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Geek Culture / It's that time of year again! InGaCreMo 2013: Official Sign up Thread!

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Southside Games
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Posted: 24th Jan 2013 03:21 Edited at: 24th Jan 2013 04:07
hey whats better for a reticule, sprite or bitmap?

sorry about the double post
Southside Games
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Posted: 24th Jan 2013 03:26 Edited at: 24th Jan 2013 04:05
Well I got some good work done. The system can hold as many zombies as I want. they only spawn in one place right now. But for the final version They will spawn randomly between 40 and 120 yards from the player.

I also programed them to die when they lose all there health. now I just need to animate them. I've decided to go ahead and animate them myself, but it won't be dynamic like the player.

Newsletter here I come!

MrValentine
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Posted: 24th Jan 2013 21:48
I thought I had made 3 models so far... turns out I only did 2...

Anyway here is a teaser of the first two so far...
Keep in mind, I suck at texturing at this stage, let alone creating textures... but practice makes perfect

Here is what you can get to play with





So I just got some more music to create then I can clear January off my slate and get playing with my new plugins and get a new version of Volcanic Adventures out then start working on a game engine...

@ Everybody, LOOKING GOOOD!!!

Ashingda 27
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Posted: 24th Jan 2013 22:10
Wow awesome! Is been hard to find time to code this week but should catch up during the weekends.

@Southside Games
Cool sound FX

@MrValentine
That cools nice, hey what's a good method for putting up walls or buildings?

MrValentine
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Posted: 24th Jan 2013 22:13
Strange I did not get emails for the previous two posts

Quote: "hey what's a good method for putting up walls or buildings?"


How do you mean?

WLGfx
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Posted: 25th Jan 2013 01:40 Edited at: 25th Jan 2013 01:43
Update: http://forum.thegamecreators.com/?m=forum_view&t=202806&b=18&p=0

Created a demo in DBP that loads a music file with 26 individual tracks and displays the VU meters of each. And using the FFT Spectrum data, I've created a 'rolling terrain'...

Screenshot: Rolling terrain (FFT Spectrum), VUBars (26 tracks)


ps... It's nice to see in the final days the last push from peeps... Respect...

Source code attached to the thread post as well as the exe... Enjoy...

Mental arithmetic? Me? (That's for computers) I can't subtract a fart from a plate of beans!
Warning! May contain Nuts!

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Southside Games
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Posted: 25th Jan 2013 04:41 Edited at: 25th Jan 2013 06:09
@ Ashingda 27

Thanks! ^^

@ WLGfx

agreed! the last part of a race is the most exiting!

@ everyone

So it does not matter if it's bitmap or sprite?

edit:

So right now I have the difficultly settings like this...

There is a countdown timer. Whenever it reaches zero it will increase how many of each type of monsters by a percent. Each monster has it's own percent. So say at the start there is a max of 5 slow zombies, at the end of the timer that number will increase by 1.5, and is then rounded to the lowest number. There would then be 7 slow zombies on the map at all times.

There is another percent too which would increase there health. And another which would increase there damage inflicted to the player.

All this can be tweaked by the player before the game. Meaning you can set the timer to increase the difficulty every minute, but to only increase there health. Not how many are on the map or the damage they give. This too can be set for each type of monster. It also means you can turn certain monsters off by setting there start spawn count to zero and there increase rate to zero as well.



I have a question. I have yet to add timer based movements. I know it might be a noob question, but should I try to add it? I guess my question is do machines run at different speeds, or do I only need to worry about it for a slow machine?
Southside Games
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Posted: 26th Jan 2013 00:36 Edited at: 26th Jan 2013 05:31
I added a saving function. Now you can save the settings listed above.

Edit:

I also have a menu now! The only buttons I need to add are exit, split screen, and split screen options.



sadly I have to remove online play from my project for now. Netflix took payment during the weekend and because of it my order for Dark data did not go though If I finish everything else and still have time I'll look into it, I get paid before times up. but we will have to see.
Southside Games
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Posted: 27th Jan 2013 02:45
well I just had a game crashing bug appear out of nowhere >.<

wish me luck...
Ashingda 27
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Posted: 27th Jan 2013 03:59
You sure made alot of progress fast. What kind of bug you getting?

Southside Games
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Posted: 27th Jan 2013 04:19
at this point it no longer crashes. But the zombies don't spawn right. after a zombie dies the system does not always remove it, but will just override it's data insted. not to mintion for some reason the hit box is shruken and in the neck. but I think I know why that is.

how is your project coming?
Ashingda 27
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Posted: 27th Jan 2013 15:59
My progress is slow, looking up how to make sky and cloud right now.

Libervurto
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Posted: 27th Jan 2013 20:04
@Southside
Could you post your "zombie delete" code, maybe we can ix it for you.

Meanwhile...
Southside Games
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Posted: 27th Jan 2013 20:08 Edited at: 27th Jan 2013 20:36
well it's coming along. but for some reason sparky ray casting does not seem to be detecting hits in poly mode. I switched the zombie to box and it works just fine. I would love to use "SC_drawObjectBounds". but it won't draw lines for poly collisions >.<

I know it should be the objects bounds. All I know is that it will only mark a hit for certain areas of the model. not even limbs. just parts. I can shoot the left side of the chest and get nothing. then move it to the middle and get a hit. heck I can even miss over the shoulder and still get a hit. It's kinda got me worried.

edit : did not see your post. yah, give me a minute

well monsters die normally now. so that fixed itself

the code below is in the firing system. and sees if there was a hit for an object. if there was it will look and see if the object belongs to a monster. if it does then it sees how high the shot was.





edit 2:

well after experimenting it seems the game has shifted the hit-box for the object to the left and up. 0.o any idea why sparky would do that?

edit 3: no. it was not that at all. for some reason the object I made to assist in raycasting is not centered in the target. but is lower and to the right. I don't remember doing anything to it's code. but that does not matter. now I know what to do.
Southside Games
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Posted: 27th Jan 2013 21:21 Edited at: 27th Jan 2013 21:30
well I got it working. but I feel uncomfortable about it. does anyone know a good way to use a sparky raycast for gun shots? I made an object then hid it. using sine I then rotate it and position it in front of the camera. I then position it in front of the camera. I would then call the ray between the camera and the object. (as you can see in my code above) it worked fine for the longest time. But for some reason now the camera won't look at the object. even if I point it to the object just before I use the sync command. so I off set the camera. but it's not perfect. It's very close. but it's never centered on the object.

the image below shows were the camera points without the off set. does anyone know why the "point camera" command would do this?

Randomness 128
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Posted: 27th Jan 2013 21:50

dynamic lighting and shadows test

320x224
MrValentine
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Posted: 27th Jan 2013 22:11
Randomness 128 - What lighting system is that using? DL? is it GDK or DBP? looks sharp!

Southside Games - Don't you have DarkPhysics or Dark Dynamix? I like what you have done so far! I do hope you are keeping it modular

WLGfx - That looks spectacular!

@ All - I am torn for February, I cannot decide what to do right now... either make a bunch of YouTube videos each day of the month, or work on my DBP Projects and video those... hmm...

Does anybody have any suggestions for my next few models? I have an idea for 1 right now, but I need two more! keep them simple

I still need to produce some more music, might try some loops for menu style music... maybe some atmospheric ones too... any demands from you winners? suggest some ideas, I am dead for creativity this month

Southside Games
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Posted: 28th Jan 2013 00:06
@MrValentine

Thanks!

i do have both. but the ray cast is not what's broken. It's the vanilla darkbasic " point camera" that's giving me heart ache. it points to the upper left. and i dono why

@Randomness

cool shadows bro.
Ashingda 27
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Posted: 28th Jan 2013 00:11 Edited at: 28th Jan 2013 00:12
@Southside Games
Maybe your aim object is offseted a little? I haven't tried much of that yet...


@Randomness 128
Nice shadows, is something I may need some help on lol.


@MrValentine
Quote: "suggestions for my next few models?"

Not sure what you have already but maybe Grass, Rock, Fallen Leaves, Fallen Branches, Bones

Quote: "any demands"
YES something minimal, slow and relaxed that gives you a sense of solitude. Would work so great for what I'm making.


Made some progress!



Libervurto
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Posted: 28th Jan 2013 09:02 Edited at: 28th Jan 2013 09:03
@Southside
Forcing out of a for-loop is a nice trick you can use in your code here:


Did you fix your aiming problem in the end?

Meanwhile...
Ashingda 27
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Posted: 28th Jan 2013 19:56
Quick Update: Got my terrain to randomly generate and added bushes. Tried using tiles for the matrix and ghosting the water.




Southside Games
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Posted: 29th Jan 2013 08:15 Edited at: 29th Jan 2013 08:26
@ Ashingda 27

cool clouds bro. but if you ask me they look a little too real.

oh, So your world is randomly generated now, em? eeemm? EEEEEEEEMM!? XD

lol I kid. your world looks really good.

@OBese87
No I did not... Darkbasic fixed itself. I dono what happened. I was testing the game, and then the screen went blue. when I exited and loaded it back up aiming worked just fine and the blue screen was never to be seen again. 0.o

who knows. Maybe an earlier crash rewrote a value inside the compiler or something and having it happen again reset it some how.

I did not see your posts in my inbox. somehow the receive email box became unchecked. what the heck is going on?

update on project:


I added a hit marker system. Now when you land a hit an icon will flash on the screen showing were the hit landed on the monster. now you know when you hit something and were. I asked a friend who does sprites if he could replace the ones I have right now. I hate working with sprites.




I also added bloom. but I only plain to use it for the ak47.

edit: sorry about my lame code OBese87. it's out of context a little though. turns out that part of code works fine. Thanks for the tip about commenting. I guess I write in a way I understand. no one can hear the music in your head as my dad likes to say. oh well. you got to learn the hard way sometimes. Still though, I think I do pretty good considering I self though myself 90% of what I know about programing.
MrValentine
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Posted: 29th Jan 2013 12:25
Southside Games - Can you show that hit point image? it looks cool!

It also looks animated and gave me some ideas...

Southside Games
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Posted: 29th Jan 2013 18:30 Edited at: 29th Jan 2013 18:31
@ MrValentine

animated it is. It played a little too fast. so I slowed the animation speed down. I attached the sprite sheet as well as a new video showing the hit marks with there reduced play speed.



well I'm going to have to cut out the other monsters. it really makes me sad. but I still need to animate and add the other weapons. as well as the split screen.

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MrValentine
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Posted: 29th Jan 2013 19:16
Nice, thanks for sharing the sprite sheet, I made an edit for you to use, I also made the sprites match on width and height, 2016x252 / 8 = 252x252 per sprite

Linked here as it was super wide

I was hoping you could show this being animated..., I could make more of these, I quite enjoyed how quick it was once I had a template to work off of

I hope this works...

Southside Games
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Posted: 29th Jan 2013 21:00
I won't be home for 5 house so i can't put the sprite in. but it looks cool. think you could animate it so it will work like how i had mine? Ill still put this one in and see how it looks. but since you seem to enjoy it i would like to see some more
MrValentine
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Posted: 29th Jan 2013 23:02
This one requires you to use a colour transparency Version 2

And this one should work as is Version 3

I might make more of these as a pack... with a different set of dimensions, I think this resolution is a bit... huge lol

I will also experiment with textures and such, and release it as a paid pack through the TGC Store or perhaps through my blog... nothing more than £1 / $2...

I need to experiment more, and create more sprite sheets I am keen to create animated characters too, finally found my Graphics Tablet yesterday, will play about with manga characters in sprite sheets format

Ashingda 27
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Posted: 29th Jan 2013 23:33
Sprite Sheets are a pain! Seems 3D graphics are so much easier to manage.

Cool effects, too bad I don't have any ranged weapons.


Update:
Struggled quite a bit but got blitz terrain working with a simple matrix as water. I looked around for other water methods but it doesn't work with blitz for some reason. Had such a headache



One day left! This is as far as I can get didn't even get to put npcs in to beat up on.

MrValentine
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Posted: 30th Jan 2013 00:04
Ashingda 27 -
Quote: "Not sure what you have already but maybe Grass, Rock, Fallen Leaves, Fallen Branches, Bones"


Environments Only... but it did make me think to create a little forest of sorts... maybe a tiny flat forest which when rotated and arrayed can feel like a random forest... Will put rocks, trees, shrubbery and some plants... I do not have branches... but maybe someone can model them?

Quote: "YES something minimal, slow and relaxed that gives you a sense of solitude. Would work so great for what I'm making."


Any examples?

Also Ashingda, That game is starting to remind me of Legend of Legaia, a very excellent PSOne title... check it out!

Southside Games
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Posted: 30th Jan 2013 00:10
@Mr val

better. but it needs a fade out.

@Ashingda

sorry about that bro but your a winner in my book. it looks very good. i would like to see you continue after times up
MrValentine
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Posted: 30th Jan 2013 00:33
Woops, so distracted at the moment, I missed that out...

Version 4

Version 5

Hope to see these in action soon!

Southside Games
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Posted: 30th Jan 2013 01:14
That's better!

i get off in two hours. ill make a vid showing all three when i get home. should be my next post.
MrValentine
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Posted: 30th Jan 2013 01:37
Looking forward to it, I should have 3 new final environment models by then! I just finished up doing some almost seamless brick textures, they are so darn difficult!

Tis a race to the finish!

I still have 2-3 music tracks to finish, if I feel lazy, I might just create some 5 or so sound effects...

Southside Games
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Posted: 30th Jan 2013 03:37 Edited at: 30th Jan 2013 03:40
Well I'm home from work and I'm in my jammies. only one thing left to do... code!

Well here you go MrValentine. Thanks for the sprites bro.

@everyone

let me know what one you like the most!



lol typos in mah videos.
MrValentine
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Posted: 30th Jan 2013 04:00
Wow, thanks, umm for the overall effect I like the first one but maybe some of the others would look nice scaled down... I like how the second one looks like it is homing onto a target!
[Try reversing the animations! - use negative numbers]

Here is another model! this time full of life! good for quick character model placement and scene setting... to take images of them to showcase etc...



That leaves just 2 more models, I started working on one but it needs quite a bit of optimisation...

Hmm, done a room, done a street, done a forest, doing a tunnel right now... I think the final one will be a sculpted massive terrain! along with a height map!

But I too am ready for bed, guess I will finish off tomorrow!

Ashingda 27
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Posted: 30th Jan 2013 04:18
@Southside Games
I like the 3rd one, but they all need to be scale down a bit

Southside Games
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Posted: 30th Jan 2013 07:39
and you'll notice in the video I said I scaled them up to be easier to see.
MrValentine
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Posted: 30th Jan 2013 15:31
So far...

145~ Textures [You can only pick 10, more to come...]
4 Music Files [You can select up to 3 when more are done]
5 Sound Effects [You will only be able to pick 5 when more are done]
3 Environment Models [I will allow up to 3 selections when more are done]

Just got 2 more environment models to do... a tunnel and a terrain...

Maybe do one more music track... might have a play with more SFXs too...

I will make a video showing the textures shortly... and SFSs, music files can be heard over at my sound cloud...

[soundcloud]mr_valentine[/soundcloud]

WLGfx
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Posted: 30th Jan 2013 15:33
@Southside - the second and third are better than the first one for sure, BUT, I think it would be much better if the hit marker were expanding from the center outward. Those animations you are using there could be used for something entirely different.

@MrV - Excellent visuals. Reminds me of the first real life 3D Mark benchmark when I first said, "Wow!" to amazing graphics in real time.

I myself have just ported over my music API code now to Linux and now working on scene demo using it and IrrLicht. Hopefully have something soon enough. The plan is to use the music API as cross-platform, which so far it is already because it uses SFML/openAL.

Mental arithmetic? Me? (That's for computers) I can't subtract a fart from a plate of beans!
Warning! May contain Nuts!
MrValentine
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Posted: 30th Jan 2013 16:24
OK, made a total of 10 SFXs so far, and made another sprite sheet

Version 6

This should be more to the Gun Shot liking

Also threw together another track...

Time to boot into my Developer Rig and finish those models and I then can get cracking with other projects Got some WordPress theme designing to do

Southside Games
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Posted: 30th Jan 2013 18:56
Your right. It looks much better!




I added split screen. no video yet. but it's working out.
Libervurto
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Posted: 30th Jan 2013 19:09
@Southside
No need to apologise, I am just trying to help not put you down, I will try to help people now that my own project has fallen apart.
I still got some cool stuff to show for this month though. Speaking of which:


Meanwhile...
Southside Games
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Posted: 30th Jan 2013 19:17 Edited at: 30th Jan 2013 19:20
@ OBese87

Thats ok bro. I know what you meant

Also cool pic.

@ Mrval

tease me is the best if you ask me
Southside Games
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Posted: 30th Jan 2013 19:30
Umm. this might be a stupid question. But DarkBasic Pro only seems to have 3 axis for game controllers. that gives me one and a half sticks. am I over looking something?
MrValentine
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Posted: 30th Jan 2013 20:03
Southside Games - thanks, it appears to be very popular that one...

Z-Axis maybe?

OBese87 - didn't that create height maps too? it looks impressive as it is!

WLGfx - Thanks, sorry I missed your previous post... Yeah I aim to attempt to recreate some of those scenes, specially now that I have an Apache model!

@ all - I should have those last two enviro models done soon... possibly by tonight, just got to figure out what kind of terrain I should make... will have a single texture however...

Southside Games
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Posted: 30th Jan 2013 20:06
@ MrValentine

z axis is one of the three. I have x, y, and z. I need a "V" or something. whatever the fourth axis is on a game controller, DarkBasic does not seem to cover it.
MrValentine
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Posted: 30th Jan 2013 20:14 Edited at: 30th Jan 2013 20:27
@ Southside Games - I posted on your thread

EDIT

OkOk another one lol

Version 7

Southside Games
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Posted: 30th Jan 2013 23:02
I found out how to use the 4th axis. So no worries
Ashingda 27
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Posted: 31st Jan 2013 01:06 Edited at: 31st Jan 2013 01:07
If only this forum's search engine is more user friendly wouldn't have so much trouble finding info .


Update:
Swapped my cheap matrix water for a shader plane water. Took a while to figure why it wasn't working with Blitz at first... I tell ya fun stuff!




Here's a close up screen shot.


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Ashingda 27
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Posted: 31st Jan 2013 02:11 Edited at: 31st Jan 2013 02:11
Quick Fix, it was tricky but got the reflection to work correctly.



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