We’re really cranking them out now, folks!
New in this build:
Also, stay tuned for some exciting announcements in the music department!More on that tomorrow.
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How does the game determine what category the weapons go in? I know there is an IsWeapon = 0 for the Tools, but how do you put them in the other categories?
Played a round. The craft choosing is very smooth. It would be nice if the Craft was above the list of things it carried, but thats nothing major. My Lander works great. 🙂 It would be nice to be able to play with the angle the rockets thrust in, but I suppose I can do that by mucking around with EmissionAngle entries in the thruster definitions, but it is annoying fighting the auto thruster angle presets.
Yeash!
The gamepad controls work perfectly for cortex command!
I like the new recycling system quite a bit too 🙂
Ikko: it’s based on the type of the objects… I had to do a hack to separate out the non-weapon HDFirearm’s from the actual wepaon ones, since they were of the same type, but I wanted them in different categories.
For ships/craft theres only a kindof hacked type of ‘ARocket’ from when i prototyped the rocket. As you have figured out, it’s still got tons of hardcoded crap and it just poorly designed in general. I’m going to create an intermediate parent class called ACraft, and perhaps make Rocket a child of it. There’s going to be other types of craft as well, but if they make it into the IGF submission remains to be seen.
Keep up the great work!
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