gbadev.org Forum Index gbadev.org
gbadev forum
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

XCom DS
Goto page Previous  1, 2, 3, ... 12, 13, 14  Next
 
Post new topic   This topic is locked: you cannot edit posts or make replies.    gbadev.org Forum Index -> DS homebrew announcements
View previous topic :: View next topic  
Author Message
ethoscapade



Joined: 28 Jun 2005
Posts: 121

PostPosted: Sat Jun 23, 2007 3:54 pm    Post subject: Reply with quote

looks like you'll have to tighten up the UI a tiny tiny bit.
Back to top
View user's profile Send private message
DrDerekDoctors



Joined: 25 Jun 2007
Posts: 6
Location: Stratford Upon Avon, UK

PostPosted: Mon Jun 25, 2007 7:07 pm    Post subject: Reply with quote

I suppose you have two options, but both of them will mean making the buttons a smidge small and compromising certain bits a tad.

http://www.drderekdoctors.com/xcom_shrunk.png

There's a couple of mocks above the original one.
Back to top
View user's profile Send private message Visit poster's website AIM Address MSN Messenger
blue_knight



Joined: 05 Jun 2007
Posts: 34

PostPosted: Mon Jun 25, 2007 8:01 pm    Post subject: Reply with quote

I already solved it on my end, I left the buttons alone, shifted the whole thing to the left. Then I resized the weapon window slightly - the original weapon art should still fit. At the bottom there will be 2 small buttons: L/R for either hand so you can select which weapon hand you are looking at. I'll just default it to the hand with the primary weapon - alot of weapons are two handed and even when they are not the primary weapon is used most of the time. So you'll rarely have to switch to use grenades or other off-hand equipment. The resizing of the weapon window is done in the program after loading it so the original data is still used.

Thanks for the suggestions and mockups though, I appreciate the effort :)

I'll post a screenshot later.
Back to top
View user's profile Send private message
blue_knight



Joined: 05 Jun 2007
Posts: 34

PostPosted: Tue Jun 26, 2007 7:13 am    Post subject: Reply with quote

Here are some screenshots of the tweaked UI. I'm still working on getting the agents/aliens working so I haven't quite finished it yet - I'm still going to add the L/R buttons at the bottom of the weapon window and of course all the agent stats once they're done.

[Images not permitted - Click here to view it][Images not permitted - Click here to view it]
Back to top
View user's profile Send private message
Mrshlee



Joined: 27 Jan 2006
Posts: 284
Location: Radelaide, Australia

PostPosted: Tue Jun 26, 2007 12:09 pm    Post subject: Reply with quote

Excellent work.. I've been watching this project for awhile but sadly couldn't be much help.
_________________
MrShlee.com
Projects
Dev-Scene
MyTechpedia
Back to top
View user's profile Send private message Visit poster's website
needlesmcgirk



Joined: 26 Jun 2007
Posts: 24

PostPosted: Tue Jun 26, 2007 3:32 pm    Post subject: Reply with quote

Holy crap this is so amazing! Good freaking work on this! I can't wait to play X-com on my DS. Keep the updates coming and again excellent work!
Back to top
View user's profile Send private message
Reppa



Joined: 04 Oct 2006
Posts: 7

PostPosted: Tue Jun 26, 2007 6:25 pm    Post subject: Reply with quote

Blue Knight you do a really great job, i'm so excitting by testing a version when you release it :D
Back to top
View user's profile Send private message
LoTekK



Joined: 15 May 2007
Posts: 17
Location: Singapore

PostPosted: Tue Jun 26, 2007 8:30 pm    Post subject: Reply with quote

This certainly puts a smile on my face. :D X-Com proper on the DS would be fantastic, especially since the interface would transfer over quite nicely for the most part.

I'm working on an XCom-style game myself, though I'll be going the FF Tactics route and using 3D for the terrain and environment, and sprites for the characters. Though to be fair, I haven't really started looking for a programmer yet, mainly focusing on the art assets and game mechanics design for now.

Definitely looking forward to seeing this project progress. :)

Shtroodle, Reppa's right, XCom works in dosbox, and there's also a win95 version that runs in XP with a patch (get it from Home of the Underdogs).
Back to top
View user's profile Send private message Visit poster's website MSN Messenger
thebawp



Joined: 29 May 2006
Posts: 20
Location: Preston, UK

PostPosted: Wed Jun 27, 2007 3:34 pm    Post subject: Reply with quote

Love, love, love X-Com, it is probably one of my all time favourite games. To see and play it on the DS would be amazing. If you need anyone to beta test, sign me up, my programming knowledge is zilch, but I'd love to help in whatever way possible.
Back to top
View user's profile Send private message Visit poster's website
blue_knight



Joined: 05 Jun 2007
Posts: 34

PostPosted: Mon Jul 02, 2007 8:40 am    Post subject: Reply with quote

Another Update:
I just recently finished the entity rendering system. The problem I ran into is that many entities in XCom (all the agents and many of the aliens) are made up of many individual sprites including individual arms, legs, several torso varieties, etc. Then there is a version of each of these for each of 8 directions and for many frames of animation for each of those directions. Obviously this can yield 100's of individual sprites just for xcom agents (for one set of armor) not couting having to store multiple types of aliens, civilians, etc. Now in the original RLE-like format this is only a couple of kilobytes of data but stored as individual sprites it takes up considerably more [even using my current atlasing system]...

So I wrote another system where the RLE-like image data is stored in memory and when entities need to be updated they are rasterized (by the CPU) into a VRAM cache (part of an atlas texture) which is used to render the sprites as single quads in the proper rendering order. Since I store enough space in the cache for all the sprites in the level, I only need to rasterize the current moving sprite and update that small part of the texture on any frame which has very little effect on the framerate.

At any rate this system will handle all the entities: agents, aliens, civilians, etc. So now that is out of the way and I've started working on the gameplay: selecting agents, turning them, crouching, etc. Soon I should have them running around fighting aliens :)

[Images not permitted - Click here to view it][Images not permitted - Click here to view it][Images not permitted - Click here to view it]
Back to top
View user's profile Send private message
needlesmcgirk



Joined: 26 Jun 2007
Posts: 24

PostPosted: Mon Jul 02, 2007 3:50 pm    Post subject: Reply with quote

I'm getting very excited about this. I can't wait to play this game again! I would love to help beta test this when you're ready to release this.
Back to top
View user's profile Send private message
tepples
Moderator & FAQ maintainer


Joined: 06 Jan 2003
Posts: 12187
Location: Fort Wayne, Indiana, USA

PostPosted: Tue Jul 03, 2007 10:38 pm    Post subject: Reply with quote

Wasn't X.com a net-bank that got bought out by PayPal (which in turn got bought out by eBay)?
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
Back to top
View user's profile Send private message Send e-mail Visit poster's website AIM Address Yahoo Messenger
blue_knight



Joined: 05 Jun 2007
Posts: 34

PostPosted: Sun Jul 08, 2007 8:12 am    Post subject: Reply with quote

Lately I've been working on tasks such as fonts, strings and other UI stuff. In addition the quad renderer now supports color tinting (used already to change font color) which will be used for fog of war and lighting. In addition all the agents have their proper stats and names in the mission. When you select an agent you get most of the UI readout as shown in the screenshots. Now I'm working on movement (agents, aliens and civilians). You can already crouch and change facing, I'm working on the actual movement across the map.

[Images not permitted - Click here to view it][Images not permitted - Click here to view it]
Back to top
View user's profile Send private message
Reppa



Joined: 04 Oct 2006
Posts: 7

PostPosted: Sun Jul 08, 2007 4:25 pm    Post subject: Reply with quote

Latest screenshoot are really good, gfx are terrible :D
Back to top
View user's profile Send private message
jester



Joined: 06 Feb 2006
Posts: 495

PostPosted: Sun Jul 08, 2007 4:25 pm    Post subject: Reply with quote

Xcom what type of game is this? e.g. Sport
_________________
If anyone needs a dragonball online email me @ aaronthejester@hotmail.com
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   This topic is locked: you cannot edit posts or make replies.    gbadev.org Forum Index -> DS homebrew announcements All times are GMT + 1 Hour
Goto page Previous  1, 2, 3, ... 12, 13, 14  Next
Page 2 of 14

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group