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Work in Progress / MECHWARS - The Crystal Conflict

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taylor design
16
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Joined: 28th May 2008
Location: Germany
Posted: 14th Jan 2009 02:26 Edited at: 14th Jan 2009 03:12
MECHWARS - The Crystal Conflict

Yes, it is back! Well, actually I have used my own engine, but I started the game some years ago with DBPRO. You can see more informations about the engine here:

http://www.taylordesign.de/?page=Games&games=EngineGDK

Video and Screenshot:

http://www.taylordesign.de/?page=Games









Uncle Sam
19
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Joined: 23rd Jul 2005
Location: West Coast, USA
Posted: 14th Jan 2009 10:29 Edited at: 14th Jan 2009 10:30
Wow, nice graphics!

The admiral
22
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Posted: 14th Jan 2009 10:44
This board is for games made with dark basic of dbpro.

The admiral
taylor design
16
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Location: Germany
Posted: 14th Jan 2009 15:03
The first post about my MECHWARS game was:

MECHWARS - first pictures (Pictures are not available)

Thanks for your comments!

I started with DBPRO/DarkGDK. Now still many thinks are similar to DBPRO/DarkGDK development. I have integrated Newton Game Dynamics for collisions and vehicle movements. This works nearly the same for DBPRO/DarkGDK. As the shaders and many other thinks work together with any engine. A-Star waypoint calculations for smart movements etc are still the same. I just have some benefits from using pure C++/DirectX like OOP and the full source code. So any questions and comments related to the game might be helpfull for others, too.
Alucard94
17
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Joined: 9th Jul 2007
Location: Stockholm, Sweden.
Posted: 14th Jan 2009 16:09
What the admiral said.
Although the game does look very nice!


Alucard94, the member of the future of the past.
Violent Pigeon
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Joined: 30th Dec 2007
Location: London, Great Britain
Posted: 14th Jan 2009 18:12
the Madcat design is copyrighted by Mech Warrior


Mr Tank
21
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Joined: 25th Nov 2002
Location: United Kingdom
Posted: 14th Jan 2009 20:26
Good grief dude. I'm impressed. Nice how the vehicles actually turn properly. A lot of the time in RTS games they just turn on the spot.

BMacZero
18
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Location: E:/ NA / USA
Posted: 15th Jan 2009 03:30
Quote: "This board is for games made with dark basic of dbpro."


I keep hearing that, but I've never actually seen it written anywhere official.

Anyway, that is awesomely epic! Nice effects and models .

taylor design
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Location: Germany
Posted: 15th Jan 2009 06:57
Thanks for your comments!

Quote: "This board is for games made with dark basic of dbpro."


Please read the WIP rules. There is nothing said about that. In fact, I think it is the right board for my post. Don't get me wrong, but these comments are not helpfull at all. If you have anything related to the game or programming you are free to post it.

Quote: "the Madcat design is copyrighted by Mech Warrior"


I must say, you are wrong. Check the MADCAT design again and compare it to my unit. Here is another detailed picture of my HUNTER model (take a look at the legs if you want a big different to MADCAT).

taylor design
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Posted: 15th Jan 2009 07:22
Quote: "Nice how the vehicles actually turn properly. A lot of the time in RTS games they just turn on the spot."


You have an quick eye. This is only a small detail, but the vehicles behave more realistic, which gives a much smoother feeling. On the other hand, I can loose a bit of control, becourse I have to manage the vehicle by physical forces only.

I have prepared a little demo where you can be the pilot of the harvester. You can try out how smooth and accurate the car can drive. This is nearly the same setup like the harvester uses in the game.

MECHWARS-Harvester Fun Drive

The Controls:

Accelerate = UP
Backwards = DOWN
Steering = LEFT and RIGHT
Brake = SPACE
Quit = ESCAPE

You might need the "d3dx9d_35.dll" (Debug version) and "d3dx9_31.dll" in your Windows/System32 folder to run the fun drive. Start with command "/f" for fullscreen.
Violent Pigeon
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Location: London, Great Britain
Posted: 15th Jan 2009 08:13
Ah my apologies, I thought it was a madcat, very similar in looks from afar.


taylor design
16
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Posted: 15th Jan 2009 08:32
In fact, all classes of mechs have nearly the same structure. I tried creating an unique one and give it the look of compact human-based technology.
Grandma
18
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Location: Norway, Guiding the New World Order
Posted: 15th Jan 2009 09:22
Looks really good! Haven't see many quality indie RTSs around. I get the feeling this could turn out as one.

Here's my madcat for good measure.

This message was brought to you by Grandma industries.

Making yesterdays games, today!

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draknir_
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Posted: 15th Jan 2009 11:50
So, if it's permitted to post projects made in C++ and DirectX, it should be permitted post projects made in C# and XNA, no?

Violent Pigeon
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Posted: 15th Jan 2009 18:07 Edited at: 15th Jan 2009 18:07
DGDK though isnt it?


draknir_
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Posted: 15th Jan 2009 20:44
Quote: "I just have some benefits from using pure C++/DirectX like OOP and the full source code."


Apparently not.

AndrewT
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Location: MI, USA
Posted: 15th Jan 2009 21:09
Although it's not technically written anywhere, the following text can be found below the PA board:

Quote: "Written something of quality in DarkBASIC or DarkBASIC Professional?"


And it's usually assumed that that applies to WIP as well.

However it still looks awesome! Good luck!

taylor design
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Posted: 16th Jan 2009 01:02
Quote: "So, if it's permitted to post projects made in C++ and DirectX, it should be permitted post projects made in C# and XNA, no?"


I cannot answer you that question. Please read the WIP sticky and ask questions about the rules there. I use DarkBasic since 2003 and I have learned alot from using it and the nice community. If you would take a look at my old post, you will see MECHWARS was done in DBPRO before.

Quote: "DGDK though isnt it?"


Some shaders (specialy bone animations with shadow mapping) did not work out for me with DarkGDK. This game could be done in DarkGDK, too. But is that important for anybody how much I use DarkGDK? If you get behind the scene, you have to know that there is nearly no big different. Any further question about my techniques and design are welcome.



Currently I am working at the HUD and variety of units and buildings. Units and weapons are leant on the BattleTech rules. You will be able to create your own mech army by selecting different styles, weapons and enhancements.
tha_rami
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Posted: 16th Jan 2009 22:47
Well, yes, it is important in what you make it. Games that are not made in The Game Creator products belong in Programming Talk. This forum is for WIP's made in any product by TGC, excluding (preferrably) FPSC or 3DGM. XNA, C++, C# and those languages belong in Programming Talk.

Now, I must say I like what I see, but it just doesn't belong here. If this is allowed, it'll just act as a predicament for further 'other' games.


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draknir_
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Posted: 16th Jan 2009 23:28 Edited at: 16th Jan 2009 23:29
Quote: "predicament"


I think you meant precedent but you are entirely correct. This doesn't belong here, it should be moved to Programming Talk.

taylor design
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Posted: 25th Jan 2009 15:49
I moved the thread to "Programming Talk". Please post your comments here:

http://forum.thegamecreators.com/?m=forum_view&t=144044&b=20

Thanks
tha_rami
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Posted: 26th Jan 2009 12:51
Oops, yeah. I meant precedent - but that was posted friday night, so don't hold it against me .


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