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

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DigitalFury
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Posted: 22nd Jun 2012 07:19 Edited at: 25th Jun 2012 08:46
First attempt to make a blood spray with Spark Particles:


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 Jun 2012 08:42 Edited at: 26th Jun 2012 00:36
Here are the updates


Sorry everyone for no news for a bit I've been busy dealing with bugs.

Bug squashing on this thread: http://forum.thegamecreators.com/?m=forum_view&t=197994&b=30

Few more sound effects:
http://soundcloud.com/kevin-huber-2/ambiance-3-watermarked
http://soundcloud.com/kevin-huber-2/ambience-4-watermarked-1

I worked more on the blood. I managed to get it to stick together and now i'm working on how much is emitted at a time. I will have updates on that fairly soon.

Here is what the blood looks like now:


Did some work and came up with this logo:



DigitalFury

Zombie Video Game!

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mr Handy
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Posted: 25th Jun 2012 09:08 Edited at: 25th Jun 2012 09:08
Umm this blood splats looks like a velvet ketchup

To make realistic splats just spill some water on floor

You should make them dark and specular like this:


«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: 25th Jun 2012 09:12 Edited at: 25th Jun 2012 09:26
@mrHandy - I got to do this one thing at a time. I don't know how i'm going to apply a shader to multiple objects and get them to look like a cohesive blood pool or splat. I'm working on that. I might talk with green gandalf to see if this is possible. For right now I can just manipulate how dark the blood looks. Maybe a shader might be able to solve this I don't know yet. As for real blood i'm trying the best I can from the ground up working on the sticky/fluidness first before I get into getting it to look right. Hopefully I could come up with something so insanely real and fluid like because that's what i'm working towards. The images now are just placeholders.

Hopefully I'll figure something out to improve the blood maybe with a shader. As for now I don't know of any way to make it look any better.

I wish I could create something like this:


More updates to come!

DigitalFury

Zombie Video Game!
DigitalFury
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Posted: 26th Jun 2012 02:37 Edited at: 26th Jun 2012 02:38
I am breaking up the creation process to small parts. This part is just an editor for positioning dynamic objects. I am going to work on an editor for terrain and placing trees next. It's just a short vid showing how I can move around a dynamic object and place it somewhere. It still needs some work but at least I got the physics all fixed. Had to work with Matty H to get it to work.



DigitalFury

Zombie Video Game!
mr Handy
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Posted: 26th Jun 2012 08:47
Hey, I've got an idea! You definetely have a market place somewhere, so you should go to the meat section and take a few photos for sprites. What do you think?

«It's the Pony, pony me this, pony me that» — Bronies
«I sell apples and apple accessories» — Applejack
Derpy delivers: watch?v=g4Kgz4Us_RI
Pincho Paxton
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Posted: 26th Jun 2012 11:01
Quote: "I wish I could create something like this:"


You could do that with a real time Normal Map on a shader. What you could create are animated normal map images, and paste them on the Normal Map. You then paste the same red images on the diffuse layer.

DigitalFury
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Posted: 26th Jun 2012 20:23
@mrHandy - I don't know exactly what you mean. Unless you mean to place some meat on that plate via sprite.

@Pincho Paxton - That is a good idea. If I just have the red there and use a normal map I have edges. Then to create that effect I could just drag down a brush like a red dot or a blood splat. I was working on the demo yesterday. I am about 50% done hopefully I'll have at least something similar. Later I hope green gandalf can come up with a way to color the red in more detail so it looks like blood.

DigitalFury

Zombie Video Game!
gwheycs62egydws
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Posted: 27th Jun 2012 09:57
@DigitalFury

I found musicshake for creating music

it's free and a lot of options to add your own sounds to it

the one track I built just using what the program has

attached is a track I did with it

to move side ways - is to move forward
Since a Strait line gets thin fast

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mr Handy
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Posted: 27th Jun 2012 17:19
You could use parts of meat photos to make realistic gore texture for zombies. Also blood.

«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: 27th Jun 2012 22:50 Edited at: 27th Jun 2012 22:51
@Resourceful - Interesting resource. I don't see how I'd use that for my game though.

@mrHandy - Possibly, I'm going to try and use solid objects if I can. Sprites might look better though.

DigitalFury

Zombie Video Game!
gwheycs62egydws
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Posted: 28th Jun 2012 03:31
@DigitalFury

music in a game can help

set the mood for a event

to move side ways - is to move forward
Since a Strait line gets thin fast
DigitalFury
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Posted: 28th Jun 2012 04:29
@Resourceful - I actually found all the music I am going to use for the game and compiled it in a long list.

DigitalFury

Zombie Video Game!
DigitalFury
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Posted: 4th Jul 2012 10:05 Edited at: 4th Jul 2012 20:28
Another update


I'm been busy messing around with the blood trying to get it to stick and smear on the walls.

I wrote the code for a projector so I can project images onto any object. The projector is always pointed at the object. You feed in a coordinate in 3d space and the projector will draw the image on the object. It is going to be extremely useful for my game because I'll be able to project anything from: decals, blood, bullet holes, flash lights, or anything else.

I recently wrote a plugin for handing resources. It is my very first plugin!

I ran into a bunch of problems i'm working out here:
http://forum.thegamecreators.com/?m=forum_view&t=198345&b=1
http://forum.thegamecreators.com/?m=forum_view&t=198341&b=30 Answered

Any help with these problems would be most appreciated and really help me progress with my game.

DigitalFury

Zombie Video Game!
DigitalFury
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Posted: 7th Jul 2012 23:20 Edited at: 8th Jul 2012 00:53
The Dynamic Resources plugin I'm working on I'm almost done. Right now I have 117 commands for my plugin. I'm planning on adding a lot more at least another 150 or more.

Edit: I'm up to 143 commands right now!

I got commands for:
- Next Resource
- Resource automatic search (Finds resources that were deleted and fills those indexes first)
- Free Resource
- Name Resource

Commands I'm adding:
- Next and Name Resource
- Free and Name Resource
- Shortcut commands: LoadObject(FilePath). Don't have to provided an index. An index is returned.

Over all it has been a lot of work. Totally worth it in the end because I'll have around 250 commands or more.

DigitalFury

Zombie Video Game!
gwheycs62egydws
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Posted: 8th Jul 2012 01:33
@DigitalFury

I would defiantly be interested in getting a copy of the "Dynamic Resources plugin " your working on when it's complete as I am a big collector of all DBP resources ;o)

I'm nearly at the point of almost starting to work on one of my own
projects

thing for me in the last few years have been not relaxing enough
for me to get focused on what i wanted to work on

and the needed programing additions were not there now they are ;o)

to move side ways - is to move forward
Since a Strait line gets thin fast
DigitalFury
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Posted: 8th Jul 2012 01:54 Edited at: 8th Jul 2012 01:55
@Resourceful & Everyone -

I'm planning on selling my plugin to raise money so I can goto college. I've been looking for a job for a half year now with no luck.

I'll make a bunch of useful plugins for you guys for only $1 or a bit more per plugin!

How does that sound?

Edit: I'm upto 171 commands so far with the resource plugin. I'll post a full demo, command list, and examples soon!

DigitalFury

Zombie Video Game!
gwheycs62egydws
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Posted: 8th Jul 2012 02:07
@DigitalFury

sorry to hear about your employment bug

I will be looking forward for your efforts

with the $$$ I've spent on software over the last 10 years well the last 2 years

a few more $$ is not a problem so I can turn out a much better
experience for the person who buy's my games

just let me know how much
I've got money in paypal now ready to go ;o)

to move side ways - is to move forward
Since a Strait line gets thin fast
DigitalFury
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Posted: 8th Jul 2012 02:12 Edited at: 8th Jul 2012 06:10
@Resourceful - I'll post a website and a new thread within a few days.

Edit: I'm at 225 commands right now!

DigitalFury

Zombie Video Game!
DigitalFury
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Posted: 8th Jul 2012 22:14
@Resourceful -

As requested here is the release:
http://forum.thegamecreators.com/?m=forum_view&t=198469&b=5&p=0

DigitalFury

Zombie Video Game!
DigitalFury
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Posted: 11th Jul 2012 08:48 Edited at: 11th Jul 2012 08:50
I got a facebook page now!

http://www.facebook.com/pages/Get-Out-Alive/136089583196549?ref=ts

DigitalFury

Zombie Video Game!
DigitalFury
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Posted: 19th Jul 2012 00:38
Updates


Plugins


Multi-threading: It still has a long way to go before being thread safe. I'm working on figuring out which is possible and what is not. I may not be able to do much other then math at this point. I'm trying to see if I can load two objects at one time or do anything else cool with the threads.

UV Projection: I ran into a problem where my algorithm for finding a polygon of any object only works for plains. I didn't test it for meshes and I found it doesn't work so I'm going to have to use a collision system with ray casting. I'll try using different plugins that use ray casts so you have variety. The end result of this plugin is a new decal system that draws directly to the object. There will be a shader that which will have a decal channel for drawing decals. This way you can clear them out. I will also add a flashlight example showing how with my plugin you can draw a flash light image to it.

File Search: I'm running into issues with this plugin because it freezes DBP while running so i'm going to have to make a new thread to run the search on. I'll also create a command so you know when the search has completed. I'm also adding a database/array file so you can load/save your findings so you don't have to search again.

Resource Management: This is a new plugin that will allow you to pack resources into one file and extract them. I'm working on making it encrypted too. I haven't started this plugin yet but will soon.

The Game


All plugins I'm using will be used in the game so i'm doing myself a favor by making them. Also trying to raise money for the game if I can. Support the game buy my plugins!

I am a little stuck on one feature that uses my UV projection plugin. I am having weird artifacts showing up. I don't have a fix for this yet and I put that part of the game on the backburner for now.

I am going to work more on the level once I finish up the Dynamic Object Editor and tweak it to my liking. I have the level completed just no dynamic objects yet.

I have many ideas and I'm working as fast as I can to finish up what I can with the time I had. I wish this project would have moved a lot faster then it is right now.

DigitalFury

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Posted: 26th Jul 2012 03:09
Updates


I'm taking a break from the game and i'm working on two new mini games!

One is called Xpeed:
http://www.facebook.com/pages/XSpeed/477388822271620?ref=hl

The other one is called Arena: Blast Out:
http://www.facebook.com/pages/Arena-Blast-Out/264260603683186?ref=hl

As always you can check out my Get Out Alive facebook page:
http://www.facebook.com/pages/Get-Out-Alive/136089583196549?ref=hl

Checkout my facebook pages for the updates!

DigitalFury

gwheycs62egydws
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Posted: 26th Jul 2012 03:33
@DigitalFury

both look interesting

I can understand why you would need a break ;oP ;O)

to move side ways - is to move forward
Since a Strait line gets thin fast
DigitalFury
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Posted: 12th Aug 2012 01:43 Edited at: 12th Aug 2012 01:45
It's been a while I know.

I'm working on a new plugin that will parse BVH data and allow you to bind any character to the animation data. This is going to be used heavily in my game because there are over 10,000 BVH animations out there.

I am also working on a game called: Arena: Blast Out. I'm still stuck on multi-player concepts. I came up with a concept to eliminate lag. I want to perfect this concept as it will be used in my game Get Out Alive. I will have a four-six player online coop option so I want the multi-player to be perfect.

Also, I did some testing with multi-threading. I am looking into a way to load objects in parallel. I need to do some speed tests to see how much of a difference it will make. If my tests are successful then I will integrate it into my multi-threading plugin.

DigitalFury

Design Runner
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Posted: 12th Aug 2012 18:05
You are getting a lot of cool progress done on this. Just keeps looking better and better. How is the texture treating you?

DigitalFury
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Posted: 13th Aug 2012 02:16 Edited at: 13th Aug 2012 02:18
@Design Runner - What do you mean your banner or something else?

Also, thanks. I'm really trying to make the game the best it can be.

Edit: If anyone is curious I created a solution for multi-player with no visible lag: http://forum.thegamecreators.com/?m=forum_view&t=198997&b=1 I'm close to actually implementing it. I might make it a plugin or release it as something to help with multi-player.

DigitalFury

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Posted: 13th Aug 2012 02:55
I meant the texture I made for you some time ago. Are you liking it?

DigitalFury
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Posted: 13th Aug 2012 20:00
@Design Runner - Ooo that texture. Yeah. Thanks. It should deff help out with the game

DigitalFury

Hell_666
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Posted: 15th Aug 2012 11:59 Edited at: 15th Aug 2012 12:01
Your project looks great and serious, I hope you will finish it

Eternal suffering ...

I'm french
Fluffy Rabbit
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Posted: 15th Aug 2012 12:15
This is a very novel approach to a game engine. Encapsulating a lot of the functionality into DLLs, then calling the DLLs from DarkBASIC Pro.

How I'm doing it with Dark Survival 2 is interpreting text files that represent levels and settings, and handling most of the real-time stuff with hard coding.
DigitalFury
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Posted: 15th Aug 2012 20:49 Edited at: 15th Aug 2012 20:58
@Hell_666 - Thanks.

@Fluffy Rabbit - I realize that calling everything from DLL's isn't the ideal approach but I'm trying to use C++ instead of DBP code because it runs faster. When I get to finalizing the game I will make sure the plugins are as fast as they can possibly be. This way I'll be able to increase performance and gain FPS. Everything I'm doing is to make sure my game will be optimized as much as it can be. Hard-coding is good but I tend to drown in the amount of code I produce. I figure making plugins will help get rid of all that code from my final exe and cut down in the commands I use.

Quote: "How I'm doing it with Dark Survival 2 is interpreting text files that represent levels and settings, and handling most of the real-time stuff with hard coding."


Lua is great for that stuff.

DigitalFury

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Posted: 16th Aug 2012 00:03
Also, an update:

I'm working on releasing a File plugin soon. I'm doing a lot of testing to my original code to make sure it works properly and find every single file. After that is done I will add the commands for saving/loading the file database so you only have to search once.

DigitalFury

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Posted: 21st Aug 2012 22:34 Edited at: 21st Aug 2012 22:35
I've been checking out unity recently. I'm looking at DBP and weighing out my options if I should continue my project in DBP.

All assets are automatically added to unity that I bought. I also wouldn't have to make an editor. The complicated shaders even though evolved got it working correctly is already in unity. I won't have to add anything for sounds with different filters added although Enhancements plugin has that. There are options of selling the project via Xbox Live or making it an official xbox game which I've wanted to do for a long time. I would have to start over from scratch.

One good thing for you guys if I switch to unity is that I will release some of my code and make plugins for harder concepts and sell them here.

I also have a lot of smaller games which I wouldn't use anything but DBP for because of the ease of use. Harder games might have to be made with unity.

I'll let you know what I do once I thoroughly try out unity.

DigitalFury

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Posted: 23rd Aug 2012 00:51
I've done some more digging and found Unity Pro cost $1500 which is outrageous. If I had the money I might but I don't think that day will come. There are a ton of features left out with unity like dynamic shadows which I can easily create using DBP. I may continue to use DBP. Right now i'm looking at other game engines to see if there is one good enough for me to make the switch. For now the game will be developed with DBP.

Notice: I am looking to build a possible team


I gave it some thought and I may want to put a team together sometime soon. I don't know what the rules are for building a team. I realized I have so many projects going on right now it would be better having someone working on a small part of the game.

If anyone is interested shoot me an email. You can have confidence that this is a very serious game and I have a lot put into it. There is a ton of stuff I haven't released yet that I'm working on currently. As far as the terms go that is deff open for discussion. I do want everything that you work on to be copyrighted and everything that I work on to be copyrighted to help with the trust of a new team. That way we can make sure our name gets in there for that feature. Although most of the concepts I am using I've made. lol

DigitalFury

TheComet
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Posted: 23rd Aug 2012 15:03
Got my hands full with my own team. I hope you find someone!

May I ask, that code that allows you to paint on objects, did that originate from my example by any chance? http://forum.thegamecreators.com/?m=forum_view&t=197498&b=1&msg=2360518#m2360518

I would so much like to know how you fixed the issue where the coordinates weren't calculated correctly when a face was vertical. Did you extend it to use matrices instead of vectors for the transformation?

TheComet

"if you don't understand recursion than you probably don't understand recursion." ~Jerico2day
DigitalFury
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Posted: 23rd Aug 2012 20:38
@TheComet - Your in luck. I'm writing a plugin for such a thing. There never was any problems with that code there was problems with getting the correct polygon. You should see the plugin within a month or so. I'm almost done with development of it!

How is it having a team?

DigitalFury

TheComet
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Posted: 24th Aug 2012 00:47
I look forward to it. My original example did have a problem though, painting on perfectly vertical faces caused an error where you'd be scaling the vectors by 0 (so you're always painting on the same spot).

Quote: "How is it having a team?"


Very beneficial, I couldn't manage what I'm attempting only on my own. It's also very draining as it's up to you to keep them motivated and organized. In fact, sometimes I think I'm helping my team more than I'm programming myself. All in all I think it's a great experience though.

TheComet

"if you don't understand recursion than you probably don't understand recursion." ~Jerico2day
DigitalFury
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Posted: 24th Aug 2012 10:05
@TheComet - Took a look at your project btw. it looks pretty amazing. I had an idea for a project. I realize your working on a project right now but maybe u might like the idea I have. It is called Open RTS. Just the framework for an RTS game. You seem to have a great deal of effort put towards that. Maybe we could do a joint project?

@Everyone:
I'll add an official request for a team soon.

DigitalFury

TheComet
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Posted: 24th Aug 2012 17:58
Quote: "@TheComet - Took a look at your project btw. it looks pretty amazing. I had an idea for a project. I realize your working on a project right now but maybe u might like the idea I have. It is called Open RTS. Just the framework for an RTS game. You seem to have a great deal of effort put towards that. Maybe we could do a joint project?"


Aw, thanks for the kind words. I would very much like to be part of that but I already have my hooves, err, hands full of work. Interestingly enough though, PonyCraft is in fact already a framework for an RTS. It would be simple to make the changes so it supports RTS features.

If we ever do collaborate I'd like to work on a cross platform C++ project though. I feel I've had enough of DBP, so this is most definately my final project with it.

I don't think I've given you any feedback on your project yet, it's only fair.

I'll be honest with you, the first time I opened this thread was the day you created it, and I wasn't really that impressed with what I saw. I followed it a bit but soon lost interest in it.

A few days ago I decided to look into it again and wow do I regret not following it. No other project on TGC has put this much effort into the framework and tools. No project. (well, maybe Carnage by Fallout). I'm genuinly impressed with the progress you've made. So many people do the mistake of trying to get gameplay working before building themselves a solid ground to stand on, so I think it's great that you're doing it the right way. Keep up the great work!

Quote: "I've done some more digging and found Unity Pro cost $1500 which is outrageous. If I had the money I might but I don't think that day will come. There are a ton of features left out with unity like dynamic shadows which I can easily create using DBP. I may continue to use DBP. Right now i'm looking at other game engines to see if there is one good enough for me to make the switch. For now the game will be developed with DBP."


May I suggest using C++ and Ogre3D? There are so many libraries you can use for things like physics, particles, pathfinding, AI, it's overwhelming and it's free! Only downside is the rather steep learning curve with object oriented programming and learning the basics of C++.

Quote: "Multi-threading: It still has a long way to go before being thread safe. I'm working on figuring out which is possible and what is not. I may not be able to do much other then math at this point. I'm trying to see if I can load two objects at one time or do anything else cool with the threads."


I am VERY interested in this if you ever get it working. My game depends on loading models on the fly, so this would be a great help.

TheComet

"if you don't understand recursion than you probably don't understand recursion." ~Jerico2day
DigitalFury
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Posted: 24th Aug 2012 19:30 Edited at: 24th Aug 2012 20:22
@TheComet -

Quote: "Multi-threading: It still has a long way to go before being thread safe. I'm working on figuring out which is possible and what is not. I may not be able to do much other then math at this point. I'm trying to see if I can load two objects at one time or do anything else cool with the threads."


Considering the fact I was able to run them both in thread successfully tells me they prob loaded at the same time. I still need to do my speed tests but I think it actually is possible.

Quote: "May I suggest using C++ and Ogre3D? There are so many libraries you can use for things like physics, particles, pathfinding, AI, it's overwhelming and it's free! Only downside is the rather steep learning curve with object oriented programming and learning the basics of C++."


I've been thinking on leaving DBP for a while now because it is lacking a lot of the things I've been seeing in other engines. If Orge3D has nav meshes, dynamic shadows/lighting/shaders, plugins, AI, Physics, and more then what I can do in DBP then I'm in. The thing is though I've done a lot with DBP. I'd want to take all the dll's if written and concepts for speeding up the game to work for the new stuff I'd use too!

"Easy to use projective texturing support" - Sounds like projecting stuff on textures which would be amazing!

"blending of multiple animations with variable weight" - This seems like advanced animations!

"Particle Systems, including easily extensible emitters, affectors and renderers (customisable through plugins). Systems can be defined in text scripts for easy tweaking. Automatic use of particle pooling for maximum performance" - Sounds like spark particles but I don't see blending yet.

Took a look at it and I got to say looks fairly difficult. lol Compared to basic that is. I'd have to learn a lot and start from scratch which isn't always desirable.

Quote: "If we ever do collaborate I'd like to work on a cross platform C++ project though. I feel I've had enough of DBP, so this is most definately my final project with it."


If we do work on collaborating I'd suggest writing a lot of plugins for DBP. One DLL can use DBP commands and the other DLL's can be used to support other game engines. That would be a cool project. I could deff work on the one for DBP cuz I've written a bunch of plugins already.

DigitalFury

TheComet
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Posted: 24th Aug 2012 20:26
Quote: "If Orge3D has nav meshes, dynamic shadows/lighting/shaders, plugins, AI, Physics, and more then what I can do in DBP then I'm in."


Let's see.

dynamic shadows/lighting: Built in to Ogre3D
shaders: They look a bit different, but appear to be some form of HLSL
plugins: Depends on what you mean. You can add anything to C++.
AI: http://www.ogre3d.org/tikiwiki/tiki-index.php?page=List+Of+Libraries#Artificial_intelligence
Physics: http://www.ogre3d.org/tikiwiki/tiki-index.php?page=List+Of+Libraries#Physics
nav meshes: http://code.google.com/p/recastnavigation/

Check out the list of libraries you can use (you can probably find much more using the power of google) : http://www.ogre3d.org/tikiwiki/tiki-index.php?page=List+Of+Libraries

Quote: "If we do work on collaborating I'd suggest writing a lot of plugins for DBP. One DLL can use DBP commands and the other DLL's can be used to support other game engines. That would be a cool project. I could deff work on the one for DBP cuz I've written a bunch of plugins already."


Actually I'd rather step away from DBP and work on a purely C++ based project.

TheComet

"if you don't understand recursion than you probably don't understand recursion." ~Jerico2day
DigitalFury
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Posted: 24th Aug 2012 21:03
@TheComet - Awesome.

Quote: "Actually I'd rather step away from DBP and work on a purely C++ based project. "


Ok. I don't know how u'd write a purely c++ based RTS engine but good luck with it if u do end up working on it

DigitalFury

TheComet
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Posted: 25th Aug 2012 00:09
Well, Ogre3D is all C++ based, and so are all of those libraries in those links, so that's how you'd do it.

Anyway, good luck with your team request. There are some rules to them, if you're interested you can find them here : http://forum.thegamecreators.com/?m=team_requests

TheComet

"if you don't understand recursion than you probably don't understand recursion." ~Jerico2day
DigitalFury
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Posted: 25th Aug 2012 01:08
I finally put in a team request. -Crosses Fingers-

Team Request:
http://forum.thegamecreators.com/?m=forum_view&t=199717&b=8&p=0

DigitalFury

Dar13
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Posted: 26th Aug 2012 18:10
DigitalFury, if you need some help in implementing any of the above features I suggest you take a quick look at my github repository(in my sig) as I've just about implemented everything you needed.

Physics: Custom Bullet Physics wrapper(actually quite abstracted, able to be used with just about any physics engine)
AI: Lua scripts with RecastNav navmeshes and Detour pathfinding(look at the LuaManager class files and ArenaLocker files for usage).
Shaders: HLSL/GLSL/Cg are supported natively.
Plugins: Lots of Ogre-specific plugins(sky,clouds,water,etc) plus you can integrate anything from a database library(OTL) to a social networking API into a C++ application/game.

Shoot me an e-mail if you want to talk about Ogre/C++ some more.

DigitalFury
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Posted: 28th Aug 2012 02:00
@Dar13 - Checked out your stuff. Looks pretty decent. Do you have any screenshots? If I were to trying something else I'd try to make it as close to DBP as possible. Kinda like a wrapper but not really.

DigitalFury

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Posted: 28th Aug 2012 13:29
@DigitalFury
I'm more focused on getting the mechanics working before I start putting in the pretty stuff, so the screenshots would be just be some programmer art. I'll probably make my own WIP thread when I get to adding visuals and such.

DigitalFury
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Posted: 30th Aug 2012 07:24
I thought I'd hint at a secret project I'm working on for a class for college. It is pretty cool. Just keep your eyes on the android market. It is a very popular concept so it should be easy to find. :p Should be done by the end of the semester.

DigitalFury

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Posted: 7th Sep 2012 02:45 Edited at: 7th Sep 2012 05:31
I have a new product coming out soon. I need your guys opinion on a logo. I don't exactly know how to express painting on an object different materials.



Leave me feedback and hopefully I can improve my logo!

Thanks,

DigitalFury

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