Product Chat / So after moonlander came ... asteroids!

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AmenMoses
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Location: Portsmouth, England
Posted: 12th Feb 2017 19:34 Edited at: 12th Feb 2017 19:39
Ok, so I have the sounds sorted now, made my own engine sound and a sort of cockpit instruments noise. Still haven't made another stand alone yet as I've been busy playing with Gimp, the results are attached, wish I new what I was doing with it mind, I'm no artist.

@BORT, yes please. What I'm looking for is something I can use as a cockpit object, basically it just sits at the same position and rotation as the player so you are always looking through it. I tried the glass from wizard of ids cryo pod which is the right shape but not clear enough.

What I am hoping to do is put a dynamic light at the player pos to reflect off the glass to simulate the instruments reflection, if you get my drift. Seeing all the fuss going on with cube mapping though I'm wondering if I could use that technique instead.

I'm also trying to come up with a good way of representing the ship velocity on screen with sprites, somehow need to have x,y&z velocitiet represented in a visual form that is useful to the player, I could just put raw numbers on display but that wouldn't really mean much when you are whizzing around in a barely controllable spinning top!

Any ideas appreciated but it has to be something I can do with sprites.
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AmenMoses
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Posted: 13th Feb 2017 19:53
Latest image, anyone care to guess what my velocity vector idea is?
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AmenMoses
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Posted: 14th Feb 2017 00:45
Any takers?
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Honkeyboy
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Posted: 14th Feb 2017 21:54
ooo mi likey the litle ship in the instuments can tell if your going up and down lol wicked
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AmenMoses
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Posted: 14th Feb 2017 22:46
Yep, I've cleaned up the display a lot and left gaps for new display elements, the arrows will show the relationship between the velocity vectors and the ship, below them will be three displays showing the magnitude of the three velocity components.

In order to control the ships direction the player will need to line up the velocity vector arrows before applying thrust because you need to apply thrust in the appropriate direction to either slow down or change the directing of travel.

In order to accurately use the weapons when moving at any appreciable speed they can only really be fired in the same direction that you are travelling (or directly opposing that direction) so the aiming reticule will change colour to indicate when this is the case.

This is not a game for those with poor hand eye coordination!


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GraPhiX
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Posted: 15th Feb 2017 11:00
you have done an amazing job pushing the boundaries of GameGuru
Welcome to the real world!
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AmenMoses
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Posted: 15th Feb 2017 19:35
I've only just started, wouldn't say I'm anywhere near any boundary yet!
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AmenMoses
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Posted: 15th Feb 2017 23:45
Velocity readouts added.
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Pirate Myke
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Posted: 17th Feb 2017 02:40
Very nice. Great job.
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