Edit 00:26 20 May 2012
----------------------
Rebuilding M project with DarkGDK 2.0 rc2 beta to fit.
this , will take a while and now i can use DBP plugins
so i am assuming more power over the project.
ty for watching, a newer version and Post will come not so far in the future.
haliop.
Edit 21:03 16 May 2012
----------------------
The project is on Halt , got the new DarkGDK 2.0 beta release
there are some problems , alot of code changed and im breaking my head
on it , be patient.
Edit 12:11 13 May 2012
----------------------
Theme selector is up and running.
the system will recognize new Themes Folders inside the Theme Folder
and will store a new theme path, once the world is created a random theme will be selected by the system and will load the random theme.
thats good news!
Edit 10:22 13 May 2012
----------------------
playing a bit with the new theme system .

Edit 18:19 12 May 2012
----------------------
Theme system now works

i will add a Theme searcher later on
so if another folder is presented inside the themes folder
the system will know there is one more theme aviable and will random between the themes it recognize.
you can check it out here
https://forumfiles.thegamecreators.com/download/2348534
Edit 15:28 11 May 2012
----------------------
show off , Credit Menu.
who ever helps Project M will get credited in game and will ern a Credit Box, watch the following video to see how it works
http://youtu.be/wMOrF0ET3ZQ
Edit 20:11 10 May 2012
----------------------
the new Theme class
each team
containts
2 barrel models
3 wall textures
3 floor textures
and 4 vectors for characters models and textures
class Theme
{
public:
int floorTile[3]; // 3 levels of floors
int wallTile[3]; // 3 levels of walls
int barrelObj; // normal barrel obj
int ebarrelObj; // explosive barrel object
vector<int> blueTeamCharacter;
vector<int> blueTeamTexture;
vector<int> redTeamCharacter;
vector<int> redTeamTexture;
Theme(void)
{
}
~Theme(void) {}
void AddWalls(int wallTex1,int wallTex2,int wallTex3)
{
wallTile[0] = wallTex1;
wallTile[1] = wallTex2;
wallTile[2] = wallTex3;
}
void AddFloors(int floorTex1,int floorTex2,int floorTex3)
{
floorTile[0] = floorTex1;
floorTile[1] = floorTex2;
floorTile[2] = floorTex3;
}
void AddBarrels(int barrel1,int ebarrel1)
{
barrelObj = barrel1; // normal barrel
ebarrelObj = ebarrel1; // explosive barrel
}
void AddCharacter(int Character,int Texture,int team)
{
if (team == 1) // blue team
{
blueTeamCharacter.push_back(Character);
blueTeamTexture.push_back(Texture);
}
else
{
redTeamCharacter.push_back(Character);
redTeamTexture.push_back(Texture);
}
}
};
Edit 12:29 10 May 2012
----------------------
finished the first version of the credit menu using face textures
started playing a bit with the textures and came out with a theme changer so every time you play the game you play a random selected theme, adding the game more flavor and funky athmospehere.
EDIT 11:50 08 May 2012
----------------------
New Barrel Object & Texture credited to New World Order ( forum member )
EDIT 10:20 07 May 2012
----------------------
Floor tiling Added , the game looks a bit better now
EDIT 11:16 04 May 2012
----------------------
Newest Video link -- Scroll Down if you want to Download the game.
http://youtu.be/tZGAAzqObIM
----------------------
a month ago i started building a 3rd person shooter with multiplayer capabilities.
for now i still havent codded any of the Multi Player part but have almost finished with my map generator and other aspects of the game.
Project M is intended to be free of charge for everyone to play.
Map Generator
-------------
instead of building maps i have decided that best for the project is to create a map generator each time you play you play on new grounds.
you have one type of gun for the simplicty of mind
when you shoot the impact will stay forever probably until the game will crush with an object id reaching new limits..
excuse my english
a download is attached.
currently playable is Tutorial and you'll get a chance to hit the tutorial button once dowloaded the content and running the M.exe
again this is just an early age of the game
the 3d model lack of some animation like jumping or strafe movement
the fps is kinda low on my end about 45 and i would like if you the guy or girl reading this will respond about how much fps you get , it shows on the top left dbText(0,0,dbScreenFPS()).
stuff to know about:
Ads - the map is generated with Ads of all kind , currently i got a TGC logo , and 2 friends with their buissnes logos.
Rain - currently unavaible as when i used it i got really low fps so for now its not included
Multiplayer - non ..
Bullets - the bullets are red rectangles shooting in 3d space and leaving a trace that lasts until the map is changed.
Main Menu - Press Enter while in game if you click on Tutorial once again it will randomize the map and created a new playing grounds.
Barrels - using a simple imposter Technic runs on decent fps as there are houndrads of barrels across the map.
Textures - this all is an early age of the project so dont expect high end graphics i plan on keeping everything simple here but even tough its need to be perfect allign one to another to create a real even if cartoonish ,atmosphere.
Particles - attached to the player right foot following the player a decent cool particles from the DarkGDK Sample.
Resolution - currently working on 1376 768 , if you cant reach this resolution then the game will not show correctly , sorry about that.
Player movement
W - farward
S - backward
A - strafe left
D - strafe right
Space - jump
Mouse - camera movemnt
Left Mouse Button - shoot / fire
Return/ Enter - Main Menu
here is 30 sec of fraps , sorry about only 30 its free so..
for more try out the M project exe file
Written in DarkGDK using alot of forum help , thank you all.
BTW i kinda between places right now and if someone wants to help out with the multi-player system it will be supremly awesome.
[href]null[/href]
http://youtu.be/ZLVd8krSiok
edit : file uploaded.