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  • 7 months later...

Another year, another tiny bit of progress.

I have modified my overall architecture to use my current Actor based framework.

Next step is to have control over Player 2, implement the basic weapons and then start to implement the AI. Lots of great stuff still to get stuck into.

LabMelee v2 2018_07_06 22_44_28.mp4

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Added:

  • Text rendering to hardware accelerated texture
  • Time based animation and physics
  • Race and captain strings in sidebar
  • Three players! (Not really sure if this is sensible as it is going to complicate the AI, just was easy to implement, could actually do N players in current framework)
  • Three-layer parallax scrolling stars
  • Thrust dots
  • Lots of code tidy-ups

LabMelee v2 2018_07_13 20_08_11.mp4

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I had not thought to use the high-res mods as they didn't seem to fit in with the style of the original. However, I did a quick test using the Mega Mod 0.8 that you linked to (thanks!) and actually I quite like it, do you think they are better?

Now, if I do use these I probably should also implement the multiple zoom factor thing as the "big" pictures are definitely too big now (but perfect for the fully zoomed in view).

 

2018-07-21 18-00-50.flv

Edited by Neil Pate
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  • 3 weeks later...

Been trying to implement a scrolling camera with wrap around world. Seemingly simple stuff which just seems to get complicated quite quickly! 

Anybody want to try and crack this for me? I have a bunch of unit tests set up, it passes all the simple ones but falls over when dealing with some of the wrap around. 

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  • 5 months later...
  • 1 year later...
53 minutes ago, Neil Pate said:

Toying with the idea of dusting this off. Is anyone interested in this?

I've been following this thread with interest, I love SC2. Looking forward to seeing what you come up with next.

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On 10/26/2020 at 9:26 PM, Darren said:

I've been following this thread with interest, I love SC2. Looking forward to seeing what you come up with next.

Ok cool, I will pick it up again. 🙂

Stupidly I am now thinking of moving the game logic to python as this will give me a chance to play with the python integration node in LabVIEW (assuming it is not too slow) and also polish up my python.  The intention is that I can modify it while the game is running.

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  • 4 weeks later...
11 hours ago, ShaunR said:

Uhuh. Seat-of-your pants design; the fastest way to project failure.

I believe this now referred to as "Agile" 😉 

But in all seriousness, not attempting something for fear of failure is not something I have ever really worried about. Also, it is pretty much impossible to fail on 100% hobby/pet-project/learning experience.

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2 hours ago, Neil Pate said:

I believe this now referred to as "Agile" 😉 

You have obviously never done Agile Development proper then since it is an iterative process which starts with the design step just after requirements acquisition.

2 hours ago, Neil Pate said:

But in all seriousness, not attempting something for fear of failure is not something I have ever really worried about. Also, it is pretty much impossible to fail on 100% hobby/pet-project/learning experience.

It's not a fear of failure, it is a fast-track route to failure which usually ends up with the software growing like a furry mold.

But anyway. It's your baby. You know best. Good luck :)

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5 hours ago, ShaunR said:

You have obviously never done Agile Development proper then since it is an iterative process which starts with the design step just after requirements acquisition.

It's not a fear of failure, it is a fast-track route to failure which usually ends up with the software growing like a furry mold.

But anyway. It's your baby. You know best. Good luck :)

Better check your sense of humour detector, I think it might be faulty.

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