Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Work in Progress / [DBP] Space Engine

Author
Message
feiting shadow
18
Years of Service
User Offline
Joined: 12th Sep 2006
Location:
Posted: 17th Jul 2009 06:20 Edited at: 17th Jul 2009 06:29
Attached are my files for running the Space Engine I've been working on, and mentioning. I've decided to release the code spontaneously, as I was not initially even going to post the WIP until a game is finished.

However, I feel the community would benefit from this WIP should you be able to use it.

Quick tutorial, scroll down to the Create_Ship() functions just above main, that is the ONLY line of code you need to add to make this game engine function. (however I don't have collision put in yet... but when I do, it will still work that way).

I suggest making a ship using any model, and placing a couple around your ship and giving them AITYPE_PLAYER, and watch how they maneuver with you.

The engine isn't fully clean yet, but it's way cleaner than my 2D engine as of now. I'm having trouble designing bullets, and deciding whether to make them objects of their own or add-ons to the way the engine works.

Unlike the last space engine, I will write a tutorial or so on how to make this work for you. There are only a couple steps to add anything to it, but without a tutorial you'd have to dig through my code. This time I'll show you how to use it, perhaps using videos.

Hope you like it! I suppose a screen-shot is in order now.

Signed
------

Attachments

Login to view attachments
feiting shadow
18
Years of Service
User Offline
Joined: 12th Sep 2006
Location:
Posted: 17th Jul 2009 06:26
It's a bit lacking in detail... but the upper-right object is a rotating AI and functioning. The cube you see is what models default to if none are specified, this prevents crashing.

The ship in the upper-left is the simple ship I'm using for the player, however that particular object is not the player, it's just there for testing.

Circles are used to make sure all my objects exist... I did that when I couldn't see anything because I forgot I had alpha and ghosted halfway implemented. (they are commented out in the download)

The picture is dry, I'm sorry... but the code is already quite capable. Tutorials coming relatively soon! (day or two)

Signed
------

Attachments

Login to view attachments
The Goldorak
20
Years of Service
User Offline
Joined: 29th Aug 2004
Location:
Posted: 17th Jul 2009 20:18
I tried your code. The behaviour is quite confusing. Too quick. You know in space the movement of a spaceship (for exemple) must be slow to be easily masterised by the player to feel a good gameplay. It's only my feeling. But keep it up the good job !

Darkbasic is great !
Phosphoer
16
Years of Service
User Offline
Joined: 8th Dec 2007
Location: Seattle
Posted: 17th Jul 2009 22:15
Sounds interesting, I don't have DBPro so can't try it. Do you think you could include a sample executable?

feiting shadow
18
Years of Service
User Offline
Joined: 12th Sep 2006
Location:
Posted: 17th Jul 2009 22:22 Edited at: 17th Jul 2009 22:29
Goldorack, first focus is the engine. Why not change the acceleration to a smaller pace? The variables are initialized in the assign_velocity function. Or assign_speed, whichever I named it.

I noticed that too, but it's so simple to change I was focusing on bugs and features.

Phos, it's not scripted as of right now, unlike my 2D engine, so I will hardcode the above suggestion then give you an exe you can mess with. Just a sec...

edit: ok, it's assign_accel_speed.

Controls: 1 through 0 are velocity increases. ` is stop. arrow keys function like any flight-sim. Up is down and visa-versa. I added a ship on every side so you can see them wherever you go.

Also note, the last ship added codewise with playerAI will be considered the main player that the camera is following. (for those that have DBPro)

Signed
------

Attachments

Login to view attachments
lucifer 1101
15
Years of Service
User Offline
Joined: 26th Jan 2009
Location: Melbourne, Australia
Posted: 18th Jul 2009 03:54
now this is something i need to keep my eyes on..

waiting for the tutorials you mentioned...

feiting shadow
18
Years of Service
User Offline
Joined: 12th Sep 2006
Location:
Posted: 18th Jul 2009 10:30 Edited at: 18th Jul 2009 19:22
I left out most of the variables, like game dynamics and such. Those are auto-defined, so at this point there's no worry.

This time the length is appropriate. 640 by 480 res.

Video Here

Signed
------
Xsnip3rX
17
Years of Service
User Offline
Joined: 20th Feb 2007
Location: Washington State
Posted: 2nd Nov 2009 05:56
DEAD TOPIC REZ FTW

This looks promising, don't give up, if you need media or anything let me know, i've made wayy too much for my space game T_T
feiting shadow
18
Years of Service
User Offline
Joined: 12th Sep 2006
Location:
Posted: 21st Dec 2009 05:45
Oh wow, wondered for awhile. I've been at school, actually using my button system to make a fully featured, well, button system... lol, similar to this actually.

DBPro is sweet (l33t), especially if you prefer native code or compiled languages. My goal with this was to demonstrate the fact that TGC Rick and Lee already abstracted all the "hard" stuff, such as file and buffer loading and unloading, so they opened up an entire world of "just focus on the game". Through one more layer, you can easily create a plug-n-play game design where you just make an editor, add its logic, and voila... the only tough part for us coders is the gfx, aside from finishing projects in general.

My goal was simply to demonstrate that R and L (and whoever else made the language) made an AWESOME language that has an extreme amount of power. I believe I demonstrated that, to an extent, but FPS Creator also showed off pretty much what I was intending on "being seen" as far as capability. Yes this project is dead, and I've lost interest in space engines over time... but feel free to resurrect it. The engine's easy to follow, the names and comments should help tell you what each part does.

Thanks for the bump, even though I was gone. Still am technically... heh, sorry.

Signed
------

Login to post a reply

Server time is: 2024-11-24 11:29:25
Your offset time is: 2024-11-24 11:29:25