trihexsoftware.blogspot.com trihexsoftware.blogspot.com

trihexsoftware.blogspot.com

Trihex Software

Saturday, November 9, 2013. While there is a good amount of potential in this system and I will probably use it in a future game, it didn't quite fit with the Rogue-like direction of 1000 ********. It took the player out of the ******* screen and was pretty complicated. So I went on a hunt as to how other Rogue-like games, and. Specifically Rouge itself, handled combat. This gave me some excellent inspiration for the new combat system. Debug view showing range of the bow weapon. Saturday, October 19, 2013.

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Trihex Software | trihexsoftware.blogspot.com Reviews
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Saturday, November 9, 2013. While there is a good amount of potential in this system and I will probably use it in a future game, it didn't quite fit with the Rogue-like direction of 1000 ********. It took the player out of the ******* screen and was pretty complicated. So I went on a hunt as to how other Rogue-like games, and. Specifically Rouge itself, handled combat. This gave me some excellent inspiration for the new combat system. Debug view showing range of the bow weapon. Saturday, October 19, 2013.
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1 trihex software
2 combat system
3 equipping the bow
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trihex software,combat system,equipping the bow,posted by,eric armstrong,email this,blogthis,share to twitter,share to facebook,share to pinterest,game dev,game development,gaming,indie gaming,indiedb,pc gaming,retro gaming,rogue like,torque 2d,********
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Trihex Software | trihexsoftware.blogspot.com Reviews

https://trihexsoftware.blogspot.com

Saturday, November 9, 2013. While there is a good amount of potential in this system and I will probably use it in a future game, it didn't quite fit with the Rogue-like direction of 1000 ********. It took the player out of the ******* screen and was pretty complicated. So I went on a hunt as to how other Rogue-like games, and. Specifically Rouge itself, handled combat. This gave me some excellent inspiration for the new combat system. Debug view showing range of the bow weapon. Saturday, October 19, 2013.

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trihexsoftware.blogspot.com trihexsoftware.blogspot.com
1

Trihex Software: September 2013

http://www.trihexsoftware.blogspot.com/2013_09_01_archive.html

Saturday, September 28, 2013. Shadow and Light Part II. At the end of part I we had the shadows moving with the player, and more or less conforming to the space and shape of the walls, but as the player moved toward the end of the screen, the shadows would completely disappear. 1 Convert the AABB of the current scene render state to an OOBB. 2 Calculate the inverse of that OOBB using the batch transform of the composite sprite object that is the shadow map. 3 Convert that inverse OOBB to an AABB. So for ...

2

Trihex Software: Inventory: 1000 Dungeons

http://www.trihexsoftware.blogspot.com/2013/09/inventory-1000-dungeons.html

Friday, September 20, 2013. In the time since the last update, we have completed work on the inventory and equipping screen as well as implemented a mini map to help you navigate the dungeons throughout the worlds. You can see the inventory screen here:. The other major addition has been a mini map. You can see an example screen shot here:. Subscribe to: Post Comments (Atom). We can provide solutions using Java, C#, C/C , HTML, JSP, JavaScript, CSS, Spring MVC, GWT, Ajax, and more.

3

Trihex Software: Combat System; 1000 Dungeons

http://www.trihexsoftware.blogspot.com/2013/10/combat-system-1000-dungeons.html

Saturday, October 19, 2013. Combat System; 1000 Dungeons. I think the new system will make the game a better and a more fun experience for the player. It provides a more cohesive experience with less screens and less things to manage while still giving the player a lot of tactical decisions and interesting things to discover and explore. Subscribe to: Post Comments (Atom). We can provide solutions using Java, C#, C/C , HTML, JSP, JavaScript, CSS, Spring MVC, GWT, Ajax, and more. View my complete profile.

4

Trihex Software: October 2013

http://www.trihexsoftware.blogspot.com/2013_10_01_archive.html

Saturday, October 19, 2013. Combat System; 1000 Dungeons. I think the new system will make the game a better and a more fun experience for the player. It provides a more cohesive experience with less screens and less things to manage while still giving the player a lot of tactical decisions and interesting things to discover and explore. Subscribe to: Posts (Atom). We can provide solutions using Java, C#, C/C , HTML, JSP, JavaScript, CSS, Spring MVC, GWT, Ajax, and more. View my complete profile.

5

Trihex Software: November 2013

http://www.trihexsoftware.blogspot.com/2013_11_01_archive.html

Saturday, November 9, 2013. While there is a good amount of potential in this system and I will probably use it in a future game, it didn't quite fit with the Rogue-like direction of 1000 Dungeons. It took the player out of the dungeon screen and was pretty complicated. So I went on a hunt as to how other Rogue-like games, and. Specifically Rouge itself, handled combat. This gave me some excellent inspiration for the new combat system. Debug view showing range of the bow weapon. Subscribe to: Posts (Atom).

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Saturday, November 9, 2013. While there is a good amount of potential in this system and I will probably use it in a future game, it didn't quite fit with the Rogue-like direction of 1000 Dungeons. It took the player out of the dungeon screen and was pretty complicated. So I went on a hunt as to how other Rogue-like games, and. Specifically Rouge itself, handled combat. This gave me some excellent inspiration for the new combat system. Debug view showing range of the bow weapon. Saturday, October 19, 2013.

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