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PostPosted: Wed Mar 28, 2007 2:36 am 
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Hey Guys!

Someone asked me to post some shots as development progresses... it may be Endolf's fault.

Anyway here's a very early splash screen. keep in mind that the background is programmer art, the only professional art here is the little hunter. Also this is posted at half true screen resolution and a somewhat compressed jpeg.

Those are actually being drawn in as a count of how many players have entered the game (its a 4 person game). As players join hunters vanish. The game starts when all the hunters disappear or when someone hits the START button, in which case any players left will be played by AI.

Anyway heres the first screen:

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PostPosted: Wed Mar 28, 2007 4:13 am 
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And here is my opening screen, the login.

Again, its programmer art but its working great.

I can imagine a nice little menu utility for this thing based on an xml file and a state machine... if i ever get time to write it 8)

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PostPosted: Wed Mar 28, 2007 7:54 am 
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Looking like progress :shock: !

This utility would be layout screens of components and script their responses? We've had discussions about that but no one has got round to RFEing it yet.

Kev


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PostPosted: Wed Mar 28, 2007 3:08 pm 
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kevglass wrote:
Looking like progress :shock: !

This utility would be layout screens of components and script their responses? We've had discussions about that but no one has got round to RFEing it yet.

Kev


Yeah exactly... and maybe a bit of logic for rollover and button press image replacement.


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PostPosted: Wed Mar 28, 2007 10:30 pm 
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Alright!

there is nothing new to see yet but the two above screens are "live".

I can connect through Darkstar and see the right number of players as others connect reflected in the number of hunters and if I kill a connection the count goes back up by one.

This means all the "plumbing" is in place.. time for actual game code!


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PostPosted: Fri Mar 30, 2007 12:38 am 
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next screen shot... just the very bare bones of the placement of hedges on the map... but its communicating and working which means I'm into the level-set-up logic!

In this game the maps come down from the server, just the art is local.

this is very convenient for me in terms of trying different kinds of layouts.



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PostPosted: Sat Mar 31, 2007 10:02 pm 
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Here is the game with 2 hunters connected., No movement or bunnies yet, but its definitely getting closer...

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 Post subject: Latest screen shot
PostPosted: Thu Apr 05, 2007 2:43 am 
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Bunnies in game.

Although you can see it I have motion coordinated through the server working well and 'feeling right'.

Also I have a somewhat better level generating algorthim. it ensures no dead corners. I'm still not 100% happy with it though as it sometimes generates more white space then I want. Anyway Ill tweak it eventually.

I also added frame speed limiting code to keep it a +/- 1 frame of 30 fps. A game like this really doesn't need more and letting it run as fast as it wants was doing something like 600fps and hogging all the CPU. Running this way, I can run 4 players (3 are gimmicked auto clients that just just wandering around) and the server all on my desktop at once with fine performance.


Now, Its time for gameplay!

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PostPosted: Thu Apr 05, 2007 6:08 am 
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You might be able to replace your frame limiting code with:

Code:
GameContainer.setTargetFrameRate();


Looking forward to playing this :)

Kev


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PostPosted: Thu Apr 05, 2007 3:53 pm 
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I missed you had that!

Mine is working but at some point Ill try disabling it and using yours instead.


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PostPosted: Mon Apr 09, 2007 2:41 pm 
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I have some basic bunny AI in now and on Sunday I shot my first bunny.

Graphics need some clean up, and there are one or two occassional start-up hang things, but its getting dangerously close to being a game.


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PostPosted: Tue Apr 10, 2007 11:31 pm 
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Alright.

Music and gun blasts are in!

I made my music by going to ther Classical MIDi Archive, getting a PD MIDI and rendering it to an ogg file. VIolla! Copyright free music!

As this is a SNES style game a simple beeping type MIDI instrument even "sounds right"

This is getting scary close to being able to be put up on my server and played. i have a few odds ends bugs on the server side to work out and some art placement to optimize, but its getting real close!


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PostPosted: Tue Apr 10, 2007 11:33 pm 
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Just for fun I put up the music I'm using

http://jeffpk.googlepages.com/golliwog.ogg

I play this in a loop and it works great!


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PostPosted: Fri Apr 13, 2007 4:36 am 
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Okay,

I have a bit fancier background. Scoring is in as is regeneration of bunnies.

I just need to implement killing of other hunters and high score board and its ready for testing!


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PostPosted: Fri Apr 13, 2007 10:15 am 
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Joined: Sat Nov 18, 2006 3:11 pm
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Location: Helsinki
if there's a beta test i'm in 8)


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