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Re: Subversive Takedown (top-down voxel shooter)

Posted: Tue Mar 26, 2013 1:50 am
by Handles
THe new logo looks great although I had a small problem with connecting to the master server. It fixed after I reentered.

Re: Subversive Takedown (top-down voxel shooter)

Posted: Tue Mar 26, 2013 11:10 pm
by learn_more
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.

Re: Subversive Takedown (top-down voxel shooter)

Posted: Thu Mar 28, 2013 3:41 pm
by HoboHob
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.

Re: Subversive Takedown (top-down voxel shooter)

Posted: Thu Mar 28, 2013 8:42 pm
by TB_
The full thing is creepier.

Image

Re: Subversive Takedown (top-down voxel shooter)

Posted: Fri Mar 29, 2013 1:43 pm
by DrDeuce
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

Re: Subversive Takedown (top-down voxel shooter)

Posted: Sat Mar 30, 2013 5:13 am
by matpow2
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

Re: Subversive Takedown (top-down voxel shooter)

Posted: Sat Mar 30, 2013 10:31 am
by TB_
Oh man, that looks really cool. Way better than the early release you showed us in the IRC some time ago. Blue_BigSmile

Re: Subversive Takedown (top-down voxel shooter)

Posted: Sat Mar 30, 2013 12:14 pm
by learn_more
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)

Re: Subversive Takedown (top-down voxel shooter)

Posted: Sun Mar 31, 2013 10:37 am
by matpow2
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!

Re: Subversive Takedown (top-down voxel shooter)

Posted: Sun Mar 31, 2013 10:57 am
by TB_
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

Re: Subversive Takedown (top-down voxel shooter)

Posted: Mon Apr 01, 2013 9:40 pm
by Jan125
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

Re: Subversive Takedown (top-down voxel shooter)

Posted: Tue Apr 02, 2013 12:17 am
by matpow2
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!

Re: Subversive Takedown (top-down voxel shooter)

Posted: Tue Apr 02, 2013 2:46 am
by HoboHob
It'll definitely be put on my youtube channel for all my loving hateful subscribers :)

Re: Subversive Takedown (top-down voxel shooter)

Posted: Tue Apr 02, 2013 5:44 pm
by DrDeuce
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)?

Re: Subversive Takedown (top-down voxel shooter)

Posted: Tue Apr 02, 2013 8:18 pm
by Space Inspader
Nah, I think this is his own project.