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Topics - DuckRA2

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1
Game Development / RA3
« on: July 13, 2013, 04:55:59 PM »
I was bored and started messing with a demo that comes with the Bullet Physics SDK. It is a nice place to start.  :dumb)









2
Modifications / RA2 Sound and Music Renovation
« on: May 31, 2013, 08:32:42 PM »
Tired of those boring RA2 sounds? This is a work in progress to replace all of them and I expect to finish it within the next a week or two. Today I made all the botlab sounds, synthesized all from scratch. I synthesized the song last week.


Installation should be easy, you know, just drag and drop the files. (This is meant for stock RA2)

Up to date link:
https://gametechmods.com/uploads/files/9336RA2.rar


Enjoy and expect more soon.  :bigsmile:

3
Existing Games / MindRover (RA2ish)
« on: May 18, 2013, 01:58:07 PM »
I have not tried it yet, but it looks kind of cool and seems like robot arena 2 very slightly. Look it up on Google/YouTube

4
Off-Topic Discussion / Bass Test
« on: May 10, 2013, 07:29:09 PM »
Try this on your sound systems and tell me how it goes. My speakers can't go below 75hz :(


http://soundcloud.com/happy-spider/snap

5
Off-Topic Discussion / DSL 3.0 tracks :D?
« on: April 27, 2013, 03:47:59 PM »
I'm going to be bored this summer, maybe I should make a soundtrack pack for RA2. Tell me what you think of these:

http://soundcloud.com/happy-spider/aqzwxspace-patrol
http://soundcloud.com/happy-spider/infrared

or maybe some more ambienty stuff:

http://soundcloud.com/happy-spider/broken-street-light
http://soundcloud.com/happy-spider/evolution2

6
OS: Ubuntu
Editor: VIM (nice and simple ;))
Compilers: G++ (C/C++)
Current projects: random noise, Minecraft like terrain generation, organized particle engine


I've been messing around recently with C++ mainly, but also with Ruby, and even less with Fortran.

7
Off-Topic Discussion / Soundcloud anyone?
« on: June 22, 2012, 04:25:51 PM »
Does anyone here use soundcloud? mine is   http://soundcloud.com/happy-spider


8
Off-Topic Discussion / One of my best dubstep remixes.
« on: December 18, 2011, 12:28:25 PM »



I made it in fl studio 10.  :bigsmile:  I also made the image in 3ds max.

9
Off-Topic Discussion / Amazing LOT landing
« on: November 01, 2011, 05:13:11 PM »
Nobody was injured, the pilot has skills obviously...


The hydraulics on the landing gear failed, making a crash land necessary. They are pretty awesome airlines, I have flown with LOT at least 5 times, and the service people on the plane are actually nice.




10
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

11
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!

12
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.

13
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 heck 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...

14
Off-Topic Discussion / Air Powered Engines
« on: August 22, 2011, 12:48:50 AM »
I guess this sort of fits this section, so here is something i made

15
Existing Games / Your Favorite Minecraft Seeds
« on: August 14, 2011, 11:25:15 AM »
Post all your favorite seeds with a little explanation of each. If your gonna post about other stuff please get out. No spam is needed.


my favorites:


insanity   -gives you many little sandy islands surrounding each other. Perfect for a server to divide person per island.
1337  -snowy world that has some tall mountains, random floating blocks, lava on the surface. here's a link.
gophercandy  -I thought it was cool because you spawn right next to a bunch of pumpkins. So if you want good light source just craft some torches for them.


from you:


404 - When you dig in the gravel, you will find a massive cave system. -zephyr


I LIKE TRAINS - When I used this, I ended up directly next to a craft table, and when my friend used it, he found another craft table, which means that there are at least two craft tables that are already on the map (one is on sand, near water that has a small island at the centre, that looked like a small pyramid. That also had quite a large fores area and three pre-made mineshafts quite near each other. I don't know where my friend found his). -chaosmancer

Chaosmancer - My username actually gives quite a good snow area... can't really say much else about it. -chaosmancer

16
General Support / Component weights issue
« on: July 26, 2011, 11:52:12 AM »
When ever I add a


mass = x


(x as the weight I want for the component) to my component txt files, in game it says the correct weight for some of the components but for others a number I have never seen. Any ideas what I might be doing wrong?

17
Off-Topic Discussion / Songs I have composed
« on: July 25, 2011, 10:32:59 PM »
post any, just created this one in about 45 minutes. It isn't quite finished, but I plan on putting it in RA2-PROMOD probably for the botlab.

18
Modifications / RA2 Promod
« on: July 24, 2011, 04:12:56 PM »
There's promod for cod4, counterstrike,... why not one for Robot Arena 2?


I'm basically slowly working on a promod for Robot Arena 2. A couple main goals are to balance and remove components as well as create more efficient skins(kind of like what fotexp is doing) In addition to component balancing, useful attachment points will be added.  I also plan on making AI that has levels sort of. For example team 1 is a beginners team, team 2 getting tougher, team 3 tougher... The bots that are tougher to beat will also demonstrate more advanced building techniques as you go up. Relating to things like chassis usage, stacking, weight usage... you name it!


Some things that have happened:
-Control Board weight = 1.0
-redbird and angle motors weight = 16.0 (power and consumption will be altered)
-zteck(hp) weight = 45.0 (made more powerful)
-shineywheel, mini wheel, rubber wheel, and slipper bottom are the wheels that will be kept in game. So far the shiney wheel has been given less traction and a weight of 10.0
-y connector and t connector both weigh 2.0
-chewblade and cheat components have been removed
-precision grid in botlab on robot's base


Some planned things for components:
-the sawblades will be given more damage
-Keeping all batteries and air tanks.
-2nd attachment point for the control board
-give square extenders more hitpoints (make them stronger)



Here is what a level 1, or maybe 2 considering it is invertable, lightweight bot





A song I am composing for the botlab!




sounds good?

19
Game Development / Silly little test (the new RA2)
« on: July 24, 2011, 03:46:20 PM »
I present RA2 in game maker!!!









The red squares simulate damage on the components, I put hitpoints on a few components. After 5 hits on the iron spike, it falls off, 10 for the wheels...

20
Creativity Showcase / your homemade wall papers
« on: July 23, 2011, 03:32:57 PM »
here is one I just made, simple with a portal cubish thing





or


http://imageshack.us/photo/my-images/855/portalcube.png/

I didn't get to upload the full quality one because gtm and imageshack said it was too big


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