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This is a discussion on PSP Dungeons: Assault Run - 3D Editor within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; Any chance of having a built in scripting language to allow more dynamic maps?...
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#512 |
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Well i guess i have to liven up this party
![]() so as i said a few weeks ago, im taking a break from my main mod. but in this time a made a smaller mod that is more fun than you would think. so here it is ![]() Download:http://www.sendspace.com/file/ym55zi ~enjoy Charnold, do you have any plans on putting this onto the ps3 threw BD-J? it was a random though because they got an emulator to work. I personally hope they will make a psp emu for the ps3 BD-J Last edited by BTR711; 08-20-2008 at 02:00 PM.. |
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#513 |
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That's actually a pretty good idea for a map you've got there. Pretty nifty indeed. Unfortunately, I didn't get too far in it, as when I got to the part with the walkways over the large pit (in your second screenshot), I managed to accidentally fall in. And once you're down there, there's no way to get out without completely starting over again. I'd suggest, if possible, some sort of stairway or something to get back out on the starting side again. Also, the walkway on the right as you're progressing through the level... There's a little problem I noticed...
![]() I'm sorry, it may just be my probably non-existent OCD kicking in, but with everything else set up to be nice and square and work perfectly with the textures and all... That kinda stands out. And I just want to kinda... Nudge it to the side a bit, to make it line up correctly... Just a bit, you know... Yeah... Nudge it... DAMN THAT OCD. Anyways. I did notice something interesting, though. When the enemy that was standing on the walkway decided to walk right off the side of it, and fell down into the pit, he kept shooting at me. Well, kinda. His shots were going in my direction... He just wasn't shooting them UP at me. Just kept on shoot straight forward. Which may have worked if I was on the same level. But I wasn't. So I'm gonna guess that that's more of an AI bug, than anything else. Well, I should probably actually do more work on my level. Cause I know everyone loves Megaman Legends. And stuff. Yes. |
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#514 | |
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hurry up and finish! i wana play some1 else's game, and not just my own! |
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#515 | |
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![]() Some general stats on my map, so far, though... Compiled map size: 2,093 KB Total Data folder size: 5.32 MB Number of unique textures: 75 Replaced sounds: 1 Total map area size: Well, pictures speak better. ![]() ![]() So yeah. Work is progressing. Slowly, but it is. Just hope the engine isn't dead... |
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#517 |
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BetaSword,
You can create working ramps, you just have to make them with a low angle (Less than 45° maybe 15° or 30° Try with a test map) I've used one in the entrance of the temple. and i don't know if there is a relation with the angle limitation for the weapons shots ? Last edited by Frack; 08-29-2008 at 12:57 PM.. |
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#518 | |
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well im sorry to say this (if you didnt know) charnold is not working on anything new ATM.
[Release] Dungeons Engine 2 Sourcecode Quote:
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#519 |
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No, no, no no!
![]() This project has such potential. It can't be left now. I had some really great ideas for it too. -----Emotional Part of Post Over----- Okay, so we need to find another developer (or even better, developers) who would like to continue this project. I can't code for PSP or Windows/Mac so even though I'd love to continue this, I simply can't. However, I'd hapily be a project manager and deal with the non-coding side of things. Any of you guys got the skills and experience to take this on? I really don't see why Charnold didn't recruit a team and went at this alone in the first place. I'm working on another project at the moment (web-related) which has been saved by simply putting together a community and getting 2 or 3 people to help out (non-developers). I really don't see why we can't do the same with this project. It's simple, we put together a nice site with forums (I can handle that), get an article on the frontpage of pspupdates (announcing a change of direction etc of the project) and route all interested traffic to the site. Then, while the community is building up, we put posts requesting a developer on every psp development forum we can find. It's completely fool proof It's purely an idea but if any of you guys are interested in doing something like that and starting up a team to keep this project going and promote it, let me know. As always, James |
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#520 | |||
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Argh, well, looks like I'll have to make due with what I've got then... Well, I've been able to make a pretty decent amount of stuff so far without those features, so hopefully I'll be able to actually finish it, without getting horribly sidetracked away to something completely different. |
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#521 | |
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![]() id be happy to join you with contining on with this. + im trying to learn how to code + i have a friend that knows how to code some im gona try to get him to join + im an idea person lol
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#526 | |
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Hey again,
It's great you guys are enthusiastic about this. I'll make somewhat of a start when I can (slightly busy atm) and I'll post any progress here. Quote:
JamesX |
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| Tags |
| assault , dungeons , editor , engine , glew , homebrew , openal , opengl , psp , run , sdl , wxwidgets |
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