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AppGameKit/AppGameKit Studio Showcase / [ Open Source / Tier 1 ] AGK Basic Mode 7 Engine [ Snes = Mario kart , Pilotwings ]

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Cliff Mellangard 3DEGS
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Posted: 8th Jul 2012 14:34 Edited at: 13th Jul 2012 01:01
Latest beta 0.2 release.
https://forumfiles.thegamecreators.com/download/2371773


Camera fx.


This is the Official thread for my work with the open source mode 7 engine.
History:
It all started with Apocolyp4 cool 19 line code snippet.


And after he posted it so have i worked alot on it and improved it a huge bit.
Why a new thread? :
I feelt that i can organise my updates alot easier this way and its mostly me working on it.

Goal:
Make an complete and working mario kart clone engine that users simply can make small changes and change the media for to make it there own.
Rules/copyright:
Dont use my media in your final app as it whil look foolish with a bundle of mario kart clones that look the same.
I have also planned to maybe release my own clone for free when the engine is finished.

Give credit to the ones that put down code snippets and work on the engine.
So far is the credits list.

Cliff MellangÄrd. ( Main code )
Apocolyp4. ( Basic track rendering function )
Baxlash. ( Sprite placement on the track function )

Sorry if i forgot someone?
There is also alot of people that have contributed with feedback and input on improvements .

You dont have to pay any royaltys and can earn how much money you want on your version.

But you are not allowed to sell this as a mode 7 engine or game maker.

Video History:
Apocolyp4 Original snippet.

My first changes.

My changes by rewritting baxslash spritetoworld function.

My beta 0.2 release.


Games in the works.
Death Cars by erebusman
F Zero clone By Apocalyp4 (pending)

When downloading the source keep in mind that they are.
Work in progress with alot of junk source and functions.
Alot of the source will change during the development.
Its written in AGK Tier 1 Basic 1074.
Works with the current player in portrait mode only.
There is a bug in the landscape set scissor and get image commands that screws it up.

If you are new to agk.
Wath could you learn from this?

Organise the code in files.
Simple tile mapper.
Use agks various image manipulation.
Usage of types.
Usage of set sprite uv for backgrounds.
Using sprites fixed to the screen and in world space together to get various effects.
A good example of how a messy coder writes its code
ETC.

Drawbacks with the engine.
Iam a very slow programmer and it can be while in betwen updates.

Thats why its great that its open source

If you want to check the thread that started it all go here!
http://forum.thegamecreators.com/?m=forum_view&b=48&t=197576&p=0

Track editor controls.
1-3 selects grass,gravel or wather for the ground.
Simply hold down any of the keys and move the mouse over the track.
To place track tiles simply select one on the right side and draw with it.
But keep in mind to not use any of the last 3 tiles as this will screw up the map code.

If you click on an placed sprite so is it deleted.
Keep in mind that the editor is extremely basic.
And saves the track everytime you exit the editor.

//// Source code in plain text ///////////////////edited 12-07-09 //

Ok!
I have spent the day with cleaning up the source code
Wath a mess i released

In the future when i do small updates so will i post them like this instead.
Is it ok?
I thought that everyone dosent like to download unknown zip files.
Iam one of them
Could also be alot easier to get feedback from others on improvements.
And if you modify a file to the better post it like this and name wath file it is!
So is it alot easier to insert your code improvements and fixes

main.agc



AGKmode7.agc



Entitys.agc



Editor.agc



NEW file!! simply create an blank file and name it the same as i wrote down under.

Player.agc



NEW file!! simply create an blank file and name it the same as i wrote down under.

Misc.agc

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kamac
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Posted: 8th Jul 2012 16:45
That looks really cool Cliff

I wonder if it's possible to display a 3d model using sprites as pixels... What am I speaking of? Sure it's possible, but just not too easy.

Follow me on twitter! @MotionStruct
Motion Struct blog
3d point in space
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Posted: 8th Jul 2012 16:58
I am also a slow programmer cliff to bad dark gdk does not have a scissor command it would be very usefully although you can make your own scissor command with Uv.

Developer of Space Chips, pianobasic, zipzapzoom, and vet pinball apps. Developed the tiled map engine seen on the showcase. Veteran for the military.
apocolyp4
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Posted: 8th Jul 2012 19:43
I really like the map editor. ALso its Apocolyp4 not Apocalyp4.
Joshua A
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Posted: 8th Jul 2012 22:40
So is this like the beginning stages of a 3d engine add on,
or is it warping a 2d image in a way that make an illusion of 3d
Cliff Mellangard 3DEGS
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Posted: 8th Jul 2012 22:57 Edited at: 8th Jul 2012 23:30
Quote: "I really like the map editor."

Thanks.
I wanted it really simple as we now can do simple layer checks to see where the kart is.
And also check wath type of ground it is on.
Iam trying to not do the same mistake i made with the raycaster that got to complicated for people to pitch in.

Sometimes is it alot better to do it simple and plain.

Quote: " ALso its Apocolyp4 not Apocalyp4"

Sorry.
Corrected now.
Quote: "So is this like the beginning stages of a 3d engine add on,
or is it warping a 2d image in a way that make an illusion of 3d "

Its a true 2d effect with only sprites.
If you look at the beta video (0.27 )so do you see the sprite that is used.
Then do we simply cut slices from the bottom to top and rescale the sprite before each slice cut.
This gives an illusion of 3d.

Quote: "That looks really cool Cliff "

Thanks

Quote: "I am also a slow programmer cliff "

Feels good that iam not alone
Cliff Mellangard 3DEGS
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Posted: 9th Jul 2012 19:33 Edited at: 9th Jul 2012 19:56
Have anyone tested this with 100 sprites moving around? wath framerate do you get ?
I forgott to mention that i wanted to know that!

Please tell me the device specs also.

I get around 55-180 fps on pc and around 10-30 on android zte skate 800 mhz.

When using this in an game so will there not be more then 20-30 sprites moving around during play.

7 for karts and the rest for obstacles and projectiles.

Cheers.
Cliff Mellangard 3DEGS
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Posted: 9th Jul 2012 23:14 Edited at: 9th Jul 2012 23:52
Ok!
I have spent the day with cleaning up the source code
Wath a mess i released

In the future when i do small updates so will i post them like this instead.
Is it ok?
I thought that everyone dosent like to download unknown zip files.
Iam one of them
Could also be alot easier to get feedback from others on improvements.
And if you modify a file to the better post it like this and name wath file it is!
So is it alot easier to insert your code improvements and fixes

main.agc



AGKmode7.agc



Entitys.agc



Editor.agc



NEW file!! simply create an blank file and name it the same as i wrote down under.

Player.agc



NEW file!! simply create an blank file and name it the same as i wrote down under.

Misc.agc



Edited...........

Iam wondering if there is specific camera effects that you want me to add?
As its a good time to add them now in that case before we add to much of the other stuff.
To get the effects in fzero like rotating around the player so would we nead to create the player kart as an object like the entitys and not pasted on to the screen.
Iam also thinking of writing an zoom in from above function like in f zero.
Looked pretty cool and should be easy to do?

erebusman
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Posted: 10th Jul 2012 03:39
Nice work cliff

I'm ok with updates in either fashion myself whatever is easiest. I do think you may be more likely to get feedback if people can read it inline on the forum though?

Features that I can think of for now

- multi-level Parallax ; should be configurable so the coder can decide what level of parallax suits the needs of the game.

- the ability to have 'non square' maps ; so like the FZero example they had a race track that was oblong and oval shaped (sort of) ... what if I want to have a map that is a long curvy road that does not meet its beginning? Like a mission "race from hideout to the bank!" I suppose what I'm really asking for is a map format that knows what squares should be rendered on each tile

- fairly powerful camera controls. I can imagine these scenarios:
* if a crash occurred I may want to spin the camera around the car.
* near the end of a mission I might pan the camera in to the vehicle then perhaps overtake it and view the vehicle from the front as it crosses the finish line?
* allow the player to swap between pre-configured camera angles (hit a area of the screen to look in your 'rearview mirror" for example)

- Depth of field or POV controls. I am planning on having at least 3 'classes' of vehicles so they might have larger or smaller bodies and if I change the FOV/POV for each vehicle this give a further impression that it is 'different'

- configurable elements for handling of the vehicle
- top speed
- acceleration
- handling (cornering , stopping, skidding)

- collision detection

- ability to place sprite based 'obstacles' like barrels, hay bales, cacti, houses, signs etc.


Thats all I can think of for the moment
3d point in space
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Posted: 10th Jul 2012 03:55
No red car no wonder you suck at F Zero at look at how many times you crashed lol. 2 or 3 times just kidding.
i have not got very far with my engine i been very sick these last couple of days. I think it is the mfc that is making me sick. I should of not took on the project. I think I should just get the first part out and worry about layers later.

Developer of Space Chips, pianobasic, zipzapzoom, and vet pinball apps. Developed the tiled map engine seen on the showcase. Veteran for the military.
erebusman
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Posted: 10th Jul 2012 05:29
Was doing some research and enjoyed these 2 articles

Mode 7 :

http://en.wikipedia.org/wiki/Mode_7

Parallax scrolling:

http://en.wikipedia.org/wiki/Parallax_scrolling
Cliff Mellangard 3DEGS
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Posted: 10th Jul 2012 20:06
Quote: "- multi-level Parallax ; should be configurable so the coder can decide what level of parallax suits the needs of the game. "

You mean writing a function where the coder only writes a number for the number of layers?
Quote: "- the ability to have 'non square' maps ; so like the FZero example they had a race track that was oblong and oval shaped (sort of) ... what if I want to have a map that is a long curvy road that does not meet its beginning? Like a mission "race from hideout to the bank!" I suppose what I'm really asking for is a map format that knows what squares should be rendered on each tile "

F zero uses squared maps but dont have an grass texture like mario kart that gives that effect.
It uses various pixel effects to simulate plasma and others.
Angled roads is as simple as make tiles with an angled road.

You mean like an rectangle shaped map?
The easiest way is to have it squared but not using all the tiles.
Quote: "- Depth of field or POV controls. I am planning on having at least 3 'classes' of vehicles so they might have larger or smaller bodies and if I change the FOV/POV for each vehicle this give a further impression that it is 'different'"

Should be able to do this with the render function if you fool around with it.
Quote: "- fairly powerful camera controls. I can imagine these scenarios:
* if a crash occurred I may want to spin the camera around the car.
* near the end of a mission I might pan the camera in to the vehicle then perhaps overtake it and view the vehicle from the front as it crosses the finish line?
* allow the player to swap between pre-configured camera angles (hit a area of the screen to look in your 'rearview mirror" for example)"

This is something iam experimenting with but will be as simple as in f zero on snes.
Quote: "- configurable elements for handling of the vehicle
- top speed
- acceleration
- handling (cornering , stopping, skidding)

- collision detection

- ability to place sprite based 'obstacles' like barrels, hay bales, cacti, houses, signs etc."

Thats why i added the player type to make things like that easier

Quote: "- ability to place sprite based 'obstacles' like barrels, hay bales, cacti, houses, signs etc."

Thats my entitys that have test sprite written on are for
I simply havent written there editing functions in to the editor yet

But keep in mind that everything will be pretty basic in the beginning that i can improve over time.

Quote: "No red car no wonder you suck at F Zero at look at how many times you crashed lol. 2 or 3 times just kidding.
i have not got very far with my engine i been very sick these last couple of days. I think it is the mfc that is making me sick. I should of not took on the project. I think I should just get the first part out and worry about layers later."


Its not me playing and iam even worse than that
Dazzag
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Posted: 11th Jul 2012 11:52
Wow. Brilliant stuff so far.

Erm, I would say if possible then hills would be a good addition. And for games like Outrun then the ability to only use road that's directly in front of you with everything behind effectively not existing any more. Basically an auto generating road. Probably would be faster too.

Great work though! Keep it up! It's projects like these that really get the creative juices flowing

Cheers

Current fave quote : Cause you like musicians and I like people with boobs.
DVader
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Posted: 11th Jul 2012 15:54
Looking good Cliff, I see you enjoy this fake 3D stuff I used to love F-Zero and Mario Kart on the Snes, this is looking good.

Dazzag, I would imagine hills are a no no for this type of effect, as it is simulating the mode 7 effect which was only capable of a flat plain. If you locked it into a fixed view like Outrun for example hills are possible. The retoracer thread has hills, they need a little work compared to Outruns rolling hills, but they are hills non the less.

Dazzag
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Posted: 11th Jul 2012 17:11
Quote: "Dazzag, I would imagine hills are a no no for this type of effect, as it is simulating the mode 7 effect which was only capable of a flat plain"
I thought as much. No harm asking though when you aren't doing the work!

Quote: "The retoracer thread has hills"
Ah good one. I had code for a flat Outrun type game but not hills. Didn't know about that thread though. Nice one I will check that out.

Cheers

Current fave quote : Cause you like musicians and I like people with boobs.
Cliff Mellangard 3DEGS
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Posted: 11th Jul 2012 22:23 Edited at: 12th Jul 2012 00:22
Quote: "Erm, I would say if possible then hills would be a good addition. "

Would force me to use 1024*1024 sprites for the ground
I belive it would run at 1 fps
Quote: "Looking good Cliff, I see you enjoy this fake 3D stuff "

Its soon not neaded in agk
But its very fun to get back to basics to see how they where doing it in the old days.

Quote: "And for games like Outrun then the ability to only use road that's directly in front of you with everything behind effectively not existing any more. Basically an auto generating road. Probably would be faster too."

With some tweaks so can you use this for a game like that.

Iam focusing on trying to make a basic kart clone first and then add stuff later on.

Edited.............
I found the weird distance scaling bugg that made the entitys move weirdly and scale wrong when close to the camera.
replace this .
Entity[t].Size = (64.0 / GetDistance( 0.0 , VRcamera.Y , 0.0 , oy# ) * 32.0 )

with this...
Entity[t].Size = (64.0 / GetDistance( 0.0 , VRcamera.Y+32.0 , 0.0 , oy# ) * 32.0 )

this line is inside the render track function inside the AGKmode7.agc.

Also my experiments with an freecam preview.

erebusman
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Posted: 12th Jul 2012 05:21
Pretty cool on the camera work!
Cliff Mellangard 3DEGS
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Posted: 12th Jul 2012 21:32
Quote: "Pretty cool on the camera work! "

It showed to be a real pain to get the camera effects to work
Its pretty complicated as the ground sprite is angled reversed to the kart in an 270 degree angle.

But finally solved it to be as simple as 270 - the karts angle,And now can i simply add or decrease an value on to that to get it to rotate around the kart.

And to get the camera to move away or zoom in to the kart so do i simply use that angle and increase or decrease the x/y value on the camera.

But a true pain

It whas a pain to find that it whas 270- kart angle to get everything right.
Cliff Mellangard 3DEGS
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Posted: 13th Jul 2012 00:59
So tired now a hard days work


Have to write that darn fake 3d sprite function now ZZzzzz z
After work tomorrow
Cliff Mellangard 3DEGS
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Posted: 16th Jul 2012 02:40
I have finally learned to compile my own player
So the engine will be updated to 1076 and i will include an apk file for the neaded player version until tgc release one them self.

It will also switch to landscape now when all the commands work there now

I will include an apk file for the player for the ones that are to lazy to compile there own version of the latest agk version.(1076)

Android 2.3 Gingerbread , ZTE Skate , 480x800 , 4.3 inches , 800 mhz cpu , 512 mb ram
Android 4.0 Sandwich , Dmtech 3g 9738B , 1024x768 , 9.7 inches , cortex A8 1.2 cpu , 1 gb ram.
erebusman
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Posted: 16th Jul 2012 04:58
wow I love the new 'snap' feeling to the camera its great!

Thats exactly what I had pictured
Cliff Mellangard 3DEGS
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Posted: 16th Jul 2012 12:51 Edited at: 18th Jul 2012 15:07
Quote: "wow I love the new 'snap' feeling to the camera its great!

Thats exactly what I had pictured "

You can set any distance or spinn speed you want on the fly with this!

I havent had the time to put them inside functions yet as iam on vacation and are mostly away this week

And i know about the typo with left side and right side camera
I switched the text only

Edited.......................
My own agk 1076 player apk is included here.

Android 2.3 Gingerbread , ZTE Skate , 480x800 , 4.3 inches , 800 mhz cpu , 512 mb ram
Android 4.0 Sandwich , Dmtech 3g 9738B , 1024x768 , 9.7 inches , cortex A8 1.2 cpu , 1 gb ram.

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baxslash
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Posted: 18th Jul 2012 13:40
I had another great idea how this could be used in a side scrolling game for a 3D ground. Mixed with a parallax sky it could look awesome!

This really has great potential if used on the right game. I was thinking of adopting it for Cannonball Bob if it doesn't slow it down too much


this.mess = abs(sin(times#))
Cliff Mellangard 3DEGS
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Posted: 18th Jul 2012 15:04 Edited at: 18th Jul 2012 15:09
Quote: "I had another great idea how this could be used in a side scrolling game for a 3D ground. Mixed with a parallax sky it could look awesome!

This really has great potential if used on the right game. I was thinking of adopting it for Cannonball Bob if it doesn't slow it down too much "

You can make it run alot faster if you only have sidescrolling with an 3d depth.
Its the sprite handeling that is slow! and its not neaded for an sidescroling game as you could use its actual y position instead.

If you nead to know something just ask so will i try tohelp you

I included my latest mess so you have the latest files to look at.
Its not an official release and neads an compiled player for agk 1076.
ingame do you use 1-6 to change camera displays.
This also only have 40 sprites and the last 20 are static for my tests.

Agk player for android version 1076 is here.
I made it my self so let me know if it have any bugs.
You nead to uninstall the current before installing this one.
https://forumfiles.thegamecreators.com/download/2375291

Android 2.3 Gingerbread , ZTE Skate , 480x800 , 4.3 inches , 800 mhz cpu , 512 mb ram
Android 4.0 Sandwich , Dmtech 3g 9738B , 1024x768 , 9.7 inches , cortex A8 1.2 cpu , 1 gb ram.

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Cliff Mellangard 3DEGS
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Posted: 18th Jul 2012 22:26 Edited at: 18th Jul 2012 23:43
Started buggtesting the engine on an 10 inch pad!

instantly found a bug that i havent noticed before?

Big screens gets messed up track rendering.

Will release an update later on.

Edited...........
Seams like i reached the same point i did with the raycaster?
Its slow on android! Very slow.....

Seams pretty useless on this point?

Android 2.3 Gingerbread , ZTE Skate , 480x800 , 4.3 inches , 800 mhz cpu , 512 mb ram
Android 4.0 Sandwich , Dmtech 3g 9738B , 1024x768 , 9.7 inches , cortex A8 1.2 cpu , 1 gb ram.
Cliff Mellangard 3DEGS
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Posted: 20th Jul 2012 04:16 Edited at: 20th Jul 2012 04:19
Have bin pulling my hair until 3 in the morning now

Could someone test this version on any mobile device and let me know your framerate.

I get insane framerate on my computer 150-405 fps.

I get 20-38 fps on my zte skate mobile.

But only 18-28 fps on my tablet?

You nead an agk player compiled with the 1076 runtime.
There is one for android just above this post i made.

Android 2.3 Gingerbread , ZTE Skate , 480x800 , 4.3 inches , 800 mhz cpu , 512 mb ram
Android 4.0 Sandwich , Dmtech 3g 9738B , 1024x768 , 9.7 inches , cortex A8 1.2 cpu , 1 gb ram.

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erebusman
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Posted: 20th Jul 2012 07:18
Cliff ; runs about 59fps on my iPad2 assuming you mean in the broadcast mode you wanted it tested?
baxslash
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Posted: 20th Jul 2012 10:20
I get the same on my iPad but only about 10fps on my iPod touch 4G.


this.mess = abs(sin(times#))
Cliff Mellangard 3DEGS
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Posted: 20th Jul 2012 12:21
Quote: "runs about 59fps on my iPad2 "

Quote: "only about 10fps on my iPod touch 4G"

Thanks guys
It nead some more work but i dont know wath end to start with?

One simple solution is lowering the max entity to 20 its 40 now.

No one that tested it on android?

Android 2.3 Gingerbread , ZTE Skate , 480x800 , 4.3 inches , 800 mhz cpu , 512 mb ram
Android 4.0 Sandwich , Dmtech 3g 9738B , 1024x768 , 9.7 inches , cortex A8 1.2 cpu , 1 gb ram.
Brother
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Posted: 24th Sep 2012 10:05
Felicitation for all this work Cliff, i did'nt think it
was possible to do and i am surprised to see
there are no a lot of lines to do it. AppGameKit is really
powerfull and it's possible to do what i thought
was impossible...
Best regards.

I am not english so xcuse my syntax, grammary or anything else wich could occure some ununderstanding
Cliff Mellangard 3DEGS
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Posted: 24th Sep 2012 18:23
Quote: "Felicitation for all this work Cliff, i did'nt think it
was possible to do and i am surprised to see
there are no a lot of lines to do it. AppGameKit is really
powerfull and it's possible to do what i thought
was impossible...
Best regards."

We should thank Apocolyp4
It all started with his cool 19 line code snippet.

I have always thought it is fun to do some mindbending sometimes and see waths possible.

But i growed up in the c64,atari and amiga days where they where forced to do all kind of illusions when making games.

My biggest problem is that i love the path to achive various effects and not so much in doing complete games

Thanks for the nice post .

Android 2.3 Gingerbread , ZTE Skate , 480x800 , 800 mhz cpu , Samsung Galaxy Y , 240x320 , 832 mhz cpu
Android 4.0 Sandwich , Dmtech 3g 9738B , 1024x768 , 9.7 inches , cortex A8 1.2 cpu , 1 gb ram.
apocolyp4
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Posted: 24th Sep 2012 18:56
Thanks Cliff but you then went on and made it useable for real games! I still plan on using this engine to make a FZero style racing game, but I want to finish my current project first.
Cliff Mellangard 3DEGS
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Posted: 24th Sep 2012 18:59
Quote: "Thanks Cliff but you then went on and made it useable for real games! I still plan on using this engine to make a FZero style racing game, but I want to finish my current project first. "

Its possible because we share our thoughts and ideas with others

Iam a complete failure when it comes to complete apps but hopefully will someone find something usefull in them.

Android 2.3 Gingerbread , ZTE Skate , 480x800 , 800 mhz cpu , Samsung Galaxy Y , 240x320 , 832 mhz cpu
Android 4.0 Sandwich , Dmtech 3g 9738B , 1024x768 , 9.7 inches , cortex A8 1.2 cpu , 1 gb ram.
Brother
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Posted: 24th Sep 2012 19:18
Quote: "We should thank Apocolyp4"


Sure. Thank a lot to Apocalyp4 too.

Quote: "I have always thought it is fun to do some mindbending sometimes and see waths possible.
But i growed up in the c64,atari and amiga days where they where forced to do all kind of illusions when making games.
"


IMHO It's the best road.

Quote: "My biggest problem is that i love the path to achive various effects and not so much in doing complete games
"


I know that feeling any time i finish a game. But i think about users then i arrive to finish game.

I am not english so xcuse my syntax, grammary or anything else wich could occure some ununderstanding

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