1 Bar Design - Updates and Discussion - NEW SITE + PW
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alphagamer774
Joined: Wed Feb 10, 2010 4:06 am Posts: 1294 Location: Comox, BC, Canada
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 Re: Prelude: A Side Scrollin' Zombie Fort Game
Will there be airdrops? An easy way to resupply ammo, while also supplying crates as construction materials. Perhaps drop them away from your base, to force you to go and retrieve them?
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Wed Nov 03, 2010 11:11 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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 Re: Prelude: A Side Scrollin' Zombie Fort Game
I'm thinking of having a general purpose Two way Radio item that you could bring along to listen to the weather or zombie forecasts and also call for either a pick up or ammo drop or whatever. I'd probably use points as the currency for buying things.
Lizard I have no idea what you're talking about O_o
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Thu Nov 04, 2010 12:21 am |
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alphagamer774
Joined: Wed Feb 10, 2010 4:06 am Posts: 1294 Location: Comox, BC, Canada
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 Re: Prelude: A Side Scrollin' Zombie Fort Game
I think he means construction. LIke, if you have crate selected, depending on the button, you'll place either the BG or FG tile.
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Thu Nov 04, 2010 12:25 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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 Re: Prelude: A Side Scrollin' Zombie Fort Game
But there is no background crate :O (the plot thickens)
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Thu Nov 04, 2010 7:53 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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 Re: Prelude: A Side Scrollin' Zombie Fort Game
No I don't alpha  I mean morel ike this: L - sticks n boards K - boxes n walls n stuffs
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Thu Nov 04, 2010 9:04 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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 Re: Prelude: A Side Scrollin' Zombie Fort Game
Ah. Soon you'll only be building within a radius of your player, and only in places that will support the block you're trying to build, so I'll have to work something out. I think I might have a dedicated "build" mode that brings up an overlay with the available tiles and your available materials (wood or stone within the build radius) and costs and all.
God I'm going to need a tutorial soon aren't I ;-;
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Thu Nov 04, 2010 9:12 am |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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 Re: Prelude: A Side Scrollin' Zombie Fort Game
Ye maybe.
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Thu Nov 04, 2010 9:21 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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 Re: Prelude: A Side Scrollin' Zombie Fort Game
A request thread has been started on the forums, go nuts. Keep in mind that any reasonable requests still probably won't get seen to for a few weeks, but I'll still listen. High score tables might happen this week.
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Tue Nov 09, 2010 8:26 pm |
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Roast Veg
Data Realms Elite
Joined: Tue May 25, 2010 8:27 pm Posts: 4521 Location: Constant motion
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 Re: Prelude: A Side Scrollin' Zombie Fort Game
I just realised, you could do with changing the thread subject to: 1BarDesign, as you're posting about everything else you're working on as well.
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Tue Nov 09, 2010 11:01 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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 Re: Prelude: A Side Scrollin' Zombie Fort Game
Hmm, I was just about to make the RvR thread, but I think that could actually be a good idea. Would people be opposed to me changing this to a more "stuff max is doing" thread and keep discussion of Prelude and RobotVRobot and Pocket Skirmish and whatnot separate or would a more mish-mash thread be more fun anyway? On that note, to keep the art dump free while we decide:  Working on pathfinding bugs in a smaller arena. I've added a shotgun for the binbots and it's radical. It's a shame there's no conflict going on in that shot, but I'm too tired to go and turn off all the overlays and take the time getting a shot of a good explosion :/ As such, I'll add a switch for turning the pathfinding overlays on and off next time I work on it. It's turning into something playable though, which is nice. I've got lots more AI modes to write (god I totally understand why there's only 3 usable ones in CC) but I probably won't do them before I release the alpha for you guys to toy with. Hey actually, here's an idea! Let's play a game First person to calculate the colour code (you'll either know them as "html colour codes" or "hexadecimal rgb values", if you know them as the latter you can omit the 0x if you like, I'm not fussed) of the HPA* line overlay (the faint ones) with the knowledge that the colour is being drawn at 10% transparency (in normal mode, nothing tricky) can have an early copy of the alpha with two versions of the big level, one playing as the dummies and one as the binbots.I'll accept the first correct answer in either hexadecimal "14AB92" form or as RGB values from 0 to 255 "20,171,146" form. No, the answer isn't 14AB92. I'll check back tomorrow morning; I'm going out during the daytime so if there hasn't been a correct answer by ~9AM GMT+12 I won't be able to check again until about ~4PM GMT+12. A warning: if you do win, don't expect anything stable  The current build is buggy as all hell, but it'll give you an opportunity to play it before everyone else.
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Wed Nov 10, 2010 12:20 pm |
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Petethegoat
Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
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 Re: Prelude: A Side Scrollin' Zombie Fort Game
f19ef1? I think?
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Wed Nov 10, 2010 5:15 pm |
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findude
Joined: Tue Dec 12, 2006 3:10 pm Posts: 495 Location: Uncertain quantum state
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 Re: Prelude: A Side Scrollin' Zombie Fort Game
I call trick question. That, or Geti wrote: (in normal mode, nothing tricky) actually something rather tricky is going on. On an indexed image.No color drawn with standard alpha blending makes neither the tan or purple color on bg of 74,74,74 at 10% alpha. The transparency also looks rather weird over non-gray areas as well.  Doesn't work, mate. Math says I'm right. (tan line red channel on the gray)Purple.694 is pretty bright for red component, don't you think? Also, full white (255,255,255) at 10% standard blend ends up into 92,92,92 when drawn on the 74,74,74 gray. Even that's less bright than the purple line is. To summarize, trick non-standard alpha blending indexing, in engine or screenshot, breaking accurate colors gamma correction? sounds like a fancy enough term or a mix of such. Perhaps they lines are getting drawn more than once, if not else.Disclaimer: All knowledge pretended in this post is based on 3 wikipedia articles.
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Wed Nov 10, 2010 8:09 pm |
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Petethegoat
Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
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 Re: Prelude: A Side Scrollin' Zombie Fort Game
I think the lines are actually drawn twice, so it would be 20% alpha. If you look at the circle waypoint bits, parts of those are lighter and darker. I worked off the assumption that the lightest bits were at 10%. Edit:
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Wed Nov 10, 2010 8:13 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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 Re: Prelude: A Side Scrollin' Zombie Fort Game
Pete's pretty close, nice move using the circles.  The colour is ffaaff. Remember for double-drawing you need to do the calculation twice rather than just double the alpha. 107=(0.9*74+0.1*x)*0.9+0.1*x gives you a closer answer for the B value, ~248 rather than 239. I realised the lines were drawn twice just before I went to sleep and thought there was going to be a far more dubious reception. Regardless, both of you had a better go at it than I expected so I'll actually send you both the alpha. Hold on while I make sure it runs properly in the default flash player 
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Wed Nov 10, 2010 8:26 pm |
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findude
Joined: Tue Dec 12, 2006 3:10 pm Posts: 495 Location: Uncertain quantum state
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 Re: Prelude: A Side Scrollin' Zombie Fort Game
--ninjad about percentages-- >:| but yeah R,BG
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Wed Nov 10, 2010 8:29 pm |
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