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Hijacked Thread: [Idea] Destructible Walls
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MJR
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PostPosted: Sun Aug 28, 2005 9:17 am
   Subject: Hijacked Thread: [Idea] Destructible Walls
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I got this idea a few days ago. Just thought about destructible objects and this came into my mind. I think destructible walls are possible, I just don't know how to do this. Possibly being destructible only by some weapons/ammo types (walls are alot bigger than objects)? Oh, and one more thing. I don't need this. Just got this idea.
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PostPosted: Mon Aug 29, 2005 3:15 am
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U havn't played Catacombs 3D hav ya? It was made by iD before Wolf3D, and featured destructable walls. I've always thought it was a good feature, but neva cud think how to go about doin it.
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PostPosted: Mon Aug 29, 2005 5:00 am
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I'll just say one thing: It's being used as I type..... Evil or Very Mad

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PostPosted: Tue Aug 30, 2005 1:50 am
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You'll see them in Helvete, too! I won't give you any other spoiler until I take a screenshot! It won't be a "normal" wall destruction!!! Too Cool
MJR
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PostPosted: Tue Aug 30, 2005 5:37 am
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Shocked And I thought this was a new idea...
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PostPosted: Tue Aug 30, 2005 6:36 pm
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Yeah, I'd actually come up with this idea myself too - about one or two years ago. I *still* don't have the C-related skill to do it (not even close, really). Actually, I think such walls would work best if they were 3-dimensional objects. If you want a wall to crumble away rather than jump from being intact to completely destroyed, and you use a simple solid wall, you'll see the wall crumbling away in all four angles at once! Shocked

Anyway, my idea was having the wall being a collection of rocks barring your way. Only one weapon could clear the way - a drill. Of course, whether or not you use such an approach, the choice is yours. Just pitching in my idea. Smile
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PostPosted: Wed Aug 31, 2005 1:42 am
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The main idea is even easier than you think! You have to set "tilemap[tilex][tiley] = 0", and "MAPSPOT(tilex,tiley,0) = floor", where "floor" is a floor code (the ones you see in Mapedit or other map editors). This way you shouldn't see that wall. I've said this is the MAIN idea, because the wall will disappear without leaving explosions or what else. If you want to make the animation better, you'd rather spawn a new sprite at (tilex;tiley) with the explosion animation. If you want to be more realistic, you can spawn a "floor patch" with the "hole" made by the explosion.

This isn't all you can do, but this is a quite complete idea! Wink
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PostPosted: Wed Aug 31, 2005 5:10 am
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TexZK wrote:
the wall will disappear without leaving explosions or what else. If you want to make the animation better, you'd rather spawn a new sprite at (tilex;tiley) with the explosion animation. If you want to be more realistic, you can spawn a "floor patch" with the "hole" made by the explosion.

This isn't all you can do, but this is a quite complete idea! Wink

I thought of that a bit, too. Anyway, I'm not a good coder (I know only the basics of C, a bit more of C++) so that's why I posted this as an idea.
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PostPosted: Tue Sep 06, 2005 10:16 pm
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Erm... You can count on this feature being in Monster Bash 3D...
I don't care who else uses it, the feature was sort of in the original Monster Bash, and it will be in MBASH3D, too. Razz
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PostPosted: Wed Sep 07, 2005 7:36 pm
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OT - The more I read about your Monster Bash 3-D, the more I want to Beta-test it. Cheesy Grin I have to wait until my better computer is back home, though. Sad When it is though, I'll shoot you an E-Mail and let you know I'm ready to try it out for you. Party
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PostPosted: Thu Sep 08, 2005 2:05 am
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Tricob wrote:
OT - The more I read about your Monster Bash 3-D, the more I want to Beta-test it. Cheesy Grin I have to wait until my better computer is back home, though. Sad When it is though, I'll shoot you an E-Mail and let you know I'm ready to try it out for you. Party


That's good to hear, considering nobody else seems very interested anymore. Cheesy Grin
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PostPosted: Thu Sep 08, 2005 8:59 am
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I'm certainly interested. The lack of news is probably why you think no one is interested anymore. If there's no news for people to talk about, then noone talks about it. It becomes one of those "whatever happened to" sorts of things later on where you're like "yes I'm still working on it."

If that fails to make any sense, ignore it and instead pay attention to only the first sentence.

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PostPosted: Thu Sep 08, 2005 10:06 am
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There's a lot of people intersested, but forgive us if we don't talk about Monster Bash 3-d 24/7 Mr Green

Anway, what Commodore said is probably true. Some new updates are the only way to get people talking about your game, but this can compromise some of the fun factor that is gained through surprise. But then you might not get so many people playing your game as they wouldn't bother to download it, not really knowing why they should waste their time... an interesting double-edged sword...

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PostPosted: Thu Sep 08, 2005 11:36 am
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Just nobody (exept for Tricob Very Happy ) wanted to beta-test.
We haven't been releasing news or screenshots because the game is actually near completion. (about time, the project started over a year ago)
The game has evolved quite a bit, so we need to have some surprise for the final game.
I must say I am a bit nervous about the final version.
I'd hate for people to be dissapointed, or even overlook the blood sweat and tears put into this project,
so please forgive my impatience.

- Ryan
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PostPosted: Thu Sep 08, 2005 8:01 pm
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OT - Re: Monster Bash beta-testing. Well, it turns out I'll only be able to test the thing in Windows XP, but at least I'll be able to test it on two different PCs.

The harddisk of my better computer was corrupted, so all my data was shot ... IMFs, WAV files, everything. Shocked Sorry, but I expect it to take a good three weeks before the machine's back. Hope you're not *too* impatient to get the game out the door. Very Happy
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PostPosted: Sat Sep 10, 2005 7:02 am
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Monster Bash 3D is hitting the net on Halloween.
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PostPosted: Sun Sep 11, 2005 7:53 pm
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Makes sense. Very Happy I should have my beta-testing done with the game long before then (by the end of September, actually).

Unless of course, something *else* goes wrong with my darn machine ... Rolling Eyes
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