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Messages - DuckRA2

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41
Game Development / Re: my minecraft clone
« on: October 17, 2011, 10:29:04 PM »
update

42
Game Development / Re: my minecraft clone
« on: October 14, 2011, 11:57:24 PM »
progress, I will add trees tomorrow or today.


43
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.

44
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

45
Off-Topic Discussion / Re: Music ATM
« on: October 08, 2011, 04:51:18 PM »
dude that's creepy

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.

49
Off-Topic Discussion / Re: Intense Robot Arena 2 song
« on: October 08, 2011, 02:06:46 PM »
Sounds pretty good.
I don;t know what the beeping sound is though. D:


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!

51
Existing Games / Re: Minecraft.
« on: October 07, 2011, 11:41:35 PM »
I just made this for fun.


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.

53
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"?

54
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?!

55
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.

56
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 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...

58
Existing Games / Re: Team Fortress 2
« on: September 24, 2011, 01:06:26 PM »
unfortunately it isn't funny

59
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

60
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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