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noahx23
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Default 06-10-2010, 12:04 PM

sorry but it seams my spelling is as bad as yours, what i meant to say was implementing the collision detection.

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jediaction
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Default 06-10-2010, 01:11 PM

1. I could take that as an insult because my spelling is my key board. Im getting better.

2. I dont know what you mean implementing it? Please Explain


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noahx23
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Default 06-10-2010, 03:46 PM

why wasn't there any collision detection? what was the problem with getting the game to work with it.
   
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King Gamer(gorit)
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Default 06-10-2010, 06:50 PM

Ok, the problem was lag. There is also non disclosed bugs that I don't know about.
P.S. Sorry about my disipearence.
   
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jediaction
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Default 06-11-2010, 08:18 AM

We didnt want just collisions, we needed collisions that can work well with the X Axis on the object to. That was not my job in this compan


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zonedabone
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Default 06-17-2010, 08:53 AM

There were a whole host of problems that arose, mainly because the game wasn't designed for my collision methods. The X axis was the moving part, but it wasn't the right size or location to be for collision. Another problem was that the game world was glitchy, and didn't save half the time. I have no clue what caused it, but I have no fix. When we start working on the beta stage, we will try very hard to add collisions. I've been working on my collision engine including threaded python statements, so watch out!


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King Gamer(gorit)
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Default 06-17-2010, 03:28 PM

Ok, request time. It is now time for all testers sto give feedback. It could be given here or at our site. Storm development will resume in July.
   
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