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Posts posted by buggy123
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so say a spearmen unit is armed with a spear. When he is armed with the spear, the jabbing and thrusting animation is played when he attacks.
However, if say the spearmen is engaged in close quarter combat where he is armed with a shortsword, a hacking/slashing animation is played when he attacks.
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wait, can we mod animation files?
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I was wondering, how do you guys handle game states ?(menu, options, actual game, etc)
Right now I 'm using while loops that checks for the integer gamestate. depending on what it equals different loops are played out. gamestate is changed when user clicks button or something
ex.
while(running)
{
while(game_state == 0) // menu state
{
//get user input
if(play_button_is_clicked) // check user input and process game logic
{
game_state = 1;
}
//render
}
while(game_state == 1) //actual game
{
//do game loop stuff
}
}
However it becomes a bit overwhelming and is not very object oriented. What are some better ways of doing this
EDIT: hm the code is kinda of hard to read. when the thing get's posted it deleted all the spaces I put before the lines >_<
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I believe games like AOE3 uses attachment points on the models. So when a unit enters melee mode, a melee weapon would be attached onto the unit model.
depending on the type of weapon attached to the model they would have different sets of animation.
I hope something similar is in place with 0 ad
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it's ok, we're just all contributing what we know
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ok, here the source I got my opinion from:
http://www.gamedev.net/community/forums/to...topic_id=553902
"As for Unreal, it's certainly capable: Bioshock, Dead Space, Medal of Honor, Mirror's Edge all used unreal. Just remember to stick with what Unreal is good at: relatively small indoor environments with low numbers of characters. The engine starts to complain (performance-wise) with either large spaces or more than about 10-15 characters. [i worked as an engineer on a AAA Unreal engine games for the past 3 years]"
there we go. according to this, Unreal is not ideal for a task like RTT. It might be doable, but there are probably better ways.
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hm yeh, but I'm pretty sure most of them only showed detailed graphics and ran game logic in the players area. However, a total war style game often requires game logic/rendering across the whole map.
Anyways by small rooms I obvious didn't literally mean it. It was metaphorical lol.
Lastly see how most of the game on the list are FPS...proves my point.
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not sure if there's such thing as commercial translating tools, but the free ones are pretty crappy. They often make blooper (My friend translated "liar liar pants on fire" to french and back and it gave him "Speaker of untruth, your trousers are inflamed")
Amusing, no doubt, but not an effect we desire.
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btw, guys, did anyone try Windows 7? Heard it's a lot better than vista (it better be >_<)
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Er, Unreal is used for small rooms with few characters(5-15) with extremely high details and complicated logic/AI. Good for FPS
The engine is definitely not used for RTT type games with massive scale battles
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Ah, I see.
but what do u mean gameplay code ?(what aspects of it) how are u guys separating the game code from the engine? (is there a rule of thumb to decide where to put what?)
sry if the questions seem a bit vague...I'm not sure how to phrase it
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Just some quick questions.
How did you guys manage to embed the javascript in this game?
What is it being used for?
Is any other language used for scripting?
and why not Lua? Isn't that much mroe popular than js?
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i think this mod is dead...or dying >_>
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haha mother nature still needs a few hundred years to perfect its creation
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actually in RTT multiplayers it's just the battles, no conquering (world map). ETW came out with a multiplyer campaign. not sure how its working out
WoB isn't that great. controls are too clunky and its pretty unbalanced. i'd gave it a 2.5/5
btw, anyone play battle forge?
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Wow looks pretty convincing. can't wait for more
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Here's a new perspective...what if Humans were designed by Mother Nature to protect Earth from Aliens? You never know...lol
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hm, well I have to admit, vanilla total war may not be that amazing, but some of the Mods are fantastic. Plus there are quite a few of them, like the lord of the rings mod, so you don't get bored of them either.
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true, but they arn't very effective for general fighting. Halberds and cavalry and such became HIGHLY specialized troops. However, if you start in the 1500s, there's a possibility of them being effective as muskets were of very poor quality and blew up in ur face more often than naught.
Anyways, is this mod still alive?
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can some 1 test if this works on windows?
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It's on hold because I believe TLA will be based off of the 0AD engine with some tweaks. Since 0AD isn't complete yet, you can be sure that the TLA is not goign to be out for a while
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you dont like total war?
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Ge is kinda like a Dagger attached sideways to a wooden handle
http://www.ourorient.com/articles/sites/ge.htm
more info on it
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world of battles looks pretty epic, I'm gonna give it a try
game programming
in Computer Desk
Posted · Edited by buggy123
so what your saying is that the game logic should be processed within the GUI class? I'm kind of confused by what you mean by "calls to the GUI module"