Subversive Takedown (top-down voxel shooter)
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learn_more
Coder
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- Joined: Sun Mar 24, 2013 9:59 pm
matpow2 wrote:It won't fix the side-by-side configuration issue which is a totally other thing. Try installing the Visual C++ 2008 SP1 redistributable.try static linking.
learn_more wrote:Try changing your avatar so I don't pee my pants.matpow2 wrote:It won't fix the side-by-side configuration issue which is a totally other thing. Try installing the Visual C++ 2008 SP1 redistributable.try static linking.
This is what I was expecting the New AoS from Jagex to look like (updated graphics)
What a disaster that turned out to be
Lol, NOT the image above xD
What a disaster that turned out to be
Lol, NOT the image above xD
Green team since 2011
Yeah, I'm back, if anyone remembers me ;_;learn_more wrote:try static linking.Good point. Once I can be bothered to recompile my other libraries, I'll just do this.
In other news, I'm working on the first "real" map for ST, based on a payload/intel objective combination.
The Greenites are escorting a train so they can break through the Bluekins' defense wall, after which they will have to retrieve the intel and return it back to a radio transmitter.
I was particularly inspired by the multi-objective gameplay in W:ET. Here, the defense wall and train will be reinforced with blocks, and I'm looking into the construction of vehicles using blocks (that would be pretty fun, huh?). If you have any other cool ideas, feel free to let me know!
I've also finished the trailer track. Now I just need to finish the above so I can make a proper trailer \o/
EDIT: By the way, could you keep your posts on-topic? Danke sehr
Oh man, that looks really cool. Way better than the early release you showed us in the IRC some time ago.
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learn_more
Coder
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- Joined: Sun Mar 24, 2013 9:59 pm
matpow2 wrote:be carefull with multiple libraries tho, if they all have their own heap, and one tries to free something from the other you will get bad results.learn_more wrote:try static linking.Good point. Once I can be bothered to recompile my other libraries, I'll just do this.
you could also link to msvcrt.dll (although that requires some work to do correctly),
or redistribute one of the visual studio redist files with the project (but it has to be for the correct version, so vs2k8 sp1 differs with the redist from vs2k8)
http://mp2.dk/st/files/preview1.avi
Showing off the new WIP map. Also, I've added dynamic entities (i.e. the train) that can move, be stopped by blocks and crush players. Basically, the Bluekins will be stopping the train by building block stoppers.
Sorry for the laggy quality; I accidently shot this on my integrated card instead of my dedicated one. Oh well!
Showing off the new WIP map. Also, I've added dynamic entities (i.e. the train) that can move, be stopped by blocks and crush players. Basically, the Bluekins will be stopping the train by building block stoppers.
Sorry for the laggy quality; I accidently shot this on my integrated card instead of my dedicated one. Oh well!
That does indeed look very cool. Nice work with the music btw.
Maybe the train could eventually destroy blocks in front of it after a set amount of time
Maybe the train could eventually destroy blocks in front of it after a set amount of time
He, you should definitely add a third dimension for camera movement, it's pretty hard to build and fix the players creations!
Also, how about a block damage reset time?
The game itself is very nice, sadly there aren't any players when I check the servers...
Regards, Jan
Also, how about a block damage reset time?
The game itself is very nice, sadly there aren't any players when I check the servers...
Regards, Jan
Thanks for the suggestion. Adding another rotational axis is something I've been considering, along with the ability to zoom. I want to preserve the moment of surprise, and that was the point of the restricted view. With zoom, that doesn't really matter I suppose, but I'll see how it works out.
I haven't really "officially" released the game yet, since I want it to be in a state where it's a little more polished and fun to play. Afterwards, I'll post it on the various indie communities around the net. Hopefully, that'll spawn some attention!
I haven't really "officially" released the game yet, since I want it to be in a state where it's a little more polished and fun to play. Afterwards, I'll post it on the various indie communities around the net. Hopefully, that'll spawn some attention!
It'll definitely be put on my youtube channel for all my loving hateful subscribers :)
I know this is off-topic, and you don't need to reply to it if you don't want to but will Ben be involved at all, since you guys are friends (and obviously worked on AoS together)?
Green team since 2011
Yeah, I'm back, if anyone remembers me ;_;-
Space Inspader
Deuced Up - Posts: 166
- Joined: Sun Dec 02, 2012 7:33 pm
Nah, I think this is his own project.
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