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Work in Progress / Quikly Game Studio Pro (FINALLY!) (Game Creator, Make FPS, 3rd person, driving etc with physics, terrain...)

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granada
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Posted: 20th Aug 2005 08:15
Ran great here,i like the look of this .Only played for a little while before i went to work but will play some more when i get some sleep.

Dave

Windows XP Home 2002 Service Pack 2,1AMD Athlon(tm)XP 3200+ Barton 2.20 GHz ,1 GB of RAM
NVIDIA GeForce FX 5600 256MB DDR
Torrey
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Location: New Jersey
Posted: 20th Aug 2005 08:52
This demo runs great! The interface is similar to FPSC, but feels slightly better to work with! It also looks like it would be easier to add my custom textures (even though I haven't tried to add them yet) then compared to how FPSC works.

One thing I would change is the physics when it comes to walking around the level. My character kind of floats around like he's on ice.
The Nerd
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Posted: 20th Aug 2005 10:13
I just tried it again
This time it ran smottly! Maybe it was driving slow before because i was changing the size of the grid?

It's good!

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Math89
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Posted: 20th Aug 2005 11:26
Nice, it's really easy to use but I have a little problem : 'object does not exist at line 8383' when I create an object after a light.
Kangaroo2 BETA2
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Posted: 20th Aug 2005 12:36
Hi everyone

Hmmm no idea why it would be slow on your specs "the nerd", especially as it runs perfectly well on my wifes 1800amd with a fx5200... On both that system and mine (2ghz 9700pro) it runs WAAaaay smoother than FPSC...

Oh well I'll look into it and see if there's any obvious reasons why. As I said future versions will be faster anyways, and very soon I'll release a new version with bug fixes and proper documents (the documents are way out of date at the moment)

Quikly 3d Game Studio EA release date: Wednesday 10th August 2005!
Kangaroo2 BETA2
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Posted: 20th Aug 2005 13:01 Edited at: 20th Aug 2005 13:21
Aha I just saw the second page of posts, I'm glad its now working for most of you

Robot " Looking good, Keep it up."
Thanks

Seppuku Geijutsu "its great, couldn't do much, ran to slowly It ran slowly due to my card, good thing I'm getting a new one, I'm suprised actually, it ran FPS creator demo almost smoothly (although it kept crashing in places, FPSC that is) well I'll look forward to trying it out with a new graphics card"
Hi Glad u liked the demo. It'll run smoother next time, as this time I left a bug in which trys to do various effects automatically which your card doesn't support. However If you want the full advantage of the effects a new card would be good. Either way you should be ok

Hoopkid ups "It's been running pretty well on my 256 MB of RAM, Pentium 3 600 MHZ, and Nvidia TNT2 with 32MB, so I can't imagine why it would be slow on the specs you have The Nerd..."
Wow thats good to know! Well under the system specs and still running well, thats cool, thanks

Lynx "Yay! Downloading."
Hope you like it Better demo and full docs coming shortly.

Granada "Ran great here,i like the look of this .Only played for a little while before i went to work but will play some more when i get some sleep."
Thank you Hope you have fun with it, although remember to check for an update in the next day or two.

Torrey "This demo runs great! The interface is similar to FPSC, but feels slightly better to work with!"
Thank you Its slightly more complicated to use than fpsc, which is better in some ways but not as eay for complete beginners so I guess its give and take.

"It also looks like it would be easier to add my custom textures (even though I haven't tried to add them yet) then compared to how FPSC works."
Yes you can literally copy them into the texture directory in windows, so very easy. Although at the moment there is a limit on it, so to test you'll just hae to replace the old ones with your new ones, I strongly recommend 512x512bmp. All limitations like this will be removed very very soon.

"One thing I would change is the physics when it comes to walking around the level. My character kind of floats around like he's on ice."
Yes, thats more to do with the complete lack of animation (bobbing etc.) than the physics. I put a slight delay in the movement stopping in either direction, but that will be customisable and 'fixed' in the next version. The bobbing anamations will be there too

The Nerd "I just tried it again, This time it ran smottly!"
Thats a big releif, you had me VERy panicked with your first post!

"Maybe it was driving slow before because i was changing the size of the grid?"
Yes, any grid size larger than 25x25 slows to an almost halt in the editor. However testing the game should run smoothly, but take a long time to build. These are just optimisations which I can fix easily.
For the moment until I fix it I recommend 10x10 grid sizes to experiemnt with.
"It's good!" Thank you

Math89 "Nice, it's really easy to use" Thank you
"but I have a little problem : 'object does not exist at line 8383' when I create an object after a light."
Aha yes I know why thats happenning, I'll fix that right away, thanks. Lights will probably cause quite a few problems with this version, I only very hastily added them at the last minute, they haven't been tested. The Beta Ragdoll too is VERY volitile, try picking it up (RMB) and shaking it and watch the mahem of buggy code lol.

I should have pointed out that Terrains are in there, but you have to enable them and can only use the current terrain texture and heightmap which you can overwrite in windows. The proper options will be added in the next couple of days

MANY Thanks to everyone who's tried this, especially for not complaining about the obvious problems with it, most of which I am aware of and will fix very shorty. I just did't want to miss the deadline again

Cheers, Sam

Satchmo
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Posted: 20th Aug 2005 17:12
I tried 100x100 gride and the thing overloaded and crashed

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Kangaroo2 BETA2
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Posted: 20th Aug 2005 18:36
Yes large grid sizes may well crash your pc depending on how much ram your pc & gfx card have, see above, or the quotes below

"any grid size larger than 25x25 slows to an almost halt in the editor"
"These are just optimisations which I can fix easily.
For the moment until I fix it I recommend 10x10 grid sizes to experiemnt with."

Thanks for trying it, try it out with smaller grid sizes for the mean time.

As written in whats there of the docs, the grid sizes shouldn't need to be too big anyway, for 3 reasons:
1. The grid is not for a whole level. You can have many scenes incorporated in a level.
2. You can scale the grid to a much larger size, IE in a grand theft auto style game a single grid square would represent a whole building.
3. Outside levels can use Terrains of a huuuuuuuuuuge size.

Cheers

I'll try and write the docs properly now, and get some tutorials done, and upload them by this evening if possible

The Nerd
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Posted: 20th Aug 2005 19:08
hmmmm... I was just playing a little more around with it!
And i found something that maybe are bugs...

I can only place 1 object in the scene because if i try to make a new object again with the "make new object" button it gives me an error that an object dosn't exist:s
If this is a bug it should get fixed Also the exactly same thing happens with the lights.

Visit PanzerGames here
Kangaroo2 BETA2
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Posted: 20th Aug 2005 19:21 Edited at: 20th Aug 2005 19:22
I think that is because of the light code which I added just before uploading. Before that you could have up to 1000 objects with no problems. I'll have a look into that and fix it asap Should be by tomorrow actually, cos I'm sure I know why thats happenning

Kangaroo2 BETA2
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Posted: 21st Aug 2005 01:02 Edited at: 26th Aug 2005 11:57
NEW DEMO RELEASED! Sorry to shout but I'm excited, this ones a lot nicer

Just uploaded it to here: http://www.quikly.com/downloads/Quikly3dGameProDemo002.rar
EDIT this download doesn't work anymore as a new version has been uploaded to replace it, find it here:
http://www.quikly.com/downloads/Quikly3dGameProDemo003.rar

Okay so I haven't finished the docs yet (thats my job for tomorrow now) But you can now add as many objects as you like (100 max at the moment I think) and as many coloured ambient lights as you like, and it shouldn't crash anymore. Infact I fixed seveal other small bugs I found as well so it'll run a lot smoother. One limitation I should mention is that at the moemnt objects and lights can only start at floor level not on a raised floor, but I'll fix that v, v soon.

I just spent the last 20 minutes making a huge level (25x25, with many rooms, 70 objects, 30 coloured lights) and then just ran around it shooting and throwing everything, great fun 8)

For those who haven't noticed, the right mouse button picks objects up, so you can throw them at each other, or carry them upstairs etc. The barrels are particularly fun to carry up a big ramp and then roll down knocking boxes over!

Heres a screenshot to show multiple lights and objects working
http://www.quikly.com/downloads/prereleaseshot11.jpg

And heres the link for the NEW demo again.
http://www.quikly.com/downloads/Quikly3dGameProDemo002.rar
EDIT this download doesn't work anymore as a new version has been uploaded to replace it, find it here:
http://www.quikly.com/downloads/Quikly3dGameProDemo003.rar


For those of you wondering, the next big release should be very soon, with most bugs finsihed stuff added and complete docs, once thats done, I'll start selling the full version, boxed in dvd case, full body printed CD, v nice quality

Anyway have fun with the demo, I certainly wasted a lot of time today having fun playing about with levels and stuff

PS Has anybody worked out any scripting commands yet? (it just ignores commands it doesn't understand)
PPS Sorry about Kelly below, she is my good luck mascot and always launches software for me I'll have a new mascot every week lol

The Nerd
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Posted: 21st Aug 2005 03:24 Edited at: 21st Aug 2005 03:25
WOW!
This new demo is great!!!!
I loved playing around with the physics in it.
Although i think that you should make the player be able to decide how he wanna control the player, because i really hate to use the arrowkeys and the mouse when you also jump on space So it would be nice if you also could be able to use the WASD keys.
Also the objects you pick up reacts wierd. Instead of it looking like it's actually being picked up by hands and you got a stable grip, it more looks like that the objects are being grapped by an invisible stick^_^ Because they bounce around like crazys when you take them, and that way you don't really have control over them.

Well.. That was what i just noticed Really great product!!!
Keep up the good work!

Visit PanzerGames here
Kangaroo2 BETA2
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Posted: 21st Aug 2005 12:53
"WOW! This new demo is great!!!!"
Thank you

"I loved playing around with the physics in it."
Yeah me too, I can waste hours messing around with dropping things off ramps etc.

"Although i think that you should make the player be able to decide how he wanna control the player, because i really hate to use the arrowkeys and the mouse when you also jump on space So it would be nice if you also could be able to use the WASD keys."
Yes of course this will be included, under object options In fact you aren't just limited to arrows or WASD, you can map keys to any keys you like in the control menu, again part of the 2d editor. (The 2d editor esentially adds and changes HUD & Menu elements.)


"Also the objects you pick up reacts wierd. Instead of it looking like it's actually being picked up by hands and you got a stable grip, it more looks like that the objects are being grapped by an invisible stick^_^ Because they bounce around like crazys when you take them, and that way you don't really have control over them."
Yes theres a reason for that, its because its actually my code for the gravity gun (Like in Halflife 2), whereby you are actually controlling them with an electrical impulse beam coming out your weapon. You just can't see it cos I haven't imported that weapon model or beam graphics yet I will also probably include a pickup with your hands mode that would be more stable, although you'd have to be very close to the objects to pick them up otherwise it would look as if you could levitate things!

"Well.. That was what i just noticed Really great product!!!
Keep up the good work!"
Thank you very much! Yeah its really shaping up now, I'm glad people are having fun with it

The Nerd
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Posted: 21st Aug 2005 13:08
I know the gravity gun in half life 2 I got that game myself. Altough you still got a more stable grip with the objects in half life than the gravity gun in your program

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Satchmo
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Posted: 21st Aug 2005 14:58
wat objects i tried to go into objects and it didnt work

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The Nerd
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Posted: 21st Aug 2005 15:54
@FXGAMER:

I think that you need to be more specefic before Kangaroo2 BETA2 can check out the problem
Although i just had another play with it
Look the scene i made :



And it all ran smooth!
Again, nice job!

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Kangaroo2 BETA2
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Posted: 21st Aug 2005 21:06
FX Gamer:
1: Choose "Scenes" > "Current Scene" from the file menu.
2: Choose Objects Tab
3: Click New Object
4: Choose your active object type
5: Chose the grid square to start it in

Hope that helps Proper docs up either tonight or tomorrow morning.

The Nerd: Looking Good man Now you need to build some steps, ramps and raised floors to really have some fun The gravity gun will be properly tweaked before its proper inclusion, its a tricky one to perfect

Docs & Tutorials coming on well, plus some nice new features I may add for a demo tomorrow morning

Peter H
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Posted: 21st Aug 2005 21:16
Looks great!

hehe, i love your sig

I'll definetly consider buying this...my dad's more likely to let me buy this than fpsc...because he doesn't like violent stuff...and "first person shooter creater" would turn him off immediatly if i showed it to him

"We make the worst games in the universe."

granada
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Posted: 21st Aug 2005 22:19
Can we build our own level parts !!

Dave

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walaber
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Posted: 21st Aug 2005 22:56
i tried demo 2, it was very easy to use, and worked great.

the newton physics of course are fantastic

thanks for the mention in the credits too

I think you have a very cool product on your hands here, I wish you the best of luck with it.

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
Kangaroo2 BETA2
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Posted: 21st Aug 2005 23:35
Peter
"Looks great!"
Thanks

"hehe, i love your sig"
Thanks I'm proud of that one lol

"I'll definetly consider buying this...my dad's more likely to let me buy this than fpsc...because he doesn't like violent stuff...and "first person shooter creater" would turn him off immediatly if i showed it to him"
I hope you can pursuade your dad hehe
The emphasis will definitely be on a vareity of game styles as time goes by (I'm perfecting the vehicular controls at the moment for example) and it certainly will NOT come with any media not suitable for all ages, not blood, gore etc. Although this will easily be addable once you've bought it

granada
"Can we build our own level parts !!"
Yes of course! The full version will include a primitives editor, as well as support for inputting .x .3ds and .dbo models as level parts or whole prefabs

walaber
"i tried demo 2, it was very easy to use, and worked great."
Thanks! V nice to know you tried it, long been an admirer of your dbpro work

"the newton physics of course are fantastic"
Yes they really steal the show! And if it wasn't for your amazing work on the wrapper this wouldn't be possible so MANY thanks

"thanks for the mention in the credits too"
Very least I could do As I mentioned you'll get a free copy too of course for your work on the wrapper

"I think you have a very cool product on your hands here, I wish you the best of luck with it."
Thanks man, that means a lot coming from such a Newton God

Drew Cameron
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Posted: 22nd Aug 2005 00:05
Hi, just dropping a line, finally.

I'll give this a go in the coming week, but not tonight...
Expect feedback!!

Katie Holmes is back!
Kangaroo2 BETA2
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Posted: 22nd Aug 2005 00:10
Hey! Hi Drew, I've lierally JUST posted in your D&C thread, didn't know you'd posted here too I'd love to hear your comments, as your older projects have been cool and D&C is just brilliant! Lovin the style.

Anyway guys I've made a lot of progress today but I won't upload until tomorrow otherwise I'd have to upload 2 demos very close together and that would be confusing. But expect decent docs and a damned good overhaul tomorrow

Cheers, Sam

Drew Cameron
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Posted: 22nd Aug 2005 00:24
Yeah, it's just like IM tonight.

I'll definately get back to you about this once I've tried it out - I've got 3 computers I can test it on for you, and I'll tell you the specs and how it ran on each, okay?

Thanks for the D&C feedback - nothing like good feedback to motivate!
Later...

Katie Holmes is back!
Megaton Cat
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Posted: 22nd Aug 2005 00:31 Edited at: 22nd Aug 2005 00:32
edit


Xbox 360: The future is here, and you can't afford it.
Kangaroo2 BETA2
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Posted: 24th Aug 2005 16:23
"I'll definately get back to you about this once I've tried it out - I've got 3 computers I can test it on for you, and I'll tell you the specs and how it ran on each, okay?"
Thank you, that sounds brilliant

"Thanks for the D&C feedback - nothing like good feedback to motivate!"
No problem, its a great game! My wife loves it too

Everyone, sorry I haven't posted another update yet, its cos I'm wokring on lots of little features I want to add and getting rid of bugs as I want to have a more complete demo to post properly in the Program Announcements. Should be able to post it later this eveing

Megaton Cat
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Posted: 24th Aug 2005 17:57
Kangaroo, no need to rush this. It'll be better then awsome when done.

Thank you for the offer by the way. I've replyed back on my thread.

The light effects I must admit are looking stunning.

Looking forward to hearing again from you, and further updates on the engine.

*proceeds to download the latest demo of Quickly*


The future is here, and I can't afford it.
Megaton Cat
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Posted: 24th Aug 2005 19:51 Edited at: 24th Aug 2005 19:59
Just tried it. Alittle rough around the edges, but full of potential.

A few questions and suggestion:

- Allow me to create my own directory when I click "NEW GAME" at the program's launch.

- Please make me able to move the camera around (in top view and iso view) using the WASD keys. Would make life easier.

- How do I set the players spawn position? The "player object" setting doesnt seem to be working.

- I can't seem to connect any of the walls without them overlapping, and causing fliker. Can you fix this?

And lastly, my newton physics goes completly nuts. Everytime I even ouch the ragdoll with my gravity gun, it starts jerking violently and when I release, it either flies away or sink into the floor.

Crate just spins through the air alot, but otherwise seems to be working allright.

The lighting was very good though. Is this Direct3D lighting?

EDIT: Will the final version all us to load our own wall/others prefabs? You mentioned something about adding .x support and the ability to load lightmaps in my previous thread.


The future is here, and I can't afford it.
Drew Cameron
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Posted: 24th Aug 2005 20:35
I'll wait for the new update before I test it out, Kangaroo.

Katie Holmes is back!
Kangaroo2 BETA2
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Posted: 24th Aug 2005 20:35 Edited at: 24th Aug 2005 20:36
Drew - thanks

Megaton
"Kangaroo, no need to rush this. It'll be better then awsome when done."
Thanks

"Thank you for the offer by the way. I've replyed back on my thread."
No problem!

"The light effects I must admit are looking stunning."
Thank you

"Just tried it. Alittle rough around the edges, but full of potential."
Thanks! yes its very simplistic at the moment, as I'm only adding code sections once they are stable and don't affect framerates

Allow me to create my own directory when I click "NEW GAME" at the program's launch.
Yes thats already donr for the new demo, uploaded soon

Please make me able to move the camera around (in top view and iso view) using the WASD keys. Would make life easier.
Key camera control is also in Although currently will only work when the 3d is selected not a gadget.

How do I set the players spawn position? The "player object" setting doesnt seem to be working.
Thats a Bug, again FIXED already for the next version

I can't seem to connect any of the walls without them overlapping, and causing fliker. Can you fix this?
Yes will be fixed, although not for the next version. Its simple to do though, so very soon

"And lastly, my newton physics goes completly nuts. Everytime I even ouch the ragdoll with my gravity gun, it starts jerking violently and when I release, it either flies away or sink into the floor."
The Ragdoll is very unstable yes, although reactsproperly when moving slowly. Pressing 'Ctrl' you'll see why. I'm gonna fix this when I add my own models and ragdolls properly. Physics on the other objects are all very stable though.

"Crate just spins through the air alot, but otherwise seems to be working allright."
Thats down to how hevy you set it as, and how powerful the gun is. You can set these values in the next version

"The lighting was very good though. Is this Direct3D lighting?"
Thank you Yes it is. Active lights can be moved, changed colour etc at will via scripting. Infact in the new version the gun object will have a fading flash when you shoot that will actively light the area. Should be even cooler once I stick projectiles in there too

"Will the final version all us to load our own wall/others prefabs? You mentioned something about adding .x support and the ability to load lightmaps in my previous thread."
Yes Infact the full versions of even early builds should include this, with support for .x , .3ds and .dbo.

Cheers, back later, Sam

Kangaroo2 BETA2
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Posted: 26th Aug 2005 00:44 Edited at: 26th Aug 2005 11:56
Demo version 0.003 Now uploaded

http://www.quikly.com/downloads/Quikly3dGameProDemo003.rar



This demo fixes many bugs and problems, and also adds some more features such as:
*Bobbing and kickback animations for weapons, (which can be editted and applied to all weaponsin future)
*Realtime light flashes when firing, plus a flash effect
*3d smoke alpha effect for bullet hits

There is a large Tutorial I have added to help people learn how to use some of the features of the product. I highly recommend clicking 'Tutorials' from the help menu.

As requested you can now place the player object to start in any grid position you wish. I also fixed object and light positioning so that they will start at the floor height of each tile.

As requested you can now move the editor camera around with WASD keys as well as the camera control menu, simply hold down 'Ctrl' (as using hotkeys without ctrl/alt/shift traps those keys in edit boxes)

As requested you can now create directories for the game from within the software also

Not quite the huge updatye I wanted, as the Tutorial took me a good deal longer than I expected. However this will fix a great deal of problems people may be having.

Only issue I should mention is that framerates will dip slightly if you shoot many bullets at once, this is an easy fix for next time.

Shadowing lighting and alpha effects are all on as default so may run slowly on slower pcs, but I'll add an option to disable them in future versions.

So, hope everyone downloading this enjoys it. The media is all temporary so feel free to try replacing it with your own and posting nice screenshots for me to see

Have fun, Thanks for all feedback, Sam


Lynx
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Posted: 26th Aug 2005 11:31 Edited at: 26th Aug 2005 11:51
Sorry,
http://www.quikly.com/downloads/Quikly3dGameProDemo003.rar

Simple typo.

By the way, I'm trying out the demo right now and I really like the changes. The camera WASD is awesome. I was wondering though, is there any possible way to have a "bucket" type tool where you can simply fill the entire grid with a texture? And I would really like some cross hairs .

I pwn.. this glove.
Kangaroo2 BETA2
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Posted: 26th Aug 2005 12:03
Hi Lynx

"Simple typo." - Ah yes many thanks, I was very tired whilst updating last night lol

"By the way, I'm trying out the demo right now and I really like the changes." Thanks

"The camera WASD is awesome." Thanks I initially had it in there anyway but it didn't work unless no gadgets were selected. Then I worked out I could do it as hotkeys If people think its necessary I could make it respond to the arrow keys too?

"I was wondering though, is there any possible way to have a "bucket" type tool where you can simply fill the entire grid with a texture?"
Yes I can add that, no problem. In fact I could even make a fill tool that would stop on walls, now that could be really useful

"And I would really like some cross hairs."
Yup those will be in there as soon as I get the 2d editor perfected, that lets you add and edit all kinds of HUD elements, cross hairs, stats, maps, menus etc.

Cheers, Sam

granada
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Posted: 27th Aug 2005 08:33
Great fun everything seems to be working so far.
I managed to get the rag doll stuck to the cieling


Dave

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Kangaroo2 BETA2
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Posted: 27th Aug 2005 12:58
"Great fun everything seems to be working so far."
Cool, thanks

"I managed to get the rag doll stuck to the cieling"
hehe thats cool Yeah the ragdoll is quite easy to get stuck or blow appart at the moemnt, I have to make him a whole lot nore solid. Still, its fun to try and do stuff like this with him lol

OK, announcement
I'm going on holiday for a week, so I won't be here and won't be posting updates or replying to messages for a week. Please keep trying and playing with the demo to come up with bugs, suggestions etc. I will happily answer them all when I get back

After I do come back, things will start to get interesting, I have lots of nearly finished things to add, for example it won't be long until vehicles, 3rd person, huds, terrain editor, dbpro export and more will be added. I was thinking of an official release around September the 20th but that would clash with FPSC and I don't want to rain on their parade at all, so I may wait, or do it slowly.

Anyway I hope you all have fun over the next week, I'll speak to you all soon

Cheers, Sam

Kohaku
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Posted: 27th Aug 2005 15:52
Enjoy your holiday Sam!


You are not alone.
Seppuku Arts
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Posted: 27th Aug 2005 18:25
Quote: "Hi Glad u liked the demo. It'll run smoother next time, as this time I left a bug in which trys to do various effects automatically which your card doesn't support. However If you want the full advantage of the effects a new card would be good. Either way you should be ok "


I see, good thing I'm getting one, I had the same problem as nerd, dunno if its the same thing causing it, or just me crappy card. well I'll find that out later.....if all is not so good, will have to wait till I get a Boxxtech or Custom PC




Quote: "I'm going on holiday for a week"


Lol, just had mine, the only bad things about it were chavs and seeing a McDonalds, luckily the Cotswolds parts lacked both

Have fun

granada
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Posted: 28th Aug 2005 15:33
Been playing with this today,cool .I think this might have a bright future.Well done Sam.

Dave

Windows XP Home 2002 Service Pack 2,1AMD Athlon(tm)XP 3200+ Barton 2.20 GHz ,1 GB of RAM
NVIDIA GeForce FX 5600 256MB DDR
Drew Cameron
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Posted: 28th Aug 2005 21:10 Edited at: 28th Aug 2005 21:11
Hello,

Just tried it on two machines without incident - and extensively on one of the two machines.

Pentium 4, 512mb RAM, NVidia Geforce, WinXP SE
Pentium 4, 1 GIG RAM, ATI Radeon, WinXP SE

Now, it all worked well and the tutorial was as streamlined as it could possibly have been, which is good. The interface was good, and I ran into no problems with walls, roofs, player positioning and basic lighting. (That's all I tried out in the editor before diving in and 'playing')

Comments and suggestions that might help

- The FPS gun and flare isn't great. Maybe you could ask nicely to steal a gun and hand model from the Blackout sticky project in WIP?
- The gravity is a bit light? Can you change this (forgive me if you can)

Apart from that, it's all very solid and I'd especially like to see the DBP code it puts out. It's a strong package; and it runs blisteringly fast for me.

You know I'm impressed, because the above was the only critique I could come up with.

Katie Holmes is back!
Kangaroo2 BETA2
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Location: Somerset / UK
Posted: 3rd Sep 2005 15:23 Edited at: 4th Sep 2005 15:28
Just got back, literally half an hour ago

Aura "Enjoy your holiday Sam!"
Thanks I did, although I was preoccupied with this! Lots of pseudo code written lol

Sepuku "I see, good thing I'm getting one, I had the same problem as nerd, dunno if its the same thing causing it, or just me crappy card. well I'll find that out later.....if all is not so good, will have to wait till I get a Boxxtech or Custom PC"

Well, A new PC is always cool, but seriously this should work pretty well on lower speced machines, a cheapish graphics card update would help no end

"Lol, just had mine, the only bad things about it were chavs and seeing a McDonalds, luckily the Cotswolds parts lacked both"

I used to live in the Cotswolds And I own a pair of jeans with a burberry trim. Don't think I quite count as a chav though yet lol

Dave, "Been playing with this today,cool. I think this might have a bright future.Well done Sam."
Thank you! Glad you've been havcin fun with it, only bigger and brighter things to come!

Drew
"Just tried it on two machines without incident - and extensively on one of the two machines."
Escellent, glad to hear that, thanks for trying it

"Now, it all worked well and the tutorial was as streamlined as it could possibly have been, which is good."
Great, I was wondering if it was ok. It will become far expanded and improved as time goes on, plus other ones for different style games

"The interface was good" Thanks

"I ran into no problems with walls, roofs, player positioning and basic lighting. (That's all I tried out in the editor before diving in and 'playing')"
Brilliant Sounds like you gave it a good thrashing, I'm pleased its working without hitch, as I didn't have much time to test it before releasing it

"The FPS gun and flare isn't great."
Hehe yeah all models and textures are rubbish at the moment aren't they lol. I'm gonna spend a week or so and make some far better ones before a proper release. You may be interested to know the current gun isn't even a model, just a mesh made in realtime by squishing some cube primitives

"Maybe you could ask nicely to steal a gun and hand model from the Blackout sticky project in WIP?"
I like the blackout project and work seems to be going really well on it But unless someone specifically offers to make models for me to use I'll make my own, as I need to be sure they are royalty and tie free for anyone wanting to use them with my software Don't worry I'll spend some time and make some more decent models

"The gravity is a bit light? Can you change this (forgive me if you can)"
Yes this is fully adjustable, but only by scripting and I haven't given any instructions for that yet. Don't worry though the gravity as well as otherthings such as mass of objects will be edittable by simple 'edit' menus very soon

"Apart from that, it's all very solid and I'd especially like to see the DBP code it puts out."
That'll be in soon It works pretty well but I'm trying to get it to output neater code with less repetition.

"It's a strong package; and it runs blisteringly fast for me.
You know I'm impressed, because the above was the only critique I could come up with."

Thanks! Thats great to hear and I'm glad you like it You know, I'm very glad people are still havin high framerates, cos they actually got slower last demo, although they will be even faster by the next one

Thanks to everyone whos trying this out I'm gonna go and unpack and get an early night cos I'm knackered (A holiday with he kids always means I need a holiday when we get back!) but I'll be back and updating very soon

Drew Cameron
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Posted: 4th Sep 2005 12:45
No problemo.

Katie Holmes is back!
Seppuku Arts
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Posted: 4th Sep 2005 15:04
Quote: "I used to live in the Cotswolds"


Cool where abouts? Stow, Slaughter(That was nice) Bibury, Stratford, Cirencester. (i'll stop there)

As for cards and computers, I'm thinking of a new system anyway, but will get the card first and some animation software and maybe Cinema 4D 9.5 soon after before a new system, now that I'm applying for part time jobs that aren't 1 4hour shifts a week paying £4 an hour.

Megaton Cat
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Posted: 9th Sep 2005 22:21 Edited at: 9th Sep 2005 22:22
I meddled with the levels allit bit..>_>




The future is here, and I can't afford it.

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Seppuku Arts
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Posted: 10th Sep 2005 12:31
funny how the demo is being used as FPS creator...looks nice, but it has other features

Kangaroo2 BETA2
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Posted: 10th Sep 2005 17:43 Edited at: 10th Sep 2005 17:45
Hey those textures look kewl

Yeah the next demo is taking a little longer as I'm making sure 3rd person and vehicle modes are properly implemented too, as I don't want to have this as primarily a FPS creator, as its not my intention to steal attention from the V1 release of FPSC which is going on at the mo

Evil stick
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Posted: 10th Sep 2005 17:45
I have a few guns if you want them.
John H
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Posted: 10th Sep 2005 18:00
Stickied this for ya Roo If you dont want it stickied, just post and I'll apply some de-adhesive.

Its looking really awesome, keep up the great work, and glad to have ya back


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Kangaroo2 BETA2
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Posted: 10th Sep 2005 20:00
RPGamer, hey thanks Glad to see you here too

Evil stick, Any media, models, textures etc are very welcome, thanks But I would say that this will eventually be a commercial product and they would need to be ok for me to give away with the software, royalty free for ppl to use etc, so obviously would need some kind of contract with whoever first made them.

Evil stick
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Posted: 10th Sep 2005 20:29
well, I just found out I lost them(really!!), but I got them from [href]www.turbosquid.com[/href].
Seppuku Arts
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Posted: 11th Sep 2005 12:02
Then I doubt you could use them, I'll dig up some of me old models, and make so quick ones if you want,

as you mentioned 'turbo squid' I may as well finish my squid model and give it to ye, you know you could have a killer squid as a boss

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