Casper's Workshop (Caspah's Worklog)

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no time

Wont be finishing this, as i just havent had the time this January to work on it. Maybe if there were another two or three months.. :P
(Posted on January, 21st 2007, 20:17)
3 comments

quick update

a little preview of what ive been working on implementing:



Im still having a little trouble getting the blur width to show up properly, so at the moment its just a fancy gamma modifier :P

HDR will be optional for those without the gpu to support it, although im considering adding bloom support as an alternative.

other new features since last update:
* death
* spawning/respawning
* flying spectator mode
* several minor bug fixes
* skybox!
* textured weapon model
* weapon sway/bob
* sounds for jumping, firing and announcer (" A FIGHTER HAS ENTERED THE ARENA ")

current todos:
* bullet impacts in world
* blood splatters
* scoring
(Posted on January, 4th 2007, 16:55)
2 comments

screnz

since you all like screenshots:

Image thumbnail - click to enlarge
(Click thumbnail to enlarge)


note: player model is not mine, just for testing purposes.

also that horrible thing on the right side of each screen is my blender attempt :D i had it textured at one point, but blender decided not to save my work, so ill do that again another time.

oh yes and i will need a few dedicated testers so i can do some net tests, volunteers? blinking dawt halo at gmail dawt com
(Posted on November, 29th 2006, 14:55)
4 comments

YAY!

Yay! I resolved the player coordinates problem, it turned out to be my fault for typing a variable name as 'decod' instead of 'decode'. damn darkbasic for not catching undeclared vars >:F so here is a screenshot of two players looking at each others shiny white domes:

Image thumbnail - click to enlarge
(Click thumbnail to enlarge)


they can see each other moving around, send chat messages, look at the scoreboard, exit and reconnect all without any problems. There IS some latency which shouldnt be there, probably due to the way my code is organized, so im going to spend some time trying to eliminate that. I havent done much testing with more than 2 players, but what i have done has been pretty bugless.
(Posted on November, 20th 2006, 10:48)
8 comments

network coding is hard!

Yeah so not much visible progress from me, but ive been working hard at implementing networking for my deathmatch game.

currently i have:

a nice simple menu
a nice simple console loading screen
a nice little gameworld with a platform and a cube
a nice brown tile texture
some nice smooth player movement and sliding collision
a nice little chatbox which scrolls, and clears text from the buffer after x seconds
a nice scoreboard

its all very nice :)

the players can connect to each other and share chat messages, but im having trouble with dark basics networking commands that has so far prevented me from transmitting player coordinates. im working on it, but i may consider switching to use one of the many community programmed multiplayer plugins. (which would mean a coding overhaul D:)
(Posted on November, 17th 2006, 03:30)
4 comments

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