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Friday, March 11, 2011 - 06:03

I was looking for potions and came across this.

There is all I want, great job for this nice set !

Thursday, March 10, 2011 - 07:40

The problem comes from me, I cannot export .blend to md5. I first tough the problem came from your model.

I'll look deeper into this problem, I really want to use this spider :)

Thursday, March 10, 2011 - 05:13

Nice one ! How did you animate it ? I can't export it to md5 :(.

Thursday, March 10, 2011 - 05:11

She is very nice !!

Monday, March 7, 2011 - 09:07

@ sueastside : I have browsed some forums, and it seems a lot of diablo players don't like the inventory system, mainly because it takes too much time to optimize the room available. I think i'll do like Pfunked did for FLARE : all items will have the same inventory size. It will be easier to code interactions with the shortcut bar.

Saturday, March 5, 2011 - 13:43

Glad you enjoy it, and thanks for the positive feedback, it will give me more motivation to continue :).

@ sueastside : Very nice. I love diablo II, and this is exactly what I'm looking for (but with a bigger grid, perhaps 20x10). What's the licence of the code ? I will look deeper into this next week.

@ TheAncientGoat : I'll add a global skill list soon. But the idea is to select skills according to the style you want to play your character. So If you want to play a caster, all casting spells will be in the cast aptitude. If you want to play a fighter, all your skills will be available in the melee aptitude. I will soon add a hint when new skills are available to the character too.

Saturday, March 5, 2011 - 04:46

Updates for v 0.03:

- Removed the map file, now the map is randomly generated with square & diamond algorithm and is a little bit larger.

- Switched matrix library to glUtils (link is in the credit page) which is a lot faster.

- Added an area concept : the map is composed of various areas linked together by paths. Villages need some improvement thought.

- Added a starting point, with a shrine, when you die you will revive there. Monsters level is now given by the level of an area, which increase with the distance in the graph of the starting point.

- Added cemetery objects, this still need some improvements to make nice graveyards. Added skeleton enemies.

- The drawback of these updates : loading time has increase (between 5 and 10 sec). I'll add a loading screen soon.


I think next update will focus on inventory implementation and cross browser compatible drag & drop (I plan using JQuery, for the moment drag & drop works only with chrome).

Friday, March 4, 2011 - 09:38

Great ! I need new area types, and a cemetery is a must for medieval fantasy rpgs. I will use it as soon as possible :).

Friday, March 4, 2011 - 03:14

She's nice but honestly, I prefer the current sideviewed mascot which is more videogame themed.

Wednesday, March 2, 2011 - 04:48

Prefered method : a .deb :)

If I had to compile it, then a makefile. And to generate I would recommand cmake because I was a noob at generating makefiles and learnt cmake easily. Peoples in my lab who do crossplatform C++ all use cmake too.