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Alymon
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Post subject: Kodu Posted: Wed Jul 01, 2009 8:50 pm |
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Joined: Thu Nov 20, 2008 9:04 pm Posts: 126 Location: New Jersey
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Has anyone tried Kodu out? I did the trial version, but they don't give you nearly enough time to really figure things out.
Did alot of reading on it (what I could find in previews) and it sounds really awesome. It's only $5..... I think I might just buy it and hope for the best.
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ATC 1982
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Post subject: Re: Kodu Posted: Wed Jul 01, 2009 9:38 pm |
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Joined: Tue Nov 11, 2008 10:46 am Posts: 336 Location: Charlotte, NC
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I would have bought this if I knew its release date. I keep hearing good things about this as well.
_________________ AKFK - 200/200 as of 04May09
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Alymon
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Post subject: Re: Kodu Posted: Thu Jul 02, 2009 1:53 pm |
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Joined: Thu Nov 20, 2008 9:04 pm Posts: 126 Location: New Jersey
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Picked it up last night. Spend a few hours with it. Its got good flexibility and its pretty easy to get started with basic functions.... but it gets more and more complex.
My biggest complaint right now is that I can only share levels with people on my friend's list....
It would be nice to be able to download any levels people have shared, friend's list or no.
I'd also like to see a community site for it where people can post questions and answers. I'm messing around with alot of ideas, but for more complex functionality, sometimes its frustrating trying to get things to behave how you want.
All in all though.... I think it was a good purchase for $5.
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stay
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Post subject: Re: Kodu Posted: Thu Jul 02, 2009 4:02 pm |
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Joined: Wed Sep 15, 2004 11:25 pm Posts: 1781
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I'm excited that you're digging in to it. I've been watching the development progress on their blog. I love this kind of thing. I haven't downloaded it yet, though...
Jeremy (Ninjabee) played with it for a while last night and might have some comments to share...
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ATC 1982
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Post subject: Re: Kodu Posted: Thu Jul 02, 2009 6:31 pm |
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Joined: Tue Nov 11, 2008 10:46 am Posts: 336 Location: Charlotte, NC
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Thanks Alymon I am going to have to get some MS points to pick this game up.
_________________ AKFK - 200/200 as of 04May09
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staticwrap
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Post subject: Re: Kodu Posted: Fri Jul 03, 2009 12:52 am |
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Joined: Thu Jul 27, 2006 5:19 am Posts: 1359 Location: The OC NY
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Definitely want to try this out. They don't even have a firm release as far as I can tell.
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Zee
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Post subject: Re: Kodu Posted: Fri Jul 03, 2009 1:38 am |
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Joined: Thu Jan 12, 2006 11:24 pm Posts: 576
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I also bought it, and I liked it quite a bit. I found it a little limited tho, mostly since I know how to use actual SDKs (like source from HL2). It's still quite fun and found it to be more then I thought you could do. Some things could have been easier to do, like being allowed to rise and lower in blocks, or being able to create more ground at a time. I know you can create lines, but you can't create one big block at once.
Right now I'm trying to make a FPS at night where you have to use flairs to light up the map, but you only have a set amount.
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ATC 1982
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Post subject: Re: Kodu Posted: Fri Jul 03, 2009 3:17 am |
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Joined: Tue Nov 11, 2008 10:46 am Posts: 336 Location: Charlotte, NC
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staticwrap wrote: Definitely want to try this out. They don't even have a firm release as far as I can tell. It is all ready out as a community game and not and XBLA game 
_________________ AKFK - 200/200 as of 04May09
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Alymon
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Post subject: Re: Kodu Posted: Fri Jul 03, 2009 4:07 pm |
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Joined: Thu Nov 20, 2008 9:04 pm Posts: 126 Location: New Jersey
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Zee wrote: I also bought it, and I liked it quite a bit. I found it a little limited tho, mostly since I know how to use actual SDKs (like source from HL2). It's still quite fun and found it to be more then I thought you could do. Some things could have been easier to do, like being allowed to rise and lower in blocks, or being able to create more ground at a time. I know you can create lines, but you can't create one big block at once.
Right now I'm trying to make a FPS at night where you have to use flairs to light up the map, but you only have a set amount. Terrain is rough to make.... but you definitely can do larger blocks. I think you select the brush and then use the directional pad to make the brush size bigger. I'd really like to see some of your work. I'll send you a friend request if you don't mind. I've been busy and haven't gone back into it since the first day, but I'm hoping to spend alot of time with it tomorrow. I was trying to build a multiplayer shooting game. I was working on a respawn setup, but was running into some issues.
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Zee
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Post subject: Re: Kodu Posted: Fri Jul 03, 2009 4:56 pm |
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Joined: Thu Jan 12, 2006 11:24 pm Posts: 576
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Sure, I'm still working on it, but i'll send you it when I'm done. I'm having a hard time with the A.I. There just not moving after me for some reason.
I do wish it was easier to raise Terrain tho. Like having a set height option. Although I haven't looked too extensively. Anyway have you made sure the player character is creatable, and having you tried re spawning at a factory on player death?
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Alymon
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Post subject: Re: Kodu Posted: Fri Jul 03, 2009 5:15 pm |
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Joined: Thu Nov 20, 2008 9:04 pm Posts: 126 Location: New Jersey
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I had a tree that did the initial spawn after 3 seconds.
Then I had a rock setup that would explode and kill whatever bumped into it.... just as a test.
I was trying to figure out how to get the tree to create the player a 2nd time after it exploded.
I'm at work right now.... I'll try to get on and play around with it when I get home (in an hour or so) and if I can, I'll post how I have it set up.
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Zee
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Post subject: Re: Kodu Posted: Fri Jul 03, 2009 11:55 pm |
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Joined: Thu Jan 12, 2006 11:24 pm Posts: 576
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Just making sure of something, did you press X on the object, and select creatable object in its options?
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Alymon
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Post subject: Re: Kodu Posted: Tue Jul 07, 2009 11:12 pm |
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Joined: Thu Nov 20, 2008 9:04 pm Posts: 126 Location: New Jersey
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Yup... I think I figured out the trick though.
Have the player object as creatable.... set the max created to 1. Then whatever is doing the spawning... just has an "Always" + "Create Object" + (Player Object)
So basically.... when the player dies, because the number created is now 0, it creates a new object.
Haven't fully tested it with a player spawn yet, but I know it works for other things.
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