Misc Projects

Actually, glad he mentioned the obvious. The weekend woulda been the perfect time to submit code or a new screenshot for the fabulous:
lighting, bullet, character, menu and control systems
... Lighting? That's quite a leap compared to the last screenshot you gave us (shown below).
T4pWKZb.png

Now, I don't want this topic but all about your game. But now I'm just eager to see code or some kinda picture to backup what your saying. Since the above is all what we got but the rest is just talk, talk, talk ever since then.
 
Wait... His avatar is from his game? It's a box with circles in it. I know that's placeholder but... Why would you make your avatar placeholder art
 
Because Zc, did it when he said it was sunday, so I followed him and said it's was monday. But when it's him nobody say anything about him. :(
 
Actually, glad he mentioned the obvious. The weekend woulda been the perfect time to submit code or a new screenshot for the fabulous:

... Lighting? That's quite a leap compared to the last screenshot you gave us (shown below).
T4pWKZb.png

Now, I don't want this topic but all about your game. But now I'm just eager to see code or some kinda picture to backup what your saying. Since the above is all what we got but the rest is just talk, talk, talk ever since then.
You might want to brighten that picture actually, because I can't see it well on the monitor I'm using. Heck, I'll just do it for you:
upload_2015-9-22_16-53-55.png
There are really subtle lighting effects, but the flashlight wasn't activated here, and it's hardly visible now that I've changed the background.
 
Because Zc, did it when he said it was sunday, so I followed him and said it's was monday. But when it's him nobody say anything about him. :(
[insert double standards here]

You might want to brighten that picture actually, because I can't see it well on the monitor I'm using. Heck, I'll just do it for you:
View attachment 952
There are really subtle lighting effects, but the flashlight wasn't activated here, and it's hardly visible now that I've changed the background.
LRB, it's the same picture.
 
Because Zc, did it when he said it was sunday, so I followed him and said it's was monday. But when it's him nobody say anything about him. :(
#Adéliàng parce que toi c'était sans véritable argument... tu voulais seulement faire une "file indienne"(une suite de messages) sans savoir même de quoi ils parlaient, on est pas sur les forums de JVC ici... te sens pas exclu pour autant.
 
So, how's the actual game that we were talking about in the first place going? :D
I wasn't able to experiment with it lately since we recently moved and slowly getting things setup and unpacked at the new place.

Yes, but it's brightened to highlight the background and lights that some people might not see (see HDMI True Black)
It's the same screenshot. I know you've been busy. I've been to. But how hard would it be to submit a fresh screenshot while you're here?
 
While I'm at it I may as well put up my Steam Greenlight Concept page (of which I have 4 views, 2 yes votes and 0 no votes): http://steamcommunity.com/sharedfiles/filedetails/?id=521195218
And maybe even the roadmap:
NitroDM Roadmap


Todo list


Related to code directly:

  1. Get bullets to work properly

  2. Make it so that we can have more than one bullet (using List<Bullet>)

  3. // done - NitroDM style - Get a new logo?

  4. // added some - Add options

  5. Add the inventory system

  6. Create the server

  7. // nah - Make the console spit logs

  8. Give the character some form of stamina

  9. Powerups?

  10. Different music. This shit is boring.

  11. // added some - A settings menu with VARIOUS settings

  12. Addons for custom servers?

  13. Mod support

Not related to code directly:

  • Website

  • Forum

  • BitBucket

  • // done - NitroDM - New name?














Console commands

  • “boolgravity [bool|parameter]” - set whether the gravity Vec3 is in motion

  • “vec3gravity [p1] [p2] [p3]” - set the gravity Vec3 to a new Vec3 containing p1, p2 and p3. p1 and p2 are used for direct motion, p3 is a modifier to multiply p1 and p2. Parameters must all have 3 digits

  • “uiscreen [parameter]” - change the value of the UI index to whatever the parameter is

  • “reset” - sets doneOnce to false, calling Init again for the UI index

  • “playmusic [parameter]” - set parameter to a song name located in Content. Must end in .wav. Set parameter to “off” to turn off the music

  • “char1v2 [p1] [p2]” - change the position of character 1 to x=p1, y=p2

  • “char2v2 [p1] [p2]” - change the position of character 2 to x=p1, y=p2

  • “char1rot [parameter]” - change the rotation of character 1 to parameter

  • “char2rot [parameter]” - change the position of character 2 to parameter

  • “char1c [parameter]” - change the colour of character 1 to parameter. Must exist in System.Drawing.KnownColor

  • “char1c [parameter]” - change the colour of character 2 to parameter. Must exist in System.Drawing.KnownColor

  • “exit” - shutdown the game.
Also, good luck on zackcasey.me - I'll probably be checking there quite often. I'm interested to see how this pong project will go.
 
Latest build includes a couple of noticeable changes.
8HmhYcv.png

  • Score
  • Temporarily removed background
  • Renamed from Furry Blue Pong to Zack Casey's Pong
Ball spinning has been added from the tutorial out of curiosity but isn't visibly noticeable with my sprite. Though the ball does seem to react a tad bit differently before the function was added. Now that I've pretty much covered the basics, I can really branch out.
 
I've moved the core game into it's own shared project so it can be used on multiple platforms, such as Windows Universal Platform shown below. The difference is lack of an window icon and frame rate numbers(?)
6NlrMQx.png

This requires the latest development builds of MonoGame in order to build. 3.4 was designed for VS 2015 RTM.
 
I've moved the core game into it's own shared project so it can be used on multiple platforms, such as Windows Universal Platform shown below. The difference is lack of an window icon and frame rate numbers(?)
6NlrMQx.png

This requires the latest development builds of MonoGame in order to build. 3.4 was designed for VS 2015 RTM.
Framerate numbers are really easy, contrary to popular belief. You can use the ones from FreeSO, since it's in the Game1.cs file, and it's really easy to note down and use. I recommend using a nicer font than Courier New in the top left though, regardless of whether it's debug information :p

// offtopic
Android M <3
 
I didn't put them in. My code makes no mention of any frame rate counter and it would have appeared on both .NET and UWP apps. They were put in on run time since I'm running UWP apps in debug mode.
 
I didn't put them in. My code makes no mention of any frame rate counter and it would have appeared on both .NET and UWP apps. They were put in on run time since I'm running UWP apps in debug mode.
Oh, I thought you meant you wanted them in the .NET version, nevermind.
 
No. I added a "(?)" at the end cause I didn't know if they were frame rate or not. Not familiar with debugging UWP platform.
 
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