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Re: Hurray! Another multiplayer clone project. :)

Posted: Thu Jul 14, 2016 6:41 pm
by kcd.Spektor
jrb00001 wrote: Wrong! You can use FBOs to render to a texture and then render it again without any noticeable performance hit (everything related to FBOs is handled by the GPU).
Well it's not wrong.
My engine that I've built using libgdx does not allow this. ;)
But now that you have pointed me to FBO, I see that it is possible to do this.
Back then when I was searching for how to do this I didn't manage to find the answer.
Maybe I wasn't looking good enough, who knows. :?

In any case, to implememnt this sort of change at this point would take too much time.
Same thing is about having more than 4 directions or more than 1 sprite per 1 direction.
It would require too many changes. Not only to implement this but to test everything.

I really hope that I can come up with a good combat controls mechanic, withouth the need to change the core rendering algorithm.

Re: Hurray! Another multiplayer clone project. :)

Posted: Thu Jul 14, 2016 6:45 pm
by jrb00001
kcd.Spektor wrote:In any case, to implememnt this sort of change at this point would take too much time.
It would probably be easier than to keep your current implementation and even solve a few glitches. But it's your decision...

Re: Hurray! Another multiplayer clone project. :)

Posted: Thu Jul 14, 2016 7:15 pm
by kcd.Spektor
jrb00001 wrote:
kcd.Spektor wrote:In any case, to implememnt this sort of change at this point would take too much time.
It would probably be easier than to keep your current implementation and even solve a few glitches. But it's your decision...
No it wouldn't. :(

Re: Hurray! Another multiplayer clone project. :)

Posted: Thu Jul 14, 2016 9:20 pm
by Gencool
Well, if you decide on a system, let me know- I can throw a few sprites together when I have some downtime.

Re: Hurray! Another multiplayer clone project. :)

Posted: Fri Jul 15, 2016 5:41 am
by kcd.Spektor
Gencool wrote:Well, if you decide on a system, let me know- I can throw a few sprites together when I have some downtime.
Can you do something for this?

Re: Hurray! Another multiplayer clone project. :)

Posted: Fri Jul 15, 2016 10:07 pm
by kcd.Spektor
Image

I've finally finished the Falcon ship.
I had to replace the old engines.
Then new ones don't look too fancy but I think that it will do.
Image

Re: Hurray! Another multiplayer clone project. :)

Posted: Tue Jul 19, 2016 9:21 am
by kcd.Spektor
Hello everyone.
I've added a donation possibility on the itch.io page, where the download link is.
You can still get the game for free right now.
But if you wish to donate something - you can now do this, and it is very appreciated. ;)
Thanks.

Re: Hurray! Another multiplayer clone project. :)

Posted: Tue Jul 19, 2016 10:40 am
by Gencool
kcd.Spektor wrote:
Gencool wrote:Well, if you decide on a system, let me know- I can throw a few sprites together when I have some downtime.
Can you do something for this?
I can give it a go, but from a design view they're still a bit too close to FTL sprites for my liking (they're lovely but I'd rather make sprite sheets for them as an FTL add-on than for a separate game)

Just curious, I get the limits on rotation, but why the limits on the number of sprites per character?

Re: Hurray! Another multiplayer clone project. :)

Posted: Tue Jul 19, 2016 11:54 am
by kcd.Spektor
Gencool wrote:Just curious, I get the limits on rotation, but why the limits on the number of sprites per character?
The sprites with new angles are not handled buy the movement mechanic. The game works with only 4 directions.
And to add another 4 would require quite some time.
Perhaps much later I will get back to adding rotatable sprites.

Re: Hurray! Another multiplayer clone project. :)

Posted: Tue Jul 19, 2016 12:10 pm
by Gencool
Well, since mob fights are next on the list, now would be the time to figure something out.

I honestly think the 8 directions method would be best, especially for shooting.
Melee could stick to 4 directions, and snap the sprites together somehow if they're within range.