Stranded III Dev. Blog - Comments
1,826 replies Stop complaining. That lifebuoy actually rocks! It's the best part of the actual logo to me. Can't wait to see the logo finished.
Trust me, I'm an engineer |
DC approved
Super extra mod for CS2D (64), yeah!



I hope the logo can be edited, that would fix their problem
.

"No matter how much training you have or how strong you are, when you step on the battlefield for the first time, it changes you forever."
im not complaining about the logo, im absulutely in love with it... its just that i was a little confused about the life bouy... but after you explained about the bouys actual material i re-thought it.
@
iLoveUS: Yeah, the logo can be replaced by modders of course
It's just an image in the game folder



Using Unity, doesn't unity got no image files?
Many unity games does not have those.
Many unity games does not have those.
Rising XD: Say Hello to my little friend! (M249) & [bot]Adon-is-gay AWP Rising
& [bot]Adon-is-gay: Nope.

You can embed all the resources. That's the common way to do it in Unity3D. However it's also possible to load external files. That's what I'm doing.
Does the file size big? Does it graphic high?
Rising XD: Say Hello to my little friend! (M249) & [bot]Adon-is-gay AWP Rising
& [bot]Adon-is-gay: Nope.

Just curious; why does Stranded 3 have two diffrent logos here?
users.php

profile.php
users.php

profile.php

Trust me, I'm an engineer |
DC approved
Super extra mod for CS2D (64), yeah!



It doesn't. It's your browser cache. Reload the page. Also note that this isn't the final 16x16 pixel logo. I will change it again.
i think the 16x16 icon does definetly need a small bit of work... Honestly, i think you may as well call the Stranded III logo finished... that HD logo is 100x better then any logo i could do...
-well done...
-well done...

I didn't decide about physics yet.
Well, I guess it's time to ask if you have decided this yet. I couldn't find any message from you with the word "physics" from 46 pages except this one. I really have no idea how hard it would be to integrate physics to Stranded III, but from what I know, Unity3D does have a physics module. So, will you add physics?
There will be physics but I'm still unsure if they will be just a visual thing or if they will actually affect gameplay in some cases.
Would be really cool, if you add it then. (Of course only if affect gameplay)
Some videos about it:
http://www.youtube.com/watch?v=-RTp7_e871E
http://www.youtube.com/watch?v=wKgKSg0Nr6A
http://www.youtube.com/watch?v=VdzUnmhfvd8
Some videos about it:
http://www.youtube.com/watch?v=-RTp7_e871E
http://www.youtube.com/watch?v=wKgKSg0Nr6A
http://www.youtube.com/watch?v=VdzUnmhfvd8
CS2DArchive - Version Database www.CS2DArchive.com - WebHosting: www.BroHosting.eu
One thing I'm wondering about the Stranded III multiplayer:
I keep imagining a set of players setting up shelters. Setting up palisades. Towns. Alliances.
Is this how multiplayer would be like?
I keep imagining a set of players setting up shelters. Setting up palisades. Towns. Alliances.
Is this how multiplayer would be like?
DC you could return the game more construction. as the 'minecraft'
and also in survival of zunbis 'rust game'
The two games are your great success would double
from what I saw you want to create a means to mmorpg style game with survival on the island
CS2D and fas so successful thanks to many ways, construction, zonbies, team deathmath and deathmath
how about adding several possibilities to stranded 2?
I hope this game very congratulation for your work YOU
will be your best game
and also in survival of zunbis 'rust game'
The two games are your great success would double
from what I saw you want to create a means to mmorpg style game with survival on the island
CS2D and fas so successful thanks to many ways, construction, zonbies, team deathmath and deathmath
how about adding several possibilities to stranded 2?
I hope this game very congratulation for your work YOU
will be your best game

What I just saw in Stranded III serverlist:
Progress is still going further!
Code:
1
95.88.146.26:54052 - Funky S3 Server
Progress is still going further!

Everybody seen it already about 2 months ago
CS2DArchive - Version Database www.CS2DArchive.com - WebHosting: www.BroHosting.eu
about the new blog entry:
these capsule colliders sound interesting. will it be possible to also edit them via commands after they have been created so that e.g. size, shape, position etc can be manipulated?
from my general understanding usually colliders will always only use simple shapes like sheres or boxes so that they can be checked at very short intervals, right?
would it e.g. be possible to have a the 3d model of a human and put a capsule for each major body part so that hits can have different effects depending where they land? hitting the head would typically result in high damage or even in one-hit-kills while hits to the arms and legs would cause broken bones and hits to the body would cause bleeding...
I know the old Deus Ex game which had the body parts separated like that however I cant remember all the effects it had...

the main problem I see here is that the capsule hitboxes would have to rotate and move to follow the animations on a human body model or those of animals...
Edit: regarding the enhanced debugging:
it would be cool if there was also some hierachy text that shows the names of the parent scripts of the one where the error occured, like e.g. the eclipse editor shows for java code so it'll be easier to determine whether the error really happened at the displayed script and line or whether it was already caused in a different script before. back when I was still actively working on my S2 mod I spent quite some hours searching for errors in the completely wrong code sections...
these capsule colliders sound interesting. will it be possible to also edit them via commands after they have been created so that e.g. size, shape, position etc can be manipulated?
from my general understanding usually colliders will always only use simple shapes like sheres or boxes so that they can be checked at very short intervals, right?
would it e.g. be possible to have a the 3d model of a human and put a capsule for each major body part so that hits can have different effects depending where they land? hitting the head would typically result in high damage or even in one-hit-kills while hits to the arms and legs would cause broken bones and hits to the body would cause bleeding...
I know the old Deus Ex game which had the body parts separated like that however I cant remember all the effects it had...

the main problem I see here is that the capsule hitboxes would have to rotate and move to follow the animations on a human body model or those of animals...
Edit: regarding the enhanced debugging:
it would be cool if there was also some hierachy text that shows the names of the parent scripts of the one where the error occured, like e.g. the eclipse editor shows for java code so it'll be easier to determine whether the error really happened at the displayed script and line or whether it was already caused in a different script before. back when I was still actively working on my S2 mod I spent quite some hours searching for errors in the completely wrong code sections...

@
Hurri04:
Creature in that picture looks like a collosus titan.

Creature in that picture looks like a collosus titan.
A thousand may fall at your side, ten thousand at your right hand, but it will not come near you. You will only look with your eyes and see the recompense of the wicked. - Psalm 91:7-8 ESV