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DarkBASIC Professional Discussion / Demo DBP Game (Open Source) Any help with graphics, code and ideas to finish it.

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WLGfx
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Location: NW United Kingdom
Posted: 11th May 2011 01:58 Edited at: 16th May 2011 05:23
Hi everyone. I did promise sometime ago that I would provide a demo to go along with my level editor which I did sometime ago. I'm halfway through it but was wondering if anyone would like to help out. All source code is provided in the attached file.

Any input would be appreciated.

I've used Deled to create a portion of the level which is duplicated in my level editor. So it shows up light mapping. The baddies are as low poly as I can possibly get at the moment. It uses a simple timer based movement on all moving objects and internal timers per update.

Even if I carry on with the main coding, I'd like some more ideas, models and levels to finally finish this as an open source game.

So far I've done all the code, listened to ideas. I don't mind that. I learn, I comment my code and those that read it, use it, benefit.

What I want, is a little input, more ideas, tad help with graphics, etc. And me, I'll code it if need be... (I'll probably need help with AI, maths, etc)

Anyone who comes up with great ideas, puts some good input into it, makes stuff for it, talk about it, etc blah... will get mentioned in the credits... (the credits at this current moment in time haven't been added but there is a .txt file sitting there waiting to be filled lol)

NB: my laptop is 'poop' anyone getting better fps than me?

Screeny...



Warning! May contain Nuts!
WLGfx
18
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Location: NW United Kingdom
Posted: 11th May 2011 01:59
Screeny

Warning! May contain Nuts!
WLGfx
18
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Location: NW United Kingdom
Posted: 11th May 2011 02:58
I just altered this bit: (in "baddy_control.dba")


because the baddy would end up jumping through the walls in the tunnels. Probably due to low frames rates and a speed increase in the timer based movement.

Warning! May contain Nuts!
WLGfx
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Location: NW United Kingdom
Posted: 12th May 2011 03:20 Edited at: 12th May 2011 03:20
I've been working on a blog for the last so many days which goes through the progress of writing this. Comments either here or there (preferably here)...

Just fixed the pause game bug (timer based movement which has recently been implemented caused 'ALL' movement when unpaused to go out of this world). I was flushing the mouse movement, but I forgot about the pause when I added the timer based control.

Currently working on the baddies bullets now until they work or I'm knackered...

Warning! May contain Nuts!
WLGfx
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Location: NW United Kingdom
Posted: 13th May 2011 03:17
Latest source code uploaded in top post. Baddies move and shoot. Players bullets kill baddies. Still needs a lot of ironing out but at least now it's getting somewhere.

I'll start commenting the code so those wishing to learn from it will understand it better.

Warning! May contain Nuts!
chafari
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Posted: 13th May 2011 03:38 Edited at: 13th May 2011 04:19
@WLGfx

I have been playing with your exe file, but I coudn`t find the program that include all your function in one....so no one can compile the program. Could you check it and add the real main dba ?

Re-edited
In your second update, I`v seen your dba WLSG.dba.dbpro, and when I try to compile, it gives me an error "Variable 'zone' name is not valid at line 158 "


Re-edited twice
I have rename all 'zone' variable in all dba sourge, and I got it work. I was interested in your code to change your jump that goes to the sky .... it is a good level, and perhaps, you could add some sliding doors, or lifts going up & down...differents plants...now it`s ok, but I`m sure you will thank all comments about your job. I`ll be around this board to check all your updates.

Good luck !!


Cheers.

I'm not a grumpy grandpa
WLGfx
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Posted: 13th May 2011 17:52 Edited at: 13th May 2011 17:52
Thanks chafari!

I've just uploaded another update. The baddies are bigger. Baddies that are hit explode better and the score adds up now. Got a few more tweaks to do as well as the baddies bullets causing damage now to the player which shouldn't take long now.

With you mentioning sliding doors I could have a go at that next. When the player crosses into a zone then it could activate a timed door to open. The same could go for a lift. Hmmm. Thanks again for the comment, it's definitely given me some more ideas.

The level editor is included with the download. All the current zones show up in the editor as ghosted red blocks. I might do a bit of commenting for the next couple of hours now while my brains has a little rest...

EDIT: I use the DBP built in IDE and I thinks it's updated to 7.6...

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seppgirty
FPSC Developer
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Location: pittsburgh, pa.
Posted: 14th May 2011 19:16 Edited at: 14th May 2011 21:56
hey WGLfx.....
i was messing around with this and the game looks pretty cool. i like the children's toys angle. could be very interesting. do you have a story idea yet? if not, i think i have a pretty interesting story line that could be worked on.

i would like to do some characters for this so i was wondering what .x version you were going to use... is it .x 7? (example) make and animate the characters like the dark matters pack, or in .x8? (example)a boned mesh like FPSC models are rigged?

keep up the good work on this

EDIT: i also noticed that down in the pitts you have a tendency to fall through the floor.

gamer, lover, filmmaker
Cybermind
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Posted: 14th May 2011 22:14
What kind of code do you need?

The byte chrunchers are coming...
DIVIDING BY ZERO/BECAUSE WE SUCK...
WLGfx
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Posted: 15th May 2011 01:51
@seppgirty Not really that sure on the Direct X version. I use the Aug 2007 SDK with C++ and GDK but DBP might be different. If DBP takes FPSC models that would make things a lot easier. I would only need to account for animating the frames depending on the type of movements the player or the baddies were doing.

I currently working with DBP the free version and Sparkys collision so any extras I will have to add in to it manually which I don't mind.

Definitely needs some more toys, animated would be even better and also a player model.

I noticed the falling through the floor bit. I'm gonna check the collision code and if not then I'll patch it up in the level editor by just putting another block there to stop that from happening.

@Cybermind - I've got some AI to work on for other toys to add into the game but I've not even started working on audio in it yet. It's something I've not played around with. The idea I've got for audio is just a couple of functions, one to load up the necessary sounds/music and to delete them when not needed. And another function to clone/play sound effects and when the sound has finished to delete it so I can load one sample and play it multiple times.

Also as Chafari mentioned earlier, doors, lifts and elevators. Elevators and doors would be easy although maybe an animated opening door I would need for this so I would probably have to make an alteration to my level editor (which is written in c++).

I'm thinking of knocking up some more level ideas, because I can just design small parts of level and just glue them together in my editor. That way I can add light mapping where needed.

Ideas needed: AI states for the different types of toys being added.

So far I have:

State 1 : Init baddy
State 2 : Spin baddy and fade into the level (cannot be hit yet)
State 3 : Jump, if no collision setup then set it up. Once landed go back to State 2.

What I am thinking of adding is the baddies can pick the nearest zone on the map (depending on which direction it is facing) and head for it. (I'll have to add in such things as jumping automatically to get onto platforms and such).

I will mention all those in the credits somewhere in the code as it gets bigger and better. As I've already mentioned I've left it completely open source so others can possibly learn a little from it. I'll probably pick something up a long the way myself...

Warning! May contain Nuts!
seppgirty
FPSC Developer
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Posted: 16th May 2011 00:57
i'll wip up an animated "baddie" this week for you to try out. i'll go with a cartoon looking model like a stuffed animal squirl or something. if you like it i'll try to do a few characters...

gamer, lover, filmmaker
WLGfx
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Posted: 16th May 2011 01:45 Edited at: 16th May 2011 01:47
Ah brilliant seppgirty, thanks... That would be great!

I will setup a new MSN account tomorrow. Won't be on half the time but will reply to messages.

I'm currently struggling with alpha channel transparency. I've loaded up a 'png' image into a bitmap to grab separate images for animated particle explosions. I had it working perfect in GDK C++, I checked out the old code and used the same methods in DBP but still getting white block on my particles.

If anyone knows how to fix this let me know. Heres the particle code so far:



In GDK the 'set object transparency' was all that was needed. I've used 'set image colorkey'. I'm pulling my hair out now and there's hardly any hair left...

EDIT: The problem is with emitter type 2 and particle type 2.

Warning! May contain Nuts!
WLGfx
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Location: NW United Kingdom
Posted: 16th May 2011 03:45
New source uploaded in the first post.

I found a temp work around for the masking on the particles. I added a new layer to the png image which was black.

Animated particles now works with a simple function call to add an animation WLP_LOAD_ANIM(file$,width,height). This will load a bitmap in and add the images to the animation list. Once finished it will delete the bitmap.

The new particle code: (I will update when I figure alpha channel masking)


NB: I've added my MSN to my profile. This is just for programmers, developers, graphics designers, modelling, etc. I don't like to chat, I've got the missus for that. But all messages will be replied to. Thank you for your support in this project and lets keep it free...

Warning! May contain Nuts!
seppgirty
FPSC Developer
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Posted: 16th May 2011 20:38
This is Melvin. he is 896 tris.... not yet animated.

[img][/img]

let me know if you like him. i'm working on a stuffed dragon and maybe a main character.......

gamer, lover, filmmaker
WLGfx
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Location: NW United Kingdom
Posted: 16th May 2011 23:18
Yes. Brilliant stuff. Much better than having still characters and a ball for the main player lol. I'm now available on MSN. I could try out the characters anytime.

I've been adding a few more bits to the game today. Baddies bullets now cause damage and the player dies and the game over bits.

Warning! May contain Nuts!

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