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Strike

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  1. Eh

    Strike posted a post in a topic in Artwork Showcase
    i farted
  2. Strike posted a post in a topic in Artwork Showcase
    that looks tight. came out a lot better than the clay sculpture i made of the hgrunt from half-life in high school art class
  3. Strike posted a post in a topic in Artwork Showcase
    i went through Full Sail's game development course, and this was our final project game. we had to 'pitch' two game ideas to the staff and they picked which one we were going to do. needless to say, they didnt pick our first choice. the ironic part is they SPECIFICALLY suggest to students to NOT choose a melee fighter to pitch because they are so complex. there are *no* other genres that they suggest against; JUST melee fighters. so, of course, they picked the one type of game that we "arent supposed" to do for us, and we are the smallest group. so yes, our game sucks. plus it doesnt help the fact that the other three teammates of mine suck royally at programming. well you found the game zip and played it - you notice all those menus? for three months, one guy was entirely devoted to working on those menus; JUST THOSE MENUS (and the hud). three months for ONLY user interface. except there's one exception. remember the song selection menu? i took that task because the user interface guy couldnt get his shit done in time for final. the full sail staff as well as other groups in the class and even other members in my group have all been really impressed with how that menu came out. why am i pointing this out? im putting this into perspective. that song selection menu (as well as the framework for the menu elements) took me 1 DAY. all the other menus with their bare-minimum functionality took the other guy 90 DAYS. im really not trying to push myself as being the end-all l33t programmer of the class (which isn't far from the truth); the point is more the fact that all of my teammates couldnt code a fucking number guessing game. and the game we had to work on for final project was the one type of game that the final project staff say not to do. to sum it all up: yes the game sucks. why? because 1 person made it; me. even my fucking teammates acknowledge this. shit son, even the full sail staff were congratulating "us" (me) with having gotten this far in the game development in just 3 months for a melee fighter. one lab instructors comment during final presentation day was "have you guys slept since beta?" and yes, our collection detection/response pretty much sucks. heres a screenshot from the first month of development, showing how our collision detection works http://binarydemons.com/~strike/files/goodconstruct.PNG its all sphere to sphere, because its easy and fast to do. we attached sphere entities to each of the bones in the characters body and expand the appropriate sphere(s) when an attack is performed to give a more forgiving combat system. try playing the game and pressing TAB - that will display all of these collision spheres. first of all, i totally believe you fell through the piano. we actually DID have better object->object collision handling, but the project leader wanted collision handling to, and i quote, "just happen on the X axis". again, not my decision - i was totally against it but two people wanted it, i really didnt care for the integrity of the game, so i went along with it. as for falling off the stage - thats not possible, not sure exactly how you mean. objects (and the fighters themselves) are clamped to the stage by way of brute force. in more technical terms: if their Y position drops below 0, the game SETS their position to 0. they *cant* fall through the floor, ceiling, or either side of the stage. the camera (which was one of the few things i didnt write) could, however. this dancing smiley is teh shit :naughtyd:
  4. Strike posted a post in a topic in Artwork Showcase
    you see actually im the lady in the pic smoking a cigar. i took that big dump in the toilet, then i used the poop to fingerpaint the dog bartender. then i just downloaded the jet fighter picture.
  5. Strike posted a post in a topic in Artwork Showcase
    these are the images i used to make the college http://binarydemons.com/~strike/files/mix1.jpg http://binarydemons.com/~strike/files/mix2.gif http://binarydemons.com/~strike/files/mix3.jpg
  6. Strike posted a post in a topic in Artwork Showcase
    heres a collage i made in photoshop in about 5 minutes using a couple images and various types of blending http://binarydemons.com/~strike/files/result.JPG
  7. Strike posted a post in a topic in Artwork Showcase
    HAHAHAHAHAHHA is she a myg0t member?
  8. Strike posted a post in a topic in Artwork Showcase
    yea you're right, its actually considered 2.5D. the gameplay sucks, the graphics suck, the whole design sucks. im cool with that, it wasnt my responsibility to design the game or make it fun. no, my job was to just plain make the game from whatever design the other guy in the team came up with. we actually pitched two game ideas, the other one (which was denied) was the game we really wanted to work on; and then there was this POS. the reason our game sucks is because fighter games are not as simple as they seem (and what is when it comes to computer science?). all melee fighters are horridly complex - why? states and state changes. each of our fighter models have 43 animations (and we have two different characters. the video only shows one). over the course of one of these animations the fighter can switch into different states. FOR EXAMPLE: the 'falling down then getting up' animation needs to be split into three different animations. we need one of the character actually falling, we need one frame of the character laying on the ground, and we need one of the character actually getting up off the ground. FOR EXAMPLE: e-liz's special move #1 (which is just one animation) has five major states. attempting the move and failing (distance check), performing the three different subattacks in the special move, and finally stopping the move in which case she falls back on the ground. so there are 43 different animations, but many of these are split up so its not a very good indicator of the different number of STATES a character can be in. realistically there are about 65 states a character can be in. then there are actions. an action could be a light punch, or a strong kick, or a jump, or a block, or getting damaged, or getting knocked down, or landing from a jump; the list goes on and on. all in all there are about 40 different actions. an action is essentially a trigger for a transition between the character's current state to whatever state the character is *supposed* to be in as a result of that action. for example, if i am standing and i issue a light punch action, my resulting state needs to be standing light punch. if i am crouching and i issue a light punch action, my resulting state needs to be crouching light punch. sounds really easy right? it is; but its hard labor - all of these state changes must be defined. so all that said, heres those numbers again in a context that actually mean something visually - which is all you people know how to operate. 65 states and 40 actions look like this; with the 40 actions being represented as columns, and the 65 states being represented as rows. for every cell in the grid (there are 2,600 of them) someone has to manually enter in the desired target state. what makes this even more 'fun' to work with is the fact that new states and actions had to be added/removed constantly to fit the gameplay requirements. +++++++++++++++++++++++++++++++++++++++ $-------------------------------------------------------------------- $-------------------------------------------------------------------- $-------------------------------------------------------------------- $-------------------------------------------------------------------- $-------------------------------------------------------------------- $-------------------------------------------------------------------- $-------------------------------------------------------------------- $-------------------------------------------------------------------- $-------------------------------------------------------------------- $-------------------------------------------------------------------- $-------------------------------------------------------------------- $-------------------------------------------------------------------- $-------------------------------------------------------------------- $-------------------------------------------------------------------- $-------------------------------------------------------------------- $-------------------------------------------------------------------- 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  9. Strike posted a post in a topic in Artwork Showcase
    myg0ts mission is to ruin online gaming? is this forum an online game? well, i guess a lot of you probably would view it that way.. nerds i guess i was totally wrong about myg0t though.. ive seen you guys hack games before, but i thought it was from a different motive - an elitist group, not a bunch of mad little kiddies on a power trip (using somebody elses' hacks, i might add). oh no, im a bigger nerd because i code? people like me are the ones who develop your hack progs to begin with, you should bow down. without real software hackers and crackers, you dumb asses would be nothing. actually scratch that, you're nothing either way. come on noobies.. dont get skooled on your own forums
  10. Strike posted a post in a topic in Artwork Showcase
    my vagina hurts anyway, it has teeth and i 'bite my cheek' a lot :naughty:
  11. Strike posted a post in a topic in Artwork Showcase
    im not pissed off; far from it. this is too amusing! initially i was a little disheartened from the first couple of posts - until i realized that none of you know how to code. i thought thats what myg0t was all about. you people fuck around with photoshop and likely nothing else. do you really think your opinions are very credible, particularly when it pertains to programming? really, before coming to this website (more specifically these forums) i thought that myg0t was a hacking clan that busts out the latest hacks for games. plus i love the fact that im being attacked for getting killed in my own game. i dont even like fighters - like i said, this game design was not my choice. the last fighter i played before my own was mortal kombat on the genesis when i was 8 or some damn thing. and finally, im not even showcasing the gameplay of the game, or the graphics, and especially not my playing skills at it. its more of a 'proof of concept' that [poorly] demonstrates the underlying technology that i developed for the game. things such as a c-style dynamically typed scripting language that runs on a hand-coded interpreter and such.. things that nearly none of you would understand because there isnt a photoshop tutorial for it :gaykeke: ignorance makes my pants tight :naughtyd: come on, keep posting - every new post proves that i pwn you :gaysex2:
  12. Strike posted a post in a topic in Artwork Showcase
    oh sweet, tutorials! now i can learn how to make shitty sigs EXACTLY like all of you!
  13. Strike posted a post in a topic in Artwork Showcase
    lol ignorance is laughable. btw i live in florida dumbshit, if thats north you must be fuckin penguins at the south pole. keep making 3 minute photoshop images guys, i hope it gets you a job. im sure mcdonalds will be impressed :gaykeke:
  14. 77% of you can click back and go read more sig requests another 21% of you can click back and go work on your shitty chat flooder written in visual basic the remaining 2% should check out this implementation of the huffman encoding algorithm, and possibly use it in a project of your own. the included example program compresses a bitmap down to 12% its original size. the module was written in a day and debugged in two (debug + getting rid of STL reliance) - resulting in a clean, concise library of only 8.1 kb. only one function call is required to compress or decompress data. source code is included. CompressionModule http://binarydemons.com/~strike/files/compmod.zip
  15. Strike posted a post in a topic in Artwork Showcase
    nah bro, i wanted to ask that question before i even posted this.. every damn thread is authored or replied to by little kiddies with a cracked copy of photoshop. i thought myg0t was home to coders, not graphix panzies with attitude probs. if you think you're so l33t, prove it :sleep2:
  16. Strike posted a post in a topic in Artwork Showcase
    :fawkd: i dont play fighters.. wasnt even my choice to make it.. some *** was the design lead, i was tech lead. he designed a piece of shit and it was my job to head the production of it. hey its a lot cooler than a lame photoshop sig which is all ive seen on this forum so far. do any of you tards actually code?
  17. sup nigs, this is my second post. i was working on a game engine based on the [now obsolete] game Jedi Knight dark forces 2. for a research project assignment, i implemented pathplanning into this engine. http://binarydemons.com/~strike/files/se.zip (1.5 meg) edit: note that the baked lighting is a little ugly; sorry about that
  18. Strike posted a post in a topic in Artwork Showcase
    sup nigs, this is my first time posting. check out this gameplay vid of my final project game for full sail. we were the smallest group out of five teams (with four members including myself), but unfortunately i ended up doing most of the work; i wrote 73% of the source code over a two and a half month development cycle. note: i'm player1 on the left getting owned by the AI http://binarydemons.com/~strike/files/beatdown_gameplay.wmv