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[[File:NORDlogo.jpg|150px]] [[File:Server 2013-06-12 20-24-12-46.png|thumb|week10]][[File:Server 2013-06-12 20-31-39-63.png|thumb|death]] | [[File:NORDlogo.jpg|150px]] [[File:Server 2013-06-12 20-24-12-46.png|thumb|week10]][[File:Server 2013-06-12 20-31-39-63.png|thumb|death]] | ||
− | + | <html><iframe class="youtube-player" type="text/html" width="640" height="385" src="http://www.youtube.com/embed/UP8jaaK-HyI" allowfullscreen frameborder="0"> | |
+ | </iframe></html> | ||
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<html><iframe src="http://free.timeanddate.com/countdown/i3nhzsp3/n770/cf111/cm0/cu4/ct0/cs0/ca0/cr0/ss0/cac000/cpc000/pct/tc900/fs100/szw320/szh135/tatDemo%20Day/tac000/tptGG/tpc000/mac000/mpc000/iso2013-06-07T00:00:00" frameborder="0" width="320" height="135"></iframe></html> | <html><iframe src="http://free.timeanddate.com/countdown/i3nhzsp3/n770/cf111/cm0/cu4/ct0/cs0/ca0/cr0/ss0/cac000/cpc000/pct/tc900/fs100/szw320/szh135/tatDemo%20Day/tac000/tptGG/tpc000/mac000/mpc000/iso2013-06-07T00:00:00" frameborder="0" width="320" height="135"></iframe></html> | ||
=='''Info:'''== | =='''Info:'''== | ||
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=='''DOWNLOAD THE GAME:'''== | =='''DOWNLOAD THE GAME:'''== | ||
− | [http://cse125.ucsd.edu/cse125/2013/cse125g5/files/codexFinalXSetup.exe Codex Final Installer] | + | [http://cse125.ucsd.edu/cse125/2013/cse125g5/files/CodexSetupLAST.exe Codex Last Installer]<br> |
+ | <strike>[http://cse125.ucsd.edu/cse125/2013/cse125g5/files/codexFinalXSetup.exe Codex Final Installer]</strike><br> | ||
<strike>[http://cse125.ucsd.edu/cse125/2013/cse125g5/files/codexSetupFinal.exe Codex Installer]</strike> | <strike>[http://cse125.ucsd.edu/cse125/2013/cse125g5/files/codexSetupFinal.exe Codex Installer]</strike> | ||
Latest revision as of 18:19, 18 November 2014

Contents
Info:
DOWNLOAD THE GAME:
Codex Last Installer
Codex Final Installer
Codex Installer
Technical Feats:
- Found and fixed Networking Bug in SFML library
- Cross platform support
- Oriented Bounding Boxes / Quadtree for collisions
- Skeletal Animation
- Texture filtering
- Particle effects
- Dynamic light sources
Status Reports:
TODO:
Doable this week?
- defense buff
- balance debuffs, mana cost, movement, melee vs projectile , charge time
wall height and scaling- projectile changing side on gfx
- finalize map, make it dynamic
- sound fx
pick up weapon- switch weapon
- combine
- fire
- melee
- charge
- remove the old power up stuff
weapons go away after you drop, or some way to get around 2 weapons that get put in the same spot, can be solved by giveing small velocity and using gravity- weapon spawns (the basic attack should be random of the type 1 elements) (make sure like 10 don't spawn in the same spot. (Allen)
- get hit while charging disables the projectile (alvin)
- look for sounds SRS this is important EVERyonE can do this simultaneously, i'm taking the ones from FE right now lol
- shooting projectile (could be more specific to type (fire/thunder/ice))
- combining projectile
- get hit
- charging
debuffs [matthew will do over weekend]- slower when hit by ice etc
- CLEAN THE CODE. MOVE FUNCTIONS FROM HPP TO CPP
- score screen (bowen)
game logic and respawningmeleeobject pooling for weaponfist and weaponfirecannot do stuff on death- sound for charging (should stop when stop charging)(alvin)
rotate projectiles bounding box (matthew)- 2 bounding box for player (matthew)
soon
HUD (bowen)- get images in HUD (bowen and khanh)
- aimer, like magic circle (bowen and khanh)
- pick up weapon feed back (should tell you what you can pick up) (bowen)
- knowing which weapon is equipped, which one can be switched to (bowen and matt c?)
- currently charged spell
- charge timer visualization (how much time left to charge, and what next spell will be)
- multiple animations for attack\
- particles
- crouch
- animation for walls
later
- clocks to ticks
- associate z with depth and y with height
Graphics
- animations
- transformation feedback
- advanced shader staff
- put buffers into buffer class
- rotations of player does not match (if player is looking at you, you see their side)
known issues
- input, cant press 2 buttons sometimes
- lag when charging
- drop your first staff of fire, is unable to render because that weapon (originally on player) was not in entities