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Work in Progress / Iron Infantry aka TankGame

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jason p sage
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Location: Ellington, CT USA
Posted: 25th Jul 2007 07:10 Edited at: 27th Feb 2008 20:26
Greetings - ITs been awhile - but Iron Infantry Development has not ceased.

Iron Infantry is Currently Being Developed in DarkGDK! I Have decided that I will let the general public have what I consider a treat!
------DB Source DEMO Begin
http://forum.thegamecreators.com/?m=forum_view&t=110941&b=8 Ready to play! (EXE included)


Want to recompile?
COMPILE WITH CODE SURGE - Not DarkBasic Pro Editor!!!
CodeSurge Link: http://darkbasicpro.thegamecreators.com/?f=codesurge

You'll also need Sparky's DLL (aka DBPro Collisions): http://forum.thegamecreators.com/?m=forum_view&t=74762&b=5

Playable Demo With source. No Missions - but you can drive a tank - shoot unarmed men - fly a helicopter - shoot the AI heli's down with the Tank coaxial machine gun, shoot unarmed men with Apache Heli Machine Gun - and of course shoot other tanks from yours... get out and run around.

Many Camera Views/Modes - Its fun. Development has moved to DarkGDK - so I decided to release this treat for new people to learn from and old alike! Need a good working Demo/Tutorial? This is your chance!

Oh... follow My Sig to See Iron Infantry Gallery - Many Screens Shots from THIS Program during development.

Note: I added a mirror on Google so the downloads go faster but I had to break it into 3 smaller files.
------DB Source DEMO End

The new link for the Iron Infantry stuff on my web page is here http://www.jasonpetersage.com/?PAGE=ironinfantry&SECTION=ironinfantry
(Has a Straight up picture Gallery now for quick browsing)

Alquerian
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Posted: 25th Jul 2007 07:52 Edited at: 25th Jul 2007 07:53
This is looking very good Jason. Your landscapes are not too bad. If you are looking for a performance gain, LiT wrote some limb culling code which may help a bit. Have you stumbled across it yet?

Edit: also, is this a network play game?

Visit the Wip!
Shadow heart
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Posted: 25th Jul 2007 08:35
looking good.

haha lets rock this world.
jason p sage
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Posted: 25th Jul 2007 14:25
@Alquerian - I want it to be - that is a goal - Multi-player is definately something I want to do - MMOG? Unlikely - One Game - 2 thru 8 players? Probably more realistic goal seeing how this is a part time hobby venture - have real job etc to deal with

@Shadow Heart - Thank you!

Jason

Know way too many languages - Master of none
GatorHex
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Posted: 29th Jul 2007 20:04
Bah! Copycat

DinoHunter (still no nVidia compo voucher!), CPU/GPU Benchmark, DarkFish Encryption DLL, War MMOG (WIP), 3D Model Viewer
jason p sage
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Posted: 30th Jul 2007 06:44 Edited at: 30th Jul 2007 06:50
...Yeah... You know you like the logo

Seriously - I'm actually trying to see if I can't get multiple vehicles and some first person shooter stuff all in it.... Might be to much for DBPro... not sure yet... I'll try. Let me get folliage to look decent first - need some sort of "spice" to the scene.

Seriously, GatorHex, you did execellent getting the multi-player to work - I'm not even close to that ... yet

Know way too many languages - Master of none
jason p sage
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Posted: 6th Aug 2007 20:29 Edited at: 9th Aug 2007 16:56
Slowly getting more models in the mix.

Infantry - two teams.

Apache Helicopters - Need to figure out a good rotor blur for when rotors up to speed.. spinning limbs alone doesn't cut it.

Now have "Tank Drive Mode" and you can pop out of your tank and run around FPS style - (By next weekend - you'll be able to jump back into the Tank PLUS fly the helicopter, and drive a hummer (not in game yet)


Some notes followed by a couple pics:


LOD for all models where I have high and low poly versions - otherwise - all model have a max distance from camera limit where they are pulled. Its amazing how much this helps FPS.

I've played with lighting, texture repaints a little, making explosions have that camera flash (via lights) and using alpha blending for fading smoke etc.



Pics:



http://www.jasonpetersage.com/img/TankGame15Pose.JPG

http://www.jasonpetersage.com/img/TankGame16NotLongNow.JPG

http://www.jasonpetersage.com/img/TankGame17GotHim.JPG

Enjoy -

Jason P Sage

Know way too many languages - Master of none
Deathead
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Posted: 6th Aug 2007 21:11 Edited at: 6th Aug 2007 21:12
Nice!! I'll give -one thing though the sand is like yellow with dots painted on them.

jason p sage
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Posted: 7th Aug 2007 02:22
Thank you for the 5 Stars - WOO HOO! Made my night!

You are absolutely right. (The sand IS exactly that. I have a gfx editor with a function called noise... it makes a bunch of dots ) Its how I replaced the Advanced Terrain "Detail" file that every one has from the demo of advanced terrain. Got sick of the pattern - preferred dots for now over the cracked moon surface look. (I know I need to do MUCH better there)

I'm currently watching how the various "Terrain Level" editor projects are coming along - Ones to watch are Weed Works and TerrainScape. I looked at "T Ed." and without some samples... meaning.. "Load this demo level - play with it, save it, and run it from within DbPro and see why its so cool" ... well - it doesn't seem worth learning how to finally make a pretty level if I can't get it to run in DBPro. I'm not ready for that sacrifice.

Terrain has been a challenge - and I'm currently toying with colors, model repaints, and most importantly - MODEL Behavior (home grown physics ..I may add some newton.dll physics in places...not sure yet) I'm trying to get a few models all going smoothly - decent appearance considering I'm using some dated models, sticking with low poly except for a few (like tank close up and heli) Also, trying to balance how to best spend my time on it as time is limited.

My goal now is to make it so "player" can jump in a tank, run around and shoot things, jump in a heli and fly, grab a hummer and get some distance covered etc. That's a tall order for DBPro.. but I'm having fun trying.

Once I get mechanics down - like the basic engine (how things work) I'm going to start combining an actual game with a point - such as missions - hopefully multiplayer games - etc. That's when I'll hopefully have a way to load levels via a file of some sort - and can make the game engine "play" in various maps, terrains, islands, at sea... who knows. that's when I'll get more meticulous at the terrain...

Don't think I dabble though - its all a fun learning process. I've spent entire evenings working on an idea just to scrap it because it turned out to kill frame rates to much or didn't quite look right - or whatever.

Well.. back to it!
Jason P Sage

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Dr Manette
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Posted: 7th Aug 2007 03:06
Very cool. Are those models you've made, because they're looking sweet.

Coder#05
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Posted: 7th Aug 2007 03:17
good luck with it

Great job on it up until now.

A little question, how did you remove the ugly edges from the skybox.?? ( Thinking you are using plains / plains added as limbs to make a cube, or did you do something else.? )

The tank movement looks great btw. !

easy comes easy goes
jason p sage
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Posted: 7th Aug 2007 03:50
@Dr. Manette - No, I am not a good modeler yet. Those are TGK Dark Matter v1 Tanks. If I have a "skill" at all it is programming ... but that remains to be seen - as the game isn't finished yet.

What I do take pride in (at least with the tank thus far) is making the treads move as realisticly as possible, all the limbs working, the sounds, and the various views - bringing the model alive.

People WILl NOT be so easy as I'm learning... could be the models though... could be me.



@Coder#05 - Thank You. The ugly lines went away with this:



But be warned - Dark Coder told me that turning off the filtering (mip mapping I think he said) messes up people with really high res. I run at 1400x1050 and its perfect however.

Thank You Both - I'm having fun with it. Also, my heckler above, GatorHex has a tank game going as wel and he has multiplayer going and an excellent bridgle I believe he modelled. He's teasing me above - called me copy cat - but I'm sure its all in good fun. After all - I started it when I saw how cool the model looked when messing around with DBPro with my son. I just thought the model looked way cool myself!

Jason P Sage
thanx Guys.

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jason p sage
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Posted: 9th Aug 2007 17:17
Hi people - I just got the game to the point where you (start in a tank) can jump from the tank - run around first person shooter style, then jump into another tank - and likewise NOW you can even jump into the apache helicopter and fly around!

Shot of Heli flying (Really flying .. hovering, not a still)
http://www.jasonpetersage.com/img/TankGame20AirBorne.JPG

The Line Up so far
http://www.jasonpetersage.com/img/TankGame19AreYouReady.JPG

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Dr Manette
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Posted: 9th Aug 2007 17:28
Awesome, I hope you can get a demo of this soon. Looks pretty cool.

Jimpo
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Posted: 9th Aug 2007 22:42
I like the idea of being able to drive different types of vehicles. Any chance of water vehicles?
Red Ocktober
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Posted: 10th Aug 2007 02:52
looking good jason... nice

i know it's a wip, so this is just what jumped out at first glance...

1- scene needs shadows under the vehicles (only the land vehicle, and the choppers when they're near the ground)...

2- a directional light, or maybe a point light... some lighting so that everything in the scene doesn't look so flat...

you seem to have something rally nice under development here... good luck..

--Mike
jason p sage
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Posted: 10th Aug 2007 21:55
@Jimpo - Water vehicles.. Like Far Cry? That would be cool.

I am finding that each vehicle needs a large amount of "TLC" to get it to work well and have its own character, so it might be awhile, especially since I would definately need a phyics engine to get a decent water bob ... example the wobble as a motor boat gets up to speed and how it "wafts" when you kill the motor at high speed.

@Red Ocktober - Thank You. I agree with all your comments. I found a glitch I need to capitalize on in my level. I use a light to make a flah of white (like a camera) when an explosion goes off, and I think I saw this light in a "not used yet" but "on" state - and I saw it right under my skybox. The effect was like bloom - (Going for a dusk or dawn look for first level) basically it looked awesome - a perfect sunset! Should I maybe try to get that back and then put a directional light in the same place to give that less than flat appearance maybe?

jason p sage
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Posted: 15th Aug 2007 05:43
Hi guys - been working on the helicopter lately - and dealing with a strange bug I have in the forums - but I've got it nailed down to one area... but the exciting news is the helicopter is starting to tank shape and the landscape is reasonable - and the tank animations are looking pretty neat. Have a look here: (13 meg avi)
http://www.jasonpetersage.com/2007-8-15-2-21-42-62.avi

Best Regards,
Jason P Sage

Silvester
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Posted: 15th Aug 2007 12:57
What is with the 12-18 FPS?

Besides that,it looks quite cool.but the player animation and explosions look odd.


Mr Tank
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Posted: 15th Aug 2007 13:48
This is really cool. I'm impressed. Nice transition from the solid to the blurred rotors.

SUPER BADASS SPACESHIP X: WEBSITE
FORUM TOPIC
jason p sage
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Posted: 15th Aug 2007 14:21
@Mr. Tank - Thank You Very Much. That took a little while to get halfway decent... plus the underside of the blades are a model - not just a flat plane - to give it hopefully a better looking "blurr" from all the various angles one will see the bird at.


@Prince of Darkness - The software that records the "Movie" brings the frame rate down considerably.

Normally I'm getting around 40-60 FPS. Because its a work in progress I'm still playing with how far I want the camera range set for etc. Its constant trade offs. Currently - I have the camera set to see pretty darn far... but this may change as I plan on adding much more to this game naturally. It still quite barren but rather than totally fill it with boring models - I'm trying to make each model (Tank, Heli etc) behave as cool as possible. The soldier model and animation is only a palce holder as I want something much better than what I'm using.

As for the explosions - Yup. They are flat plains, animated via changing textures, then a fade of the last frame. Bullet hits are one of these, the explosion with the tank blowing up is a bunch of them with a certain amount of random flare.

Quite frankly - I'm more concerned with getting the models to work decently (Like heli pitching, and some drifting dynamics, the cool apache machine gun is next after the flight dynamics look a little nicer).

The explosions also have this "transparency "edge" artifacts - giving an outline - and thats after trying all the tricks people have told me online - I can't seem to get flawless tranparency (such as trees) in front of eachother. I'm not done yet though and I'm having fun trying

Jeff032
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Posted: 15th Aug 2007 17:28
For some nice, easy to use explosives (without edge artifacts), check out:

Newsletter 46 - Tech Tips - Explosive Eye Candy - by Grant Clark

There are quite a few different explosions. All you need to do is include a file, place two lines at the start of your program, and you can create explosions at any (x,y,z) with any size with one line, and all explosions will automatically face the camera.

-Jeff

Space Game WIP
Virtual Nomad
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Posted: 15th Aug 2007 19:56 Edited at: 15th Aug 2007 20:07
are the "movies" down? i see the website is up, but no video. stalls at "connecting".

EDIT:

nevermind. it loaded (checked the newest one again & let it sit for awhile and it came through).

nice wip. it's too early to say things like "work on the tilts" for the apache because i'm sure you've already got that planned. for now i'll just say:

1) i like the camera work
2) ...and the "soundtrack" for the "movie".

and a "wish list" offering: scopes/range finders.

looking forward to next update & a demo

jason p sage
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Posted: 15th Aug 2007 20:14
@Jeff032 - Thank You - I'm all over that!

@Virtual Nomad - Thanks - I appreciate the wish list and the camera comments (There is quite a bit of camera code, and its growing each time I add a vehicle...(Different "driver seat positions" etc.)

Yes, the apache tilts are coming (Fighting a mouse bug currently) but I do not expect "real" heli physics - more - have a ball - concentrate on shooting Scopes and stuff are planned to - BUT with the CARE to keep it less than realistic - so shooting your buddy is not as easy in life.... needs to be challenging. I'll take some liberties to make it "tricky" or at least challenging.

Virtual Nomad
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Posted: 16th Aug 2007 06:40
by scopes i really meant something like binoculars. i just like to watch enemies from a distance before i move into combat range

jason p sage
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Posted: 16th Aug 2007 06:50
I think binoculars will be necessary for a few things in this game. I better come up with a cool way to do it so I can use it in various places - like the infantry guys - while in the tank, while in the heli maybe... (in heli and tank... perhaps on a little "monitor" or something with zoom controls. Real tanks have periscopes, and apache helis anyways have little tv screens feed video from the scope in the nose (AFAIK)

Good evening.
Jason P Sage

Dark Dragon
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Posted: 16th Aug 2007 20:25
could you upload it on the forum,please??
jason p sage
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Posted: 16th Aug 2007 23:09
Dark Dragon: I think I get your drift - and if I do... Thank you for the compliment

... however ...

if I'm wrong and you want something specific uploaded here... just let me know and I'll what I can do.. (In case you mean the latest movie because you had trouble yanking data from my site)

jason p sage
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Posted: 20th Aug 2007 09:03 Edited at: 20th Aug 2007 09:05
Alot done over the weekend! I took some snapshots - if the FPS seems low its because there are over 50 vehicles strewn about the level "Engines running".


Fullsize: http://www.jasonpetersage.com/img/TankGame21VirtualCockpit.JPG


FullSize:

http://www.jasonpetersage.com/img/TankGame22GameOver.JPG

Time for sleep... (Ps - Really fun to fly chopper now!)

Red Ocktober
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Posted: 20th Aug 2007 13:36
Quote: "if the FPS seems low its because there are over 50 vehicles strewn about the level"


this is not necessary... while you can change the position and other vehicle properties, the only ones that need to be rendered are the ones that will be seen...

simplest way of doing this is only the ones in a certain radius of the view cam should be drawn...

this will surely save you a few fps...

--Mike
jason p sage
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Posted: 20th Aug 2007 14:45
Thanks for the tip - but I already have LOD stuff - so the vehicles go from high poly - to low poly (If I have a low poly model of it) and then "Hide" if past my "LOD Max Distance".

Where it dips in the above mentioned "50 vehicles" thing is that each vehicle that's not "blown" has code it goes through - regardless if on screen or not. I have "homemade" physics, vehicles can fl6y and drive when off screen - and I set them up to work the same way on screen as off so they still follow the same "rules" as the "visible" guys.

My vehicles aren't quite Grand Theft auto - but they do have a lot to them.

Straight up optimizing will come later - as I'm stil trying to make my game ... well.. a game

I tend to Keep Adding... and each line I add is one more set of things the CPU has to do - which eventually adds up to "slower" FPS.

I have DarkSDK and that might be where this ends up - but I'm not sweating it yet

Roxas
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Posted: 20th Aug 2007 17:20
hmm i remember seeing laughing scull when dieing in this type game.. I just cant remember the name I played always that game with my friends

[center]
jason p sage
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Posted: 23rd Aug 2007 03:52
Latest: New Movie of Tank Shooting down Heli with the 120mm Big turret gun. The Co-Axial Machine Gun is Next!
http://www.jasonpetersage.com/2007-8-22-23-52-21-937.avi <--6.4 meg AVI


I need to figure out the best way for machine gun called as Jane doe told me - "The Co-Axial". Its the rather big machine that is basically attached to the turret so everywhere the tank can send a BIG armour piercing SHELL it can throw regular old fashion lead!

Squelchy Tom
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Posted: 24th Aug 2007 20:13
starting to look really good cant wait to play a demo or something =/
Mr Kohlenstoff
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Posted: 24th Aug 2007 20:37
The screenshots and video look awesome. (except from the mouse-control, which doesn't seem to be so smooth )

Quote: "Where it dips in the above mentioned "50 vehicles" thing is that each vehicle that's not "blown" has code it goes through - regardless if on screen or not. I have "homemade" physics, vehicles can fl6y and drive when off screen - and I set them up to work the same way on screen as off so they still follow the same "rules" as the "visible" guys."


I am not sure if that helps, but you could execute the AI-Procedures (including movement and so also physics, just bullet-collision should be continued..) just all 5 loops instead of each time, and move them 4 times farer then. I don't know if that's possible with the system you use for movement etc. but could be one possibility.

jason p sage
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Posted: 25th Aug 2007 01:00
I'm always "rearranging" and "rewriting" parts - and that's not a bad idea. I currently have a Timer that goes off at regular intervals to update everything - but the thought of making "Far away" baddies have less priority makes sense.

In the same thought I'm thinking about the implications if I'm ever to implement "AI Warefare" So computer guys from each side can fight eachother. Good mental exercise and fun to think about.

Thank you for the compliments.

As for the Mouse not seeming smooth - SOME of that is the additional lag of the "AVI movie recording software". Doesn't seem to rough locally. And for tank - the mouse allows fast movement but there is also keyboard "Fine controls" for honing in on far away targets.

This weekend looks like another heli physics rewrite. Trying to get a smoother flight characteristic. Not 100% realistic - but "smooth" and decent enough for the Heli role - which is from the point of view of the apache gunner more than the pilot (which is the norm) That's why the cockpit looks different than most apache intrument panels.

jason p sage
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Posted: 27th Aug 2007 20:45 Edited at: 27th Aug 2007 20:49
This weekend I witnessed my first "Dumb Ai" Battle on the ground - 10 tanks, 30 infantry, 10 apaches ... It was chaotic - which it probably should be! I have a screen shot which is a little tamer than the MASSIVE test - but - need to find that Frame Rate Sweet Spot yet (I don't have tree etc yet... so need to keep honing speed/playability) I spent MOST of this pastweek on JUST making the helicopter fly! I have more time in the heli than the TANK! (The tank is the star of the game!...at least its in the logo )

Well, here is a pic with less than the number of models stated above - and not the best - but worth a gander

[edit] I had the heli's flying before - but very rigid looking, like the helicopter's hover was dead - like frozen, and the turns and stuff were like a car on rails - like watching a rollarcoaster at amusement park - very "fixed".

Now the Heli flies much more to my liking, and there is an autohover control which I love to watch from outside - seeing the heli pitch up to slow on its own is cool.

You'll see in the pic that there are heli's flying above (top left)
[/edit]

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GatorHex
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Posted: 27th Aug 2007 22:56 Edited at: 27th Aug 2007 22:57
Nice new screenshot. I'm looking for some nice soldier models, where did you get that one?

Did you know the writing on his jacket is back to front? Sgnt Tinx

DinoHunter (still no nVidia compo voucher!), CPU/GPU Benchmark, DarkFish Encryption DLL, War MMOG (WIP), 3D Model Viewer
Mr Kohlenstoff
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Posted: 27th Aug 2007 23:47
I looked at the screenshots 4 times now, and it looked better each time.. Very nice so far, the maps just seem a bit empty.

jason p sage
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Posted: 28th Aug 2007 02:35
(I address both GatorHex and Mr Kohlenstoff in this email.. so scroll if you its to wordy )

@GatorHex - Thank you.

@GatorHex - My wife and I were talking about how you and I ended up on the same topic/Game Type and how you have Multiplayer and I have hills and heli - and she recommended we combine. That would be tough - different coding styles etc. but I'm not opposed by any stretch. In the short term I'm very VERY happy to collaborate - who knows... My wife is so thoughtful! I respect your opinion - your code, comments and game are great!

@GatorHex - THE MODEL (I admit IT!) Came from Character Shop, named "Ranger". Character shop is going to enter my "Tool Collection" because #1 - I can add like 63 other animations to that soldier with some work in CharacterShop - PLUS I can add those "animations" to other models as well... which means I can get similiar smooth running, jumping, crouching etc. accross different models (or creatures) just by (In theory) wrapping the model around the "Animation Bones" and cleaning up stray poly's that look weird. So in short - Download the CharacterShop Demo - there is a ranger - but only runs - maybe two other useless animations. I THINK it'll be worth it to get the program and have the full gambit. (It's on my "Next PayCheck" list with T.Ed.!)


@Mr Kohlenstoff - Thank you as well. I believe I've seen submissions of your AI code, and if I'm not mistaken - you're quite the coder! I'm glad you can see progress! As for the Maps - I'm planning on getting T.Ed. (Terrain Editor). I have looked at it more thoroughly and played with it enough where I retract previous statements about it being awkward. It's not bad at all once you dig in... Quite impressive actually. So I HOPE to figure out a DECENT Land modeling method - (Though I'm no Modeller) - and "terrain engine" to integrate T.Ed. with Iron Infantry.


Well, I currently have the editor open and I'm trying to come up with a generic "Site" "Hud" Solution so you know what you're hitting. I dropped the Shell Arc - executive decision to go less perfect and more for framerates and game play. Ray Casting is the way I think I can accomplish this. Less Code generally... Also starting to rethink how I work models when I want to have MANY but they don't all need to be onscreen... basically going to do better than camera distance for culling. I need to make those trees and things co-exist with exciting game play. Not easy in my book. "Add tons of EyeCandy" lose FPS, Make game barren - plays like a champ. I have a slow machine anyway compared to most gamers/developers on here - but its ok because that means on a real machine it should work great... in theory.

Just a comment to all - I've really been working hard on this project as I haven't made a game to completion since like 12 years ago - 2D though - but I made an entire adventure contruction set - level editors, tiling, placing objects, keys, door opens traps, fighting baddies zelda style... just tons of business programming which is not as fun as seeing your code "come to life" in animation!

Well - the code editor is open and time is a precious commodity!
Good Day and thank you for the encouragement!!!!

GatorHex
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Joined: 5th Apr 2005
Location: Gunchester, UK
Posted: 28th Aug 2007 03:05 Edited at: 28th Aug 2007 03:07
I was thinking about getting character shop one day, animating humans is damn hard Wolfs animation thing looks good too. You can seperate your animations from the meshes.

Turning your game from a single player into a multiplayer is very hard. I normaly advise people of they are thinking multiplayer to build it that way from day one.

I'll be finishing with tanks soon and moving on to my real game/job (if i ever find one).

DinoHunter (still no nVidia compo voucher!), CPU/GPU Benchmark, DarkFish Encryption DLL, War MMOG (WIP), 3D Model Viewer
jason p sage
17
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Joined: 10th Jun 2007
Location: Ellington, CT USA
Posted: 28th Aug 2007 03:39
NOOOO... Don't finish the Tanks Tanks are cool!

Good luck on the finding a game/job thing!

Can you tell me more about Wolf's animation thing? Do you have any info? Should I search these forums? I searched google and gave up (Middle of coding session so didn't try to hard admittedly) Is it as neat as Character Shop? Try the tutorial... its pretty advanced... just wish it had more animations or a way to add to it.

Thanx in advance

Jna99
19
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Joined: 3rd Nov 2005
Location: Portugal
Posted: 28th Aug 2007 13:21 Edited at: 28th Aug 2007 13:21
jason p sage take a look at this, It might give you more realism to your game http://forum.thegamecreators.com/?m=forum_view&t=100336&b=6

jason p sage
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Joined: 10th Jun 2007
Location: Ellington, CT USA
Posted: 28th Aug 2007 13:56
@Jna99 - I've seeen that. Only recently did I get a better grasp on how DBPro lets you work with Vertices. Only figured it out after reading a vector tutorial which explained how Vectors are more or less hardcoded "Udt" kinda with math routines/functions available designed for manipulating them.

Now if I can graps those MAtrix3 and MAtrix4 things and settle on a terrain "engine" (Tiled objects, One Big limited range object, Advanced Terrain, or maybe that Satelite info generated kind that someone here is doing a neat project with (Real Terrain data to form dynamic terrain or something)

Denting the ground and "Scarring it" would be cool, that is for sure. You would also need to save the damage mission to mission if the missions are happening in the same Theartre! I need to learn how to modify texture dynamically and or merge images to make a new one... like blacken circles on the ground texture and dent up the models from bullets and explosions! That would be cool!

game lover
17
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Joined: 27th Apr 2007
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Posted: 28th Aug 2007 16:42
Hey really nice game can't wait for the demo.

In the game it seems a tad bare, try adding some like rocks maybe some buildings etc
I think that would enhance the game play

We all want to be awesome, but does awesome want to be us?
Conor B
19
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Joined: 10th May 2005
Location: Dublin, Ireland
Posted: 31st Aug 2007 03:39 Edited at: 31st Aug 2007 03:53
Hey, this game is looking so cool, and I wanted to ask how u got the tank to be at the same angle as the ground?

Edit: Oh and just wondering wat ur comp specs are?

Don't look behind you.
GatorHex
19
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Joined: 5th Apr 2005
Location: Gunchester, UK
Posted: 31st Aug 2007 04:31
The anim thing is here. The demo is pretty cool. Lets you strip animation from one model and us it in another and transitions between multiple animations at the same time.

http://darkbasicpro.thegamecreators.com/?f=enhanced_animations

DinoHunter (still no nVidia compo voucher!), CPU/GPU Benchmark, DarkFish Encryption DLL, War MMOG (WIP), 3D Model Viewer
jason p sage
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Joined: 10th Jun 2007
Location: Ellington, CT USA
Posted: 31st Aug 2007 07:54 Edited at: 14th Oct 2007 18:49
Latest Screen Shot:


It's late - I got to sleep.. but the Gun works in the Apache now, even with "Zoom" view for both the tank (gunner view) and Apache (Gunner View.. the only view actually in the heli). Still a lot to do, not sure if Darkbasic (or most like my PC) can handle to much more! Need Duel Core! G'night!

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game lover
17
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Joined: 27th Apr 2007
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Posted: 31st Aug 2007 08:09
Good night, looks great, really anticipating the release.

We all want to be awesome, but does awesome want to be us?
kaedroho
17
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Joined: 21st Aug 2007
Location: Oxford,UK
Posted: 31st Aug 2007 13:04 Edited at: 18th Jan 2008 22:57
I Say
Very Good
BTW When Will It Be Released?

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