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Adventures in Game Development Chapter 16 Part 1

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Uploaded by on Apr 20, 2009

Part 0 - http://www.youtube.com/watch?v=Pbnhn-mxLwc
Part 1 - http://www.youtube.com/watch?v=86opbifKoMo
Part 2 - http://www.youtube.com/watch?v=PZLL-a_XyfM

After months of hearing you guys bitch about lack of updates, the long awaited Chapter 16 is here!

Marcel participated in the North Alabama Science fair. He entered his level editor as "An Iterative Approach to Software Development." Lets just say that he won a very large amount of awards. He also won an award from the state competition and will be flying to Reno to participate in the international fair.

The game development focus of this video is the NPC system. It was essential to get this crap done for several reasons. The first being that it's one of the only remaining things left in the engine unfinished. The second because the enemies in the battle system use the same logic (before a battle is envoked).

In other news the Battle System and a few other surprises that I refuse to show off are coming along nicely. Due to almost a total lack of art, I don't want to show these off just yet. If you think that you have what it takes to join us as a pixel/2D artist for either tiles or characters (all positions are open), please join our forums at http://elysianshadows.com and personal message a team member.

Oh, there was also a rather large site update. Go check that out. Join the forums and join us in IRC at irc.freenode.net channel: #elysian_shadows.

If you donated for the camera and still haven't seen your request, it's coming. I have a list of you. :D

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Uploader Comments (GyroVorbis)

  • I'm really confused. Why the fuck did Creed decide to make a special appearance at 5:38?

  • That was somebody on AIM messaging me. Their sound effect is that song.

  • Daaayum. That NPC queue is some slick shit. My NPCs are officially retarded next to yours.

    So when/how do you check for player-driven events, such as the player talking to the NPC? Is that per frame, or does the engine queue it up?

  • That's not quite done yet. I have decided that I will probably have a required function for every event the NPC can handle (ItemHit, PlayerTalk), that the engine calls when the event happens. This way Lua doesn't have to do any sort of slow ass polling, and that function in the script can queue up whatever sort of response action is necessary. I have decided that making sure Lua DOESN'T poll events every frame is a high priority. That can get pretty slow... expect this on Chapter 17.

Top Comments

  • 1 shitload = 759... we should totally coin this.

  • > Female programmer

    Luckyyyyyyy!

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All Comments (67)

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  • like this comment if your compiler of choice is Code::Blocks because of the pretty colors!

  • #define shitload 759

    no project goes without this line

  • does falco use visual c++ or dev c++?

  • @Sk8F4n hell no, Visual C++ is great. Especially the 2010, I love it.

  • Hehe in previous chapter i was like, Oh Noez no more Videos!? Oh Pew there we go^^

  • Are you guys going to include the map "The gay bar" or watever you made for that fag who was dissing you. Are you going to include that map into the game?

  • nerdy hot chicks are so much hotter than normal hot chicks.

  • I would rather not.

  • I attend the university and am starting my senior year of computer engineering next semester. I also work for a starting game development studio around here as an engine programmer. It's pretty damn hard to find time for this kind of stuff.

  • Oh boi, Lua in notepad++ :D

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