Author Topic: Half Life 2: On-Calc  (Read 66972 times)

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Offline Eeems

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Re: Half Life 2: On-Calc
« Reply #240 on: October 07, 2010, 05:02:29 pm »
Ah ok :) can't wait :D
/e

SirCmpwn

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Re: Half Life 2: On-Calc
« Reply #241 on: October 07, 2010, 05:05:57 pm »
Thanks for the support, Eeems!
Also, I'm keeping the physics library separate, so you guys can feel free to integrate it into your own games.

Offline Eeems

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Re: Half Life 2: On-Calc
« Reply #242 on: October 07, 2010, 05:07:01 pm »
NP Sir :)
Nice :) that will be helpful for those who don't want to go through all the work you did :P
/e

SirCmpwn

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Re: Half Life 2: On-Calc
« Reply #243 on: October 07, 2010, 05:07:56 pm »
Well, I'd already tried and failed once, so this time it was a lot easier.  I just sat down with a pen and paper and worked the damn thing out.
« Last Edit: October 07, 2010, 05:08:19 pm by SirCmpwn »

Offline Eeems

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Re: Half Life 2: On-Calc
« Reply #244 on: October 07, 2010, 05:08:15 pm »
Lol I know how you feel :P
/e

SirCmpwn

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Re: Half Life 2: On-Calc
« Reply #245 on: October 07, 2010, 05:09:00 pm »
Also, if anyone could make me a profile of Gordon Freeman, I would appriciate it greatly, and Alex Vance as well.

Offline matthias1992

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Re: Half Life 2: On-Calc
« Reply #246 on: October 07, 2010, 05:12:04 pm »
I can't wait to see a sandbox demo released. Now I wonder about how dynamic objects like slings and or cloth would be in a game, I mean it's very cool to have those in a game but probaly rather hard to do it...
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SirCmpwn

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Re: Half Life 2: On-Calc
« Reply #247 on: October 07, 2010, 05:13:53 pm »
Water would be easy, I just won't support moving it :)
As for cloth, it would best be implemented as chains (the game being in side scrolling perspective), and it may in fact be possible.  I was thinking of attaching objects together with springs, which could be moved into chains and cloth.  The only problem is the 40 object cap would fill fast.

Offline DJ Omnimaga

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Re: Half Life 2: On-Calc
« Reply #248 on: October 07, 2010, 06:53:13 pm »
The sprites on the previous page are nice. Will the game supports animated sprites btw?
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Offline Builderboy

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Re: Half Life 2: On-Calc
« Reply #249 on: October 07, 2010, 06:59:58 pm »
Sounds epic!  Cant wait to play around with the physics engine :D I should create a sandbox for my own engine now that you mention it...  And maybe an interface where you can add things like springs and joints :D

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Re: Half Life 2: On-Calc
« Reply #250 on: October 07, 2010, 07:03:02 pm »
I can't wait for a sandbox.  It's going to be awesome. ;D

Offline matthias1992

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Re: Half Life 2: On-Calc
« Reply #251 on: October 08, 2010, 03:00:45 pm »
Water would be easy, I just won't support moving it :)
As for cloth, it would best be implemented as chains (the game being in side scrolling perspective), and it may in fact be possible.  I was thinking of attaching objects together with springs, which could be moved into chains and cloth.  The only problem is the 40 object cap would fill fast.

Well I am certainly gonna give it a try when you release that Physics library!
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Offline yunhua98

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Re: Half Life 2: On-Calc
« Reply #252 on: October 08, 2010, 03:03:59 pm »
this is sounding great!

Also, if anyone could make me a profile of Gordon Freeman, I would appriciate it greatly, and Alex Vance as well.
dimensions?
« Last Edit: October 08, 2010, 03:05:40 pm by yunhua98 »

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SirCmpwn

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Re: Half Life 2: On-Calc
« Reply #253 on: October 10, 2010, 09:54:28 am »
yunhua98, try to do it in a maximum of 7x14.
Horizontal map collisions are almost done, it works great!  I will be doing vertical collisions today, touching up both horizontal and vertical, then I will add gravity (easy) and release a demo.

Offline matthias1992

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Re: Half Life 2: On-Calc
« Reply #254 on: October 10, 2010, 12:08:30 pm »
cool, with vertical collisions do you mean line collisions or are you going to make a bounding box collision detection?

edit: do you already support hinges and springs? *wink wink
« Last Edit: October 10, 2010, 12:09:59 pm by matthias1992 »
MASM xxxxxxxxxx aborted | SADce ====:::::: 40% -Halted until further notice| XAOS =====::::: 50% -Units done| SKYBOX2D engine ========== 100% -Pre-alpha done. Need to  document it and extend |

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