Ender's Game revived once more
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- Calc Wizard
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- dysfunction
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I dont think there will be standalone movies, but several shorter clips built into the campaign. I realized there was no point to using movies to show what happens in the book up until the beginning of the game, but there will be short cutscenes showing Ender's time in Command School away from the simulators, to demonstrate how Ender himself feels about what is going.
"You're very clever, young man, but it's turtles all the way down!"
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Basically its scrolling 2(or more) different layers at different speeds. The layer that is supposed to be the 'background' scrolls slower to give the effect of depth.
You can see this done in lots of megadrive and snes games, its pretty cool .
Basically its scrolling 2(or more) different layers at different speeds. The layer that is supposed to be the 'background' scrolls slower to give the effect of depth.
You can see this done in lots of megadrive and snes games, its pretty cool .
- dysfunction
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My method for parallax scrolling is this:
I have one pic for my star background, recalled as 96x63 sprite. I recall it four times, in a pattern like this:
PIC PIC
PIC PIC
I keep track of where these large background sprites are on the screen with coordinate vaiables representing the top left corner of the top left pic. Then I shift all four pictures two pixels every time the map scrolls. When I reach the edge of one pic, I simply reset one of the coordinate variables, X if it hit the left or right edge or Y if it hit the top or bottom edge. The small bug that I had was that I had been drawing the background pics like this:
___ PIC___
PIC PIC PIC
___ PIC___
Which, in retrospect, makes no sense.
In response to your enthusiasm, the_cheat, well, the engine is approaching completion. But there's till much to be done.
Map engine: 100%
Physics engine: 90%
Weapons: 50%
AI: 0%
Linking: 0%
Campaign: 0%
Map editor: 50%
I have one pic for my star background, recalled as 96x63 sprite. I recall it four times, in a pattern like this:
PIC PIC
PIC PIC
I keep track of where these large background sprites are on the screen with coordinate vaiables representing the top left corner of the top left pic. Then I shift all four pictures two pixels every time the map scrolls. When I reach the edge of one pic, I simply reset one of the coordinate variables, X if it hit the left or right edge or Y if it hit the top or bottom edge. The small bug that I had was that I had been drawing the background pics like this:
___ PIC___
PIC PIC PIC
___ PIC___
Which, in retrospect, makes no sense.
In response to your enthusiasm, the_cheat, well, the engine is approaching completion. But there's till much to be done.
Map engine: 100%
Physics engine: 90%
Weapons: 50%
AI: 0%
Linking: 0%
Campaign: 0%
Map editor: 50%
"You're very clever, young man, but it's turtles all the way down!"
- dysfunction
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- Joined: Wed 22 Dec, 2004 3:07 am
- Location: Through the Aura
Well, I got a lot of work done last night. I'm almost done with the in-game menu- I just have to finish up the acceleration UI the battle UI. Originally, I was going to have the physics engine track missiles just like ships, except missiles would move faster. However, I realized that since ships can move very fast each turn, that would make the chances of hitting the ships you're aiming for effectively null. Therefore, I've made it so that missiles will hit ship instantly, but the farther away the enemy ship, the more likely your missile will miss. Of course there is also the Little Doctor, which CAN'T miss, but only capital ships will carry it.
The big thing holding this back, however, is the physics engine and AI. Currently the physics engine requires over 30 seconds to calculate per turn on a black 83+, which might be aceptable on an SE (I'm figuring about 10 seconds on SE?) but the AI could take several minutes, which will be unacceptable even on SE. So, I think multiplayer mode is about all anyone's going to get- and even that will be slow- unless someone is willing to port the physics engine and AI to assembly. They both involve simple number crunching in a matrix, so it shouldn't be that hard. Any assembly programmers, let me know if you would be up for a job like that.
The big thing holding this back, however, is the physics engine and AI. Currently the physics engine requires over 30 seconds to calculate per turn on a black 83+, which might be aceptable on an SE (I'm figuring about 10 seconds on SE?) but the AI could take several minutes, which will be unacceptable even on SE. So, I think multiplayer mode is about all anyone's going to get- and even that will be slow- unless someone is willing to port the physics engine and AI to assembly. They both involve simple number crunching in a matrix, so it shouldn't be that hard. Any assembly programmers, let me know if you would be up for a job like that.
"You're very clever, young man, but it's turtles all the way down!"