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Work in Progress / DBPro: Get Out Alive (Title WIP)

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DigitalFury
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Posted: 21st May 2012 22:20 Edited at: 27th May 2012 05:45
Just a small update. I hired my own modeler so you should see some good stuff in my game!

I also hired a musician for making tracks for my game and also a graphic design artist for logo's and one for a texture.

DigitalFury

Get Out Alive (Zombie WIP): My latest zombie game I am working on.

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DigitalFury
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Posted: 25th May 2012 02:50 Edited at: 25th May 2012 03:29
I thought I would announce that with some help from Green Gandalf I was able to solve a huge problem and get the code working for Painting objects.

Here is a pic:


DigitalFury

Get Out Alive (Zombie WIP): My latest zombie game I am working on.

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DigitalFury
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Posted: 27th May 2012 05:46 Edited at: 27th May 2012 05:46
Here are a few Screen Shots from the final level:






DigitalFury

Get Out Alive (Zombie WIP): My latest zombie game I am working on.

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DigitalFury
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Posted: 29th May 2012 06:38 Edited at: 31st May 2012 06:55
I was searching for music when I found this website:
http://www.audiosparx.com

A lot of tracks\sound effects are going to come from that website. I will definitely use one for the trailer which I am going to start working on once I finish my current level. It will be more of a teaser then a trailer. I'll make a bunch of them during development to show off where I am at so far and show off the best of the game.

DigitalFury

Get Out Alive (Zombie WIP): My latest zombie game I am working on.
mr Handy
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Posted: 31st May 2012 11:31
Why there is flickering in your video?

«It's the Shader, shader me this, shader me that»
DigitalFury
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Posted: 31st May 2012 21:34
@mrHandy - Hmm really? I'll check that out. Seemed ok when I check it out.

DigitalFury

Get Out Alive (Zombie WIP): My latest zombie game I am working on.
Sergey K
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Posted: 1st Jun 2012 12:50
@ DigitalFury: very nice progress man! i love it.

btw, i sent u a message on youtube, check the private messages..
waiting for your answer

more 3d models .x/.obj and more foramts here:
[href]https://www.turbosquid.com/Search/Index.cfm?keyword=gogetax1&x=0&y=0[href]
mr Handy
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Posted: 4th Jun 2012 13:19
Flickering at approx. 0:26. It is not good for epileptics.

Could you say more about painting objects? Can you draw decals on everything?

«It's the Pony, pony me this, pony me that» — Bronies
«I sell apples and apple accessories» — Applejack
Derpy delivers: watch?v=g4Kgz4Us_RI
DigitalFury
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Posted: 5th Jun 2012 01:16
@mrHandy - It is a glitch with wegame I guess.

With painting objects I can also paint decals. I plan on having a full blood particle system up with the paint object stuff sometime soon.

DigitalFury

Get Out Alive (Zombie WIP): My latest zombie game I am working on.
Olby
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Posted: 6th Jun 2012 12:58 Edited at: 6th Jun 2012 12:59
Quote: "With painting objects I can also paint decals."


Do you mind sharing some ideas on how this works? (the painting part) Thanks.

Btw, looks great so far. Love your attention to details.


Intel Core2Duo 2.2GHZ, 2GB, GeForce 8600M GT 1280MB, Windows Vista Ultimate SP2, PureBasic 4.60 + DarkGDK 2.0
DigitalFury
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Posted: 6th Jun 2012 20:45
@Olby - Thanks. It isn't really all that hard. The answer is on the internet all over the place. The problem is getting it to work properly. I had help from green gandalf with it. I'm not to good with the math part of it but as far as getting the data you need either use vertexdata or DK Shop.

You need several pieces of data:
- Polygon Index - To calculate the vertex indexes
- Each polygon vertex's X, Y, Z position
- Each polygon vertex's U, V
- Pick Object - Get Pick Vector X, Y, Z Position

After you have that data and do some calculations you should have it.

DigitalFury

Get Out Alive (Zombie WIP): My latest zombie game I am working on.
Olby
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Posted: 7th Jun 2012 01:14
Thanks Fury, I'll do my research on that.


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mr Handy
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Posted: 7th Jun 2012 11:36
@DigitalFury
On the attached picture you will see 3 situations of blood decals drawing.
1. Simple.
2. Door can move.
3. Obstacle.

Any ideas on the last two?

«It's the Pony, pony me this, pony me that» — Bronies
«I sell apples and apple accessories» — Applejack
Derpy delivers: watch?v=g4Kgz4Us_RI
mr Handy
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Posted: 7th Jun 2012 11:37
@DigitalFury
On the attached picture you will see 3 situations of blood decals drawing.
1. Simple.
2. Door can move.
3. Obstacle.

Any ideas on the last two?

«It's the Pony, pony me this, pony me that» — Bronies
«I sell apples and apple accessories» — Applejack
Derpy delivers: watch?v=g4Kgz4Us_RI

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DigitalFury
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Posted: 7th Jun 2012 20:52 Edited at: 7th Jun 2012 20:53
@mrHandy - Hmm seems a bit more difficult. If you cast more rays and can figure out what is actually drawn on the object you should be able to split up the image but I don't know how that is going to work with my system. I'll have to work on that. I didn't think much about that yet. I'll get back to you about splitting up decals.

Actually, what I'm doing is having blood particles. I don't split up the particle I just check where it collided and draw it there. It is more of a simpler approach. I'm not using full blood decals and just placing them there. I'm creating my own with particles. As far as bullets go they are small enough to not matter.

Thanks for the idea,

DigitalFury

Get Out Alive (Zombie WIP): My latest zombie game I am working on.
mr Handy
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Posted: 8th Jun 2012 09:44
Hmm, I think your particles idea could be realized with good perfomance, nice.

Also, picture 3 has unnesesary empty stripe on wall's blood, so it must be as two same decals, one for wall and one cropped for wooden rails.

«It's the Pony, pony me this, pony me that» — Bronies
«I sell apples and apple accessories» — Applejack
Derpy delivers: watch?v=g4Kgz4Us_RI
DigitalFury
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Posted: 8th Jun 2012 20:42 Edited at: 9th Jun 2012 07:29
I made a website where I am going to post my stuff for Get Out Alive.

Check it out: http://digitalfury.wix.com/getoutalive

Also follow me on twitter:
https://twitter.com/#!/ZombieFury

DigitalFury

Get Out Alive (Zombie WIP): My latest zombie game I am working on.
DigitalFury
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Posted: 10th Jun 2012 05:28 Edited at: 10th Jun 2012 05:40
I don't have anything to watermark my creations so I added annoying static. I created a sound effect for my game Get Out Alive.

Here's the link to sound cloud:
http://soundcloud.com/kevin-huber-2/you-will-never-get-out

The sound effect turned out really awesome!

DigitalFury

Get Out Alive (Zombie WIP): My latest zombie game I am working on.
gwheycs62egydws
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Posted: 10th Jun 2012 05:40
@DigitalFury

that works as a sound ;o)

There are 2 options for water marking even thou it could be cut out
is add a sound in the front and the middle and the back

the second option it combine your creation with a faint blip sound
every few seconds

just some thing to think about for next time

to move side ways - is to move forward
Since a Strait line gets thin fast
DigitalFury
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Posted: 10th Jun 2012 05:42
@Resourceful - Ok, Thanks. Hopefully I can get a better watermark in the future.

DigitalFury

Get Out Alive (Zombie WIP): My latest zombie game I am working on.
gwheycs62egydws
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Posted: 12th Jun 2012 02:13
@DigitalFury

those one remind me of what I heard in the first max pain game defiantly creepy ;o)

to move side ways - is to move forward
Since a Strait line gets thin fast
Design Runner
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Posted: 13th Jun 2012 01:42
Very creepy!

DigitalFury
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gwheycs62egydws
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Posted: 13th Jun 2012 06:07
@DigitalFury

do you mean in DBP ?

to move side ways - is to move forward
Since a Strait line gets thin fast
DigitalFury
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Posted: 13th Jun 2012 06:08
@Resourceful - I need to make the tracks loopable by editing the sound files. Not in dbp. That is easy lol

DigitalFury

Get Out Alive (Zombie WIP): My latest zombie game I am working on.
gwheycs62egydws
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Posted: 13th Jun 2012 07:08
@DigitalFury

ahhh ok

the thing is the sound file get's larger
and takes DBP longer to load up
as compared to telling DBP to load and loop the sound file
it also means more memory needed

to move side ways - is to move forward
Since a Strait line gets thin fast
DigitalFury
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Posted: 13th Jun 2012 07:18
@Resourceful - I think you have something confused. I'm not making it loopable and having a billion of them copied and pasted and then loading that and playing it. I plan on using the Loop Object command. Of course it would be extremely slow if it was just a copied and pasted loop.

Thanks though.

DigitalFury

Get Out Alive (Zombie WIP): My latest zombie game I am working on.
gwheycs62egydws
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Posted: 13th Jun 2012 08:10
@DigitalFury

I was not totally shire

now I am

to move side ways - is to move forward
Since a Strait line gets thin fast
mr Handy
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Posted: 15th Jun 2012 13:54
little-girl-singing is awesome!

«It's the Pony, pony me this, pony me that» — Bronies
«I sell apples and apple accessories» — Applejack
Derpy delivers: watch?v=g4Kgz4Us_RI
gwheycs62egydws
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Posted: 16th Jun 2012 16:47
@DigitalFury

from every thing you have posed for sounds
your on the mark for setting the mood ;o)

to move side ways - is to move forward
Since a Strait line gets thin fast
DigitalFury
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Posted: 17th Jun 2012 03:40
I was working on developing some shady character called the Shop Keeper. Still need a name.
http://soundcloud.com/kevin-huber-2/shopkeeper-what-are-you
http://soundcloud.com/kevin-huber-2/shopkeeper-what-are-you
http://soundcloud.com/kevin-huber-2/shop-keeper-explaning-he-isnt

It isn't really finalized yet. I'm just throwing around ideas till I figure out exactly what I want.

DigitalFury

Get Out Alive (Zombie WIP): My latest zombie game I am working on.
gwheycs62egydws
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Posted: 17th Jun 2012 03:44
@DigitalFury

those will work
with the water mark it kinds sounds like Darth vardar

to move side ways - is to move forward
Since a Strait line gets thin fast
DigitalFury
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Posted: 17th Jun 2012 04:44 Edited at: 17th Jun 2012 05:25
@Community: I made two voices one with distortions and one without. Which one do you think sounds better for my shop keeper?

Without Distortion:
http://soundcloud.com/kevin-huber-2/shop-keeper-ring-around-the

With Distortion:
http://soundcloud.com/kevin-huber-2/shop-keeper-ring-around-the-1

Also, in-case someone missed it I created fog using Spark Particles here: http://forum.thegamecreators.com/?m=forum_view&t=197594&b=1


DigitalFury

Get Out Alive (Zombie WIP): My latest zombie game I am working on.

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gwheycs62egydws
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Posted: 17th Jun 2012 05:24
@DigitalFury


the one with distortion good to creep people out

the other one if your planing to talk a person though a event

to move side ways - is to move forward
Since a Strait line gets thin fast
DigitalFury
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Posted: 17th Jun 2012 06:35 Edited at: 17th Jun 2012 07:58
All The Sound Effects


Even Older Sound Effects:
I had some help from my sister to make these three:
http://soundcloud.com/kevin-huber-2/where-you-going-girl
http://soundcloud.com/kevin-huber-2/laughing-girl-watermarked
http://soundcloud.com/kevin-huber-2/come-over-here-girl

For all of you who missed the last ones:
http://soundcloud.com/kevin-huber-2/you-shouldnt-do-that-your
http://soundcloud.com/kevin-huber-2/little-girl-singing
http://soundcloud.com/kevin-huber-2/demonic-moan-watermarked
http://soundcloud.com/kevin-huber-2/you-will-die-watermarked
http://soundcloud.com/kevin-huber-2/whispering-watermarked
http://soundcloud.com/kevin-huber-2/get-out-2-watermarked
http://soundcloud.com/kevin-huber-2/soon-youll-be-dead-just-like
http://soundcloud.com/kevin-huber-2/whispering-im-coming-for-you
http://soundcloud.com/kevin-huber-2/whisper-where-are-you-going
http://soundcloud.com/kevin-huber-2/ambience-watermarked
http://soundcloud.com/kevin-huber-2/ambience-2-watermarked
http://soundcloud.com/kevin-huber-2/ambience-4-watermarked
http://soundcloud.com/kevin-huber-2/ambiance-5-watermarked

Older Sound Effects:
http://soundcloud.com/kevin-huber-2/whispering-2-watermarked
http://soundcloud.com/kevin-huber-2/whispering-3-watermarked
http://soundcloud.com/kevin-huber-2/moaning-1-watermarked
http://soundcloud.com/kevin-huber-2/moaning-2-watermarked
http://soundcloud.com/kevin-huber-2/you-will-die-2-watermarked
http://soundcloud.com/kevin-huber-2/dragging-stone-watermarked
http://soundcloud.com/kevin-huber-2/demonic-whispering-3
http://soundcloud.com/kevin-huber-2/moaning-4-watermarked
http://soundcloud.com/kevin-huber-2/deathly-whispering-watermarked
http://soundcloud.com/kevin-huber-2/deathly-whispering-3
http://soundcloud.com/kevin-huber-2/die-watermarked
http://soundcloud.com/kevin-huber-2/youll-never-escape-watermarked
http://soundcloud.com/kevin-huber-2/youll-never-get-out-2

The following were made today:
http://soundcloud.com/kevin-huber-2/soft-whispering-2-watermarked
http://soundcloud.com/kevin-huber-2/zombie-moan-watermarked
http://soundcloud.com/kevin-huber-2/zombie-groan-2-watermarked
http://soundcloud.com/kevin-huber-2/zombie-groan-3-watermarked
http://soundcloud.com/kevin-huber-2/demonic-breathing-watermarked
http://soundcloud.com/kevin-huber-2/shopkeeper-what-are-you-buying
http://soundcloud.com/kevin-huber-2/shopkeeper-what-are-you
http://soundcloud.com/kevin-huber-2/shopkeeper-what-are-you
http://soundcloud.com/kevin-huber-2/shop-keeper-explaning-he-isnt

Without Distortion:
http://soundcloud.com/kevin-huber-2/shop-keeper-ring-around-the

With Distortion:
http://soundcloud.com/kevin-huber-2/shop-keeper-ring-around-the-1


I made some more things for the shop keeper:
http://soundcloud.com/kevin-huber-2/shop-keeper-thank-you
http://soundcloud.com/kevin-huber-2/shop-keeper-thank-you-come
http://soundcloud.com/kevin-huber-2/shop-keeper-i-sell-guns

DigitalFury

Get Out Alive (Zombie WIP): My latest zombie game I am working on.
gwheycs62egydws
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Posted: 17th Jun 2012 07:41
@DigitalFury

as near as I hear it you got the voices worked out

to move side ways - is to move forward
Since a Strait line gets thin fast
DigitalFury
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Posted: 17th Jun 2012 07:57
@Resourceful - Yep. I need to work on some new character voices. Right now I have a little girl, shop keeper, and some disembodied voices.

DigitalFury

Get Out Alive (Zombie WIP): My latest zombie game I am working on.
DigitalFury
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Posted: 20th Jun 2012 03:21 Edited at: 20th Jun 2012 03:21
I worked on making blood splats for when the particle hits a surface.

Here is a screenshot of all the blood splats:


DigitalFury

Get Out Alive (Zombie WIP): My latest zombie game I am working on.

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gwheycs62egydws
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Posted: 20th Jun 2012 03:24
@DigitalFury

those work ;o)

there decals ?

I know there is a lot of math involved
real time blood splats would be a thought

to move side ways - is to move forward
Since a Strait line gets thin fast
DigitalFury
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Posted: 20th Jun 2012 04:08
@Resourceful - Actually the method is quite simple. Every blood particle will generate a blood splat when it hits in ground. The blood with transition to a dry blood splat over time.

DigitalFury

Get Out Alive (Zombie WIP): My latest zombie game I am working on.
gwheycs62egydws
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Posted: 20th Jun 2012 04:42
@DigitalFury

for you ok

for me ... at this time nope

to move side ways - is to move forward
Since a Strait line gets thin fast
TheComet
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Posted: 20th Jun 2012 09:59
What Resourceful is thinking about is mapping the blood images to one of the texture layers of the target object. That involves some pretty complicated 3D to 2D translations. But I think that you're just using correctly rotated plains, right?

TheComet

DigitalFury
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Posted: 20th Jun 2012 10:45 Edited at: 20th Jun 2012 10:46
@TheComet & Everyone:

Actually, I'm using my paint code to apply the texture directly to the object so in that sense it is complicated. It will be a little difficult because I have to use my own collision detection because Spark Particles doesn't have that feature yet. I'll have to test every particle and then use my paint object function to paint directly to that surface. Shouldn't be too hard now that I know exactly hard to do it. I'll show you guys that feature soon. I'm expecting it to be amazing because it hasn't been done before and it should graphically look amazing.

Keep checking back for updates. The blood is the next thing I work on!

DigitalFury

Get Out Alive (Zombie WIP): My latest zombie game I am working on.
DigitalFury
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Posted: 20th Jun 2012 23:49 Edited at: 25th Jun 2012 08:48
I was able to finish 50 different blood splats for my game. That means in game there will be 50 unique and different blood splats. You won't see to many of the same blood splats because there are so many. I want to make my game with that mindset. A lot of variety so there isn't many duplicated objects. I might get into procedural generation!

DigitalFury

Get Out Alive (Zombie WIP): My latest zombie game I am working on.

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gwheycs62egydws
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Posted: 21st Jun 2012 01:42
@DigitalFury

Good to know ;o)

as far as I have seen in games it's been about 15
give or take shape and rotation

one thing with the games I have played in the past is the
words used people in the game is that they repeat way too many times

a couple of games I turned off the sound for a bit so I could continue to play

to move side ways - is to move forward
Since a Strait line gets thin fast
DigitalFury
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Posted: 21st Jun 2012 20:21 Edited at: 21st Jun 2012 20:23
Green gandalf was kind enough to make me a blood shader. I created something to show in the title screen of my video game. I am doing so just to show off who made the shader and to give him proper credit.

Here is the image I made which will be displayed on the title screen:


DigitalFury

Get Out Alive (Zombie WIP): My latest zombie game I am working on.

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