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Work in Progress / 3D Bang! Bang! 2 - Question regarding direction.

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Mobiius
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Posted: 2nd Apr 2013 01:51 Edited at: 2nd Apr 2013 01:53
Hello all! I have a question regarding which direction I should be taking 3D Bang! Bang! 2 in. After seeing a video on YouTube of Scorched 3D, I was left looking and wondering how I should my me game, since it seems to be very similar. (Some would say it's a direct rip off, but I didn't know this existed until last week, and the original 3D Bang! Bang! has been out since 2009 or something..

Now the question is, (Leaving the graphics improvements aside,) should I remain with the existing model of a static player position, and a dynamic projectile camera as it currently is...


Or should I move towards a more pointy clicky free camera model, like Scorched 3D uses...


After seeing Scorched 3D, I know I have a huge way to go to polish the graphics, (Hence my decision to move to Blitz Terrain, and to use evolved's shaders) but wanted other peoples ideas about how to implement the actual playing mechanics.


Oh yeah, you can try a very, very early demo of 3D Bang! Bang! 2 by downloading it from my website here: http://www.teamdefiant.co.uk/software/index.php?SelectApp=8
It's a 5.5Mb zip file, just extract and play.
I'll get a new demo with the updated graphics up as quick as I can, seeing as I'm completely re-writing the engine!

Have some screen shots, since I know people won't do anything without some screen shots!






I live for video games! (And beers, and football, and cars!)
See what I live for here: [url]http:\\www.TeamDefiant.co.uk[/url]
Game Master1330
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Posted: 4th Apr 2013 01:14
I don't understand what the game is

I wouldn't change your game just because another game came out which uses your ideas though... Just make it how you want it to be

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Mobiius
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Posted: 4th Apr 2013 02:21
My game is essentially this, but in 3D.



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Game Master1330
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Posted: 4th Apr 2013 21:18
I prefer the second option...

Like I said before though, make it the way you want to

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Mobiius
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Posted: 5th Apr 2013 22:27
I want to make it the way that people would want to play it! lol

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Mobiius
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Posted: 10th Apr 2013 15:15
If anyone's interested, here's a video of how the new version is looking currently.



Next on my 'to do' list is the variable weather system. And maybe sound effects.

I live for video games! (And beers, and football, and cars!)
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Chris Tate
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Posted: 10th Apr 2013 17:01
This looks promising, I hope you will continue with this.

Mobiius
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Posted: 10th Apr 2013 17:55 Edited at: 10th Apr 2013 17:56
I plan to. Before I do another AppGameKit project I will finish this.

And this *may* be the UI style.


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Chris Tate
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Posted: 10th Apr 2013 18:33 Edited at: 10th Apr 2013 18:33
Cool, the closest games I have played in relation to this kind of game are Worms or that QBasic gorilla game (can't remember the name); so I'll have to try this out to get a sense of the buzz around it.

Mobiius
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Posted: 10th Apr 2013 19:28
Quote: " or that QBasic gorilla game (can't remember the name)"

Gorillas. lol

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Mobiius
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Posted: 16th Apr 2013 21:11
Here's an updated video with all my sexy shaders working correctly.
(Water, terrain, and skybox.)



Can't wait till I've finished this game.

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Mobiius
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Posted: 22nd Apr 2013 13:45
Here's a video of the first version of a "nuke" explosion. I've never tried to make such a large and detailed explosion effect in code before.

If you can think of ways to improve it, then I'm happy to take suggestions!



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Nabz_32x
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Posted: 23rd Apr 2013 01:08 Edited at: 23rd Apr 2013 01:13
Good start at a nuke explosion,

I would speed the whole sequence up, as it spreads very slowly after a very good looking impact sequence, when the impact has just happened (0:10 - 0:12).

I would say make this sequence last a bit longer and scale the size of the whole sequence up.

After this a simple fade away of the effect would be sufficent for me.

I also like your final shaders, do you plan on populate those empty islands a bit (I would recommend short trees or something that dosn´t collide with the bullets)?

Your Alpha Blending effects are also very nice.

As you have a nuke explosion, will there be some sort of power up or ammunition system used in your game?

I will try your demo out now.

Edit tried it, I think your smoke trail and the water reflection will add a lot of help in tracing the trajectory of his bullet.

I really like the smooth camera movement, after you have peeked on your target.

Do you plan deforming the terrain when a explosion occurs on it?

Looking forward trying the next demo version, keep up the good work.

Mobiius
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Posted: 23rd Apr 2013 14:57 Edited at: 23rd Apr 2013 14:58
First of, thanks for the feedback! It is essential to get the feelings of the people who'll play it so I know what areas I need to improve.


Quote: "I would say make this sequence last a bit longer and scale the size of the whole sequence up. "

I've doubled the speed of the effect, therefore the scale.

Quote: "I also like your final shaders"

Wish I could take credit for them, they're the expert creation of various forum members.
Adaptive Bloom - Mark Blosser "Bond1"
Heat Haze Refraction - "Evolved" (Modified by "Sixty Squares")
Blending Skybox - Andrew Neale
Blended Terrain Normal Mapping - "Green Gandalf"
Reflective/Refractive Fresnal Water - "Evolved"

Quote: "As you have a nuke explosion, will there be some sort of power up or ammunition system used in your game?"

I wasn't planning on it, the nuke-splosion was the result of you winning the game and your enemy exploding,

Quote: "I will try your demo out now."

I had a demo??? Oh yeah, a very old version before I started again and made it pretty! (A new demo will be released as soon as I fix a few bugs)


Quote: "I really like the smooth camera movement, after you have peeked on your target."

Thank you, I'm a big fan a smooth camera movement and as little "straight cut" camera moving as possible.

Quote: "Do you plan deforming the terrain when a explosion occurs on it?"

Yes! I was waiting to find out if all my effects could be integrated with BlitzTerrain before I bought the full version.


In fact, I have a new issue to resolve. It appears that the terrain shader breaks the terrain. As soon as the terrain is shaded, BlitzTerrain starts showing the edges of the sectors to the water effect is ruined. I'll get a video out (of the new explosion, as well as the broken water) in a bit.

I live for video games! (And beers, and football, and cars!)
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Mobiius
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Posted: 23rd Apr 2013 16:23
Here's the video.



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Mobiius
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Posted: 24th Apr 2013 01:06 Edited at: 25th Apr 2013 18:14
I have released another demo! (Essentially what the video above is, with a few changes.)

http://www.teamdefiant.co.uk/software/index.php?SelectApp=8

Controls:
Mouse Move: Look
Left click: Shoot
Esc: Quit
Spacebar: Confirm Changes / Restart Demo
F1 - F6: Change engine settings.

Let me know what you think.

I live for video games! (And beers, and football, and cars!)
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Chris Tate
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Posted: 24th Apr 2013 03:48
Keep it up, this looks really good. I like seeing people use shaders.

Mobiius
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Posted: 24th Apr 2013 20:04
Thank you! Have you tried the demo? Do you have any feedback I could use to improve the game?

Have you tried the demo? lol

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Chris Tate
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Posted: 24th Apr 2013 22:48
It's been really busy this week; I'll try out the demo tomorrow.

Mobiius
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Posted: 24th Apr 2013 23:14
Cool. All feedback is good feedback!

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Nabz_32x
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Posted: 25th Apr 2013 14:24 Edited at: 25th Apr 2013 15:50
I tried this out and only got a black screen with some data overlayed,
I tried to switch to fullscreen, the value was changed to 1,
but still it stays as a window.
Do I have to press a certain key, so that the options are applied?

I would really like to try the new demo out, but can´t due to black screen

Edit: Edited the xml file before start and without the shaders it runs for me. The only bug I noticed is that multiple nuke explosions at the same time are not calculated correctly, as you only plan to use it once the enemy is defeated, this isn´t really an issue.

I tried every shader resolution, but I wont get any scene with shaders at all.
But it is looking good even without the shaders.

Mobiius
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Posted: 25th Apr 2013 17:16
@Nabz_32x: Your graphics card not support shaders?

As for the changes not taking place, press the spacebar to restart the game with the changes in place.

I live for video games! (And beers, and football, and cars!)
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Mobiius
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Posted: 29th Apr 2013 11:13
Here's a video showing the start of the weather effects.



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Mobiius
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Posted: 30th Apr 2013 00:35 Edited at: 30th Apr 2013 00:36
Good news!

3D Bang! Bang! 2 now supports stereoscopic 3D!

I can't take a video of it because fraps only records the screen width, not the "virtual" screen width needed for 3d. (I can see the first 86 pixels of the right image though!)

I'll run it on my TV at home and video it on my phone and get that uploaded.

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Mobiius
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Posted: 30th Apr 2013 04:28


Video of the stereoscopic 3D running on my 3DTV at home. (Not the best footage of the game however. )

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Chris Tate
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Posted: 30th Apr 2013 13:33
The weather graphics look good; I like the splashes on the water and everything; but this all makes eager to see the actual action.

I tried the demo, all I see is a screwed up screen with text on-top. No doubt a full screen shader error. I have seen this before with a few of Evolveds and Malevolence screen shaders. It might be worth trying the game out on various PCs with old and new hardware to trace the issue.

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Mobiius
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Posted: 30th Apr 2013 17:23
Could you send me the settings.xml file the game has created so I can see what settings it's using? The only camera shader is the bloom shader, so maybe it's that...

The shaders shouldn't have this effect as they're pretty standard ones I borrowed from the forum. (Except the skybox and terrain shader which was custom.)

I live for video games! (And beers, and football, and cars!)
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Mobiius
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Posted: 3rd May 2013 16:26
Righto, I've now added fork lightning, and 1500 trees to the scene. The trees fade out when they get 1024 pixels(?) away from the camera to keep the framerate up.



As my laptop isn't exactly gaming spec, I consider the framerate to be acceptable. (It's about 20 something on my machine with many trees on screen)

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Chris Tate
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Posted: 6th May 2013 16:17
I like the nice weather effects you have there.

Here is the settings XML file you requested; which indicates to me that the anti-aliasing setting is likely to be the cause, since I can't get it to work on any of my PCs and use full screen shaders at the same time.



Mobiius
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Posted: 6th May 2013 18:55
That is bizarre. You could try setting AA to 0 to turn it off. (I don't really notice any difference with it on to be honest)

As soon as I'm feeling better, I'll release another version of the demo where you can turn individual shaders off, so we can see exactly which one causes the issue.

(What GFX card are you running? I'm running an AMD one in my laptop.)

I live for video games! (And beers, and football, and cars!)
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Chris Tate
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Posted: 6th May 2013 20:48
NVidia Geforce 210; and on the other Pc Geforce 6600 GT. Maybe NVidia cards do not work well with DBP antialiasing.

Turning it off in your config file fixed the problem. The scenery looks brilliant, now we just need some action!

Mobiius
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Posted: 8th May 2013 01:48
Thanks, I'm glad you like it, and its good to know about the AA issue. I'll turn it off by default.

As soon as I get rid of the mumps I'll put some 'game' in my game!

I live for video games! (And beers, and football, and cars!)
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Mobiius
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Posted: 18th May 2013 19:02
Here's another update since it's been a while.

I no longer have the mumps. But onto more interesting topics, a quick update on the progress of my game.

I've bought BlitzTerrain so I know have terrain deformation, and terrain painted shadows underneath the trees. (However, terrain painting only works with the terrain shader turned off. )
I have also added options to turn the individual shaders off just to see what it looked like. (there's not much change in frame rate with shaders off.)

I now am experiencing a few new problems.

If I turn the skybox shader off, the skybox gets culled in a weird way, but it only affects the water shader's reflection camera. Basically the reflection is clipping one face of the skybox when the camera is above the ground. When the camera is below ground, the clipping inverts and the one missing face becomes visible and the rest of it is clipped.



Another issue is with BlitzTerrain. What mostly worked before, (but produced occasional crashing) is now crashing every time a projectile hits the terrain or water. I get an "Application.exe has stopped working" error. The offending line is BT RaiseTerrain. If I remove that line, it works fine again.

And my final issue is, if I disable shaders with the master flag, the game never gets past the loading screen. If the master flag is on, it loads fine even with all the shaders switched off individually. Most perplexing!

I live for video games! (And beers, and football, and cars!)
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Mobiius
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Posted: 19th May 2013 19:05
I've fixed my BT RaiseTerrain issue. Turns out BT will fail after I try and use RaiseTerrain with more than 4 LOD levels.

Thank god I remembered I'd changed it so I could revert the change!

I live for video games! (And beers, and football, and cars!)
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Mobiius
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Posted: 22nd May 2013 01:07 Edited at: 22nd May 2013 01:10
I have now fixed the eternal loading error when shaders are turned off.

I don't know how I've fixed it, I just have. The issue was when I updated the terrain texture when placing the trees. I painted a shadow on the terrain and updated the terrain every time. Moving it outside the loop seems to have fixed it.

However, it seems like every time I turn my laptop on I get another error. Now the bloom shader is causing the terrain to appear over the water. Updating the terrain after updating the bloom seems to have fixed this issue.

Now if only I can fix the weird ReflectCam issue when the skybox is disabled. I'm not even going to try and fix that issue until after I add some actual game-play though. So next on my list is the addition of player models and the creation of the player profile system.
(I want my games to remember you across the various games I create to track scores and things. It'll help with multi-player when I finally add it.)

Since I cannot model to save my life, I'll use DarkMatter objects.

I live for video games! (And beers, and football, and cars!)
See what I live for here: [url]http:\\www.TeamDefiant.co.uk[/url]
Mobiius
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Posted: 26th May 2013 13:57
Even though it looks like I'm the only one who visits this thread now, I have another video to show off to all my fans! (lol)



This video demonstrates my AppGameKit UI engine which I've wrapped into my DBP game engine. This system requires 3 AppGameKit include files which have remained unchanged, (with the exception of converting arrays to use round brackets, and changing the names of a few of my variables because they clashed with DBP reserved words)

I've re-created pretty much every command in my includes to allow DBP to understand AppGameKit commands. (Thank god AppGameKit doesn't use spaces in commands!)

As you can see, the UI system is working quite well. (Including my new AppGameKit style sprite based text system, which I've decided I like a lot better than even the D3D font commands! (Even though I'm still using the D3D font commands to print to the sprites in the first place.. ))



Next on my list is the creation of the gamer profile select/create menus, then I can start putting players into the game.

I live for video games! (And beers, and football, and cars!)
See what I live for here: [url]http:\\www.TeamDefiant.co.uk[/url]
Chris Tate
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Posted: 26th May 2013 21:16
Smart move using ADK together with DBP.

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Posted: 27th May 2013 02:03
Looks interesting. I like these sort of games. Hogs of War was the best.

Mobiius
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Posted: 27th May 2013 14:21
Quote: "Smart move using ADK together with DBP."

Thanks. I figured since I already had a working UI engine, why recreate it (again) when I can just wrap it into DBP code. It was surprisingly easy, once I'd smoothed out my variable naming conventions..)

Quote: "Looks interesting. I like these sort of games. Hogs of War was the best."

Thanks. I can't wait to finish it as I already have my next project bubbling away in my mind! (I'm forcing myself to finish this as I have far too many half finished projects sitting around.)

I live for video games! (And beers, and football, and cars!)
See what I live for here: [url]http:\\www.TeamDefiant.co.uk[/url]
Mobiius
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Posted: 31st May 2013 22:50
Another little update.

I've completed the integration of the UI engine, I kept breaking it after I fixed it with stupid schoolboy errors. (Note to self, make sure you increment the count variable in while loops!)

I'm now prototyping the BBB GUI element of my UI editor in VS2012, in order to quickly create the main UI for the game. As soon as that's sorted, I'll re-create the design with BBB GUI elements, and create the UI.

I'd release a demo of the game as it stands, but it does even less than the last demo. (I've removed the shooting ability, and kept the orbiting camera just whilst testing the UI.)

If I can be bothered, I'll get some screenshots up, but they'll be pretty much the same as the last ones. (When I release the game, I'll have a number of different skyboxes, and terrain textures to spice up the look of the game.)

This is my current project, check it out! [href]forum.thegamecreators.com/?m=forum_view&t=204576&b=8[/href]
This is my website, check it out! [href]http:\\www.TeamDefiant.co.uk[/href]
Mobiius
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Posted: 6th Jun 2013 23:39 Edited at: 6th Jun 2013 23:40
Ok, here's an update of the UI editor. (Shown in actual size, as I like the editor running in 800x450 16:9 mode)



I can now change the settings for the screen elements using the interface. I now need to add the ability to add images/buttons/text and the various script commands and it will be able to handle the current complete array of UI elements I've added.

Not long until I'll be able to start working on an actual game to go with this game! lol

This is my current project, check it out! [href]forum.thegamecreators.com/?m=forum_view&t=204576&b=8[/href]
This is my website, check it out! [href]http:\\www.TeamDefiant.co.uk[/href]
Mobiius
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Posted: 10th Jun 2013 01:37
I have uploaded a quick video of the editor in action.



What do you think?

This is my current project, check it out! [href]forum.thegamecreators.com/?m=forum_view&t=204576&b=8[/href]
This is my website, check it out! [href]http:\\www.TeamDefiant.co.uk[/href]
Mobiius
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Posted: 12th Jun 2013 19:03 Edited at: 12th Jun 2013 19:36
Yay! I've received feedback from someone!

Oh, wait, I haven't.


No matter, I'll keep plodding on and posting new footage as and when I've added features.

Features like an almost fully working UI editor.



The dragging of elements pauses in the video, but it's only when I'm recording, it doesn't do it when I'm not recording.

I have a few issues to erase, the most serious being that when I click on the UI hierarchy to select another element, the BBB Gui thinks the mouse is always clicked so moving the cursor onto the DBPro window will cause the selected element to be moved whether or not you wanted it to be. A workaround is to select an element, then click the DBPro window before moving the cursor over any UI elements.

Another issue is that it seems like I cannot click on any UI buttons. (I don't get the click animation displaying) Again, I think it's something to do with BBB Gui being the active window so the DBPro click checks aren't working. (Getting the mouse to work correctly is whats taking the most time. I can't use the DBPro routines as explained above, nor can I use the BBB Gui commands directly. It's been very frustrating, but I am getting there.
*****EDIT***** The button issue has been resolved, by adding a BBB Gui click check into the button check code. (Not initialising the BBB Gui does not cause the program to crash when reaching this command, so will work in the main engine, which uses no BBB Gui controls)

My next step will be to add the functionality into the menus, so clicking on Add > Button, and Add > Text will work.(I'll probably remove the edit options, as you can edit at any time.)


So, what do people think of it so far? If you were to use it, what functionality would you like to have? What would you do differently based on what's on show? and so on.

This is my current project, check it out! [href]forum.thegamecreators.com/?m=forum_view&t=204576&b=8[/href]
This is my website, check it out! [href]http:\\www.TeamDefiant.co.uk[/href]
Chris Tate
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Posted: 12th Jun 2013 21:10 Edited at: 12th Jun 2013 21:18
Quote: "Yay! I've received feedback from someone!

Oh, wait, I haven't."


The feedback will increase as you progress; in the early stages of such a technical, difficult, time consuming skill demanding hobby; you can only do so much alone between updates and yet there is hardly any feedback, neither positive nor negative. Sometimes an easier project gets more comments because it sparks more of a buzz due to containing an interesting topic that draws people. Other times people are experts at spotting another one of the 1000s of 1000s of projects that do not get finished to an entertaining degree across the internet; it is not until people see people playing the game that the ice is broken.

Your view count does indicate curiosity. The irony is when you finally finish the product you will end up drowning in feedback. Some of those who make it hate it; others welcome it and receive 100s of emails every day; interesting times ahead for you.

Quote: "If you were to use it, what functionality would you like to have? "

GUI animation, key frames and timelines; features which bring the user interface to life, sound effects which are set to play during certain events, a system that sequences things as a whole and lays out the sequence in a file ready to be run.
Quote: "What would you do differently based on what's on show?"

It depends, if the GUI tool is a DBP tool in the making, I would integrate it with LUA or some kind of external means of instruction so that a user interface can be perfected without having to compile and update and upload an executable alteration; this also encourages modding and user friendly customization in a big way.

If it is specific for the game, I would forget it and use Visual Studio or some ready built tool to design the interface, and simply extract window positions, sizes and properties via windows messages or BBB GUI handles. I would have felt this leaves more time for working on the game itself which is always at the top of my personal list.

Quote: "what do people think of it so far?"

To be honest and fair, if you do not care how this project turns out when finished then my opinion is irrelevant, but it is assumed that such an assumption is unlikely. So, perhaps my opinion is agreed by maybe 20 to 30% of the people who don’t comment in this thread; maybe less maybe more.

I feel the actual game design, the interactive concept itself looks like it will take a long time to develop and seems to touch on a genre and concept too small for you; although you are very fast in delivery as is seen; by the time you get this game up and running, the concept seems to limit what your creation is worth.

For the time you spend alone, such a large project simply needs to excel in many departments to justify your personal time cost and our preference over alternatives, assuming your time is limited and assuming there are many alternatives. I believe you should add a story and a challenge which stirs interest intellectually, something that draws in via external interests such as history, present issues or interesting questions; something more meaningful or according to preference abstract; something that challenges the norm instead of a basic strategy game like Scorched 3D. I personally wouldn’t even buy Scorched 3D, never heard of the game until you mentioned it

If you where a team of 5 or 6, then this would be a good concept to throw together in 2 or 3 months , but for one person over 6 months or more, for it to take so long, it should be something people will still be talking about in 10 years time; something that defines your work as a serious player in the market. This sells you a bit short; even though it looks fantastic, the game concept itself seems not worth the six months or more it will take to create it. I would probably in your shoes, set it in a particular war in history or present; or make it a sci-fi game which questions what we face in the future. It is a question of what 6 months of Mobius's time is worth. That is my first and consistent impression of 3D Bang Bang.

What do you think about the 3D Bang Bang idea? If you had a choice to play any small to medium sized game in the world, but only had one choice, would you select Scorched 3D? If so, then good; if not then you should make what you need; what is missing.

Mobiius
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Posted: 12th Jun 2013 23:08
Quote: "GUI animation"

GUI elements can be animated currently. Either through atlas textures in the same way as buttons are defined. (The only difference in fact is the Anim? checkbox. When not checked, the element is a button. When checked, it's an animation. And not forgetting that DBP can load animated GIF files, and Avi's/Mpgs, all of which will play as GUI elements. I'll whip up another video showing the animated elements as soon as I find a decent animation to use!

Quote: "sound effects which are set to play during certain events"

Sound effects can already be added to GUI elements. (Internally, currently) The engine features a custom built scripting engine, targeted towards enhancing the UI aspects of applications.
I'll add a video showing the use of audio as soon as I port over the AppGameKit sound sub-system I created.

Quote: "a system that sequences things as a whole and lays out the sequence in a file ready to be run."

It will do this, in a human readable HTML like format. In fact, all of my published AppGameKit games use the previous incarnation of this engine, and they're all controlled by this form of script.

Quote: "[...] if the GUI tool is a DBP tool in the making, I would integrate it with LUA [...]"

Yes and no. It's being created primarily to allow me to quickly develop/edit the UI's in all games I create, both AppGameKit and DBP. (The current game is 3D Bang Bang 2) As mentioned above, I've created my own scripting engine which the engine uses, and it uses it quite well.
Although this will be specifically for my own game engine, I have already licensed it's technology, (Who's app is also published on Google Play) and will be licensing it to anyone else who wants it. (I just need a high quality game which shows it off successfully!)

Quote: "I would have felt this leaves more time for working on the game itself which is always at the top of my personal list."

True, although since I'll be using this on all future games and apps, getting it done now, will enable even quicker development of programs at a later date.


As for the rest of your comments, thanks for taking the time to make them! Most indie developers make the mistake of developing what they like, not what the people how use it would like, so this is all helpful critique. As a single person developer, I have to focus on games I can knock out quickly. I've taken far longer on this one than I have on any others put together, as I feel I need a good looking game, with solid tools to help progress my own career objectives. (And who knows, perhaps I'll add some kind of modding ability into the game. The UI editor is built into the 3D Bang Bang engine, so like the unreal engine, it will ship with every one of my DBPro games.)

This is my current project, check it out! [href]forum.thegamecreators.com/?m=forum_view&t=204576&b=8[/href]
This is my website, check it out! [href]http:\\www.TeamDefiant.co.uk[/href]
Mobiius
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Posted: 13th Jun 2013 01:20
I've added the Text element menu functionality, and fixed the erroneous element moving after clicking on the tree view.

I'm now working on the Button menu functionality.

This is my current project, check it out! [href]forum.thegamecreators.com/?m=forum_view&t=204576&b=8[/href]
This is my website, check it out! [href]http:\\www.TeamDefiant.co.uk[/href]
Pincho Paxton
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Posted: 13th Jun 2013 17:30
I think you will get more replies for the game than the editor.

Mobiius
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Posted: 13th Jun 2013 18:55
True, but it's the editor I'm working on. When it's finished I'll post more game progress.

This is my current project, check it out! [href]forum.thegamecreators.com/?m=forum_view&t=204576&b=8[/href]
This is my website, check it out! [href]http:\\www.TeamDefiant.co.uk[/href]
Chris Tate
DBPro Master
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Location: London, England
Posted: 13th Jun 2013 19:19
Quote: "I've created my own scripting engine which the engine uses, and it uses it quite well.
"


Yeah, that's good, some kind of scripting language, doesn't need to be LUA.

Quote: "it will ship with every one of my DBPro games"


That makes sense, that paints a much bigger picture, so all of this is not just for 3D Bang Bang alone, it is for all of your product line.

Mobiius
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Posted: 13th Jun 2013 21:02
Quote: "this is not just for 3D Bang Bang alone, it is for all of your product line."


Nope. Every one of my games will use the same editor. It'll start off as a UI editor, then grow into an all encompassing editor. (Much like my waypointing engine I made a few years back..)



But baby steps, Bang Bang doesn't need a waypointing, geometry or AI editor, so I'm not making one. My Next game will need it though.

This is my current project, check it out! [href]forum.thegamecreators.com/?m=forum_view&t=204576&b=8[/href]
This is my website, check it out! [href]http:\\www.TeamDefiant.co.uk[/href]

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