What are cool things you done with coding
#1 Posted 07 September 2016 - 08:38 PM
#2 Posted 07 September 2016 - 08:47 PM
duke a number1, on 07 September 2016 - 08:38 PM, said:
I made a bed lower into the floor when you step on it, revealing a thingy where a keycard is. *boom*
#3 Posted 07 September 2016 - 10:41 PM
PsychoGoatee, on 07 September 2016 - 08:47 PM, said:
i love it!
#4 Posted 07 September 2016 - 11:02 PM
I abandoned it when Polymer was released, but because it was sector-based it worked in the software renderer which was cool.
#6 Posted 08 September 2016 - 12:03 AM
Trooper Dan, on 07 September 2016 - 11:02 PM, said:
I abandoned it when Polymer was released, but because it was sector-based it worked in the software renderer which was cool.
The PC version of Powerslave had a sector based "dynamic" light system. Some enemies shots and fireballs emit light. However it looks kind of awkward because it is sector based, the shot/fireball emits lights in the entire sector its in and stops as soon as it's in another sector, which can look weird if it goes through sectors of varying sizes and shapes.
#7 Posted 08 September 2016 - 12:28 AM
MetHy, on 08 September 2016 - 12:03 AM, said:
Yeah it's not very practical. You would have to make sure that the maps were designed with the system in mind, and that would eat up walls very fast. However, now that I think about it, the system would be ideal for making a game where you manipulate light sources to solve puzzles in small maps. Since all the light handling code is in CON, it's easy to detect how much light is on an actor or surface, the number, location and distance of light sources, etc. So, for example, I could use it to make a door that only opens if you shine a certain amount of light on it ( by carrying light sources to it or whatever). That could even be combined with normal gameplay in the same map so long as the light puzzle area is built correctly. EDIT: nevermind, what I just said is really dumb...you can detect anything you need to about lights in polymer right now, having the light system in CON doesn't really make it any easier
This post has been edited by Trooper Dan: 08 September 2016 - 01:09 AM
#8 Posted 08 September 2016 - 03:13 AM
#9 Posted 08 September 2016 - 04:09 AM
duke a number1, on 07 September 2016 - 08:38 PM, said:
Oh.
#11 Posted 08 September 2016 - 04:46 AM
I made another rain effect based on the tutorial from Eduke32 Wiki. It also has some lightnings:
This post has been edited by Perro Seco: 08 September 2016 - 06:27 AM
#12 Posted 08 September 2016 - 06:46 AM
Mark., on 08 September 2016 - 03:13 AM, said:
I never released it. It's just showview with some moving textures.
#13 Posted 08 September 2016 - 02:29 PM
Mark., on 08 September 2016 - 04:27 AM, said:
Which file? I've got about 130 of them.
And I'm using fortran so it should be real(x)/2 to avoid truncation if x is an integer
This post has been edited by Micky C: 08 September 2016 - 02:30 PM
#14 Posted 14 September 2016 - 08:56 AM
Elevator that moves horizontal and then vertically.
Pretty complicated coding mixed with standard Duke effects
(shown before)
Addon testing
Along side other effects on my mod and the contributed levels for AMC TC, sliding doors (SE 15 ST 25) that closes after delay.
tons more
#16 Posted 16 December 2016 - 04:46 PM
Slenderman AI in Slender's Woods;
Flashlight mechanics in Slender's Woods;
Skybox system in Electric Highways;
Cutscenes in The Wall;
Item system in Yume Nikki 3D;
TV minigame in Yume Nikki 3D;
Eggman boss in STH3D;
Character select in STH3D (ability to play as other characters);
3D model optimisation in STH3D (now probably outdated and useless, but really helped in 2010);
Player mechanics in STH3D (took me years to code).
This post has been edited by zykov eddy: 16 December 2016 - 04:59 PM