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Making a great retro game. Episode 67: Skeletons, scene skip and science!

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Uploaded by on Sep 29, 2010

AI work and such... We still aren't done yet and we still aren't caught up with the videos, but we are getting there.

Signed,
William A. McDonald

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Uploader Comments (RunandGunPictures)

  • Where's episode 68!? Where's KQ? Did the team run out of Rockstar?

  • @giftinteractive I have had the flu for the past 4 days... More are coming.

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All Comments (13)

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  • @giftinteractive Nope.  We bought the platformer starter kit and have been building that up. The PSK uses Torque X's default physics engine. Too many things would have to be re-programmed if we switched to Farseer.

  • @LoneBoco Are you using farseer in KQ?

  • @Frod We haven't gotten a solution yet as I am just finishing up the wizard AI. I will be working on the archers next.

  • @tehepicasian Yes, there is a physics engine in the game. The issue is determining what angle and force to fire the arrow at in order for it to hit the Kobold.

    The baby exists inside the level as its own object; however, when a Kobold touches it, the baby disappears and it tells the Kobold to use special baby-carrying textures. So, there is a run texture and a run with baby texture. This was the easiest solution as I don't have to worry about mounting the baby and animating it.

  • @GODTECK As a hobby.. Game Programming mainly in Visual C++, though I'm not as active as I would like to be. For work I occasionally do some programming in Extra! and VBA.

  • @Frod what kind of programming do you do?

  • About the Archer: Don't you have a physics engine in the game? Couldn't you give the arrow a force, and let the physics engine take care of it?

    Question: Is the baby a part of the Kobold's sprite? Or is it attached to a running Kobold sprite?

    Can't wait for a new update!:D

  • KQ is sure looking fun, it looks like its time to get it into playtest. Maybe not then, but probably now.

  • @RunandGunPictures that sucks - don't stress yourself out making science!

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