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#511 The unProfessional

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Posted 03 January 2005 - 09:04 AM

I still enjoy working on it - but still dreadfully lack spare time. I just got overly ambitious with what I wanted to do with it but now I'm in it for the long haul (have been for a while). I will be very relieved to finish it so I can take advantage of some technologies and techniques I've picked up or discovered along the way and get started on something new.

Gronne: Yeah, I heard the networking and sound is working - a great achievement for the openXDK team. I'm glad to see theyre still into it.

#512 tch2003

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Posted 04 January 2005 - 01:39 AM

hey, unpro, when are u thinkin about realeasin the demo?

#513 The unProfessional

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Posted 11 January 2005 - 12:41 AM

as soon as possible...

#514 throwingks

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Posted 20 January 2005 - 04:35 AM

I have lost my fingernails, biting them with anticipation, of any updates!

Edited by throwingks, 20 January 2005 - 04:37 AM.


#515 throwingks

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Posted 20 January 2005 - 04:36 AM

Delete me!!! uhh.gif

Edited by throwingks, 20 January 2005 - 04:38 AM.


#516 The unProfessional

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Posted 20 January 2005 - 04:40 AM

So nervous you're double-posting smile.gif

This weekend should yield more debugging time on the ongoing problems I'm having. Once I get past this hitch, I don't foresee any problems even close in complexity to this one.

#517 d22k

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Posted 20 January 2005 - 04:17 PM

every day i check this thread, looking for a glimmer of hope! soon SOON! lol

keep it up bro smile.gif

#518 throwingks

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Posted 20 January 2005 - 07:02 PM

I don't know if you said this already but, what are the controls gonna be like? I think it wold be really cool to at least have the option of treating it like a real tank where the L thumb stick controlled the left wheels and the R thumbstick controlled the right. Like Wild Metal Country from Rockstar (free pc game). I have been playing that and just imagining the possibilities of your game. I am excited!!!!

#519 d22k

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Posted 21 January 2005 - 02:28 AM

there was talk at one point for the trigger buttons to control the individual tracks.

but i dunno what he eventually decided.

#520 The unProfessional

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Posted 21 January 2005 - 02:35 AM

Right now the analog sticks are assigned directly to the throttle of the tracks separately. It still may change though, because it sucks to use up both analog sticks.

#521 devguy

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Posted 21 January 2005 - 05:50 AM

Why not use the Halo 2 scorpion style controls.

Left joystick and right joystick move the vehicle and the turret, respectively.
L is for primary fire.
R is for secondary fire.

Maybe even 'A' could be the Horn! tongue.gif

#522 The unProfessional

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Posted 21 January 2005 - 06:49 AM

That's actually plan B, and what will probably be used since plan A utilizes both analog controls. Originally, we thought it might be cool to control the tracks separately, giving it a unique aspect.

#523 devguy

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Posted 22 January 2005 - 04:05 AM

Unique---fun

whatever combination you come up with that is the best mixture of the two is enough for me.

And you always have the option of giving us the option. biggrin.gif

#524 wlinco10

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Posted 22 January 2005 - 01:44 PM

Hey unPro, this is the first time I've looked at this thread, but the whole thing you've got going seems really cool. I'm interested in everything to do with game development but I only know how to do a little c++ programming and modelling in 3ds Max, and I know how hard it all is so I just want to say keep up the good work mate. You must be learning so much from this project and its even inspired me to have a go at creating something simple like snake for my xbox just to see if I can do it. Good luck with the rest and I can't wait to see the finished game beerchug.gif .

#525 throwingks

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Posted 22 January 2005 - 05:35 PM

How hard would it be to setup options. Type A or Type B and invert. If in type A (both sticks throttle) would the D-pad aim the cannon? Or do I misunderstand the game?




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