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Game Development / Re: my minecraft clone
« on: October 17, 2011, 10:29:04 PM »
update
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Game Development / Re: my minecraft clone« on: October 14, 2011, 11:57:24 PM »
progress, I will add trees tomorrow or today.
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Game Development / Re: my minecraft clone« on: October 13, 2011, 05:14:27 PM »
Glad somebody thinks it is cool, because I thought it was too.
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Game Development / my minecraft clone« on: October 11, 2011, 11:46:34 PM »
Just a little project for fun, I made a 2d one a bit ago, so I thought I would step up the game.
http://img41.imageshack.us/img41/7461/minecraftclone.png a little update: http://www.youtube.com/watch?v=n-ki4RkwrA0 47
Off-Topic Discussion / Re: Intense Robot Arena 2 song« on: October 08, 2011, 02:25:37 PM »
It would probably be very similar to ra2. I made a cod4 one a bit ago, maybe I should redo that.
Here is a list of games I have that would work. cod4 cod5 blackops minecraft -DONE robot arena 2 -DONE gta san andreas quake 3 arena tf2 if I redownload it portal diablo 2 combat sounds from windows xp windows pinball? 48
Off-Topic Discussion / Re: Intense Robot Arena 2 song« on: October 08, 2011, 02:17:19 PM »
Feel free to give ideas for what games to use for upcoming songs.
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Off-Topic Discussion / Re: Intense Robot Arena 2 song« on: October 08, 2011, 02:06:46 PM »Sounds pretty good. it is the immobilize countdown 50
Off-Topic Discussion / Intense Robot Arena 2 song« on: October 08, 2011, 01:39:58 PM »I made this, and it is 100 times better than my old one! 52
Existing Games / Re: Your Favorite Minecraft Seeds« on: October 07, 2011, 11:41:04 PM »
I really dislike the new landscapes of 1.8. Even though 1.7.3 was a bit unrealistic, it was pretty entertaining.
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Off-Topic Discussion / Re: Death of Steve Jobs« on: October 05, 2011, 10:50:21 PM »
Trying to find, so its not the "Ignore Boards Options"?
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Off-Topic Discussion / Re: Death of Steve Jobs« on: October 05, 2011, 10:46:59 PM »
sorry must have missed that if I made a duplicate topic. weird the search didn't pick up anything. And for some reason that link is off limits to me?!
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Off-Topic Discussion / Re: C# help« on: October 05, 2011, 07:49:19 PM »
Thanks. I made some progress from that advice on a little project I am making.
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Off-Topic Discussion / Death of Steve Jobs« on: October 05, 2011, 07:47:50 PM »
I am definitely no apple fan, but when I come to think of it, Steve Jobs really deserves some credit for the successful company he has created.
http://www.cnn.com/2011/10/05/us/obit-steve-jobs/index.html?iref=BN1&hpt=hp_t1 Rest in peace. 57
Off-Topic Discussion / C# help« on: September 27, 2011, 08:06:19 PM »
I am trying to do some basic tests in XNA which is for C#. I have done some tutorials like drawing sprites and displaying a 3d model. I usually like experimenting with code outside the tutorials. It has been pissing the
off of me that I can't figure out variables! I think I understand that Variables can be initialized someplace but then are hidden everywhere else. Maybe I am just too used to scripting in game maker, it made stuff like that easy. But it's time to move off game maker and do something real. Basically all I want to do is create a variable, assign it a value, and then add it to the camera's x position. In visual basic adding variables was as simple as +thevariable I believe. But here it is different? Anyways here is my code.using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.GamerServices; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Media; using Microsoft.Xna.Framework.Net; using Microsoft.Xna.Framework.Storage; namespace _3dtest { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; int poohead = 12; <- here is my variable created and assigned a value of 12 } /// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here base.Initialize(); } Model xnatestmodel; float aspectratio; protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); xnatestmodel = Content.Load<Model>("xnatestmodel"); aspectratio = graphics.GraphicsDevice.Viewport.AspectRatio; // TODO: use this.Content to load your game content here } /// <summary> /// UnloadContent will be called once per game and is the place to unload /// all content. /// </summary> protected override void UnloadContent() { // TODO: Unload any non ContentManager content here } /// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { // Allows the game to exit if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); // TODO: Add your update logic here base.Update(gameTime); } Vector3 modelPosition = Vector3.Zero; Vector3 cameraPosition = new Vector3(0.0f+poohead, 14.0f, 122.0f); <-- here is where I try to add it to the camera's x protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Gray); foreach (ModelMesh mesh in xnatestmodel.Meshes) foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.View = Matrix.CreateLookAt(cameraPosition, Vector3.Zero, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), aspectratio, 1.0f, 10000.0f); mesh.Draw(); } base.Draw(gameTime); } } } help will be greatly appreciated. EDIT: I think my issue has something to do with those vectors... 58
Existing Games / Re: Team Fortress 2« on: September 24, 2011, 01:06:26 PM »
unfortunately it isn't funny
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Existing Games / Re: Minecraft.« on: September 24, 2011, 01:05:17 PM »
skiitz: its from call of duty 4 someone shouting, reversed and then phasered and then pitched up a bit. All in audacity
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Existing Games / Re: Team Fortress 2« on: September 20, 2011, 05:07:32 PM »
In quake everyone is given the same weapons, and it is a lot more simple to play. To play TF2, you always need steam running.. blegh when you find a server, the VAC thing takes like 2 minutes to do its thing... bajkdaf And once you are in you have to like wait in a waiting room or something, i dont get it.
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