Search found 13 matches

by Kazooie
Fri May 15, 2009 4:18 am
Forum: Project Announcements
Topic: Fructose Defense (third-person DOTA)
Replies: 14
Views: 4189

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!
by Kazooie
Fri May 08, 2009 7:00 pm
Forum: Project Announcements
Topic: Fructose Defense (third-person DOTA)
Replies: 14
Views: 4189

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...
by Kazooie
Thu May 07, 2009 7:05 pm
Forum: Project Announcements
Topic: Fructose Defense (third-person DOTA)
Replies: 14
Views: 4189

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...
by Kazooie
Wed May 06, 2009 6:21 pm
Forum: Project Announcements
Topic: Fructose Defense (third-person DOTA)
Replies: 14
Views: 4189

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...
by Kazooie
Mon May 04, 2009 6:53 pm
Forum: Project Announcements
Topic: Fructose Defense (third-person DOTA)
Replies: 14
Views: 4189

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...
by Kazooie
Mon May 04, 2009 6:43 pm
Forum: Beginners Help
Topic: irrArray problems
Replies: 5
Views: 337

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'...
by Kazooie
Thu Apr 30, 2009 6:38 pm
Forum: Beginners Help
Topic: irrArray problems
Replies: 5
Views: 337

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...
by Kazooie
Thu Apr 30, 2009 6:03 pm
Forum: Beginners Help
Topic: irrArray problems
Replies: 5
Views: 337

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...
by Kazooie
Wed Apr 22, 2009 12:37 pm
Forum: Project Announcements
Topic: Fructose Defense (third-person DOTA)
Replies: 14
Views: 4189

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...
by Kazooie
Tue Apr 21, 2009 1:41 pm
Forum: Beginners Help
Topic: remove scenenode in another class
Replies: 4
Views: 364

Wow, that was so easy, thanks. I didn't even know what grab did :oops: .
by Kazooie
Tue Apr 21, 2009 1:33 pm
Forum: Beginners Help
Topic: remove scenenode in another class
Replies: 4
Views: 364

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...
by Kazooie
Wed Jan 21, 2009 7:50 pm
Forum: Project Announcements
Topic: IrrNewt irrlicht\newton framework >> SVN access
Replies: 432
Views: 131161

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...
by Kazooie
Sat Jan 17, 2009 4:38 pm
Forum: Project Announcements
Topic: IrrNewt irrlicht\newton framework >> SVN access
Replies: 432
Views: 131161

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...