Current Status

-Pimping The Great White Destroyer v1.3b-
-Red Ice-
-"Death Pants"-
Showing posts with label torque2D. Show all posts
Showing posts with label torque2D. Show all posts

Sunday, October 10, 2010

Multiplayer headspinning.

Only because I don't know crap about coding that kind of thing. If I understand it correctly, server code actually runs the game and is purely computational, while client side does all the pretty stuff, and they communicate back and forth. Is that a propper stripped down explanation? I don't know. Anyhow, been roughing out ideas for this next venture, doing research, deciding on how it'll play and look. All that fun stuff. Plus I'm pretty sure I've gained what I can from the Torque2D tutorials, as soon as I have enough down on paper I can get to prototyping.

Monday, October 4, 2010

What's going on!?

Ok, so Contrasaurus work is wrapped. Finished up with a little Robo-Reagan energy beam attack. No pics, because I don't feel like it.

I took the plunge and got me some Torque2D. I've been going through the tutorials and think I'll be just fine. There are some extra steps code wise compared to what I'm used to, but that's ok. I was going to take YGTS and start porting it over, but I don't think so. Frankly that kind of game has been done before, and I've had some genre mixers bouncing around in my head lately, stuff that as far as I know hasn't been done yet. So, I'll begin full steam ahead on that in the next day.

I hate leaving a game on the floor like YGTS, but there really wasn't that much done yet. That was maybe a months worth of work(or less) over a period of 4 or 5 months. It may get revisited down the road, who knows.

YoYoGames has plans for Gamemaker regarding the iphone and ipad, which means I might get the Shark on there down the road, maybe even Snowball.

That's it for now, I'll be back when I got's stuff.