Search found 41 matches
- Fri Nov 17, 2006 11:33 am
- Forum: Gameplay
- Topic: HUD and Mouse Control for cockpit manipulations
- Replies: 17
- Views: 33160
More modern casual gamer vertical scrollers actually don't waste any keyboards anymore (they support it, but the mouse is normally what's mentioned as main control option). PC users have a mouse with 2 buttons. What's needed more to move a ship left and right, back and front and fire 2 weapons? :) A...
- Thu Nov 16, 2006 7:04 pm
- Forum: Gameplay
- Topic: HUD and Mouse Control for cockpit manipulations
- Replies: 17
- Views: 33160
I generally like this idea, because this is to some point similar to how Nanostray on Nintendo DS works (with touch to change weapon etc). The main problem I am seeing is the "interaction" with the HUD: If LMB (and most likely RMB) are used to fire, how should the interaction actually be done? One w...
- Thu Nov 16, 2006 6:53 pm
- Forum: Gameplay
- Topic: Bounty hunter
- Replies: 7
- Views: 18179
Another thing which could theoretically be added to make the bounty hunter idea more interesting: Famous bounty hunters get their pro and cons. For example, shops could for example sell them things a little cheaper. Or there are special missions you only get with a given "fame" level. On the other s...
- Thu Nov 16, 2006 10:37 am
- Forum: Gameplay
- Topic: Ship attributes
- Replies: 21
- Views: 37587
Good ideas Contains most of what I've thought of so far. The only additions I've currently: Weapons: Ships have 2 types of weapons, one are energy weapons (meant for general usage) and special weapons (rockets, smart bombs, mines, ... with restricted ammo). Depending on the ship model used, the numb...
- Mon Nov 13, 2006 2:34 pm
- Forum: General Discussion
- Topic: Orxonox Commercial
- Replies: 8
- Views: 19307
I agree, a community is the fuel of a project, if the project is able to give the community something back (at best something playable). Thats mainly why I posted, as a community around something that does not give anything back currently can be the end of a project. But you made clear, that it is t...
- Sun Nov 12, 2006 1:47 pm
- Forum: General Discussion
- Topic: Orxonox Commercial
- Replies: 8
- Views: 19307
I didn't want to say that the people are not motivated. I think it's exactly vice versa :-) nor do I believe that the red line is a dream or unreachable, technically wise. The point I actually meant was: There are currently no gameplay elements defined. There are ideas and a red line, but ideas do n...
- Sat Nov 11, 2006 11:03 pm
- Forum: General Discussion
- Topic: Orxonox Commercial
- Replies: 8
- Views: 19307
I think we should better first have something to promote before we break our head how we promote it. Might be that it is only me, but this semester's project is highly "undefined" currently. And so far there hasn't been any general talk on the ideas and inputs (although I'm surely going to start tha...
- Fri Nov 10, 2006 12:07 am
- Forum: Framework Development
- Topic: Orxonox Installers
- Replies: 6
- Views: 17434
- Fri Nov 03, 2006 8:59 am
- Forum: Framework Development
- Topic: Windows Maintainer
- Replies: 13
- Views: 24700
- Fri Nov 03, 2006 7:00 am
- Forum: Framework Development
- Topic: Windows Maintainer
- Replies: 13
- Views: 24700
I am interested in this task, as I am extremely annoyed of the impossibility of building Orxonox on my Windows system. I've spent about 10 hours trying different approaches like msys, DevC++, Code::Blocks, always using the current GCC (i.e. 3.4.2), but to no avail yet. I have Visual C++ Pro 2005, wh...
- Sun Oct 29, 2006 5:41 pm
- Forum: SVN, Wiki, Forum
- Topic: Corrected forum typos
- Replies: 8
- Views: 19325
So I'm the first of this years PPSers posting here? :-) If you intend to fix some errors: The SVN links mentioned on the page are broken on 99% of all cases (which resulted quite some time wasted when trying to get the sources): 1. Either they specify http s ://svn... instead of http:/svn... - with ...