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Intense Ai: Official Thread
#196967
07/24/06 02:22
07/24/06 02:22
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Intense Ai: Official Thread
[image]http://www.intenseillusions.com/intesneailogo.jpg[/image] Ok guys, The release of Intense AI and our official demo is only a week or two away. We wanted to start this thread off by showcasing our new Video tutorials that are now in production. Here is part 1 of our starter series. We will post more here in the days leading up to the release. You can find the video here: (26 Megs DIVX) Intense AI Starter Series Part 1 And here is just a quick snapshot from the tutorial. [image]http://www.intenseillusions.com/tutex.jpg[/image] Thanks, lots more to come and feedback is welcomed!
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Re: IntenseX - Basic Edition Released!!
[Re: ghostryder]
#197127
03/02/07 20:31
03/02/07 20:31
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Joined: Jul 2004
Posts: 1,205 Greece
LarryLaffer
Serious User
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Serious User
Joined: Jul 2004
Posts: 1,205
Greece
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Hello everyone, The IntenseX Basic Beta is now closed, and i've already started to receive the first feedback and bug reports. My work for the following weeks will now split into working on getting IntenseX Plus - Beta out, and also getting IntenseX Basic - Release out. Thanks again for everyone who've helped this project on it's humble beginnings. I know it's hard trusting a software that you and everyone else know nothing about, and I hope you haven't been let down so far! Quote:
I want to use the comercial addition of IntenseX in my project- my question is how much trouble will have I have if my project is turned-based squad combat- ala Jagged Alliance, Xcom UFO Defense, Silient Storm II
If you're an experienced programmer, you can use IntenseX Basic's Decision Making and weapon/animation systems to assist on your turned-based game, but modify the Attack Target action yourself, to convert it from real-time to turn based.
If you're no programmer at all, you'll be able to do just that by using IntenseScript, available in IntenseX Professional, whenever that comes out.
Quote:
can you offer another payment option on your website, after my credit card, boyfriends credit card and mothers credit card were declined.. we called both share-it and our banks... the gentleman from share-it answered since the product is processed through germany, alot of american credit card companies delcine charges due to security issues since 911... I didnt enjoy having to send money to a friend in denmark to order for me.
I was thinking of adding Paypal as an extra convenience for some people, but I can't seem to find a way to automate the ordering proccess so that you will get your download link and serial# upon payment. PM me if you're still having trouble with your order, and we'll figure a way out.
Cheers! Aris
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Re: IntenseX - Basic Edition Released!!
[Re: RAFU]
#197134
03/30/07 19:58
03/30/07 19:58
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Joined: Aug 2005
Posts: 142 Pattensen - Germany
REZ
Member
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Member
Joined: Aug 2005
Posts: 142
Pattensen - Germany
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Hello Aris,
will it be possible to include common A6.50.6 template-code into the IntenseX Project? Or will it work different?
Have a great day,
Yours R.E.Z. (Harald)
R.E.Z. Software Development (TM)
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Re: IntenseX - Basic Edition Released!!
[Re: REZ]
#197135
11/27/07 20:05
11/27/07 20:05
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Joined: Jul 2004
Posts: 1,205 Greece
LarryLaffer
Serious User
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Serious User
Joined: Jul 2004
Posts: 1,205
Greece
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Hello guys, It's been a while since i've posted an update in this thread, so I thought i might liven this place up a bit. To pick it up from where I left it in this thread, Beta was a success and i'm now converting the whole project to support A7 and the new Lite-C language. So far I've got almost complete functionality back for IntenseX Basic, which i'm going to release first, hopefully at christmass. For a list of all IntenseX editions, features and prices click here. Although that's a pretty old list and i've since added a couple of more features for all editions, so i'll make a new one soon. Right now, i'm working on a new interface, so you can use IntenseX in a user friendly manner while building your levels in WED. IntenseX used to work with A6's customizable panels for this, and later tried on with the new T7 panel system, but I eventually settled on making my own panels, independant of any template system. So here's a few drafts of what I got so far: Some of IntenseX features, easily accessible through a menu. A draft of the Miscellaneous panel, with options you can choose. WIPQuote:
will it be possible to include common A6.50.6 template-code into the IntenseX Project? Or will it work different?
Long overdue reply, but here it goes: IntenseX works with any kind of code, be it the Templates or your own. There are three possible ways to start off your IntenseX project that I see..
a)Create a Blank IntenseX project, then start adding functionality according to your game.
b)Create one of the ready made IntenseX games, and modify it to create your own game.
c)Add IntenseX to your existing project. This will not change the behavior of your project at all, but you can now add any IntenseX feature you like.
In all three options, you'll be able to make your game with IntenseX alone and no further programming, or add your own lite-c code and modify IntenseX open source code in order to make your game completely unique.
Thanks, and stay tuned for more! Aris
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