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NVIDIA Competition 2008 / Shadow Behind the Leaves

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Seppuku Arts
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Posted: 13th Jan 2007 21:15
Thanks, I think I will be able to make it, but I may not, but whatever I have I'll enter, better to have tried and failed than have failed to try.

Click Me! Dolphins aren't Mammals, they're lizards.
Roxas
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Posted: 13th Jan 2007 21:16
Hehee that's good personatilty!

I have no soul.. I nobody.. I have no heart.. I have felt in the darkness.. Im the darkness.. Whatever..
Zedane
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Posted: 13th Jan 2007 21:29
Game looks good Sepp, The character looks really nice and I do like that bloom shader. The only thing I found odd was that 9 frame rate, do you really test your game running at a frame rate of 9?
In terms of those trees I wouldn't give up on Cinema 4D, I had a lot of trouble getting the alpha working with the trees in Tauru. And when I finally got it working, the lighting shader that I recently added would make the whole tree invisible! Just give it a few days, I'm sure you'll figure it out


around here.. normal's just a setting on a hair dryer
Seppuku Arts
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Posted: 13th Jan 2007 21:41 Edited at: 14th Jan 2007 14:14
All's been fixed now, I've updated the screenshot.

Quote: "do you really test your game running at a frame rate of 9?"


Well my PC hasn't been on its best behaviour today I must admit, but I had other processes in the background, my PC is low spec, I'm not going to get the best frame rates in the world, although they're normally higher than today's.

Quote: "In terms of those trees I wouldn't give up on Cinema 4D,"


I've had all sorts of issues with C4D and game making, which is why I'll give up my guns there, C4D 6 was never cut out for game dev, but the newer versions are as I'm sure people like Big Add will tell you.

Cheers for the comment Gokul.

Quote: "Hehee that's good personatilty!"


Thanks, well I just like to be an optimist, no point, life's better when you make the most of it, no matter what you achieve/don't achieve.

[edit]

Well, because I'm a fan of videos, I put one together, because I'm bored.


Click Me! Dolphins aren't Mammals, they're lizards.
Seppuku Arts
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Posted: 19th Jan 2007 00:54
Sorry for all of these tiny updates, I have very little time, I would have loved to have a demo of the opening part ready for the compo, but to be realistic and the time I have, I best take my chances at a small mission in the game, where I have planned so far, and no better than my beach level, those previous models aren't dump, just not for the entry. To put it realistically, what I would have to do for the original level to be finished

-Model 2 more areas, perhaps a room, as well, not to mention finishing the first area.
-Model 2/3 more characters and animate them
-Model pick up items

With the new chosen one, the work load is dropped:

-Model 1 area, 1 room
-Model 1 character, simple animation
-Model a set of pick up items.

Simpler.

The new level will be a simple one, Onima has travelled to a tropical island, and is on a beach with restricted access to meet a wise man, who very little gain the privilege of meeting. What Onima needs is a potion to separate her soul from her body temporarily to reach a realm where she needs to reach through her soul.

Of course, typical in any adventure game, the wise man will want something or will need the ingredients, this is the case for this wise man, and these can be found around the beach. One striped banana, one spotted crab, one six legged starfish and a certain common remedy in order to complete the potion.

I haven't done much of the modelling, actually I had only had half an hour free today to do it.

Here:



Click Me! Dolphins aren't Mammals, they're lizards.
Zedane
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Posted: 19th Jan 2007 01:20
pretty cool video, i liked the music and the camera seems capable to say the least. I'll say it frankly though, you have ALOT of work to do.


around here.. normal's just a setting on a hair dryer
Mike Inel
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Posted: 19th Jan 2007 09:22
Go Seppuku go! You can do it!!!
I agree with Zedane though... You only have 1 month to finish it...
But still, Go seppuku go!!!

Programmers does a big participation in a game, yet they have the least credit.
Portfolio: http://mike-inel.cgsociety.org/gallery/
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Roxas
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Posted: 19th Jan 2007 11:52
Great Music!!! But there is still some graphical bugs in character and you have to code quikly now !! But you can do it seppuku if not i want to see this still continuing!

I have no soul.. I nobody.. I have no heart.. I have felt in the darkness.. Im the darkness.. Whatever..
Seppuku Arts
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Posted: 19th Jan 2007 20:06
Cheers for the comments, I do have 1 month, but what the hey, I'll get it done, in terms of what I have set out for this, it isn't too much of a bigger load. If I did that house and trees and bananas in 1/2 hour, I know I'll be able to finish the rest of the scene at that rate, which is good news, which is why I love low polygon modelling.

Thanks for the comments on the video and music, the music isn't mine, but I took it from a royalty free website, I was going to try a similar style on the acoustic, but my brother won't lend me his condensed microphone to do it, so I'm going to have to buy one eventually for the game, but for nVidia, its that clip there for now.

Cheers for the support Mike I had always fancied a personal cheerleader, but I never imagined I'd ever get a male one, as they say, be careful with what you wish for .

Quote: "Location: Invisible boat mobile of Mermaid Man"


One last point here, no need to mention Mermaid man, any true Spongebob lover should recognise what the invisible boat mobile is from miles away.

Click Me! Dolphins aren't Mammals, they're lizards.
Seppuku Arts
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Posted: 20th Jan 2007 15:54
Apologies, it is time for me to rush this project, so I'm not using lithunwrap to UV map my levels, but Cinema 4D, it doesn't look as good, but meaning I can make quick and easy tile textures and UV maps, cutting out time on making these for the game.

So today, I've modelled and textured most of the game area, I'll add fences and a bridge (From one island to the other) later. And I've done a title screen.




Click Me! Dolphins aren't Mammals, they're lizards.
Roxas
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Posted: 20th Jan 2007 16:11
Looks Great!

I have no soul.. I nobody.. I have no heart.. I have felt in the darkness.. Im the darkness.. Whatever..
Seppuku Arts
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Posted: 20th Jan 2007 16:18
cheers buddy.

Click Me! Dolphins aren't Mammals, they're lizards.
Peter H
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Posted: 20th Jan 2007 17:58
whoa!

vast improvement from the last environment scene... now you're scaring me with how good it is!

One man, one lawnmower, plenty of angry groundhogs.
Spambergo
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Posted: 20th Jan 2007 18:27
Looking good! I love adventure games, I'll be waiting for this one.

My Nvidia Compo Entry - Villain:
http://forum.thegamecreators.com/?m=forum_view&t=94427&b=32
Seppuku Arts
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Posted: 20th Jan 2007 23:13
lol thanks Peter, the last scene would have been better had I put more design to it, for this one, I actually sat down and thought about it at a bored moment. :0

Cheers for the comments

Click Me! Dolphins aren't Mammals, they're lizards.
Mike Inel
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Posted: 25th Jan 2007 09:33
Wow! You're good at picking colors. They're bright, but looks ok!
Keep it up!

Programmers does a big participation in a game, yet they have the least credit.
Portfolio: http://mike-inel.cgsociety.org/gallery/
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Seppuku Arts
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Posted: 25th Jan 2007 17:26
lol thanks. I'm going to get more done this weekend, I'll add some barriers, the actual pick up objects, import it into DBP and start on the menu and animate/fix uv Onima and model the Shaman.

Click Me! Dolphins aren't Mammals, they're lizards.
Alfa x
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Posted: 1st Feb 2007 16:50 Edited at: 1st Feb 2007 16:58
Hi,
I like the effects you give to your images.
where did you learn to to bumbmap and apply ligths like that?.
1) do you have any link?.
2) do you have any link to sparky's dll's?
Seppuku Arts
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Posted: 1st Feb 2007 17:07
Quote: "2) do you have any link to sparky's dll's?"


I don't I'm afraid, do a google forum search (Found at the bottom of the page) If you're going to use my code I posted in this thread, then use only version 1 of the dll, version 2 has major changes

Bump mapping and lighting isn't too hard (look through the thread, you'll find my source code)

The bloomy effect (The glare if you will) is a shader effect, which can be found amongst the Shader Pack found in the Work in Progress section.

The High performance Shadows are very simple, using

set shadow shading on [object number],0,500,1

instead of the normal set shadow shading on [object number]

To control the light source of the shadow, use the number '0' for the light object. The light object already exists, so to the shadow light source, you can do this as an example

position light 0,100,100,100

The bump mapping bit, is very simple. As I have photoshop version 6, I can't use the normal map plugin (require PS7+), but I have another solution to that. Get the texture, load into in a 2D app like Paint.NET (Free), The GIMP (Free) or Photoshop, set it to greyscale/desaturate then if possible, define the shadows more (This is doable in Photoshop with one of it's tools) then save it and load it into Normal Map Generator (Made my MikeS, do a forum search in Work in Progress/Program announcement, you should find it) and then it makes the Normal map based on that image.

I then using the 'set bump mapping on 1,2' command to apply it.

Cheers for the comment and hope that helps.

Click Me! Dolphins aren't Mammals, they're lizards.
Alfa x
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Posted: 1st Feb 2007 19:17
You all are nice.
Thank you seppuku. The effects in your game are awesome.
your explantion was very complete.
im' really happy.

Have you checked my game? PFR (pipe fall racers).

Cheers for you answer too!
Seppuku Arts
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Posted: 1st Feb 2007 20:00
No problem mate, glad I could help and thanks for the second comment.

I haven't checked your game, but I will.

Click Me! Dolphins aren't Mammals, they're lizards.
Alfa x
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Posted: 3rd Feb 2007 15:31 Edited at: 3rd Feb 2007 15:50
Hi Pal .
You talked earlier about making a better sky, do you know a way so
the sky looks better? . (like cluds moving) "I also need one ".
I have an idea like loading a sky and then make targa clouds move.
But I wonder if it is a better way.
Yet, I have a problem. My background image stays above of the game . So i can't see the ships.
Do you know how to put it in the bottom, but with image manipulation?

Do you know how can i make a video of my game.
Everybody has one, but i don't know how.

In advance, thanks.
Seppuku Arts
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Posted: 3rd Feb 2007 16:11
Moving clouds, never done this one myself, but I can guess a theory, use a .png or .tga image that has transparent parts for where there are no clouds, as your cloud will be just a texture, make a plane object, apply that texture on with transparency with the flag set to 4 and then put a texture scroll in the loop and your clouds should move.

As for the background image being above the ships, that might be if you're using the paste image command, you can't past below the 3D render, but you can apply the image into a huge sphere, that can act as a 3D background, thus making a sky sphere.

Making a video of your game, well google 'fraps' and download that, that's how I made a video of my game.

If you have anymore DBP problems, post in the Dark Basic pro discussion board, you will most likely get better answers there.

Did The Buddha have a Zen micro?
Alfa x
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Posted: 3rd Feb 2007 16:32 Edited at: 3rd Feb 2007 21:24
Thanks seppuku,
I kinda new, so i don't know so much about the forums
But i still think your answers are the best!
I'm like using images because i think they are fast.
I think i will try using a huge sphere or cube.
The backdrop function appears out of date.
If i come with a good solution, i will tell ya.

Great effect doing the water. It's the best looking water i have ever seen.

Thanks seppuku.
Bizar Guy
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Posted: 4th Feb 2007 02:54
Looking really nice Sepp.

Horray for adventure games!!!

Seppuku Arts
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Posted: 4th Feb 2007 11:05
Cheers buddy, horray if I get something finished, I was working on lighting techniques yesterday, as that the DBP bump mapping command would look good, and by joe it does. I've also done a music track, it's quite creepy but hey.

So today I'm going to finish modelling the level and then implement it.

Did The Buddha have a Zen micro?
Seppuku Arts
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Posted: 4th Feb 2007 15:31
Well, an update, level modelled, textured and implemented. Unfortunately, I get a horrible frame rate, which is odd, there aren't too many polies in the scene (Around 10k) and it's not as if all polies are rendered at once, so I'll blame the textures for that one, I'm going to have to shrink them to 64x64 or 128x128.

Well ingame and render shots here:
With shaders

Without shaders

Render


Did The Buddha have a Zen micro?
Roxas
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Posted: 4th Feb 2007 15:35
Render and without shaders it looks good But why you arent debuggin how many polies are in screen?
But good work dude.. If its around 10k polies i think it should work faser it can be with texture sizes too or ... your computer..
Well good work anyways! Cheers!


Seppuku Arts
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Posted: 4th Feb 2007 16:19 Edited at: 4th Feb 2007 16:19
I have no reason to check the render polies on screen, I do that when I'm 3D modelling. Yes, with 10k polies it should run much faster, I know my PC is crap, but still. But it is likely to be down to texture sizes, that what I find helps games like Doom 3 run faster when at low quality.

Thanks for the comment

Did The Buddha have a Zen micro?
Roxas
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Posted: 4th Feb 2007 16:28
Oh lol.. Seppuku you can ingore whole my post (well not whole) but anyways i found out your pc is actually better than me what is really odd for me Well anyways i get new comp on my birthday ^^
(Partically for DBPro x10)

Anyways Cheers! (again) ^^


Seppuku Arts
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Posted: 4th Feb 2007 18:31
Well, I've had a chance to upload a video, but expect to be impressed by the frame rates. The music, was my bad attempt to make something, although misplaced, it would be cool for some comments on that one too

http://s5.photobucket.com/albums/y173/seppuku05/?action=view¤t=Shadowleavesisland.flv

Did The Buddha have a Zen micro?
Spambergo
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Posted: 4th Feb 2007 20:04
Looks pretty good! It's hard to tell from the video(as it is streaming-quality), but the bloom looks to be a little intense... but I'd have to actually try it to know for sure.

The music's not too bad, either... its got a good, mysterious adventure game feel to it.

Keep up the good work!

Seppuku Arts
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Posted: 4th Feb 2007 20:13
Thanks for the comment, the bloom is at the same intensity as in the first of the last set of screenshots, as that is better quality, so the problem might be because it is streaming quality.

And glad the music works out, of course I'm going to have to find something more 'desert island' like. I'll probably grab some royalty free music for the moment, until I get a condensed Microphone and something to convert my guitar cable into the computer.

Did The Buddha have a Zen micro?
Alfa x
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Posted: 5th Feb 2007 03:42 Edited at: 5th Feb 2007 03:43
Hi seppuku,
Hi have come with a good method with the cluouds,
Make a sphere, then texture it.
create a SPHERE MAPPING with the same texture.
Then scroll the texture.
You will note that there is a static background and a moving
ghostly background that simulates the clouds.

Thanks for the support.
Like the looking of your game.
I recommend you to Animate the girl.
Bye.
Alfa x
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Posted: 19th Feb 2007 22:43
Hi,
Did the clouds method work for you?.
Seppuku Arts
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Posted: 19th Feb 2007 22:57
I've never used clouds, those we just thoughts coming from a 3D modeller's perspective on how to do them.

Did The Buddha have a Zen micro?
Bizar Guy
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Posted: 20th Feb 2007 17:21
did you submit?

Alfa x
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Posted: 20th Feb 2007 19:13
Seppuku i reffer to the method above (4th Feb),
not to the objects method you explained me before.
If you do a sphere mapping. You can obtain virtual clouds,
that can improve the sky in Shadow Behind the Leaves.
Seppuku Arts
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Posted: 20th Feb 2007 21:13
I haven't tried it, but I may, thanks, when I have time.

Quote: "did you submit?"


Nope, afraid not, didn't get time in the end I'm afraid, besides, Shadow Behind the Leaves is going under some changes, the plot will be the same, the same engine will still be used and will be similar (shame to ditch something, when its only inventory that will be change and battle added), but its going to have a battle system implemented, I thought it would be more realistic considering the places she will roam, you can't go to hell without meeting a demon or two . Being who I am, it will be turn based, like I planned with my first game that didn't get finished.

Did The Buddha have a Zen micro?
Alfa x
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Posted: 21st Feb 2007 14:47
anything I can help just tell me.
If I have time, I will give you a hand.

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