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Work in Progress / TGC Heroes

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NeX the Fairly Fast Ferret
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Posted: 20th Jun 2009 14:21 Edited at: 20th Jun 2009 14:26
[b]

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LBFN
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Posted: 21st Jun 2009 01:19 Edited at: 10th Nov 2010 19:02
NeX:

I like it! I think I will put it on the sides of the 'fileboxes' in Frantic Forum.

Thanks,

LB

[EDIT: It's too small to be seen in-game on the file boxes in Frantic Forum. I will have to place it elsewhere.]

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Jade
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Posted: 21st Jun 2009 23:32
my levels cool! Could i sugest making the level a little more asian tho? you dont have to i like the SSB feel to it

"What is it with you and ascending women?" -Dr. Mckay from SGA- ^_^
LBFN
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Posted: 22nd Jun 2009 18:56
Quote: "my levels cool! Could i sugest making the level a little more asian tho? you dont have to i like the SSB feel to it "


Thanks.

I don't see how I can make the Treehouse arena more asian. The original creator of the arena has left our team and I am busy trying to finish up the game coding.

Your song reminds me of 007's theme.


So many games to code......so little time.
Jade
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Posted: 27th Jun 2009 01:43
really? cool!!!

"What is it with you and ascending women?" -Dr. Mckay from SGA- ^_^
LBFN
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Posted: 27th Jun 2009 19:27
I made a short vid of Stickman in action versus the Human Collector. Here is the link:

http://www.youtube.com/watch?v=nXsaZKL5wNU

The YouTube quality isn't as good as I had hoped it would be, but it is adequate to see that Stickman is not to be taken lightly. I added some stars to the character collision also. The stars are colored based upon who landed the hit.

LBFN


So many games to code......so little time.
Brick Break
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Posted: 27th Jun 2009 23:36
Why is gravity exponential, guys? That's the biggest mistake you can make with player physics. In reality, around sea level it's approximately 9.8 m/s^2. So if it's running at 60 FPS then grav#=grav#-.16.

Bizar Guy
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Posted: 28th Jun 2009 00:12 Edited at: 28th Jun 2009 00:27
Stickman looks awesome. Kinda like Mr Game and Watch.

Here, I'm sending you the files now, you should get them in a few minutes

Edit: ok, that should be everything.

BMacZero
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Posted: 28th Jun 2009 02:07
Quote: "Why is gravity exponential, guys? That's the biggest mistake you can make with player physics. In reality, around sea level it's approximately 9.8 m/s^2. So if it's running at 60 FPS then grav#=grav#-.16."

It isn't really exponential - it's additive. If you measured how long it took a falling object to fall 1 meter, and then measured that same amount of time again, it would fall 2 additional meters. Wait that length of time again, it would fall 3 more meters. Etc.

The best thing to do is use an acceleration. Increase a value (velocity) by a constant (acceleration), then decrease the player position by the velocity.

On another note, the bazooka looks fun .



Diggsey: I have a spine and memory, but one memorable guy says he hates me. What am I?
LBFN
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Posted: 28th Jun 2009 04:29
Quote: "Stickman looks awesome. Kinda like Mr Game and Watch."

Thanks alot

Quote: "Here, I'm sending you the files now, you should get them in a few minutes"

I got them - they look very sweet indeed! How do you get that look, anyway? Dream is going to be a very cool arena, I can just feel it. Thanks again for your contributions! I hope to get the arena together sometime next week.

Quote: "It isn't really exponential - it's additive."

Yeah, BMacZero, you're right, it technically isn't exponential, but is indeed additive as you say.

I think that the game is more fun and more challenging to play with the additional gravity. I use 0.28 for normal gravity, btw, and it is compounded as the player falls.

I'm disappointed: Stickman dribbled his head and shot it like a basketball and nobody has noticed. He has other moves that are not in the vid: For example, he takes his right leg off and hits his opponents over the head with it. He also takes his head, tosses it like a frisbee and it flies back to him.


Quote: "On another note, the bazooka looks fun ."

Thanks


So many games to code......so little time.
Bizar Guy
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Posted: 28th Jun 2009 05:20
Quote: "How do you get that look, anyway?"

Well, the outlines are done with inverted versions of the models that are adjusted to fit, though the style is how I model. I'd getting close to how I draw, though if I ever get that good at modeling, I'll be a pro.

Quote: "He also takes his head, tosses it like a frisbee and it flies back to him."

Oh man, that sounds awesome.

LBFN
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Posted: 28th Jun 2009 14:04
Bizar Guy:

The look of the Dream world is very cool. I would say that your modeling/texturing skills are approaching that of your drawing skills.

I would like to avoid having the players land on top of the houses if possible, but that would mean editing the model. I did load it into Milkshape and it takes a really long time to load, but it looks good and the textures were intact. I will see what I can do to make it work.

By the way, do you have a bridge in any of the worlds in Dream? I've been asked to include a bridge in the arena, but I don't want to unless there is something that can be referenced from your game, and I don't recall a bridge in it.


So many games to code......so little time.
Bizar Guy
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Posted: 28th Jun 2009 16:14 Edited at: 28th Jun 2009 16:19
There is a single bridge in dream... though the style of the bridge is not intended to go with Dreamtown. If you really want it, I can get it though.

Edit: no, my modeling is nowhere near as good as my drawing.

tha_rami
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Posted: 28th Jun 2009 20:05
Awesome, I love the 'hit' animation on stickman particularly. Looks like a fun character.

The little stars look good too!


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LBFN
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Posted: 28th Jun 2009 21:36
Quote: "There is a single bridge in dream... though the style of the bridge is not intended to go with Dreamtown. If you really want it, I can get it though."

That's okay. I want it to look as typical as possible. I'll just scrap the bridge idea. Thanks anyway.

Quote: "Awesome, I love the 'hit' animation on stickman particularly. Looks like a fun character.
The little stars look good too!"

Thanks Rami I'm glad that re-sizing the stars worked better.


So many games to code......so little time.
LBFN
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Posted: 28th Jun 2009 23:00 Edited at: 28th Jun 2009 23:02
Here is a pic of the Dream arena so far. What do you think?


So many games to code......so little time.

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maxiqueen123
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Posted: 30th Jun 2009 15:17
looks cool
"Super smash browsers TGC version"

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Bizar Guy
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Posted: 30th Jun 2009 16:21
The level looks pretty good. I'd like to see the blocks up close though. Also, the background should be brighter I'm not that concerned that it's stretched, I don't think my sky model would work for this game anyways. But in Dream the ambient lighting is set to 100 on all colors. Anything simmilar to shading is done with textures If you do that to the entire level and background, it should look much better, I think. Can you control the lighting on individual objects in DBpro? You can in DBC, but only since the 1.2 update that was commissioned by SW3D Games.

LBFN
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Posted: 30th Jun 2009 17:00
maxiqueen123: Thanks

Bizar Guy:
Quote: "I'd like to see the blocks up close though."
I take it you mean to move the blocks in closer to the center point of the arena. The reason I left them out a little is because players cannot go up through them currently and I think it would make for cumbersome gameplay with them too close. I will have to make changes to them in order to allow players to go up through them, but it is do-able.

The background needed to be stretched in order to keep from seeing the ends when the camera pans to the left / right. I may be able to reduce the stretching a little, though.

I had the ambient lighting set at 100 and the houses turned black except for the windows, for some strange reason. Yes, you can control the individual lighting and ambience of objects in DBP. I can also make additional light(s) as needed. I will see what I can do to make the background appear brighter.

Fortunately, I can use most everything I had installed previously with the old version of the Dream arena, so I have the water rising and falling, and players that fall into it receive damage. I would like to put in some sort of trigger or perhaps a timer to change the water to lava, but I haven't come up with anything just yet.


So many games to code......so little time.
Bizar Guy
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Posted: 30th Jun 2009 19:09
No, I meant I wanted to see what the blocks looked like, that's it. Also, try setting the ambiance on the houses at say 99. If they turn black, it's because for some reason it's rendering the outlines in front. But mostly it's the background that I think need to be the original brightness, which is 100.

The way the sky works in Dream is as a dome. Would you like the dome model? It would texture properly, and I could give you the dimensions I set it at in the code.

If it's not, you should make the background it's own object. Then you can adjust the lighting on it. Also, the bottom of the background is supposed to end in the water texture scaled on a plain, which is why it ends short at the water.

LBFN
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Posted: 30th Jun 2009 20:20
Quote: "No, I meant I wanted to see what the blocks looked like, that's it."

Doh!! I was sure you meant to move them in closer, so I already did. Oh well, it can just as easily be put back. Attached is a pic up close to the boxes. I would note that I have redone the boxes so that a player can go up through them, yet still walk, fight, etc. on them.

Quote: "Would you like the dome model?"
Yes, please.

Quote: "If it's not, you should make the background it's own object. Then you can adjust the lighting on it. Also, the bottom of the background is supposed to end in the water texture scaled on a plain, which is why it ends short at the water."

It is a separate object already. We'll see if the dome works out. If not, I will adjust the height of the background.


So many games to code......so little time.

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Bizar Guy
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Posted: 30th Jun 2009 22:10 Edited at: 30th Jun 2009 22:11
I sent you the sky dome, and a mention on the water. The only thing I didn't mention is the top plain with the water on it should be ghosted to white, which will make it the same color as the bottom of the backdrop, if it's all set to 100 ambiance.

Edit: I can't say where the blocks should be positioned in the level yet, not until I play it. I'll go with your judgement on that.

Diggsey
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Posted: 1st Jul 2009 00:42
Instead of setting the ambient light to 100, wouldn't disabling lighting on all the objects achieve the same affect?

LBFN
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Posted: 1st Jul 2009 21:41
Thanks for the sky dome! I put it in and it works great.

I turned the ambient off for both the Dreamworld and the dome and set the ambience of the dome to rgb(255,255,255) and the Dreamworld to rgb(128,128,128). I revised the water and set the dome at a slightly lower level. I have attached a pic.

It didn't seem to make any difference at all if I set the ambient of the objects to 1 and set the ambient light to 100.

Quote: "the top plain with the water on it should be ghosted to white"

I honestly don't know what you mean here.


So many games to code......so little time.

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Bizar Guy
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Posted: 1st Jul 2009 22:07
Looks much better!

Crit:
The water needs to be scaled more, and it needs the second layer of water to look right. What I mean is use the command ghost object on X, on the second plain of water, and position it very slightly higher than the first layer. Then, you can have it so the skydome is positioned so the water part on it blends into the actual water. Then, just have the two plains of water scroll slowly in different directions.

LBFN
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Posted: 1st Jul 2009 22:30
Quote: "Looks much better! "

Okay, good.

I scaled the water 2X as much as it was. I understand what you are talking about now with regard to the ghosting. I didn't remember that you used two planes for it, but now that I think about it, I recall the effect. I put it in, but the pic doesn't show it very well at all. I will scroll the textures both ways in-game.

I already have assigned the waypoints for the AI, I just need to make this selectable in the menu and we should be good to go. What do you think about switching the water to lava in-game? I could easily quadruple the damage that it causes versus water. Maybe after two minutes of battling, I could change the ambience on the water moderately until it gets close to the shade of the lava, and then just retexture the planes. If you like the idea, I don't seem to have the lava texture, so I would need that. If you don't like it, I'll just keep the water as is. Let me know.


So many games to code......so little time.
Alfa x
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Posted: 3rd Jul 2009 18:01
@ LBFN: Hi, i didn't managed to find the article I read long ago...
LBFN
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Posted: 3rd Jul 2009 20:15
Alfa x:

I believe you are referring to the article about particle effects when two players collide. I put in TGC Heroes that when two players collide, some stars are placed at the point of collision and move outward until they disappear. The stars are colored based upon which player landed the hit. You can see it in the Stickman vid (a link to it was posted earlier on this page). It may not be what you were thinking, but it seems adequate to me. If you have any suggestions, please let me know.


So many games to code......so little time.
tha_rami
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Posted: 4th Jul 2009 03:04
The particle effect appeared adequate to me. I was happy about the amount and lack of intrusiveness.

Love the Dream arena, by the way.


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LBFN
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Posted: 4th Jul 2009 15:02
Quote: "The particle effect appeared adequate to me. I was happy about the amount and lack of intrusiveness."

Alright, then it is settled. We'll go with the star effect as is.

Quote: "Love the Dream arena, by the way."

Thanks for the feedback. I really like it too, especially with the dome. I hope to get all the work completed on it today, so that I can move on to other fun stuff.


So many games to code......so little time.
NeX the Fairly Fast Ferret
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Posted: 5th Jul 2009 00:31
Out of interest, what music do you have for the menus and title screen?

Alfa x
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Posted: 5th Jul 2009 01:40
I watched the video and it looks much better.
well done.
LBFN
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Posted: 5th Jul 2009 02:57
Quote: "Out of interest, what music do you have for the menus and title screen?"

I made the song for the title screen myself. I have made a couple of other songs that could be used for the menus, but if you are interested in doing something, please forward it on to me. Bear in mind that the game .exe is currently 110MB (yikes!) but there are several optimizations that have not been implemented yet; so it would need to be .mp3 format (I can convert it if necessary) and around a minute in length.

Quote: "I watched the video and it looks much better.
well done."

Thanks much You did notice that I used the Human Collector as the AI opponent in the vid, right?


So many games to code......so little time.
NeX the Fairly Fast Ferret
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Posted: 5th Jul 2009 13:48 Edited at: 5th Jul 2009 13:49
110mb really isn't bad considering the huge variety of fighters and arenas implemented even if it's completely unoptimised. I remember there being a 300Mb Sonic fangame written using DB. It was brilliant, but when I poked around inside I found out why it was huge; the credits screens (all six characters'!) were 800x6000 BMPs!

I seem to remember it was made by someone called Messiah Inc. but I can't find it again.

LBFN
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Posted: 5th Jul 2009 14:56 Edited at: 5th Jul 2009 14:57
Man, 800 X 6000!?!? That's a tad bit over the top.

You're right, there is a tremendous volume of media in this game. There are literally over a hundred files to load. The biggest filesize hit I see is in the music and sound effects. We also have some textures that are well over 1MB, some over 2MB. Converting them to .dds files works most all the time, but I have had some issues with .dds files in a few cases.

Anyway, I plan to optimize after the testers have looked at v 0.80.


So many games to code......so little time.
Alfa x
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Posted: 6th Jul 2009 00:36
Quote: "Thanks much You did notice that I used the Human Collector as the AI opponent in the vid, right?"


Of course!. Thanks for using it.
Azunaki
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Posted: 6th Jul 2009 10:36
is this going to be in 2D arenas or 3D?
LBFN
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Posted: 6th Jul 2009 16:08 Edited at: 8th Jul 2009 02:26
Quote: "is this going to be in 2D arenas or 3D?"

The characters and arenas are all 3D objects. If you watch the Stickman vid (a link is given far up on this page) it is easy to see.

We currently have nine arenas: Battlezone One Billion, The Swamp, Starwraith Showdown, Frantic Forum, Dream (new), Pirates of Port Royale, Castle of Chaos, PolkaDot arena and Crazyland Park. It is possible that one more arena will be added before v 0.80 is produced.


So many games to code......so little time.
NeX the Fairly Fast Ferret
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Posted: 14th Jul 2009 22:55
How's it going?

JLMoondog
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Posted: 15th Jul 2009 01:55
Hehe, this is looking cool. I forgot this was started so long ago.

LBFN
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Posted: 15th Jul 2009 02:11
Quote: "How's it going?"

Hi NeX,
Things are going okay. I really don't have anything new to show, but I have been busy. I have been coding so the AI characters can use the UberPwnage moves just like the human players can. There are several functions that all work together to complete the Uber moves. I have three done so far (I did the two hardest first).

I also am putting in the menu for sound and music options. It's working good. I hope to enhance the graphic appeal on it a little.

I've also been trying to optimize the code in a few key areas.

Beast E. is currently working on a game manual. It's coming along nicely so far.

Quote: "Hehe, this is looking cool."

Thanks! I'm surprised you had time, with those 100 models getting cranked out on a regular basis (nice work, btw).

Quote: "I forgot this was started so long ago."

Yeah, so long ago I think you were called MoonDog back then!

Best,

LB


So many games to code......so little time.
NeX the Fairly Fast Ferret
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Posted: 15th Jul 2009 15:19 Edited at: 15th Jul 2009 15:20
Quote: "I also am putting in the menu for sound and music options. It's working good. I hope to enhance the graphic appeal on it a little."


I just flicked through my little folder of menu designs and found this. What do you think? I seem to remember that whenever a button was mouseovered it glowed slightly at the edges and a shine repeatedly flashed over it.



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LBFN
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Posted: 15th Jul 2009 18:42
NeX:
Those buttons look cool! I have set up the music/sound options menu so that the user can simply click a '+' or '-' button to adjust the volume, or click a mute box. So, I don't know if it would work for that.

However, it might work well with the Main Menu for the game. Attached is a current pic of it.

Can you send me the code for changing the text in the boxes, the slight edge glow and the shine repeatedly flashing over it? (I can't believe I am making a gimme teh codez request )
Of course, you will be credited once again. Also, I think we will use the sig you made in the TGCH manual.


So many games to code......so little time.

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NeX the Fairly Fast Ferret
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Posted: 16th Jul 2009 00:41 Edited at: 16th Jul 2009 00:45
Here is an at least functional menu. Press space to roll up. DB's transparency is all screwed up, though. Only one of the buttons doesn't have jagged edges here, and ALL of them have issues with objects completely overwriting one another. I'll try and fix it but I don't know how.

Each button is made up of four transparent layers. The red "gel", a white "flash" that appears for 1/4 second on selection, an edge halo that lingers for 1/4 second after deselection, and finally a moving shine that also lingers for 1/4 second. This seems to be a bit much for DB's rather pathetic depth-sorting.

It'd look bloody sweet in motion if Dark Basic wasn't letting me down.

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LBFN
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Posted: 16th Jul 2009 20:48
NeX the Fairly Fast Ferret:

Thanks much

I have it working with the mouseover. Once the user selects exit, it rolls up (nice little effect btw). The only thing I can hardly see is the halo at the edge. The jaggies are there too, but I probably will not spend any time trying to fix them. I have a spinning background (sprite) that will be in behind it, so the depth sorting should not be an issue.

Looks bloody sweet to me.

LB


So many games to code......so little time.
NeX the Fairly Fast Ferret
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Posted: 17th Jul 2009 01:22 Edited at: 17th Jul 2009 01:24
Good to hear it's working nicely. Would you like any other button sets in the same style?

I think it'd be real slick if when the menu rolls up the title panel does a 180 spin on the Y axis and halfway round (i.e. when it's perfectly flat) the button textures are swapped out.

LBFN
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Posted: 17th Jul 2009 03:20
Quote: "Would you like any other button sets in the same style?"

Sure, very nice of you to offer.
I can probably resize the Main Menu button to work for another menu. It will probably be about 2/3 the size of the existing one.

Also, I have not coded the Controller Configuration function yet, but if you could make some buttons that are about the same size as the smaller buttons (maybe a little narrower) that say:
WASD, Arrow Keys, Joystick1 and Joystick2
I would really appreciate it.

Quote: "I think it'd be real slick if when the menu rolls up the title panel does a 180 spin on the Y axis and halfway round (i.e. when it's perfectly flat) the button textures are swapped out."

Good idea. This should be easy to implement. I'll see what I can do tomorrow.


So many games to code......so little time.
NeX the Fairly Fast Ferret
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Posted: 17th Jul 2009 14:50
I had a go. I can give you the source files but they're for SwishMAX and I don't think anyone else on the entire forum has that.

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Alfa x
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Posted: 17th Jul 2009 17:38 Edited at: 17th Jul 2009 17:38
What is SwishMAX ??
LBFN
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Posted: 17th Jul 2009 17:44
NeX the Fairly Fast Ferret:

Thanks! They should work fine. Until you mentioned it, I'd never even heard of SwishMAX.


So many games to code......so little time.

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