Oh wow, I forgot controls. WASD to move, Q to lock on to the nearest target, Spacebar to move towards target and attack.
Hopefully will implement mouse clicking selection in the future, but I'm not sure how that will work when the bounding boxes are broken.
Thanks for the comments!
Search found 13 matches
- Fri May 15, 2009 4:18 am
- Forum: Project Announcements
- Topic: Fructose Defense (third-person DOTA)
- Replies: 14
- Views: 4230
- Fri May 08, 2009 7:00 pm
- Forum: Project Announcements
- Topic: Fructose Defense (third-person DOTA)
- Replies: 14
- Views: 4230
Today was the last senior project work day. So I thought it was about time to take a break, post a demo, and open the wiki we've been working on. Feel free to check out http://teamfructose.com/wiki/index.php/FructoseDefense to view our wiki about progress to our game (don't mind the other crap in th...
- Thu May 07, 2009 7:05 pm
- Forum: Project Announcements
- Topic: Fructose Defense (third-person DOTA)
- Replies: 14
- Views: 4230
We've been working away, coming down to the last few days of senior project. We are much further along than I had ever anticipated, it's been great. I've finished up projectiles, my own custom unit collision, and basic creep AI. My code is horrible, but I'd like to share my basic creep collision cod...
- Wed May 06, 2009 6:21 pm
- Forum: Project Announcements
- Topic: Fructose Defense (third-person DOTA)
- Replies: 14
- Views: 4230
Yeah I've been using bounding boxes, er, trying to at least. We made bounding boxes around the trees, and tried using the built in bounding boxes for the animatedmeshscenenodes but they weren't correct. Something wrong with the 3d model or something (probably since they are coming out of warcraft II...
- Mon May 04, 2009 6:53 pm
- Forum: Project Announcements
- Topic: Fructose Defense (third-person DOTA)
- Replies: 14
- Views: 4230
I haven't played Demigod yet, but I'm excited to see what they did with the genre. I'm still torn between making this game into an exact remake with different controls, or changing characters and other gameplay aspects. I do have a question about collision detection. When I add units, the irrlicht b...
- Mon May 04, 2009 6:43 pm
- Forum: Beginners Help
- Topic: irrArray problems
- Replies: 5
- Views: 350
For some reason, even with the method I said talked about trying, the irrArray had the same problem with losing the information after I added more than one member. I ended up expanding my UnitList linked list to hold the data, taking 3 days to rework everything, and now it's working =D. I still don'...
- Thu Apr 30, 2009 6:38 pm
- Forum: Beginners Help
- Topic: irrArray problems
- Replies: 5
- Views: 350
Re: irrArray problems
CStats creepstats1=CStats(device, 102); CUnit creepunit1=CUnit(device,&creepstats1); unitlist.add(&creepunit1); This was just an example, as if it were right above the game loop in the main, so it would never go out of scope. But your way does seem good, I'll have the UnitList class store t...
- Thu Apr 30, 2009 6:03 pm
- Forum: Beginners Help
- Topic: irrArray problems
- Replies: 5
- Views: 350
irrArray problems
I'm having a couple problems with the irrArray class. In my project, I have a stats class, and a unit class. the unit stores a pointer to its own stats class. So to spawn a unit, I type this: CStats creepstats1=CStats(device, 102); CUnit creepunit1=CUnit(device,&creepstats1); unitlist.add(&c...
- Wed Apr 22, 2009 12:37 pm
- Forum: Project Announcements
- Topic: Fructose Defense (third-person DOTA)
- Replies: 14
- Views: 4230
Fructose Defense (third-person DOTA)
We have been working on a third-person version of the Warcraft III mod, Defense of the Ancients. Unlike the original RTS version of DOTA, in ours, the controls and camera are permanently locked to the hero. Otherwise, we are hoping to emulate all the other aspects of Dota. The team consists of two p...
- Tue Apr 21, 2009 1:41 pm
- Forum: Beginners Help
- Topic: remove scenenode in another class
- Replies: 4
- Views: 373
- Tue Apr 21, 2009 1:33 pm
- Forum: Beginners Help
- Topic: remove scenenode in another class
- Replies: 4
- Views: 373
remove scenenode in another class
I made a class called CUnit which holds an IAnimatedMeshSceneNode as a public variable. To try to find the problem I got rid of all the other functions and had it load a model during construction. When I use the remove function, which simply calls node->remove(), the program crashes. When I write th...
- Wed Jan 21, 2009 7:50 pm
- Forum: Project Announcements
- Topic: IrrNewt irrlicht\newton framework >> SVN access
- Replies: 432
- Views: 132510
Ok I've figured some things out. Everything works except when i create a physics world like this: p_world = newton::createPhysicsWorld(device); Then try to use it like this: sphere_body = p_world->createBody(sphereData); Or this: irr::newton::IBody* world_p_node = p_world->createBody(mapData); The p...
- Sat Jan 17, 2009 4:38 pm
- Forum: Project Announcements
- Topic: IrrNewt irrlicht\newton framework >> SVN access
- Replies: 432
- Views: 132510
Hi, I'm pretty new here, I've gotten over most problems I've had so far, but this one has me stumped. I'm using the IrrNewt compiled for irrlicht 1.5 posted above, the current Newton, and irrlicht 1.5. It compiles the helloworld just fine, but when I try to run it, I get an error message: The proced...