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DarkBASIC Professional Discussion / Community Projects

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BatVink
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Posted: 5th Feb 2007 18:10 Edited at: 5th Feb 2007 18:16
How about a DBP-themed backdrop?

For the slower-to-pick-up-the-obvious, like me, there's an easy way to start these. Add your main background layer underneath David's, and the 3D highlighting is all done for you!



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BatVink
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Posted: 5th Feb 2007 18:14 Edited at: 5th Feb 2007 18:14
This is a smaller, forum-friendly snapshot of the full-sized one above





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RiiDii
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Posted: 5th Feb 2007 21:10
Compiled game of what we have so far. If there is anything missing, please let me know (I think I got all the updates from H.L.).

I've also added in a a file parser that reads in any text script file. Take a look at the Game.ini file (open it with a text editor) to see how to set up the theme that you want. This will make it even easier for folks to make their own theme version. As an example, I set up the Irish theme from David.

@BatVink - Nice background. Now all we need is a DBPro Pyramid paddle.

One more week to go on this... and I have to say "Wow! What a lot of work we have accomplished in one week!"

Some easy things to be done:
Lives
Score
>>High Score
Win Splash
Lose Splash

Some moderate things to be done:
Game Start Splash
Main Menu
>>If possible, choose from themes to play

Some tough things to be done:
Specials
Loot


Open MMORPG: It's your game!

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David Gervais
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Posted: 5th Feb 2007 22:39
Here is a dBPro paddle to use with the skin/background..



Cheers!
Hobgoblin Lord
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Posted: 5th Feb 2007 23:35 Edited at: 5th Feb 2007 23:37
Not until I downloaded the new pack did I notice I never uploaded the newest build of the editor (sorry all)
attacked is the overlays with a pink background, the disect function loads the file into a bitmap so it loses transparency.



I will get to adding in some more features with what Dave has added, this may cause the file format to change but I will leave in a "legacy" option to import levels under an older format if needed.



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David Gervais
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Posted: 5th Feb 2007 23:57 Edited at: 6th Feb 2007 00:53
Hobgoblin Lord, you seem to have missed that I updated the Brick edit dialogue and also adjusted the code to the new coords and offsets.



Scroll up and get the new bitmap and use this modified code, then we will be all in sync.

Cheers!

EDIT: Hobgoblin, it seems the disect function and the 255,0,255 transparency thing has made the special bricks 'corrupt' I saved the special bricks as individual .png images. I think it will be best if we load them individually.

Attached is the zip with the new bricks.

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Hobgoblin Lord
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Posted: 6th Feb 2007 00:32 Edited at: 6th Feb 2007 00:37
Dave is it out of place with what you are using? I am using the following dialog box (last one I saw)

AH I see the last one you put up.

EDIT and this UI Screen
http://forum.thegamecreators.com/xt/xt_apollo_pic.php?i=1109978

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BatVink
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Posted: 6th Feb 2007 10:23
This is your disect function for splitting the bricks image, but with transparency enabled...



By setting the bitmap format to 21, the bitmap is created with an alpha channel. The GET IMAGE command takes an extra parameter that ensures the alpha channel is retained.



David Gervais
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Posted: 6th Feb 2007 12:23 Edited at: 6th Feb 2007 12:28
BatVink, thanks for the snippet, but it had the same results.. but,.. I changed the 'extra parameter' to 3 and it works perfectly.

Helpfile info..

0-use stretching, filter, colorkey
1-no stretching, no filter, colorkey
2-use stretching, no filter, no colorkey (grab from alpha bitmap retain alpha channel)
3-no stretching, no filter, no colorkey (grab from alpha bitmap retain alpha channel)

I guess the 'use stretching' part was the culpret. which is strange since the bitmap is not resized. dBPro quirks, gotta love them.

Cheers!
David Gervais
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Posted: 6th Feb 2007 13:33 Edited at: 6th Feb 2007 19:40
Ok, something is driving me nuts..



When I run the editor (image 1) all looks good,..

When I open the 'Edit' window (image 2) there appears to be random strange pixels in the corners and along the edges of the sprite. (but the original sprite/images of the bricks on the side panel still look ok..

When I close the editor (image 3) then all the matching bricks get the strange quirky pixels. what the heck is happening? I checked the makebrick routine and the edit brick function and can't for the life of me see what is wrong.

Please, someone look at this code and see what is the problem.

Thanks, and Cheers!

EDIT: Ok, this was just bugging me too much, I fixed the problem by making a loadspecials() function and loading individual sprite versions of the special brick overlays. I also changed the 'paste image' for the specials to 'paste sprite'. I also rem'd out the 255,0,255 transparency colorkey (and changed the corresponding ink color in the make_brick function. (Oh and Hobgoblin, all your brick dimensions in your 'latest code' was 38x16, I changed those back to 36x14)



Cheers!

P.S. attached is the individual special sprites.

Edit v2.0 here are 3 new paddles I made,.. you'll recognize one from an earlier sample post..

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Hobgoblin Lord
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Posted: 6th Feb 2007 19:20
AH I see I never updated the size in the import function, the others look to be the right size but import still had 38x16 (DOH).

Batvink nice catch, have not really worked with that mode 21 yet, usually I will just load a transparent .png on its own but that will be helpful.

David Gervais
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Posted: 6th Feb 2007 20:41
BatVink, I liked your dBPro skin, so I made a variation for TGC..

http://i48.photobucket.com/albums/f237/DavidGervais/BreakIn_UI_TGC.png

and there are a whole bunch of newsletter graphics that can be converted.. I think this one is my fav cover art.

Cheers!
BatVink
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Posted: 6th Feb 2007 22:13
I think Rich will be honoured to see his work in use, looks fantastic.



Cian Rice
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Posted: 7th Feb 2007 00:35
Hi,

Not sure when this game finishes but I had an idea that you guys may want to use for the next one? I was thinking you could do a Tetris flavored game with some nifty power-ups thrown into the mix?

David Gervais
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Posted: 7th Feb 2007 02:02
Cian Rice, nice idea but I think the next challenge is gonna be an educational game suitable for use in the education system by schools.

So perhaps the one after that. hmm, unless we can make a tetris/educational game.

Cheers!
Milkman
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Posted: 7th Feb 2007 03:36
This looks excellent so far and I'd really like to help out, but I'm fairly busy with a project right now. I'll probably be able to help with the next one. Keep up the good work!

Who needs a signature?
Phaelax
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Posted: 7th Feb 2007 07:39
sweet background David.

David Gervais
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Posted: 7th Feb 2007 15:56
ok, I lost track,.. (brain fart) are we using RiiDii's most recent code as our new base? (the one with the theme parser included?)

I edited and made some new sounds and got a background midi to play to give the game some ambiance.

Just want to know which version to edit and post.

Cheers!

***Attached is the current media/levels/sound that I am using with the source posted below.*** (unzip these to the /temp folder and compile/run this code.)

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David Gervais
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Posted: 7th Feb 2007 16:04
Oops, missing 2 images..

they are attached here. Sorry for the inconvienience.

Cheers!

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BatVink
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Posted: 7th Feb 2007 18:10
Quote: "So perhaps the one after that. hmm, unless we can make a tetris/educational game"


I thought about the same, but decided it would be too complex for the intended audience. I have written up a spec with the help of the headteacher, he's very excited about it. I'll post nearer the time (although I'm in France on the 12th!)



Phaelax
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Posted: 7th Feb 2007 19:37
You know what children need today are updated versions to the games I used to play on the Apple IIe, Math Blaster and Oregon Trail!

RiiDii
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Posted: 7th Feb 2007 22:05 Edited at: 7th Feb 2007 22:05
Yay Oregon Trail!! A good history-based adventure game sounds like fun to make.
==========================================

Update to David's post.
Created a theme folder. Just extract the folder to the folder that the game's .exe is in. Updated the code for adding the extra sounds and music. These are now optional and are not required for any theme, but - as with David's example - they add quite a lot.

Here is the updated parser source code.



And here is the game.ini file text (just copy and paste it into a "game.ini" text file in the same folder as the .exe).



Note: *'s are "remarks" and are ignored. The files must be in the order placed. Each optional file requires the previous optional file to be declared (i.e. no skipping optional files, at this time).


Open MMORPG: It's your game!

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Hobgoblin Lord
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Posted: 7th Feb 2007 22:28
Quote: "(i.e. no skipping optional files, at this time)."




Not really optional then are they.

David Gervais
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Posted: 7th Feb 2007 22:50 Edited at: 8th Feb 2007 00:10
ok, I updated, you were missing the specials bitmap and there is no 'play misic' in the code. I'll wait to see how this progresses before I fiddle with the code.

I made a new 'Pirate' skin/theme. it looks good, but like I said I'll wait for the theme implementation to be done. That way I'll be able to simply edit the game.ini to launch a new theme.

I have a question,.. if each time the player wants to play a new theme he has to edit the ini file, won't that kind of deter players from playing alternate themes? seems like changing themes is gonna be hard work.

I was thinking, it might be simpler if each theme has it's own folder and the filenames within remain the same. This way themes would simply have their own folder and 'special' replacement bitmaps. So BreakIn_UI.png, BreakIn_Dlg.png, BreakIn_Paddle.png, BreakIn_ball1.png, (_ball2 and _ball3), BreakIn_Bam.png (not currently implemented) and the sound files.. HitPaddle, MissPaddle, HitBrick, HitWall, HitSides, HitBottom and an 'Ambiance' midi file.

And then we just need to have an ini file that lists the theme folders and we use this list to allow the player to select a theme from within the game.

Just some ideas.

Cheers!

EDIT: I noticed that there are 2 instances of 'Set Text Font' and 'Set Text Size. One at the start of the code and one in the text_sprite() function. The one inside the function is the only one being used. please adjust your code in next update, thanks.
RiiDii
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Posted: 8th Feb 2007 03:23
Quote: "Not really optional then are they."

The files are optional, but the order isn't optional. For example, you can have optional files 1,2, and 3, but you can't have options 1,3, and 5. 1 and 2 are o.k., but not 4 and 5 by themselves. I can fix this fairly easily, just did not have time.

I was thinking each theme will have its own game.ini file, and hopefully there will be a main_menu.ini which would point to the selected game.ini file. In the meantime, each theme folder can contain its own game.ini file, then the player can just copy the game.ini file from the theme folder to the main folder to play the theme desired.

I'll update the code soon, there were a few other "bugs" to iron out.


Open MMORPG: It's your game!
RiiDii
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Posted: 8th Feb 2007 05:00
Update - fixed a few things and hope I didn't miss anything. Here is the updated code. The optional files are now optional as well as the order they are in (in fact, the order of any of the files is no longer important).

Added in Score and Loot. You "pay" loot for each new ball. Each new ball costs an increased amount: +$100 for each ball. Like so:

Ball 1: $100
Ball 2: $200
Ball 3: $300

...and so on. If you run out of loot, you lose. Since there are no specials yet, there is no way to get more loot.

There is also now a win/lose screen.

The Code:


The new game.ini file format (set up for the DBPro theme).


Note: the semicolon is the "word" divider. Be careful not to add in additional spaces before or after the semicolon.


Open MMORPG: It's your game!
David Gervais
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Posted: 8th Feb 2007 19:48 Edited at: 8th Feb 2007 19:50
I almost forgot,.. I made an Icon awhile back, I might as well post it..




Cheers! attached is the .ico file.

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RiiDii
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Posted: 9th Feb 2007 20:19
Time is running out. I know we can wrap this one up over the weekend.

Here's a full project update.

Added menus. The menu will either take a menu button image file (see the DBPro theme for an example) or plain text.

Added in David's icon.

All that is left is some specials. For the most part, for now, specials should simply move from the brick up to the top and check for collision with the paddle - then do whatever it is the special should do. We can do other specials, like bombs or whatnot, later.

Maybe David can do some specials graphics; searchlight, dragon fire, speed-up/speed-down, or size-up/size down images for a few of the themes?


Open MMORPG: It's your game!

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David Gervais
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Posted: 9th Feb 2007 22:46 Edited at: 9th Feb 2007 22:51
Thanks for the update,.. and I thought the 'specials' were just gonna be special bricks that you break to get the bonus/special? It would be simpler, and the graphics are already made. having a 'special' float up to have the player 'catch-it' with the paddle reminds me of Arkanoid, I did not have Arkanoid in mind for this project, just a nice breakout type thing.

You know what they say, keep it simple.

Cheers!

Edit: and for the 'Loot' how about this,.. the first time the ball reaches (bounces off) the bottom, the 'Bam!' graphic is pasted in the bottom right of the side panel and from that point on, every 5 bricks destroyed gives +$50 loot? (or each brick destroyed once the 'loot' flag is set gives +$10)

Just a thought. trying to think of simple ways to impliment loot. (it would supplement your 'pay for a new ball'. if the value of the ball goes up, eventually it will be nay impossible to make enough loot to get an extra life.
Phaelax
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Posted: 10th Feb 2007 01:11
Wish I had more time to help out with this, I know I said I'd do the collision system. If you guys haven't already done that part you can take a look at a post I made last week which Spooky responded to. It's related to the first code piece I posted for this so if someone wanted to throw that bit in then go ahead. With finals coming up in only 2 more weeks, I've been so rushed to catch up on everything for the 3 weeks I was sick.

Quote: "did not have Arkanoid in mind for this project, just a nice breakout type thing."

I think everyone who starts a breakout game ends up going towards arkanoid. But arkanoid didn't have special bricks, specials would just drop from random bricks. What specials do you guys have already?

catch ball
longer bat
shorter bat
lasers
extra life
warp level (skips like 5 maps)
double/triple ball
extra points
lose points

David Gervais
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Posted: 10th Feb 2007 15:07 Edited at: 10th Feb 2007 15:08
OK, First.. RiiDii, here is a Theme Select bitmap to use as the menu header.



Second, in an effort to add some consistancy to the menu I created a set of menu_buttons for the themes. Basically I used the paddle image (reduced to 50%) did a grayscale version with gray text and a color version with a glow effect and brighter text.

http://forumfiles.thegamecreators.com/?i=1115981

This Link is a Whole new "Pirate's Theme". This new theme is made to fit RiiDii's latest build of the game posted up a bit in this thread.

***Important*** unzip this to the 'Break-In' Folder where you find the theme subfolders. this zip has the folder info and will create a "Pirate Theme' Folder and dump the new files into it.

***NOTE*** There is also 3 new menu_buttons for each of the themes included in RiiDii's download. copy the respective bitmaps into their proper theme folder.

Finally run the game and select a theme, comments on the Pirate Theme are welcome.

Cheers!
RiiDii
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Posted: 10th Feb 2007 18:21
David - fantastic artwork as always! I was able to get to level 2 before losing. The menu graphics look fantastic as well. If no one has added in specials by tomorrow, I will see what I can do.

I added in an "If File Exist()" check in the menu, just in case there was no menu image made, I didn't want the code to crash. Basically, it let's folks add in themes without a theme menu graphic (though - it looks better if they did).

As far as specials go, I wasn't particularly thinking Arkanoid, but I can see the similarities. The specials I was thinking of were more "effects" instead of little pills to be caught. For example, loot could be a bag of money or a pirates chest. A slow-down special could be an explosion, fire breath (great for the knight's theme) or a spotlight (for the prisoner). Bombs would just explode where they are and destroy bricks around them, and multi-ball bricks would simply release a second ball.

Here's a slight updated to the Main_Menu() function to center the buttons (looks a bit better, imho).



Finally, I definitely see this project heading over to the WIP board (finished or not) after this weekend. Folks can add on their own themes - it will be great to see what people come up with. Great game idea David!


Open MMORPG: It's your game!
David Gervais
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Posted: 10th Feb 2007 19:10
Yes centered menu is much beter, thanks for the code update..

Bug/Note.. this code..



contrary to popular belief does NOT loop the music, you must change it to this...



Not sure how or when that got changed, but let's fix it again.

Cheers!
RiiDii
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Posted: 10th Feb 2007 20:19
How odd that if the music isn't playing that it can't be played until it is stopped. That's downright buggy.

Note: I did the change up in the music to play from time to time because the repetitiveness of it was getting annoying. That's why the Rnd(5000)<42 got added in - to start up the music again after a brief pause.


Open MMORPG: It's your game!
David Gervais
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Posted: 10th Feb 2007 23:51
ok, RiiDii, so we can keep the rnd(5000)<42, but stop the music before it plays, or it just never plays after the first loop. Yes a strange bug, but we have a work-around that, well, works.

Cheers!
BatVink
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Posted: 11th Feb 2007 15:49
I leave for France in 10 minutes, back on Tuesday. (Burglars beware, the rest of the family are still in!) So I have attached a Word document with the education game. Could somebody be so kind as to copy and paste it after the end of the current challenge. There's enough in there to get people thinking about ideas, graphics, themes, eyecandy and so forth. I'd like to take the lead on the educational requirements, but let the more artistic of you make it as jazzy and explosive as you see fit!



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Hobgoblin Lord
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Posted: 11th Feb 2007 18:33 Edited at: 11th Feb 2007 18:36
Here is the document.



Batvink sounds like a good game, but I will say this, there is an excellent free/sharware game called Times Attack that you can download (will look for the link in a moment). You pay to get extra eye candy levels, but otherwise the game is free. My youngest son (kindergarten) learned his times tables to 12 with the game, it has an excellent system of teaching and feels alot like a game not a piece of educational software. Could use it as a starting point possibly.

http://www.bigbrainz.com/index.php

Cool video showing it and you can download the free base version as well.

Blobby 101
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Posted: 11th Feb 2007 20:23
i've made the mother ship and the child ship for you. i can't texture so i've made them just plain colours. each ship has a plain sticking out of the bottom where the question/answer would be displayed.
what do you think?


Projects: jungle extreme 10%
mental snowboarding 3%

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RiiDii
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Posted: 13th Feb 2007 08:23
Well, I guess we are done with the Break-in game (great job everyone!) and now it is on to the Educational game.

The GDD is pretty much the post from BatVink.

Nice ships there Blobby, but I get some weird z-depth issues going on. I think there is some alpha mapping causing the problem.


Open MMORPG: It's your game!
Phaelax
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Posted: 13th Feb 2007 11:53
Is someone going to post the finished project all put together? Most folks aren't gonna want to piece it together themselves by browsing through all the posts.

David Gervais
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Posted: 13th Feb 2007 12:55
I compiled all the source and media (with 4 themes) and posted a new thread in the WIP forum. The .rar file there includes all source and the complied .exe versions of the latest builds for the game and editor.

I sincerely hope that some people will continue this project. We were just getting to the addition of special bricks and adding an extra level of gameplay to the game.

This has been a most excellent project, I thank everyone involved and now we move on to the next. I'll keep an eye out and see if I can contribute any graphics to this new 'educational' project.

Cheers!
BatVink
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Posted: 13th Feb 2007 14:19
Hobgoblin, that's a nice looking game they have there. Something we need to add to this one is to make it "viral".

Blobby, I like the cartoon feel. I think "cartoon" is a good theme to follow, anyone else agree? I also think that given the simplistic nature of the game (unless somebody has something up their sleeve to jazz it up), we can afford to be a bit more liberal with teh polygon count on the models.

If anyone is planning on creating spacecraft textures, remember we need to work out a way to put dynamic numbers on them.


I will start on the following elements:

Types: Settings, Hi Scores, Question

1. Saving / Loading games. This will be 2 functions that can be called whenever settings are changed / a game is finished...
Save/Load times tables selected (2 to 12 times). Save/Load Hi-Scores. Save Game Name (For example, "Year 5A", "Jimmy Jones").
Save/Load multiplier. Save/Load time limit.

2. Question Generation.



BatVink
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Posted: 13th Feb 2007 16:09
I have made a start. Here are globals and types for the settings, hi scores and questions:




Here are the save and load functions. The "load" requires a game name. The save / load works from the game name so that no open/save dialogs are required, we can simply present a list to the user to select from.





David Gervais
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Posted: 13th Feb 2007 16:34 Edited at: 13th Feb 2007 16:34
Note: the ship models posted are corrupt. I cannot load them into any program (like Lith Unwrap, Action 3D Reducer, Bryce or any other program.) It crashes which ever program I try to load it with.

Just a heads up. I was gonna have a go at texturing them, but I need a file I can load to make the uv map and texture.

Cheers!

P.S. Yes I checked the zip, and downloaded it twice to make sure it was not just a corrupt download.
Blobby 101
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Posted: 13th Feb 2007 18:26
oh, well that's strange. they both opened fine in lith unwrap for me.
can anyone else open them in a program. because i can't think of a way to fix it.


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mental snowboarding 3%
Hobgoblin Lord
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Posted: 13th Feb 2007 19:24
Lith does have a problem once you export a .x and sometimes a .3ds file where it will not open again properly in other apps and even sometimes in itself.

BatVink
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Location: Gods own County, UK
Posted: 13th Feb 2007 19:28
They work in DB Pro for me, but I can't fix them that way



Hobgoblin Lord
19
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Joined: 29th Oct 2005
Location: Fall River, MA USA
Posted: 13th Feb 2007 20:12
they will load fine in DBP, just trying to reopen them to edit them often will not work. I use Anim8or and Lithunwrap. once I send a model to Lith and export anim8or will often crash trying to reload a model.

David Gervais
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Joined: 28th Sep 2005
Location: Montreal, Canada
Posted: 13th Feb 2007 20:38
Well, the problem is still there. Is there any chance you have a .3ds, .obj or some other format of the file? or did you only save as the .x from your modeling software?

Anyways, if I can get a 'loadable' version I'll see about doing a texture uv map.

Note, I work with Animator all the time, I always work in .3ds format and 'Only' when I have finished the texture mapping etc do I use lithunwrap to convert to .x AND.. I always save the .x as uncompressed text file format. That way I can fix a bug the prevents Bryce from loading the .x if it has a .bmp texture. I convert the .bmp to .jpg and edit the texture filename in the .x file with notepad and resave. This is one of my hard learned workarounds for working with .x files.

Cheers!
BatVink
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Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 13th Feb 2007 21:20 Edited at: 13th Feb 2007 21:29
Hobgoblin, Anim8or exports to 3DS, maybe you could do this for David? Unfortunately it doesn't import .x, so I can't resave them for you.

I have written 2 functions to generate the questions. These will be done before the game starts, so that at runtime, the next array element is simply incremented to get the next question, answer and 3 other incorrect answers. The incorrect answers are generated semi-intelligently, with there being a 30% chance that the answer is another multiple, 50% it's another "close" value, and a 20% chance it's a "less-close" value. These 2 functions go hand-in-hand, one relies on the other.



I've also updated the globals with a new temporary array needed for the question generation.



We could do with someone who wants to get stuck in to the actual gameplay itself



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