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gogodr I post too much
Reputation : 125 Joined: 19 Dec 2006 Posts: 2041
Posted: Thu Nov 12, 2009 2:50 am Post subject: (WIP) WoW miniatures Board Game
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
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Mabje Newbie cheater
Reputation: 0 Joined: 25 Dec 2007 Posts: 16 Location: Norway
Posted: Thu Nov 12, 2009 1:22 pm Post subject:
I like what I see XNA is a great tool. Looking forward to see this further!
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gogodr I post too much
Reputation : 125 Joined: 19 Dec 2006 Posts: 2041
Posted: Thu Nov 12, 2009 10:11 pm Post subject:
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
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Lyfa The Lonely Man
Reputation : 12 Joined: 02 Nov 2008 Posts: 744
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gogodr I post too much
Reputation : 125 Joined: 19 Dec 2006 Posts: 2041
Posted: Fri Nov 13, 2009 3:54 pm Post subject:
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
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Coldie ;] Guest
Posted: Sun Nov 15, 2009 11:59 pm Post subject:
Nice job.
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