Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Work in Progress / Abandoned Compo Entry Tech Demo [ragdolls]

Author
Message
walaber
21
Years of Service
User Offline
Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 11th Sep 2004 05:42
the pads are bent slightly, hence the poly usage. I tried it with simple boxes at first, but it felt too "flat", so I decided to add some polys. the samurai character is currently 988 triangles, and the ninja is only 720.

French gui - of course they will be ragdolls!! the game engine will be based on the tech demo that started this thread, but with some improvements I've come up with. the game will be completely Newton controlled, with all characters capable of becoming ragdolls

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
walaber
21
Years of Service
User Offline
Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 15th Sep 2004 13:35
project update

I'm back in town, and back to work on my game. I've worked out the engine in my head, and am ready to start coding the level editor... but I need some more materials to actually use it, so I'm going to work some more on the models I posted a few days ago. today I UV-mapped the ninja, probably the best UV job I've ever done. Now I just need a texture

after some more modelling, texturing, and animating, I will dive into the game engine itself. a little over a month to go, if I'm not too busy with work I think I'll be able to come up with something fun

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
walaber
21
Years of Service
User Offline
Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 16th Sep 2004 12:45
project update

working on the ninja model UVs and texture. I started working on the base greyscale texture today, the first time I've ever tried such a method. until now, all of my texture have been very flat, like Snowball Fight. With this game I'm still looking for a sort of cartoony feel, but I want to try and make slightly more detailed models and environments... most of this should come from the textures. I bought a small wacom pen a while back, and I'm really happy with it.

here's what I got done this morning:


any comments appreciated!

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
Tapewormz
22
Years of Service
User Offline
Joined: 15th Sep 2002
Location: Winnipeg, Mantoba, Canada
Posted: 16th Sep 2004 14:38
That rigid body designer is cool. Except for the crapintosh skin. Cool never the less. You're always pretty darn productive. Move away from the crapintosh skins...They're craptastic.

Manticore Night
21
Years of Service
User Offline
Joined: 23rd Oct 2003
Location: Ouinnipeg
Posted: 16th Sep 2004 14:51
His pants are too tight! I'd say put more stuff in the crotch so it doesn't look like he's un pelvised.

It's amazing how much TV has raised us. (Bart Simpson)
zircher
21
Years of Service
User Offline
Joined: 27th Dec 2002
Location: Oklahoma
Posted: 17th Sep 2004 00:36 Edited at: 17th Sep 2004 00:38
Given that the goal is a cartoon character, I think it's very good. Toons tend to be nearly genderless or over the top with muscles and curves. For an army of cartoon ninja warriors, this fits the bill perfectly. For the face, I might go with the classic ski-mask look with several sets of eyes for character and to indicate death.
--
TAZ

Instead of thinking up real-world flaws, imagine something more like the pesky ninja horde from Viewtiful Joe.

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
walaber
21
Years of Service
User Offline
Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 17th Sep 2004 11:28
update

more work on the texture. I think I'll leave it like this for a while, if I have time at the end, I'll do a little more work on it.
note the colors are just temp tests, I haven't decided on the final colors (there will be several different ones)



Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
TEH_CODERER
21
Years of Service
User Offline
Joined: 12th Nov 2003
Location: Right behind you!
Posted: 17th Sep 2004 18:46
Nice texture and model. Can't wait to see the game.

Realms Of Tutopia: Rise Of Evil v0.2
www.freewebs.com/elbsoftware/index.htm
French gui
20
Years of Service
User Offline
Joined: 11th May 2004
Location: France
Posted: 17th Sep 2004 20:37
Yeah! very cool! I imagine him ragdolling ( ) on the floor !

My English is not so good I'm just French
walaber
21
Years of Service
User Offline
Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 18th Sep 2004 12:29 Edited at: 18th Sep 2004 12:30
just for you, some ragdoll tests with the new ninja character




Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
French gui
20
Years of Service
User Offline
Joined: 11th May 2004
Location: France
Posted: 18th Sep 2004 16:29
Ouch!!! Poor little ninja! But we love to see him falling

My English is not so good I'm just French
Mitchell
20
Years of Service
User Offline
Joined: 1st Mar 2004
Location: The Netherlands
Posted: 18th Sep 2004 17:49
This game has so much potential

"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto
walaber
21
Years of Service
User Offline
Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 18th Sep 2004 23:38
just for fun, a little video of the ninja falling

AVI VIDEO - 46KB!!

update
I started writing the level editor today. I got the basic interface worked out, and a lot of the detailed data handling. now I can start on the beef itself! first up is basic background object loading/displaying, and camera waypoints. then eventually the character animation system.

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
Mitchell
20
Years of Service
User Offline
Joined: 1st Mar 2004
Location: The Netherlands
Posted: 19th Sep 2004 01:42
Cool

"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto
walaber
21
Years of Service
User Offline
Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 19th Sep 2004 13:40
update
more work on the level editor... I've got the basic code working, and adding background objects is working smoothly. next I want to add props, and camera keyframes.

then it's time to add the character engine, which is the meat of the game

screenshot of current editor


Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
Mitchell
20
Years of Service
User Offline
Joined: 1st Mar 2004
Location: The Netherlands
Posted: 19th Sep 2004 19:44
Dude! you're a genius!
Anata wa tomodachi ne watashi desu. Or something like that

"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto
French gui
20
Years of Service
User Offline
Joined: 11th May 2004
Location: France
Posted: 19th Sep 2004 20:07
You're working fast! I'm sure you can finish it before the compo's end!

My English is not so good I'm just French
walaber
21
Years of Service
User Offline
Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 19th Sep 2004 20:25
Quote: "Anata wa tomodachi ne watashi desu"


rough translation: "You are a friend! Me."

hehe, nice by the way I'm originally from the US, so if my English sucks it's because I'm trying to type too fast

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
Mitchell
20
Years of Service
User Offline
Joined: 1st Mar 2004
Location: The Netherlands
Posted: 19th Sep 2004 22:41
lol

"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto
entomophobiac
22
Years of Service
User Offline
Joined: 1st Nov 2002
Location: United States
Posted: 19th Sep 2004 22:52
Impressive! All of it.

This is all fantastic work. I must say.
walaber
21
Years of Service
User Offline
Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 20th Sep 2004 18:32
update

more work on the editor. 2300 lines and counting

I have camera waypoints working great now, and several interface updates. progress is going well!



Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
TEH_CODERER
21
Years of Service
User Offline
Joined: 12th Nov 2003
Location: Right behind you!
Posted: 20th Sep 2004 20:34
That project looks great. I just hope you get it finished.

Realms Of Tutopia: Rise Of Evil v0.2
www.freewebs.com/elbsoftware/index.htm
Mussi
21
Years of Service
User Offline
Joined: 27th Jan 2003
Location: Netherlands
Posted: 20th Sep 2004 22:55 Edited at: 20th Sep 2004 22:56
anata wa mi honchi deska? or something like that



Specs: AMD Athlon 1800, 256 DDRRam 266mhz, 80GB HD 7200rmp U133, Geforce 4 Ti4400 128mb
walaber
21
Years of Service
User Offline
Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 22nd Sep 2004 09:56 Edited at: 22nd Sep 2004 09:58
"anata ha nihonjin desuka", perhaps? (translation: are you japanese?)

update

more work on the camera keyframe system. you can now preview the camera movement (green camera object). also notice the cool 3D cursor. you can click and drag it on any of the 3 axis, like in Maya, etc



Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
Mussi
21
Years of Service
User Offline
Joined: 27th Jan 2003
Location: Netherlands
Posted: 23rd Sep 2004 03:02
Quote: ""anata ha nihonjin desuka", perhaps? (translation: are you japanese?)"


lol yes ^^, I see you are, looking at your location



Specs: AMD Athlon 1800, 256 DDRRam 266mhz, 80GB HD 7200rmp U133, Geforce 4 Ti4400 128mb
walaber
21
Years of Service
User Offline
Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 23rd Sep 2004 12:05
nah, I just live here. I'm actually from Colorado, USA

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
walaber
21
Years of Service
User Offline
Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 24th Sep 2004 13:28
update
more work on the level editor, it's a a pretty solid editor now. the main functionality is all up and running, so building the final level(s) should go pretty quickly. I hope so, because I've invested a lot of time in this editor!

before I go much further, I think I need to do some more modelling again... especially the game level itself... and then character animation...

I'm starting to feel the pressure... only 1 month to go

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
Cyberflame
21
Years of Service
User Offline
Joined: 4th Sep 2003
Location: Im not sure....
Posted: 24th Sep 2004 15:53
I want to go to tokyo for the vending machines^^


Nijas rock.

Cliff 3degs network
21
Years of Service
User Offline
Joined: 23rd May 2003
Location: Sweden
Posted: 25th Sep 2004 02:16
Holy crapp this looks amazing walaber are you working as an coder at trade?
yust amazing iam speechless.

1GHZ AMD ATHLON WITH AN GEFORCE 4 TITANIUM 4600 AND 512 MB SDRAM.
walaber
21
Years of Service
User Offline
Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 25th Sep 2004 10:53
hahaha no way, I'm a total hobby coder, but thanks for the compliment

hopefully I can get something done in time for the deadline, this has been a really fun project so far. I've actually made 4 different editors for it, 2 of which I can re-use on future projects

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
walaber
21
Years of Service
User Offline
Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 27th Sep 2004 00:36 Edited at: 27th Sep 2004 00:37
update

working on the castle in which the game will take place... I have a lot of the basic geometry modelled... just a bit more and the base shell will be complete. then I need to texture and light it in Gile[s], and make lots of props to fill it up!



Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
Mitchell
20
Years of Service
User Offline
Joined: 1st Mar 2004
Location: The Netherlands
Posted: 27th Sep 2004 02:12
I'm in love with this game.. I just know this'll be great

"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto
walaber
21
Years of Service
User Offline
Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 28th Sep 2004 11:22 Edited at: 28th Sep 2004 11:23
update

some lighting / geometry tests of the castle level... no textures yet, but the geometry is looking alright, and the lighting is starting to take shape. these shots have been scaled 50%, and are taken from the game engine.







Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
Mitchell
20
Years of Service
User Offline
Joined: 1st Mar 2004
Location: The Netherlands
Posted: 28th Sep 2004 15:20
Aaaaaaaaa! I bet you've got the movement as good as timecrisis Is it in fact like timecrisis? Meaning, do you hide and stuff??

"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto
French gui
20
Years of Service
User Offline
Joined: 11th May 2004
Location: France
Posted: 28th Sep 2004 21:23
Hmmm! Great great work Wal'!!! Frankly, I bet on your project for the compo's first place.

My English is not so good I'm just French
The Big Babou
21
Years of Service
User Offline
Joined: 10th Feb 2003
Location: Cyberspace
Posted: 28th Sep 2004 23:10
Great lighting, walaber. I'm new to gile[s] and I've got a little question about it. for example the roman bath sample scene has good lighting and soft shadows. but when i export it to .dbo and load it in DBPro the shadows look as if they have giant pixels, like here:



how do you get those soft shadows to work in DBPro?



my first thought was, that DBPro doesn't filter the second texture stage (or the texture stage with the shadows) right. but how do you do it?

... they call it a royale with cheese ...
walaber
21
Years of Service
User Offline
Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 28th Sep 2004 23:19
the biggest thing is the size of your lightmap, and how you divide it up among the geometry... the shots above were made with relatively small lightmaps, so they are blocky. also the newest version of Gile[s] has anti-aliasing, which helps a lot.

I've never really had any problems between the look in Gile[s] and DBPro...

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
The Big Babou
21
Years of Service
User Offline
Joined: 10th Feb 2003
Location: Cyberspace
Posted: 28th Sep 2004 23:42
oh, new version. i see. and bigger lightmaps. i'll try it. thanks walaber

... they call it a royale with cheese ...
Snipa Masta
20
Years of Service
User Offline
Joined: 20th Mar 2004
Location: Bristol,UK
Posted: 1st Oct 2004 06:28
Release.
Demo.
Now.
walaber
21
Years of Service
User Offline
Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 1st Oct 2004 12:46
update

sorry... no demo as there's actually no game engine yet

but work on the editor is going very well. I got a lot done this morning, completing the door creation/modification system and also adding the general Prop system (for tables, chairs, etc).

I might make a simple demo (with no characters) that shows how the level format works to animate the camera with background objects + props + animated doors (all done via Newton)...

or i might dive straight into the character animation system, which is the last big hurdle to complete the level editor. once the editor is complete, writing the actual game engine will (should) be pretty straightforward...

I also need to get back and to some more Modelling, UV mapping, texturing, and animating... it looks like there will only be 2 different enemy models (with different textures for some variety) in the game... I simply don't have time to make any more.

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
Mitchell
20
Years of Service
User Offline
Joined: 1st Mar 2004
Location: The Netherlands
Posted: 1st Oct 2004 15:09
With some different textures slapped in them, I dont think that's gonne ruin the pleasure. And you can always make a little, hidden george appear, for bonus points

"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto
zircher
21
Years of Service
User Offline
Joined: 27th Dec 2002
Location: Oklahoma
Posted: 1st Oct 2004 23:18
Or George could be the hostage, those evil toy nabbing ninjas!
--
TAZ

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
French gui
20
Years of Service
User Offline
Joined: 11th May 2004
Location: France
Posted: 2nd Oct 2004 17:17
...or you could accept some voluntary help for models.

My English is not so good I'm just French
walaber
21
Years of Service
User Offline
Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 2nd Oct 2004 18:05
I think I'll be able to pull off what I had originally intended, which was 2 different enemy models (with a few textures each), and 1 "hostage" model, also with a few different textures.

today I'm at work, but hopefully I'll have some time to work when I get home tonight. I'm going to dive straight into the character system, I think I've come up with a pretty simple, and easy to code system to make it work. If this part goes well, the game will be in pretty good shape. Once I get the character system working, I can take a break from coding, and go back to modelling/texturing/animating?@for a bit...?@

oh man, it's october already!!!

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
MikeS
Retired Moderator
21
Years of Service
User Offline
Joined: 2nd Dec 2002
Location: United States
Posted: 3rd Oct 2004 01:41
<--- I think that can sum up my post better than words.

Keep up the excellent, I mean excellent work!



A book? I hate book. Book is stupid.
(Formerly known as Yellow)
walaber
21
Years of Service
User Offline
Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 8th Oct 2004 12:45
update

still no new screenshots, but I've been working on the project. the character system is starting to shape up... I've almost got the basic load system built into the editor. then it'll be a simple job of making the keyframe system, and the level editor will be usable...

then I need to implement the level saving/loading routines, and I can actually start working on the game engine itself

and the clock is ticking....

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
walaber
21
Years of Service
User Offline
Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 9th Oct 2004 14:12
update

post 99... this puts it right at the end of the page... I think I'll post the full update in another post so it's on another page for everyone... this page has too many screens alrady

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
walaber
21
Years of Service
User Offline
Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 9th Oct 2004 14:14 Edited at: 9th Oct 2004 14:15
UPDATE

hmm. still on the same page... one more try

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
walaber
21
Years of Service
User Offline
Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 9th Oct 2004 14:15
UPDATE

okay, here we go. new page!

lost of work on the editor! the basic character keyframe system is in, after much hard work!! no character animations yet, because the models aren't animated yet!

here's some recent screenshots:

in the editor, you can see the visual paths for characters!


the doors are part of a special door system, I can open and close them at will, and they are controlled by Newton!


a shot from the in-game camera (still in the editor)


Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
walaber
21
Years of Service
User Offline
Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 9th Oct 2004 16:23
another update

got the UV-map for the samurai character mostly complete. I just need to add a sword to the model, and then I can finish the UV and start texturing... then I need to animate both models!



Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB

Login to post a reply

Server time is: 2024-11-22 23:43:17
Your offset time is: 2024-11-22 23:43:17