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DavidAdas

Developer
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Everything posted by DavidAdas

  1. Of course! Right now, I'm still working on the editor -- very hard on the editor. The system editor system I'm making, which was never truly available in Rebellion, will allow you to simply drag a planet image from a pallet to the system. From there you can edit its name, stats, owner, unique bonuses, and so on. The only thing that's proved troublesome is the drag and drop feature, which I'll need to master one way or another considering how much the original relied on it. Data transferring is much harder than I expected but, luckily, I'm a beast myself so I'm catching on quickly I like that suggestion a lot, actually. It wouldn't be so hard to do, either Certainly, I'd make it as an additional game option but I think I could work that.
  2. Yes, try Slocket's suggestion first. I myself have 64-bit Vista as well and have been trying to get it to work on here (especially because I've been building Rebellion 2 on here). I haven't tried very hard though so if Slocket's suggestion doesn't work, I'll get cracking on it for you
  3. I like it
  4. So long time no post, right? Don't worry, I've still been working plenty on it In fact, plenty more than usual. Okay so this is what's going on. We've decided to go ahead and begin work on RebEd2 (as we're calling it at the moment). The reason why is this -- it's too big a pain in the rear to set each sector and each planet in each sector by hand. Secondly, we're trying to come up with more ways to get you guys involved. This way, we've got all you non programmers out there covered! And thirdly, I'm doing this because I don't know for jack exactly where each planet is actually supposed to go. Rebellion kind of had it all wrong -- which I didn't realize until after I had set up the galaxy exactly like the old game had it. So!! This gives us a chance to correct their original mistake. How does this sound?
  5. Yeah and when do we get to have Reb2 hosted on here Not that it needs to or anything.
  6. Oh don't worry! The planets are back into sectors where they belong and just as they were in the original. I was just finishing the planet classes at that point.
  7. I feel you Slocked I just built a new computer about two weeks ago actually. Had an AGP card and a Pentium IV for years. Now is the time to build your own! Intel 2.4GHz Quad Core processor. 6GB of DDR2 RAM (800MHz at 4/4/4/14). nVidia 280GT EVGA. 750Watt power supply. 500GB hard drive 7200RPM. Paid $820 after rebates.
  8. Hey guys! This is just a heads-up. I've got the week off this week starting tomorrow. I'll finish up what I can of the sectors (they are being placed as we speak by the way, pretty exciting!) On Monday night, though, I will be leaving home and driving to Gamestop. There, I will camp outside until 12:01am when the doors open, and they officially release Fallout 3. From that point forward, for at least 3-4 days, I will do absolutely nothing but play that game. I've waited close to ten years for this baby, and although it will hardly be the same game as Fallout 2, I don't care. I want it that badly! Thanks for your understanding though. Either way! I will be back
  9. I was actually at our campus' homecoming Friday night I never really went to ours either. The last two years though I did. Yeah, it was crowded. Certainly, the music sucked. I can't complain about the dancing though. Grinding is very, very retarded and I hardly want to see you and your ugly girlfriend all but doing it. On the flip side, though, if you happen to be dancing with a cute girl -- what's the difference? And hey, for the record, my IQ is much higher than that. OH! And be weary of that Calculus AP test. It's wicked hard. I busted my ass off for it though.
  10. Hahaha!
  11. Actually, the game is selling for $150 because it's still factory sealed. And yes, it is worth it. The game is just that rare. I have a copy of the original Final Fantasy for the NES still wrapped in the shrink. It alone is worth anywhere between $90-$350. My cousin had gotten it for my birthday when I was very young. But my mother ended up taking it because she thought it looked too violent for a 6-year-old to play Long story after that but you get the point.
  12. Yes, thank you. Now! Sectors are all but completed. As Evaders noted earlier, he'd prefer to see Rebellion 2 with far less windows. We've been keeping this in mind and we will be looking into how to do just that. If there are any ideas, please post them.
  13. We are looking into http://www.jmonkeyengine.com/ this right now for the 3D aspects of the game. There's some errors in their code that have shied us away from it, but we still might just use it and correct the code ourselves. We'd prefer to just build with what java already has but that might take too long for us. We'll be graduating soon so we're trying... well, I am trying... to keep this in mind before that happens. jME also doesn't have much in the way of object behavior, either. We might just end up integrating C++ into the 3D portion, we aren't sure yet. Personally, I'd love to do this in DX10 and then use the Ageia engine to do some freakin' sweet stuff! We still just might
  14. Use the Jedi Mindtrick and the girl is yours. Oh and yeah I've got a date lol. Even without the use of Rebellion 2! And I owe it all to you, Eagle.
  15. Can I have her?
  16. Strange. The other two are on linux and it works for them. It's no matter, really. The sound isn't finished anyway That's a back-burner thing we'll grab after the interface is completed. But I'll see what I can't do for now.
  17. We are only using swing for a portion of the game. The space combat is on an entirely different system altogether. In fact we have it loading our models fine. It's just that we've been focused on other parts And no, I never intended to put this into my portfolio -- this is just a side project Actually, now that you mention it, I'm actually going to Rockville, MD in two weeks to assist Bethesda in their ex post facto launch of Fallout 3. I'll continue there until the next semester begins and return in the summer. And one of the other guys will be working at: http://www.jenzabar.net/about_jbar/about_jbar.html this summer, and damn it if Daniel doesn't get picked up by Google at the end of the year. That's why we like working on Rebellion, though. We're actually doing this for the fun of it as opposed to doing this to appease someone else
  18. 'Cept for every cell phone game in existence and the fact that some of the top game engines still support it That aside, who does and who doesn't use a programming language is entirely irrelevant. I think it's funny you even mention that, because there were quite a few programmers who initially laughed at C++, pointing out that most programmers should stick to the more popular variety... C, Fortran, Cobol, Basic, Haskell, et cetera. But in all honesty, we greatly weighed this decision already. We'd all prefer C++ to be sure, but honestly, it didn't make much sense. Let's face it, Rebellion is a window-heavy game. Java is the best choice for this, especially considering how easy it is to build said menus. Secondly, Java's fluid 3D model implementation and manipulation classes are very fluid and are very under-appreciated. There's a lot it has that C++ does not without the use of an engine. Oh, and don't even let me get started on the portability. So all-in-all, we stand by our choice. Our game will turn out fine and totally enjoyable with or without the use of C++
  19. Oh. That's a left-over from the time before we streamed our stuff I wont really bother fixing it quite yet until the font actually works without being installed. You probably don't even notice it :-\ It's what the "Loading" sign is supposed to be in.
  20. Yeah, but don't worry. I've been working slowly on this as of late. But now it's time to haul ass so to speak. I'll be honest. It's to impress a girl. I want to hand this code over to Ceres (the artist) when the semester ends on December 14... and I want her to be like, "Wow!! That's amazing! Sure, I'll be glad to make the character portraits for you. Oh? Dinner with you? Of course *Blush* You're the man, Mr. Adas!" Shallow, no? Probably wont happen that way, but hey. Motivation is motivation!
  21. The source code is all you need. Check the first post for some instruction Just keep in mind. There's very little functionality. It was posted simply to have it available in case something were to randomly happen to me and I couldn't complete it (so... basically if I die). I'm working hastily on connecting the code to the interface. I'm hoping to have, by the middle of December to have the core gameplay completely finished by December. That does not include space battles (that'll take some time) but everything such as ship building, missions, et cetera should be ready to go.
  22. I may make it random as well. I just didn't want to go down that route because it may make it too annoying "Damn I can't keep these guys for crap!" Kinda might make capturing a waste of time. We'll see. I suppose that's still a ways down the road.
  23. Hrm. Didn't know you needed any. Message me with your project specs and all that and I'll see what we can do
  24. Yes. That's why we only call exceptions under exceptional circumstances It's also why I said they aren't quite like exceptions. I needed these interruptions to be an object so I could fit them into a cue (thus stream-lining the events in the game). *Pokes* Why aren't you helping with the project anywho? We could use more programmers
  25. I see your point, but not to worry The exceptions are not the same as the exceptions built into java. They are necessary though. Having it throw an interrupt is much more efficient than having if/then statements. Furthermore if the exception is thrown I can have a constant response: for instance, a robot saying, "Can't do that, Mister!" I like the second suggestion. I'll see if I can't pull that one off. *Hrmmz*

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