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Work in Progress / 2D Shooter Engine like Time Crisis

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dj chainz
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Posted: 2nd Nov 2004 05:24
Here at red spark studios (our website is not online yet), we have (well, I have) been busy constructing a very cool 2D gun shooting game engine - and it hopefully will go on sale for christmas (hopefully through paypal).

Anyhow, theres a really really badly jpeg-ed screenshot of the editor so far attached to this post (just so you can't steal MY lovely icons). So far we have the enemy and scene manipulation tools running, but it wont be too long before we finish all the program. The only thing after that is building all the media.

It will be possible to change and create your own weapons in the engine.

I am the lead programmer at red spark studios
I also have a blog on how to make a game engine
http://www.dbgame.blogspot.com

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Mx5 kris
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Posted: 2nd Nov 2004 11:19
that shot was 3d

This is only the beggining...
The end is ony the beggining...
dj chainz
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Posted: 2nd Nov 2004 15:29
oh no its not! That is proper rendered 3D sprites from cinema 4D ce 6 (free). You can scale the enemies to give them illusion of distance, and also define a background and foreground layer image.

So far we can have 100 scenes in a game, have 25 different types of enemies in a game and up to 20 enemies in a scene. Writing a weapon script is also pretty easy, but as of yet we have not finished the game reading the weaponscript.

I am the lead programmer at red spark studios
I also have a blog on how to make a game engine
http://www.dbgame.blogspot.com
Manticore Night
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Posted: 3rd Nov 2004 09:31
Not very good renders tho, look too low poly for a render.

It's amazing how much TV has raised us. (Bart Simpson)
dj chainz
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Posted: 3rd Nov 2004 21:22
I know its temporary. There will be high-quality themed rendered backgrounds+foregrounds for the final thing.

I am the lead programmer at red spark studios
I also have a blog on how to make a game engine
http://www.dbgame.blogspot.com
dj chainz
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Posted: 17th Nov 2004 05:08
Don't know if anyone on these forums is still looking at this thread. Despite not having much time to work on this, I have updated it a lot with info displays, scene editing and I have made a bunch of screens based on an alien-infested canyon.

See the screenshot.

I am the lead programmer at red spark studios
I also have a blog on how to make a game engine
http://www.dbgame.blogspot.com

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Blazer
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Posted: 17th Nov 2004 08:20
those games are only fun if you have a light gun though

I discriminate against discriminating people....
Shadow Robert
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Posted: 17th Nov 2004 14:19
hmm.. this looks promising, the place holders are cool for now; would be interesting to see what you do with this


13e
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Posted: 17th Nov 2004 18:27
Interesting, but I'm gonna reserve judgment until I test it.
dj chainz
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Posted: 17th Nov 2004 21:32
The demo release will not feature the level editor - it will be playable levels only. And this game engine cannot really be lightgun based at the moment because there are no PC lightguns commonly available!!! Even the one which has support on the dbpro website.

Anyhow, it will be fun loading in your friends' faces and shooting them...

I am the lead programmer at red spark studios
I also have a blog on how to make a game engine
http://www.dbgame.blogspot.com
dj chainz
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Posted: 18th Nov 2004 00:20
Just to prove how 3D this can appear, for those who ever doubted...

I am the lead programmer at red spark studios
I also have a blog on how to make a game engine
http://www.dbgame.blogspot.com

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Psycho Gary
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Posted: 18th Nov 2004 00:36 Edited at: 18th Nov 2004 00:38
cool, looks promising... I think i have a pc lightgun stashed around somewhere... i was gonna make a shooting game using it, but realised hardly anyone owns one.... still, looks to be a fun game


Anyways, when can we expect a demo release? :o

:p
dj chainz
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Posted: 18th Nov 2004 05:34 Edited at: 18th Nov 2004 15:35
(edit)less than a month hopefully for good demo

but there may not be many characters in it...

I am the lead programmer at red spark studios
I also have a blog on how to make a game engine
http://www.dbgame.blogspot.com
dj chainz
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Posted: 19th Nov 2004 03:39
When (or if...) you buy this, how many characters & areas would you want to come in the final release?

I am the lead programmer at red spark studios
I also have a blog on how to make a game engine
http://www.dbgame.blogspot.com
Nicholas Thompson
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Posted: 19th Nov 2004 03:46
"buy"? Hehe..

Benjamin
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Posted: 19th Nov 2004 03:57
This looks very good.

AKA teh great Pet Rat.
Peace sells...but who's buying??
dj chainz
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Posted: 22nd Nov 2004 06:13
Thats because it is good

I am the lead programmer at red spark studios
I also have a blog on how to make a game engine
http://www.dbgame.blogspot.com
Benjamin
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Posted: 23rd Nov 2004 03:20
What? Oops I seem to have misspelled stupid.

AKA teh great Pet Rat.
Peace sells...but who's buying??
dj chainz
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Posted: 23rd Nov 2004 03:27
lol

I am the lead programmer at red spark studios
I also have a blog on how to make a game engine
http://www.dbgame.blogspot.com
dj chainz
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Posted: 25th Nov 2004 06:07
The engine is coming along beautifully...
Weapons can now be loaded properly and I am working on the gameplay aspect now...

I am the lead programmer at red spark studios
I also have a blog on how to make a game engine
http://www.dbgame.blogspot.com
Nicholas Thompson
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Posted: 25th Nov 2004 07:06
Cool - any new screenys?

Gre4t
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Posted: 25th Nov 2004 08:52
It looks like.. but not nice enough to buy..
dj chainz
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Posted: 25th Nov 2004 17:53
I will get u some screenies tonite. I understand that not many people in these forums will want to buy this engine - we are all developers/developers in training here anyway, and this is a beginner's tool for game creation.

I am the lead programmer at red spark studios
I also have a blog on how to make a game engine
http://www.dbgame.blogspot.com
Shadow Robert
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Posted: 25th Nov 2004 21:16
You know if you add a colour fade and blue on object far away, or too close (like a Field of Depth but you could fake with a distance based Sin Blur Routine) it would add alot of realism.

Also I was toying with the technique of making a model, which was then rendered out as the individual parts at 8point intervals around all three axis (8*8*8 View Based Images). Further more would then render out the same images but this time the Normal Maps; I found that I could then attach it to a skeleton in a Pseudo 3D space.

The end result was quite a realistic 3D fake, which could react to light, and even get self shadows.
As it was purely Dot3 mathematics it ment alot of cards could handle it with ease, even with a good number of these blighters onscreen at once (think 3D Sprites).

Perhaps you might think about a similar technique here.
I didn't bother making the models, instead I used the Doom3 models for the test. Created a RayCast style FPS world, simple enough (like Wolf3D) so that I could also apply the normal mapping to the walls... then make the creepy flashlight for people to beat each other with.

All the mathematics for the skeletons were based on Hamish' Elastic Example he posted.. I made a rudementary Rag-Doll IK System from it, so alot if it was pure math animation

you'd be surprised what you can achieve in dbp if you just think outside the box. something like that might help give this a nice unique feel and look.


dj chainz
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Posted: 25th Nov 2004 21:34
Intelligent thinking - I may just add a fade-to-distance function, but it might be too difficult for amateurs to use...

I am the lead programmer at red spark studios
I also have a blog on how to make a game engine
http://www.dbgame.blogspot.com
dj chainz
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Posted: 26th Nov 2004 00:20 Edited at: 26th Nov 2004 21:40
Here is a new screenie. Highlighted (the not-dimmed area of the image) are the Weapon selection button, the weapon picture, the scene tools and the scene moving arrows.

I am the lead programmer at red spark studios
I also have a blog on how to make a game engine
http://www.dbgame.blogspot.com

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Nicholas Thompson
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Posted: 26th Nov 2004 00:22
Cool.. Looks nice!

TEH_CODERER
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Posted: 26th Nov 2004 00:40
This is looking promising. Keep it up.

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dj chainz
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Posted: 28th Nov 2004 01:37
Report : Working on weapon script loading today. So far very good.

I am the lead programmer at red spark studios
I also have a blog on how to make a game engine
http://www.dbgame.blogspot.com
Chris K
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Posted: 28th Nov 2004 05:09 Edited at: 28th Nov 2004 05:14
@ Raven

How did you make them self shadow if they're just prerendered images?

I'd really like to see that demo if possible.

EDIT_________
What's "Sin Blur" can't find anything on it on google.
Is that faster than normal blurring?
blanky
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Posted: 28th Nov 2004 05:47
Probably.

I'm guessing that 'Sin Blur' is that if the object is too close or too far away (not part of this), you blur it by moving the pixels around randomly a bit, and you decide where to place 'em using the Sin() function.

Don't ask me, i don't do maths.

(Or spelling. Or grammar. Or breakfast...)

dj chainz
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Posted: 28th Nov 2004 05:54
Self shadowing would be impossible, because all the parts of the characters are on the same image, but shadowing between the characters would be possible with extensive memblock programming, but it would not be very fast or useful.

I am the lead programmer at red spark studios
I also have a blog on how to make a game engine
http://www.dbgame.blogspot.com
Chris K
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Posted: 28th Nov 2004 16:46
I've decided Sin blur doesn't exist.

I looked extensively into blurring techniques when I made a Wolf 3D thing and the fastest was a horizintal mean blur.
dj chainz
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Posted: 30th Nov 2004 02:46
Weapon support fully programmed now and it looks amazing. You can select firing rate, bullet-spray, clip-sizes, all the images and even more in the weapon scripts. A full html guide will come with the game engine, so you can script your own weapons.

I may just put an all-weapons demo online...

I am the lead programmer at red spark studios
I also have a blog on how to make a game engine
http://www.dbgame.blogspot.com
Shadow Robert
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Posted: 30th Nov 2004 03:27
Quote: "What's "Sin Blur" can't find anything on it on google.
Is that faster than normal blurring? "


It's just a blur modifier based on your depth cue.
I should've probably called it Radial Blur, but wasn't really thinking of the technical name.

It isn't faster, but if you properly integrate it... it means you don't have to take several look-up's for better quality. As such it's what I use for much better Pixel Shader 1.4/2.0 Field of Depth.

Quote: "How did you make them self shadow if they're just prerendered images?"


Well this is all down to the setup I did.
Imagine you have model, and render out 8 Images of it turning around on the spot. You would effectively get Wolfenstien3D's Sprite effect, where it tries to mock 3D with Pre-Fabricated Images.

The technique used here, is the same.. just taken to a whole scary new level. Rather than simply outputing 8 turn around images, I output 8x8x8 Images; thus getting a semi-3D sprite you could rotate around.

But then I figured, if I did that for all the animations as well, the filesize would be HUGE!
So I came up with the idea, of exporting each limb like that. I could render them as smaller images.

So now I had 3D Sprites of each limb of a Doom3 monster. In order to animate it, what I did was created a skeleton on which I'd attach each 3D Sprite and use it as the pivot points for those given limbs. The Skeletons were made up of only a few parts, which could be pure numerical values.

I had my relatively small 3D Sprites, and a relatively small system for Animating them. (it also came in handy later for Physics!)

Once everything was done, all I had to do is setup the engine to allow it to process which particular 3D Sprite Frame would be visible at a given angle.

Instantly I had Psuedo3D Doom3 Monsters running around. The best part of it was, the planes for them were infact 3D. This ment I could calculate volume shadows if I made sure to take into account the alpha of the limbs. That however was too costly.. So the next logical step was to use a Projected Shadow, this worked a treat. I could shadow the planes.

Problem with this shadowing though, is the planes themselves are still flat. Thus exporting the Normal maps for the given 3D Sprites.
By adding the normal layer, I could give the Sprites DEPTH! On top of this, using a Shader I could use it's own depth from the Normal map to create the self-shadowing, just like I would for any 3D Mesh.

While I'm not sure how well all of the Shaders would work in DBP using pure code.. using Hardware Shaders, there is just so much you can do with a Diffuse Map and Normal Map.
The added bonus of the planes for the 3D Sprites actually being in 3D provided me with the additional benifits of depth cues

Doing it all through Shaders ment I could simply plus in lights as Vectors

The actual program is on another Hard Disk, so I'll dig it out and show a screenshot of the end result. It was a very interesting experience to do. Further more, my way of doing the normal mapping was unfortunately though Shaders.. which isn't quite as fast as doing it through the FixxedFunction Pipeline, but DBP lacks the abilities to Dot3 Bump Map natively. (Blend Mapping 23 is what is needed, but you can't multi-texture or set the light Delta making it useless)


Chris K
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Posted: 30th Nov 2004 04:44 Edited at: 30th Nov 2004 04:45
I don't really see how that would work. You'd surely still need 3d info on the limbs to get the shadows right.

How did you do the animations? If the monster was walking towards you, how did you make it show different parts of the legs as they swung back and forth?

The top of the foot, for example - this would be seen when the leg was right back but not at other times.

I would love to see some screenshots. Please have one showing 10 monsters standing in a line at different angles and different parts of the animation.

Upload them here when you get them: http://www.posergallery.com

EDIT________________-

What's "Angel of Darkness"?
dj chainz
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Posted: 30th Nov 2004 05:27
Nice work, but I try to get games that work on everyones PCs - not just the people with really good gfx cards. Plus Im really poor and I still have a geForce2.

Anyhow demo expected 2morrow

I am the lead programmer at red spark studios
I also have a blog on how to make a game engine
http://www.dbgame.blogspot.com
dj chainz
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Posted: 1st Dec 2004 05:28 Edited at: 1st Dec 2004 05:36
Weapons Demo attached to post, in ZIP archive. Four weapons - Gatling gun, Shotgun (image courtesy of Psychogary), Pistol and Egggun. You will be able to experience a small part of the game engine - imagine making your own games with weapons like this.

Full release by christmas I hope.

Note : to keep filesizes small enough for forum, there is a lack of music, enemies and gameplay. It is just a weapons demo. You could try and hack the file format and create your own weapons, but that would be useless!!

I am the lead programmer at red spark studios
I also have a blog on how to make a game engine
http://www.dbgame.blogspot.com

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Psycho Gary
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Posted: 1st Dec 2004 05:46
Nice engine dj chainz, the engine seems to be coming along REALLY well, i cant wait for the complete game

:p
dj chainz
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Posted: 4th Dec 2004 03:12
Pricings Finaslised:
£3.99 over the internet
£4.99 on CD

These seem too cheap for the product!

I am the lead programmer at red spark studios
I also have a blog on how to make a game engine
http://www.dbgame.blogspot.com
dj chainz
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Posted: 6th Dec 2004 01:44
Other weapons we(I) have made:

Bow and Arrow
Automatic Shotgun
Improved Egggun (with yolk!)

Weapons that probably will be included:

Rocket Launcher
Fist
Flob (spit(saliva))
Termite thrower

I am the lead programmer at red spark studios
I also have a blog on how to make a game engine
http://www.dbgame.blogspot.com
dj chainz
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Posted: 9th Dec 2004 06:01
Hey, any comments on these weapons?

I am the lead programmer at red spark studios
I also have a blog on how to make a game engine
http://www.dbgame.blogspot.com
dj chainz
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Posted: 12th Dec 2004 23:44
Has everyone lost interest on this? I'm still making it, and it will be finished soon (apart from some of teh media).

To make enemies 'get hurt', I have used sprite diffuse commands to make them turn red when hurt and more blue when 'futher from camera'. I am a bit annoyed that the sprite collision is not pixel-perfect in DBPro, but I do not have enough time to wait for it to be made before the project is released. When this is available, the new version will be sent to customers free of charge...

I am the lead programmer at red spark studios
I also have a blog on how to make a game engine
http://www.dbgame.blogspot.com
Mason
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Posted: 14th Dec 2004 11:15
I just checked out the demo and the weapons work really great. Im just trying to understand how your going to make an exciting game out of this... The prices seem right though.

<-Mason->

-D-B-G- (Dark Basic Gamers)
dj chainz
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Posted: 15th Dec 2004 00:37
It can't really make 'exciting' games as such, but more fun games. Its not aimed at making deadly serious games, maybe a much much more advanced release could include such things as destructible terrain and fighting from inside vehicles etc.

However, for loading in people you know as characters, creating your own levels and weapons, this is perfect.

I am the lead programmer at red spark studios
I also have a blog on how to make a game engine
http://www.dbgame.blogspot.com
dj chainz
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Posted: 17th Dec 2004 04:28
I believe I will finish this at the weekend... but the paypal payment is not yet setup... nor the website location... so much to do...

I am the lead programmer at red spark studios
I also have a blog on how to make a game engine
http://www.dbgame.blogspot.com
dj chainz
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Posted: 23rd Dec 2004 05:46
w00t! nearly finished!

My to do list includes:
Writing docs & adding minor details
Fixing bugs
Testing on friends' PCs

I am the lead programmer at red spark studios
I also have a blog on how to make a game engine
http://www.dbgame.blogspot.com
dj chainz
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Posted: 8th Jan 2005 06:52
Hmmm does anyone care anymore????

The official name is "The 2D Shooter Game Creator"
After my holiday-break, I'm ready to complete the final stages and put it on sale!!

I am the lead programmer at red spark studios
I also have a blog on how to make a game engine
http://www.dbgame.blogspot.com

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