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#21 |
Thalion Webshrine
Join Date: Jan 2004
Location: Oxford
Posts: 14,460
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What can we the users do for you to make things easier for you?
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#22 |
move.l #$c0ff33,throat
Join Date: Dec 2005
Location: Berlin/Joymoney
Posts: 6,863
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#23 |
Registered User
Join Date: Mar 2007
Location: BP/Poland
Age: 45
Posts: 745
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yeah, a threat of sue would be the reply
![]() good luck jotd, it will be epic remake. I just cant wait ![]() |
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#24 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,968
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I would like to offer a request for enhancement: perhaps some other weapon than rocks can be implemented that are thrown at a lower arc. Right now the combat in Cadaver is dorky and annoying, you'd rather just run into spiders than try to properly kill them for example.
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#25 | |
Registered User
Join Date: Mar 2007
Location: BP/Poland
Age: 45
Posts: 745
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Quote:
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#26 |
Joy Division
Join Date: Nov 2006
Location: East Yorkshire
Age: 60
Posts: 243
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#27 |
Mostly Harmless
Join Date: Aug 2004
Location: Northern Ireland
Posts: 1,149
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jotd, you crazy guy. Is this one written in C++ on SDL then?
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#28 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,968
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#29 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,367
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I don't think I'll change the rock throwing part, no: the remake must play as close as the original. That's the reason why I did not fix the broken puzzle in Gods too (Level 2), even if fixing a confirmed bug is not a problem.
But you're right, the combat can be a pain: The payoff level 2 slime creature combat with stones is a good example. Girv, I'm using C++ and SDL, yes. Java just won't work with devices like NDS and it needs way too much memory. |
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#30 |
Mostly Harmless
Join Date: Aug 2004
Location: Northern Ireland
Posts: 1,149
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Did you ever look at C# / XNA ? Or was portability your goal from the start.
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#31 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,968
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.NET has the same problems as Java: it eats resources like crazy to be able to handle nifty features like garbage collection that make the life of a programmer sooooo much easier.
If you want to do DS development you are pretty much stuck with C/C++ and you have to be very careful also; don't expect a mature port of SDL anytime soon. The DS development API is very specific (like any Nintendo platform really), making it hard to adapt a generic API like SDL to it and still have good performance. Read the latest Carmack output for some notes about DS and iPhone development. http://www.idsoftware.com/wolfenstei...evelopment.htm |
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#32 | |
Thalion Webshrine
Join Date: Jan 2004
Location: Oxford
Posts: 14,460
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Quote:
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#33 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,367
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I know C++ better, and it's faster. I can handle the lack of garbage collection. Being doing that for years without trouble. The trick is to use a proper middleware to handle lists & vectors, or develop one which is robust enough, and you don't have to "new" that much in the applicative code.
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#34 |
Registered User
Join Date: Aug 2006
Location: England
Posts: 218
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@jotd - Do you think you will include the levels from the demo versions too? - Last Supper, Temple, Gatehouse? The data in those is crunched somehow, but it may be possible to extract the lev data from emulator memory for use, mind you the Gatehouse was early and may use different ADL code to the final release..
Q; |
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#35 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,367
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Hmm, demo versions were never available for the PC, and I did all the guesswork on the PC version, much simpler since it uses files. We'll see. Let's remake the original level first
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#36 |
Moderator
Join Date: Jan 2002
Location: Chicago, IL
Posts: 3,389
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Very cool!
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#37 |
Registered User
Join Date: Dec 2007
Location: Dogville
Posts: 35
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If cadaver remake is as good as gods then we are all lucky...
![]() Thx JOTD |
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#38 |
Posts: n/a
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Very cool, JOTD - look forward to the port.
I was just thinking yesterday that the DS would be perfect for isometric puzzlers, but there seems to be a paucity of them. That got me thinking about Cadaver, and how I never got round to finishing the Payoff. And that led me to this thread! |
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#39 |
Mostly Harmless
Join Date: Aug 2004
Location: Northern Ireland
Posts: 1,149
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#40 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,968
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ripping: Cadaver | jotd | project.Sprites | 10 | 08 April 2009 19:34 |
Cadaver | runamuck2 | support.Games | 6 | 25 April 2004 00:28 |
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