Its that time again where I need help testing to make sure things are relatively stable and ready to be released. I know the editor is still missing a huge amount, but it'd be better to release now and make an update in a week or two instead of holding off even longer. At least its functional (hopefully). I still have to make a few final changes to it to make it at least presentable, but don't let that stop you from reporting any issues.
Ah crap, that is because I messed with the maps and never fixed them. I think I will just have to re-open the maps and save them to get it working. I'll do that once I put in a save button in the map editor.
Sorry, got a little side-tracked with emails. All better now.
Alright back to testing. Ill compile a list of anything I find for tomorrow morning. Thanks for all the hard work Spodi. Watching the rate you commit things is mind boggling because I can actually see the 6 to 7 hour gaps when you sleep xD
Wish I could be more help as a programmer but this engine rapes my mind trying to figure it out. All I can do is "tweaks" if you know what I mean.
Thanks for getting on that, Ellimist. ![]()
Yeah, I have been spending waayy too much time working on NetGore lately. It is pretty much the only thing I have done this past week or two. I think I have been averaging around 10 hours a day. Turns out I'll be graduating from college sooner than I anticipated, and NetGore is really something I want "done" before I go job hunting, so its going to be a very busy next two months. -.-
Also, "tweaks" is exactly what will be needed for the editor. It should be relatively simple to work with that since the Tool object handles most of the work. So I recommend checking out playing with that, since the editor is also by far the best place to help out and easiest place to get started.
~THIS POST RESERVED FOR OBSERVATION AND BUGS~
- Collision when jumping below terrain does not work. Player warps through the terrain or gets stuck in the middle.
- The sword still doesn't mount onto the players hand
Whoops. That was a side-effect of me fixing the auto-walls. Turned them all into platforms like they were intended to be. Guess I'll just throw them back into being walls.
Not a bug, just something I never got around to and never really felt like doing.
Im sure i'll find more bugs once I start developing something with the engine. So do you mean your not going to finish the weapon mounting? I figured it would just be a extra limb that causes a change in the animation set used.
I might, or might not. It really shouldn't matter, though, unless you just plan on only using the paper-doll layers the DemoGame provides and use nothing but humanoid creatures in your game. Reason I never added it was because you'll probably want to add an extra joint onto the skeleton to specify what direction the weapon should face so you can actually swing it from your wrists instead just having an elbow like they have now. Then there is the issue of different weapons should be held differently. So I just decided screw it.
Should clarify that it doesn't require anything new feature-wise. Its just another paper-doll layer. If you are using skeletonal animations, you're going to be working with this a ton, so adding the weapons will hardly be difficult.
Just closed the second to last issue marked NextVersion. Delaying the sound issue since its not "that" big of a deal. So its now just a matter of running through things to make sure they function properly. Once I am satisfied with how much testing has been put into the stability, I'll release it. Then I can get back to working on new stuff.
I'd offer to help but first imma check out the version that is currently out and see if I can figure this out yay for being a C# Newbie =)
We have enlisted a professional animator to create full animation sets for many different weapon styles. So we basically planned to use the humanoid for the main character and then have regular frame by frame animations for all our creatures.
For now though it doesn't really matter since the player is involved very little in the combat of our game.
Well, I think I'm done with my own testing. I'll probably release tomorrow. Would be great if you guys could still help out with testing until then, though. Sucks when I make a release and there turns out to be some obvious and major bug.
haven't noticed anything major.
Really im sure the main debugging will be after the "final" release when people start serious development on stuff.
And its finally out.
I think I need a break...
Alright time for some testing. Going to do a checkout from scratch still getting no animations or collision. The characters just kinda fall into the water and do not display walking animation. Also cannot jump. Can attack.
Yeh still happening