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Work in Progress / Vortex screenshots

Author
Message
flibX0r
21
Years of Service
User Offline
Joined: 14th Feb 2003
Location: Western Australia
Posted: 16th Feb 2004 13:19
This is a screenshot of our game "Vortex"



The wormhole thing is realtime 3d, and the rest is rendered 2d

The basic game play is that there are asteroid coming through the wormhole and you gotta shoot em. we have a story behind it, but its too long for me to write in this lil box

Comments appreciated

0100100100100000011000010110110100100000011001110110111101100100
No, really, its true. Honest
http://www.w3th.tk <-- Soon to have some content
ReD_eYe
21
Years of Service
User Offline
Joined: 9th Mar 2003
Location: United Kingdom
Posted: 16th Feb 2004 13:49
it looks nice, kinda hard to know whats going on though.


GO TO THE ETERNAL DESTINY FORUMS!!! http://forums.eternaldestinyonline.com
Do it now!!!
hexGEAR
22
Years of Service
User Offline
Joined: 3rd Nov 2002
Location: Naytonia
Posted: 16th Feb 2004 15:26
the picture reaks of stargate sg-1 looking good, last time i saw a picture like this it was under a tech demo in dark basic classic...

GCEclipse
22
Years of Service
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Joined: 23rd Sep 2002
Location: United Kingdom
Posted: 16th Feb 2004 17:43
Looks interesting. I'd love to see this moving...How long before a demo?

Van B
Moderator
22
Years of Service
User Offline
Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 16th Feb 2004 17:50
Looks cool, a little like the end of Timesplitters2, you get these intertwined tunnels with scrolly plasma style textures, looks cool.

I think Hexgear is thinking about Mono's demo with the winding tunnel stuff, it's the only tunnel I remember in DBC.

How are you making the tunnel?

Just that I have a code snippet for making nice tunnel meshes based on simple 3D waypoints.


Van-B


The nature of Monkey was irrepressible!.
flibX0r
21
Years of Service
User Offline
Joined: 14th Feb 2003
Location: Western Australia
Posted: 2nd Mar 2004 16:33
New screenies:





Will be giving IanM and NuclearGlory money when i get some
http://www.w3th.tk <-- Soon to have some content
Surreal Studio IanG
21
Years of Service
User Offline
Joined: 21st Sep 2003
Location: Cyberspace...I think
Posted: 2nd Mar 2004 18:02
do you like stargate SG-1? cause that worm hole thingy looks similar.

great idea though.

Flick that switch...*BANG*...Not that one!
dark coder
22
Years of Service
User Offline
Joined: 6th Oct 2002
Location: Japan
Posted: 2nd Mar 2004 18:05
btw, you aint god :-P
011010010110110100100000011101000110100001100101001000000111001001100101011000010110110000100000011001110110111101100100

it looks very nice, ot looks more like a wormhole effect though,

does it move through it fast so it looks like your going fast?

i also think you should have neblas along the way so you can see therough the vortex, then it will be kick ass ;-D

walaber
21
Years of Service
User Offline
Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 2nd Mar 2004 18:37
sweet screenies!! but where's the demo?

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
flibX0r
21
Years of Service
User Offline
Joined: 14th Feb 2003
Location: Western Australia
Posted: 5th Mar 2004 05:04
The second screenie is our loading screen. I was gonna put up some of our propaganda stuff that we have been showing people, but i'm not allowed to.

Now i'm gonna do a whole blurb saying "Go IanM". See, i've coded this whole game in C++, using IanMs Interface Library. This means that me code is uber object orientated. See the turret things? They're a 4 part array of turret classes, which is a derived class of the sprite class. I also have a whole particle system working with classes, and thats how their guns work. Its made my main game loop so much smaller and easier to understand and find bugs.

The sad thing now is that the people at the place that i do my gaming course (with the twin xeon systems and quadro cards ) want me to stop using DBPro, cos they think it s crap and slow and doesn't debug good (they're kinda true too, it is slow and bad at debugging, but its bloody good for its price) so now they want me to start using DirectX or OpenGL directly, which means writing my own mini engine as a wrapper. Oh fun. Look out for DarkC++

@walaber

Soon, soon. Just have to get multiplayer working and get the things that you shoot coming outta da hole.

@dark coder

Yeah, i know i'm not GOD, but i would call myself a self proclaimed dark coding ninja monkey. And yes, you are moving as fast as it looks.

Will be giving IanM and NuclearGlory money when i get some
http://www.w3th.tk <-- Soon to have some content
walaber
21
Years of Service
User Offline
Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 5th Mar 2004 05:28
using the wrapper and writing in C++ sounds pretty cool, I'm sure it increases the speed over writing in DBPro directly! I wish I had the time/inclination to learn C++, but that's just not gonna happen

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
james1980
22
Years of Service
User Offline
Joined: 18th Sep 2002
Location:
Posted: 5th Mar 2004 06:13 Edited at: 9th Mar 2004 08:38
c++ is not hard to learn but DirectX is hard to peice together or you could skip that and learn openGL still hard.

i know more c++/c# than i know darkbasic but i still suck a programming


Quote: "
#include<iostream.h>
int main()
{
cout<<"c++";
}
return 0;
"

edit----i put the quotes on the same line oops!ignore the top and bottom quotes
that prints C++ to the screen


Quote: " print"darkbasic" "

you guys know that
those are the same thing.
flibX0r
21
Years of Service
User Offline
Joined: 14th Feb 2003
Location: Western Australia
Posted: 6th Mar 2004 15:29
@james1980

Nice coding there. I'm guessing that you haven't coded in c++ in a while then?

Quote: "
#include<iostream.h>
int main()
{
cout<<"c++";
}
return 0;
"


normally, the "return 0;" part would be on the INSIDE of the main function.

Will be giving IanM and NuclearGlory money when i get some
http://www.w3th.tk <-- Soon to have some content

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