There were four more, but I realized I don't use them anymore and I've cut them out.
I'm also trying to drop pdcurses, since it isn't used in the program at all,
but it seems to show up in the compile every time regardless.

I know gl/gl.h should probably be taken into consideration. It seems important.


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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

timmeh

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Re: Cloud Scream: > Trees!
« Reply #413 on: November 26, 2009, 08:57:47 am »

Sounds like the PDCurses library is still in the linker settings... you may have removed the #include lines, but not removed it from the linker/compiler settings.  Don't remember off the top of my head how to do that, but if you're still having trouble with it when I get my computer back I'd be glad to help :)
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On the Wall is a Masterfully engraved carving of Urist McHardcastle and Goblins. Urist McHardcastle is surrounded by the Goblins. The Golbins are stamping on Urist McHardcastle. Urist McHardcaste is laughing at the Goblins. The carving related to the prolonged and bloody death of Urist McHardcastle in the Fall of 1659, the Winter of 1659, and the Spring of 1660. On the engraving is an image of Cheese.

Outcast Orange

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Re: Cloud Scream: > Trees!
« Reply #414 on: November 26, 2009, 09:42:45 am »

I search the setting furiously. There is no mention of the pdcurses library or folders.
It seems to be inherent with the project in some close-knit way.
The odd thing is this project has been copied chunk by chunk into a the files of a new project.
It is beyond me why remnants remain.

I am certain it still includes it, because there is a line during compile which pauses extra long,
and it says something about pdcurses.

EDIT:

Okay, Orange is in again.
Right now only his move commands work,
and since I haven't built in a program flow yet,
he's plastered to the ground like a lead cactus.

This time around, things are much easier to get done.

Things left to do:
Return Orange's dig abilities.
Process flow rethink.
Height-map averaging.

After that, things will be up to standards, and I can go back to adding in brand new features.
Sorry water, not until I'm ready.

EDIT: Orange can pick up tiles again, he still can't place them though.
I'm off to Thanksgiving nonsense time, so I'll hopefully be back some time in less than 6 hours from now.
Otherwise, tomorrow will be program-tastic.

Soo close to being caught up.
I am drooling with wonders.
« Last Edit: November 26, 2009, 01:29:46 pm by Outcast Orange »
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

SolarShado

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Re: Cloud Scream: > Almost There
« Reply #415 on: November 26, 2009, 04:45:43 pm »

Looks good ;D

I have to ask though, what kind of erosion punched a hole straight through??
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Jack_Bread

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Re: Cloud Scream: > Almost There
« Reply #416 on: November 26, 2009, 05:01:07 pm »

I missed those screen right under my post. XD
Those are REALY awesome! Everything's looking great! ;D
Yes, I'm still here and I won't die. I just had nothing to really say since I'm not really a programmer(trying to learn, though. :O)/

Outcast Orange

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Re: Cloud Scream: > Almost There
« Reply #417 on: November 27, 2009, 01:27:37 am »

Orange has back all of his abilities.
I'm going to add in a couple more while I'm here,
since they're super relevant and meld well with the mechanics.

I worked out the game-flow, and as stands:
-Time is turn-based always.
-You can toggle it to real-time with the "I" key.

I also got cohesion back in.
I would have dug out a cave and posted a screen,
but I'd rather wait for the new mechanics.

It's good to hear from you Jack Bread, the forums were getting less cheery
Look forward to tons of stuff added tomorrow, right after I put in height-map averaging..
« Last Edit: November 27, 2009, 09:29:51 am by Outcast Orange »
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Outcast Orange

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Re: Cloud Scream: > Almost There
« Reply #418 on: November 27, 2009, 04:15:04 pm »

There are two new mechanics, but I'm on a role, so expect more soon.

Instead of auto-collapsing the tunnels as you dig them,
I have given Orange the ability to pluck the tile above him out of the ceiling of a cave.

Stomp is a completely different thing now.
You can stomp up to ten tiles downward.
The cohesion of the ground breaks, in a radius based on the height you fell.
So you can punch holes through the tops of caves, and break up the ground.
Also, after a certain height, you actually disintegrate ground tiles.

I generated a crazy map with tons of floating islands, then stomped a few of them out of the sky.
It was pretty sweet. There weren't any wide enough to leave an outline-hole in them though.
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Outcast Orange

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Re: Cloud Scream: > New Abilities
« Reply #419 on: November 28, 2009, 01:31:43 am »

Sometime today, when I wake up, there will be a new release.
There are certain new things that I neglected to mention so far.

Prepare for something intense.

Somehow, Jack Bread survived last time.
I hope he is as lucky tomorrow.
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream
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