What is the most complex thing you have seen done in DreamMaker/DreamSeeker.
I would have to say its OFD's RoyalNonesuchEngine.
ID:187230
![]() Jan 17 2005, 1:31 pm
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![]() Jan 17 2005, 1:35 pm
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Agreed, that was pretty amazing.
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Smoko wrote:
I would have to say its OFD's RoyalNonesuchEngine. TRN isn't that complex. I'd say that wave demo OneFishDown was pretty cool/complex. Lummox JR's multiplatform map demo was pretty complex as well. |
I would have to say that http://www.pages.drexel.edu/~rrm322/TRNRPG.zip by OneFishDown is really, really amazing.
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I'd have to say stuff like dmifonts and shadowdark's sdtext. I don't know why, but that stuff just seems so advanced to me.
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Wizkidd0123 wrote:
I would have to say that http://www.pages.drexel.edu/~rrm322/TRNRPG.zip by OneFishDown is really, really amazing. That is awsome. Kunark wrote: I'd have to say stuff like dmifonts and shadowdark's sdtext. I don't know why, but that stuff jsut seems so advanced to me. They are pretty advanced. I would say G-Text by Icklusive Entertainment is amazing too. |
Smoko wrote:
Wizkidd0123 wrote: I just checked out this G-Text and I'm not impressed. I did this same thing a very very long time ago, as have many other people. I'm sure the programming for G-Text is just an edit of some on-screen text proc they found floating around. Back on topic though, I'd have to say a demo for an equipment system OFD released awhile back was pretty nice. Unfortunately I don't have a link. I'm sure you could dig it up on the forums though. |
Well, I never bothered to learn how to do it, so it baffles me as I look through the libraries on the text on-screen.
That's right up there with me with pathfinding and random maze generation :P |
Kunark wrote:
That's right up there with me with pathfinding and random maze generation :P Check out some GameDev.net Articles on A* Pathfinding. It'll take you an hour or two tops to learn A*. |
Check out some GameDev.net Articles on A* Pathfinding. It'll take you an hour or two tops to learn A*. Yeah A* is a lot simpler than in initially sounds. My first A* pathfinder implementation took roughly half an hour to do. |
Instead of being a full 360 it's more of a 16 direction iso game, camera turning is a full 360 though, but the lag has cleared up quite a bit and the game itself is not that intensive. I still prefer TRN1. It is very shiny. :')
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I would say that Exadv1's console simulation game amazed me quite a bit. It inspired me to make a small scripting language into my next game to make quests for a LIVE! Team. I'd also say that Lummox's SwapMaps library is rather nice.
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GoodDoggyTreat wrote:
I would say that Exadv1's console simulation game amazed me quite a bit. It inspired me to make a small scripting language into my next game to make quests for a LIVE! Team. I'd also say that Lummox's SwapMaps library is rather nice. I've been able to look around "CPU", and it rocks ultra-time. |