[QUOTE=Nalin;68289]
Oh wow, thanks you guys. I’ve been so busy lately with my new job that it didn’t even cross my mind to post about this. I’ve been in training for 8 hours a day, and it takes 1 hour and 20 minutes to drive to the site each way. I only have about 4 hours a day to myself at the moment. So yeah. If you guys want to know about anything, I’ll try to answer questions when I have time.
As a bonus, here is a recent image from my C++ game client testing collision boundary generation from tile data and a list of blocking tiles. Red lines are boxes, white lines are edge chains. Ignore the artifacting, the DX9 driver has broken transparency, and I had to use it because the OpenGL driver crashes when drawing the collision debug information. :shrug:
[/QUOTE]
[QUOTE=Traddles;68300]I didn’t know anybody was working on a client. That’s awesome Nalin. What are edge chains?[/QUOTE]
The client is using Graal graphics, but it isn’t like Graal at all. I use the term “scene object” to describe a basic entity, much like how Torque does it. Each entity has a class, properties and attributes, collision information, a unique script, etc. There are four different kinds of entities: blank (no image), static (a static image), animated (currently uses ganis), and tiled (uses a tileset and tile data to create the object). Since scene objects can have an arbitrary position, levels are just tiled scene objects arranged next to each other.
[QUOTE=Joey;68309]i backed it, i better get my damn poster or i’ll be pissed. :O![/QUOTE]
If we cross our $3000 goal, then we are pretty much obligated to send you a poster.
[QUOTE=Shiny;68339]Any videos of this stuff?[/QUOTE]
Of what stuff? Kobold’s Quest? Dungeons? My C++ client?
KQ: http://www.youtube.com/watch?v=TE2E7vGMdjg
Dungeons: Look at Kickstarter page.
Rha: Download it from the link up above.
[QUOTE=Nalin;68350]
If we cross our $3000 goal, then we are pretty much obligated to send you a poster.
[/QUOTE]
You might need to stretch your hand out further then graal to come up with that amount, have you posted something on facebook? Also I would donate if I had some money in my paypal but to be honest im also not a big fan of this style of gaming. Sorry
[QUOTE=tricxta;68353]You might need to stretch your hand out further then graal to come up with that amount, have you posted something on facebook?[/QUOTE]
Of course we have. William also posted a link on the Indie Games thread on SA. And, the people at TGWTG have said they would pledge support, and the guys at Cinemassacre have given us a great advertisement deal.
[QUOTE=Joey;68376]I sent 50, but i think you should up my benefits one more level… i want the wall scroll thingyy[/QUOTE]
Keep in mind that a portion of what you pledge goes towards producing the swag you pledged for. The cost for getting the wall scroll printed and shipped to us, getting the two posters printed, getting the pins made, buying the shipping materials, the shipping itself, etc, has all been taken into account for each pledge level. If we send you swag above your pledge level, it just gets to the point where you are buying stuff and we don’t see any money. For example, at the $100 pledge level, we earn about $68 of that, as $32 goes towards the swag. If we sent the wall scroll, we would only see $3 of a $35 donation. If you want to directly buy a wall-scroll, I’m sure I can help set that up. It costs around $15 to have one made.
This is why the pledges that put you into the game cost so much. At the $150 level, the Orc bro/babe sprite will cost $26 to make (idle and run away animation.) At the $1000 level, where we turn you into an actual enemy, we are looking at spending $200+ for the sprites.
Across all pledge levels, we earn, on average, 76.56% of your pledge as money to finish the game.
You have a 1/3 chance of figuring it out. If you think a bit, you can lower your chance to 1/2. However, there is a way to lower your chance to 1/1, if you can find out how.