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 Post subject: Re: Project: Mine World [Relocated]
PostPosted: Sat Jan 30, 2010 10:21 am 

Joined: Wed May 27, 2009 8:26 pm
Posts: 541
Location: A little town you've never heard of, California, USA
HDD = Hard Disk Drive. It's a holdover from when there were disks that weren't actually hard; as in 3.5" & 5.25" floppies.

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 Post subject: Re: Project: Mine World [Relocated]
PostPosted: Sat Jan 30, 2010 2:40 pm 

Joined: Wed Jan 06, 2010 2:12 pm
Posts: 116
i DO know what a hard drive is, ive never heard that acronym


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 Post subject: Re: Project: Mine World [Relocated]
PostPosted: Sun Jan 31, 2010 2:19 pm 
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Joined: Thu Jun 25, 2009 12:05 pm
Posts: 120
comp is right. HDD = Hard Disk Drive. Getting back on-topic. I've had a PM from someone who wants to help (not going to mention names as it's not for sure yet). A big thanks to that person. Also, my father (nice guy that he is) is going to learn C# and XNA so he can help. You know what they say, once you hit rock bottom, the only place to go is up. I've also started tinkering with C# making a DOS game (kinda like an interactive fiction) as a way to experiment with the various features of C# and to work out the best way to implement things in Mine World. I hope that this experiment can also become a game unto itself, but that's secondary. Finally, I can see the light at the end of this long tunnel of disasters. Maybe now I can make some real progress. Anywho, I plan to post the source of the experiment so people can comment on it and suggest better ways to do things. I'll post here when I do. Until then, back to the grind.

EDIT: A big welcome to wicher, who has joined the Mine World development team. He will be working on other components while I work on the base. Currently, he's going to make a map generator. Again, a big welcome and a big thanks to him.


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 Post subject: Re: Project: Mine World [Relocated]
PostPosted: Mon Feb 01, 2010 5:18 pm 
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Joined: Thu May 28, 2009 8:48 am
Posts: 644
Location: the Netherlands
roblox_many wrote:
EDIT: A big welcome to wicherh, who has joined the Mine World development team. He will be working on other components while I work on the base. Currently, he's going to make a map generator. Again, a big welcome and a big thanks to him.

Or just call him Dang...


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 Post subject: Re: Project: Mine World [Relocated]
PostPosted: Tue Feb 02, 2010 11:26 am 
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Joined: Thu May 28, 2009 12:10 am
Posts: 105
Location: Riverside, California
Welcome to the team wicherh!

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 Post subject: Re: Project: Mine World [Relocated]
PostPosted: Thu Feb 04, 2010 1:17 pm 
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Joined: Thu Jun 25, 2009 12:05 pm
Posts: 120
Latest Update: Made a huge leap today, at the expense of what was left of my patience with life. The core code is done or nearly so. Sadly, I broke the render system I was using, but it doesn't matter since it was a poor system anyway. I'll be writing a new one to accommodate the changes. I've exhausted my myself debugging and fixing little typos and such. Also, I've gotten replies to several of the jobs I applied to. I'm going to take a break from Mine World while I get into a new job, then get back and finish the render system. After that, it's a matter of adding block types, tools, and incorporating wicherh's (sorry for the mis-spell last time) level generator. Then we should be ready for an alpha release. After that, it's a matter of fine-tuning everything and adding some more stuff (like multiplayer and game-modes) for the beta, then finishing up with mod-capabilities, more game-modes and releasing a finished version... Jeez, that's a lot to do :lol:


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 Post subject: Re: Project: Mine World [Relocated]
PostPosted: Fri Feb 12, 2010 5:25 pm 
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Joined: Thu Jun 25, 2009 12:05 pm
Posts: 120
Test Version 0.0.1 is working! The menu system works. Now I need to finish the render system and game logic and we should be good for an alpha release (and that means you need to start working on graphics JT!). Pics! (Images scaled to save space.)


Attachments:
File comment: Title Screen for test versions - includes current version and test objective.
TitleScreen.JPG
TitleScreen.JPG [ 74.81 KiB | Viewed 283 times ]
File comment: Main Menu for test versions.
MainMenu.JPG
MainMenu.JPG [ 59.51 KiB | Viewed 283 times ]
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 Post subject: Re: Project: Mine World [Relocated]
PostPosted: Thu Mar 11, 2010 3:44 pm 

Joined: Wed Jun 03, 2009 1:15 pm
Posts: 159
How's the progress going?


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 Post subject: Re: Project: Mine World [Relocated]
PostPosted: Thu Mar 11, 2010 8:45 pm 
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Joined: Thu Jun 25, 2009 12:05 pm
Posts: 120
Since you ask, here's an update.

I'm in the process of completely redoing the render system. I did some research and found a better, faster way of doing it then the way I'm doing now. However, my work time has dropped to zero since I'm moving soon. I have to cancel services, etc. I've already started packing and the machine with the code on it is packed away. So I'm looking at the end of next month for a pre-release version.


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 Post subject: Re: Project: Mine World [Relocated]
PostPosted: Tue Mar 16, 2010 10:05 am 

Joined: Wed Jun 03, 2009 1:15 pm
Posts: 159
I took over the project because roblox has not enough time.

I tell this because I need some help at creating realistic 2D explosions. I use the mercury particle engine (http://mpe.codeplex.com/), and if any1 can use then this editor:
Download: http://mpe.codeplex.com/releases/view/2 ... adId=64968
And make a nice explosion effect and save it. Then i could have nice looking explosions using the particle engine.

Progress so far (in 3 days):
All the hierarchy setupped
Particle engine done (only change some variables)
Blockengine bizy(now working on rendering and making realistic water).
FPSCounter ^^

TODO:
Game logic
Background engine
Buildings
Menu looks
Interface
Posteffects

After this (alpha release)
I add Server, multiplayer and other stuff.

Otherwise said it will still take some time.


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