Cheat Engine Forum Index Cheat Engine
The Official Site of Cheat Engine
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 


(WIP) WoW miniatures Board Game

 
Post new topic   Reply to topic    Cheat Engine Forum Index -> Game Development
View previous topic :: View next topic  
Author Message
gogodr
I post too much
Reputation: 125

Joined: 19 Dec 2006
Posts: 2041

PostPosted: Thu Nov 12, 2009 2:50 am    Post subject: (WIP) WoW miniatures Board Game Reply with quote

Using XNA
this is what I have done so far.

you can move around the base with the arrow keys, with space you can turn the turn points base and with C you go in close view camera

Basically what I did today was some coding, Modeling, Texturing, mapping and rigging.
(( preview .rar removed ))


Link


Last edited by gogodr on Wed Nov 18, 2009 8:30 pm; edited 1 time in total
Back to top
View user's profile Send private message MSN Messenger
Mabje
Newbie cheater
Reputation: 0

Joined: 25 Dec 2007
Posts: 16
Location: Norway

PostPosted: Thu Nov 12, 2009 1:22 pm    Post subject: Reply with quote

I like what I see Very Happy XNA is a great tool. Looking forward to see this further!
Back to top
View user's profile Send private message MSN Messenger
gogodr
I post too much
Reputation: 125

Joined: 19 Dec 2006
Posts: 2041

PostPosted: Thu Nov 12, 2009 10:11 pm    Post subject: Reply with quote

currently wrking on the movement interface

already mapped my board with a Cell[x,y] array

so possibilities of movement are
from Cell[x, y]
you can move to
Cell[x-1, y+1]
Cell[x-1, y]
Cell[x-1, y-1]
Cell[x, y+1]
Cell[x, y-1]
Cell[x+1, y]
if selected future movement cell isMountain or isForest spend 2 Movement Points else spend 1 Movement Point.
if Movement points remaining loop.

(( and I'm writing this here because I had it handwritten with lots of doodles and unorganized in a napkin ))

UPDATE::

now I implemented the rays system to be able to actually select the 3D models with the cursor


Link
Back to top
View user's profile Send private message MSN Messenger
Lyfa
The Lonely Man
Reputation: 12

Joined: 02 Nov 2008
Posts: 744

PostPosted: Fri Nov 13, 2009 3:49 pm    Post subject: Reply with quote

Well right now I can say I can't wait to see it finished.

Also, the demo thing isn't working for me, crashes right away. Pic of issue below. It's set to WinXP SP3.



error-compat.png
 Description:
 Filesize:  34.22 KB
 Viewed:  21757 Time(s)

error-compat.png



_________________
Back to top
View user's profile Send private message
gogodr
I post too much
Reputation: 125

Joined: 19 Dec 2006
Posts: 2041

PostPosted: Fri Nov 13, 2009 3:54 pm    Post subject: Reply with quote

you need XNA

___________


Movement Code of the first row

first row, last row, first column, last column and center cells need different interfaces xP

this is the interface for the first row.

Code:
if (BASE.posZ == 1)
                {
                    if (BASE.posX == 1)
                    {
                        CellSpace[BASE.posX, BASE.posZ + 1].position = Cell[BASE.posX,
                        BASE.posZ + 1].position + new Vector3(0.0f, 0.1f, 0.0f);
                        CellSpace[BASE.posX + 1, BASE.posZ].position = Cell[BASE.posX + 1,
                        BASE.posZ].position + new Vector3(0.0f, 0.1f, 0.0f);

                    }
                    if (BASE.posX == 10)
                    {
                        CellSpace[BASE.posX, BASE.posZ + 1].position = Cell[BASE.posX,
                        BASE.posZ + 1].position + new Vector3(0.0f, 0.1f, 0.0f);
                        CellSpace[BASE.posX - 1, BASE.posZ].position = Cell[BASE.posX - 1,
                        BASE.posZ].position + new Vector3(0.0f, 0.1f, 0.0f);
                        CellSpace[BASE.posX - 1, BASE.posZ + 1].position = Cell[BASE.posX - 1,
                        BASE.posZ + 1].position + new Vector3(0.0f, 0.1f, 0.0f);
                    }
                    if (BASE.posX >=2 & BASE.posX <= 9)  {
                        CellSpace[BASE.posX - 1, BASE.posZ + 1].position = Cell[BASE.posX - 1,
                        BASE.posZ + 1].position + new Vector3(0.0f, 0.1f, 0.0f);
                        CellSpace[BASE.posX - 1, BASE.posZ].position = Cell[BASE.posX - 1,
                        BASE.posZ].position + new Vector3(0.0f, 0.1f, 0.0f);
                        CellSpace[BASE.posX, BASE.posZ + 1].position = Cell[BASE.posX,
                        BASE.posZ + 1].position + new Vector3(0.0f, 0.1f   , 0.0f);
                        CellSpace[BASE.posX + 1, BASE.posZ].position = Cell[BASE.posX + 1,
                        BASE.posZ].position + new Vector3(0.0f, 0.1f, 0.0f);

                    }
                }
            }
           
            if (click == true)
            {
                if (BASE.posZ == 1)
                {
                    if (BASE.posX >= 2)
                    {
                        if (RayIntersectsModel(cursorRay, CellSpace[BASE.posX - 1, BASE.posZ + 1]))
                        {
                            resetcells();
                            click = false;
                            BaseBottom.position = Cell[BASE.posX - 1, BASE.posZ + 1].position + new Vector3(0.0f, 1.0f, 0.0f);
                            BaseTop.position = Cell[BASE.posX - 1, BASE.posZ + 1].position + new Vector3(0.0f, 1.0f, 0.0f);
                            BASE.posX = BASE.posX - 1;
                            BASE.posZ = BASE.posZ + 1;
                        }
                        if (RayIntersectsModel(cursorRay, CellSpace[BASE.posX - 1, BASE.posZ]))
                        {
                            resetcells();
                            click = false;
                            BaseBottom.position = Cell[BASE.posX - 1, BASE.posZ].position + new Vector3(0.0f, 1.0f, 0.0f);
                            BaseTop.position = Cell[BASE.posX - 1, BASE.posZ].position + new Vector3(0.0f, 1.0f, 0.0f);
                            BASE.posX = BASE.posX - 1;

                        }
                        if (RayIntersectsModel(cursorRay, CellSpace[BASE.posX + 1, BASE.posZ]))
                        {
                            resetcells();
                            click = false;
                            BaseBottom.position = Cell[BASE.posX + 1, BASE.posZ].position + new Vector3(0.0f, 1.0f, 0.0f);
                            BaseTop.position = Cell[BASE.posX + 1, BASE.posZ].position + new Vector3(0.0f, 1.0f, 0.0f);
                            BASE.posX = BASE.posX + 1;

                        }
                        if (RayIntersectsModel(cursorRay, CellSpace[BASE.posX, BASE.posZ + 1]))
                        {
                            resetcells();
                            click = false;
                            BaseBottom.position = Cell[BASE.posX, BASE.posZ + 1].position + new Vector3(0.0f, 1.0f, 0.0f);
                            BaseTop.position = Cell[BASE.posX, BASE.posZ + 1].position + new Vector3(0.0f, 1.0f, 0.0f);
                            BASE.posZ = BASE.posZ + 1;

                        }

                        else
                        {
                            click = false;
                        }
                    }
                    if (BASE.posX == 1)
                    {

                        if (RayIntersectsModel(cursorRay, CellSpace[BASE.posX, BASE.posZ + 1]))
                        {
                            resetcells();
                            click = false;
                            BaseBottom.position = Cell[BASE.posX, BASE.posZ + 1].position + new Vector3(0.0f, 1.0f, 0.0f);
                            BaseTop.position = Cell[BASE.posX, BASE.posZ + 1].position + new Vector3(0.0f, 1.0f, 0.0f);
                            BASE.posZ = BASE.posZ + 1;

                        }
                        if (RayIntersectsModel(cursorRay, CellSpace[BASE.posX + 1, BASE.posZ]))
                        {
                            resetcells();
                            click = false;
                            BaseBottom.position = Cell[BASE.posX + 1, BASE.posZ].position + new Vector3(0.0f, 1.0f, 0.0f);
                            BaseTop.position = Cell[BASE.posX + 1, BASE.posZ].position + new Vector3(0.0f, 1.0f, 0.0f);
                            BASE.posX = BASE.posX + 1;

                        }
                        else
                        {
                            click = false;
                        }
                    }


                }
            }

__________________


here is it working


Link


__________




Link


// not posting more updates since noone is really interested xP

here is the game development thread

http://entertainment.upperdeck.com/WOW/COMMUNITY/forums/1/1862504/ShowThread.aspx


Last edited by gogodr on Mon Nov 23, 2009 1:03 am; edited 2 times in total
Back to top
View user's profile Send private message MSN Messenger
Coldie ;]
Guest





PostPosted: Sun Nov 15, 2009 11:59 pm    Post subject: Reply with quote

Nice job.
Back to top
Display posts from previous:   
Post new topic   Reply to topic    Cheat Engine Forum Index -> Game Development All times are GMT - 6 Hours
Page 1 of 1

 
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
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © 2001, 2005 phpBB Group

CE Wiki   IRC (#CEF)   Twitter
Third party websites