Subversive Takedown (top-down voxel shooter)

Miscellaneous projects by the Build and Shoot community.
190 posts Page 7 of 13
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League Participant
League Participant
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Joined: Tue Jan 08, 2013 9:46 pm


THe new logo looks great although I had a small problem with connecting to the master server. It fixed after I reentered.
learn_more
Coder
Coder
Posts: 890
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.
HoboHob
Winter Celebration 2013
Winter Celebration 2013
Posts: 979
Joined: Mon Nov 05, 2012 5:02 pm


learn_more wrote:
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.
Try changing your avatar so I don't pee my pants.
TB_
Post Demon
Post Demon
Posts: 998
Joined: Tue Nov 20, 2012 6:59 pm


The full thing is creepier.

Image
DrDeuce
Green Master Race
Green Master Race
Posts: 571
Joined: Fri Dec 14, 2012 9:30 pm


This is what I was expecting the New AoS from Jagex to look like (updated graphics)

What a disaster that turned out to be Green_Crying

Lol, NOT the image above xD
matpow2
Scripter
Scripter
Posts: 45
Joined: Mon Feb 04, 2013 6:40 am


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.
Image

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
TB_
Post Demon
Post Demon
Posts: 998
Joined: Tue Nov 20, 2012 6:59 pm


Oh man, that looks really cool. Way better than the early release you showed us in the IRC some time ago. Blue_BigSmile
learn_more
Coder
Coder
Posts: 890
Joined: Sun Mar 24, 2013 9:59 pm


matpow2 wrote:
learn_more wrote:
try static linking.
Good point. Once I can be bothered to recompile my other libraries, I'll just do this.
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.
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)
matpow2
Scripter
Scripter
Posts: 45
Joined: Mon Feb 04, 2013 6:40 am


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!
TB_
Post Demon
Post Demon
Posts: 998
Joined: Tue Nov 20, 2012 6:59 pm


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
Jan125
Deuce
Posts: 2
Joined: Mon Apr 01, 2013 9:35 pm


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
matpow2
Scripter
Scripter
Posts: 45
Joined: Mon Feb 04, 2013 6:40 am


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!
HoboHob
Winter Celebration 2013
Winter Celebration 2013
Posts: 979
Joined: Mon Nov 05, 2012 5:02 pm


It'll definitely be put on my youtube channel for all my loving hateful subscribers :)
DrDeuce
Green Master Race
Green Master Race
Posts: 571
Joined: Fri Dec 14, 2012 9:30 pm


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)?
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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