Tag Archives: time travel

BETA 2 Time!

So here it is.  This is the final round of Beta testing and the next step will be to release the game.  The game now has a manual (as a PDF) compressed along with the game and hopefully it will give … Continue reading

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BETA Time!

Finally, it’s here.  Or more specifically, here: https://dl.dropboxusercontent.com/u/95522906/Instant%20Replay%20-%20Beta%20Test.7z A word of warning, I forgot to mention that the WSAD keys and mouse move you around, but they’re there in the options and you can remap the keys if you want.  … Continue reading

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More Collisions

Happy Easter, and yep, I’m still working on Collision Detection and Response (CDR for the cools cats out there.  Wait did I just say that?  Screw it, can’t be bothered deleting it.).  I’ve got the rotation part working when testing … Continue reading

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Test vs Implementation

So yeah, it’s not a straight-forward thing to get something from a test into the game.  I’m talking about the time travelling mechanic.  As you can see, I’ve got it ‘sort of’ working: There’re multiple instances of the robot so … Continue reading

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Time Travel – It’s Possible

At least with a little imagination and a modern computer.  Actually from what I found, the method I’m using to record time and store it in RAM would work on a computer from 20 years ago (in theory).  The tests … Continue reading

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Good News Everyone

I figured out Oriented Bounding Boxes.  It seems that you just use the Axis-Aligned Bounding Box equations but use local coordinates of one, test, use local coordinates of the other, test again.  If they BOTH detect a collision, then there is … Continue reading

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