@ 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.
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.
- 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).
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.
I was looking for potions and came across this.
There is all I want, great job for this nice set !
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 :)
Nice one ! How did you animate it ? I can't export it to md5 :(.
She is very nice !!
@ 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.
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.
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).
Great ! I need new area types, and a cemetery is a must for medieval fantasy rpgs. I will use it as soon as possible :).
She's nice but honestly, I prefer the current sideviewed mascot which is more videogame themed.
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.
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