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Work in Progress / Multiplayer FPS: lots of screens

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Uncle Sam
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Posted: 20th Feb 2006 07:59 Edited at: 31st Mar 2006 07:12
A DEMO IS NOW AVAILABLE!!!!!!!!!! SCROLL DOWN TO THE BOTTOM OF THIS FIRST POST.



READ THIS!!!! : to avoid slow browser loading, some new images of the game have been added to page 3 and after.



Don't think that this is a new project of mine, because it isn't. I took my last FPS and turned it into a multiplayer shoot-em-up. Me and my bro have already played against each other over a LAN connection.

You respawn when you die, and so far there are three working weapons, bullet holes, muzzle flares, and right now I'm making yellow flashes that whiz by from the other player's gun . You can also sprint, and easily switch weapons by pressing 1, 2, or 3. And the right mouse button looks down the sight. The game also has sound effects and shadows, along with display settings.

Adding Soon:
Finished (even though some things are finished, they can be added in even more later when needed):
Partly Done:

Sprinting
Firing
Weapon Switch
Bullet Flashes
Muzzle Flares
Bullet Holes
Look Down Sight
Respawn (needs polishing)
Kill Other Enemy (animation needs fixing)
More Weapons!!!...for now I have enough.
More Connections
Crouching
Proning
Complex Level
Vegetation...enough for now.

Here's a regular automatic weapon:


Zoomed:



A very accurate rifle (enfield). Basically, if your hit with this thingie... :



Zoomed:



And a colt (pretty accurate):



Zoomed:



I'm also going to be using the full versions of Tree Magic and Plant Life (I love that pack ) for my vegetation:





I will also be adding other connections.

UPDATE


Here are screenshots of plants and trees in the game. They do no seem to really effect the FPS on my computer at all:








DEMO

Read this!!!!!

This is just to show you what I hav edone so far. After you press enter on play in the menu, you must wait for the connection to set up. Playing with other players may not work, so just play alone.

Only the play, display, and exit menues work, not the credits! Only the resolution and dynamic shadows options in the display menu work! There are also other various bugs!

Be sure the game runs at 60 frames per second. If not, turn down the display settings! Highly recommended!

Here is the file. Enjoy!

Multiplayer FPS

More to come!

Stay tuned!

Uncle Sam
Nvidia Geforce 6600 GT 128MB PCIEx, 2.66 GHZ Pentium 4 proccessor, 768MB RAM
Want a real FPS? Click here!
Sergey K
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Posted: 20th Feb 2006 08:23
why u didnt put the trees into the engine so we all can see how it look?

btw, why .png's???

Uncle Sam
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Posted: 20th Feb 2006 20:21
I will be adding the trees, right after I finish the bullet flashes.

I've heard people complain about bmps. And I quote, "Ugh, bmps..." or something like that from Megaton Cat. My image hoster automatically converts them to png. They won't show for you or somthing?

--------------
Uncle Sam
Chris Franklin
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Posted: 20th Feb 2006 20:49
No he just complains about pngs being like 300k larger

Why multiplayer now? it was better the other way plus you need a server

General Sephiro
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Posted: 20th Feb 2006 20:51
.pngs are usually a small file size, and they don't lose quality

I'm a fan of them

Chris Franklin
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Posted: 20th Feb 2006 20:58
Quote: ".pngs are usually a small file size, and they don't lose quality

I'm a fan of them "


Png's rule

Uncle Sam
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Posted: 20th Feb 2006 21:38
Quote: "Why multiplayer now? it was better the other way plus you need a server"


I didn't say MMOFPS, I said Multiplayer FPS. It's like Battlefield 2...you play, win, and quit. I made it multiplayer because I was having severe issues with the AI all of a sudden, and you don't have to code AI for a multiplayer game.

Quote: ".pngs are usually a small file size, and they don't lose quality

I'm a fan of them
"


Quote: "Png's rule "


Agreed.

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Uncle Sam
Sergey K
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Posted: 20th Feb 2006 22:12
Quote: "pngs are usually a small file size, and they don't lose quality "

who cares about the screenshots quality? if we see a JPG file, we all understand that its low quality shot and the game looks bit better.

Chris Franklin
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Posted: 20th Feb 2006 22:14
Quote: "who cares about the screenshots quality? if we see a JPG file, we all understand that its low quality shot and the game looks bit better.
"

Is that why bluelight screens are jpg then?

Sergey K
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Posted: 20th Feb 2006 22:20
Quote: "Is that why bluelight screens are jpg then?"

actually BlueLight's screenshots are made in photoshop - which is v. good quality even with jpg's

but it seems like Uncle Sam working with Paint..

Chris Franklin
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Posted: 20th Feb 2006 22:25
what's wrong with paint?

Uncle Sam
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Posted: 20th Feb 2006 22:28 Edited at: 20th Feb 2006 22:29
Quote: "but it seems like Uncle Sam working with Paint.. "


I did use paint...I like paint...sort of.

Now, lets get back on topic, shall we?

--------------
Uncle Sam
Sergey K
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Posted: 20th Feb 2006 22:32 Edited at: 20th Feb 2006 22:34
@3ds Master:



got the different?



Quote: "Now, lets get back on topic, shall we? "

sure, just give us more updates so we will have something to discuss on..

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Chris Franklin
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Posted: 20th Feb 2006 22:36
@Gogetax paint is faster to load well i'll discuss this on msn

@unclesam



Sergey K
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Posted: 20th Feb 2006 22:49
Quote: "@Gogetax paint is faster to load well i'll discuss this on msn"


but its slower in a web load (as png format)

Chris Franklin
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Posted: 20th Feb 2006 22:55
wow you really didnn't get what i meant

Uncle Sam
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Posted: 20th Feb 2006 22:57 Edited at: 20th Feb 2006 23:09
On second thought, keep talking here, and make this a hot topic.

--------------
Uncle Sam
Chris Franklin
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Posted: 20th Feb 2006 23:03
lmao look at my wip that's what you call HOT!

Sergey K
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Posted: 20th Feb 2006 23:10
@3ds Master:
u said that paint is fast to load. right?

but the export of paint(png) is faster to load than photoshop's jpg?
i dont think so.


if u still didnt got that here is another explain:
Paint:
Program Load - fast
Good Quality Images (Upload them) - Slow
Good Quality Images (Watch them on web page) - Slow

Photoshop:
Program Load - Slow
Good Quality Images (Upload them) - fast
Good Quality Images (Watch them on web page) - fast


got the point?

Uncle Sam
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Posted: 20th Feb 2006 23:17 Edited at: 20th Feb 2006 23:18
One thing I disagree on GogetaX: the web page cannot tell whether an image was made in Paint or Photshop, so it will only load faster if it's a smaller file. So if you export to jpg in both programs, it will load at the same speed.

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Uncle Sam
Cian Rice
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Posted: 20th Feb 2006 23:24
As per typical GogetaX has to come and ruin a thread by going on and on in his idiotic nonsense. Anyways I'm really liking the look so far based upon the screens. Although I think the muzzl flares are a bit too bright.

[url=http://profile.mygamercard.net/Fryedrycestyle]

[/url]
Chris Franklin
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Posted: 20th Feb 2006 23:30
Quote: "As per typical GogetaX has to come and ruin a thread by going on and on in his idiotic nonsense"


lmao

Sergey K
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Posted: 20th Feb 2006 23:34
Quote: "One thing I disagree on GogetaX: the web page cannot tell whether an image was made in Paint or Photshop, so it will only load faster if it's a smaller file. So if you export to jpg in both programs, it will load at the same speed."


as i said before, im not against the jpg format in paint.
i just against the png for a screenshots.


Quote: "As per typical GogetaX has to come and ruin a thread by going on and on in his idiotic nonsense"

lmao.

Uncle Sam
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Posted: 21st Feb 2006 00:08 Edited at: 21st Feb 2006 00:10
@Cian Damacy, thanks for the comment on my game, but I don't think you should have said that about GogetaX. We were merely having a discussion. No one ruined any thread.

It doesn't look so bright in the game because it flashes on and off, and here it isn't. Just put on your sunglasses.

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Uncle Sam
Uncle Sam
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Posted: 21st Feb 2006 02:50
Update added! Vegetation is now in and working!

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Uncle Sam
Image All
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Posted: 22nd Feb 2006 17:35 Edited at: 22nd Feb 2006 17:36
PNGs suck. Atleast for screenshots - Using Teh GIMP I can save a high-quality JPG at half the filesize, because PNGs save an extra unnecessary 8-bits per pixel. That adds up b][/b]P

Now when you're using an alpha channel....that's when they rock

FunkyStickmen: Battle of the Races (1%)
dark coder
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Posted: 22nd Feb 2006 18:09
i think what gogetta meant to say was in psp/ps you can select the compression of your jpg`s and in paint its fixed so using psp/ps you could optimize your images filesize so they are faster.

Halowed are the ori.
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Posted: 22nd Feb 2006 18:13
GIMP can optimize it too

FunkyStickmen: Battle of the Races (1%)
Chris Franklin
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Posted: 22nd Feb 2006 18:16
The gimp opens like 5 windows

Uncle Sam
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Posted: 22nd Feb 2006 18:44
Ok, now that we're all cleared up on that, can we forget about it?

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Uncle Sam
Chris Franklin
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Posted: 22nd Feb 2006 18:46
Uncle Sam
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Posted: 22nd Feb 2006 19:19 Edited at: 22nd Feb 2006 19:21
Thank you.

Now, back to the game. I've spent quite a bit of time working on the bullets themselves. I don't exctly have bullet object, so that makes what I'm trying to do extra hard. I finally managed to get bullet holes to show for the other player, so when someone fires near you, the bullet holes show on the ground. Before this, you could only view bullet holes locally.

Now what I"m trying to do is to make the bullets flash by the player, by sending data for every bullet fired from the other player. So far, it works, except that The flashes are positioned in the corner of the map, and won't listen to me!

I was going to release it soon, but my brother thinks I can actually sell this game for like 1 or 2 dollars!

EDIT: by the way, what does anyone think of the vegetation?

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Uncle Sam
Chris Franklin
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Posted: 22nd Feb 2006 19:23
Quote: "I was going to release it soon, but my brother thinks I can actually sell this game for like 1 or 2 dollars! "

Tip:
Don't sell your first ever game make it free

Nice plants

dark coder
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Posted: 22nd Feb 2006 19:25
i cant see anyone forking out money for whats basically a tech demo and has been done before in open source.

Halowed are the ori.
Uncle Sam
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Posted: 22nd Feb 2006 19:27 Edited at: 22nd Feb 2006 19:31
Quote: "Nice plants"


Thanks.

Quote: "Tip:
Don't sell your first ever game make it free"


Well, it's my first DB Pro game that I'm actually considering finishing, but, when you think about, I have made so many different things in DB, I just never finished them. I fell like I'm fairly advanced.

EDIT:

Quote: "i cant see anyone forking out money for whats basically a tech demo and has been done before in open source.
"


I beg your pardon? I did not take anyone's code. It's my original work. The only snippets I have used are the basic bullet holes from Sparky's DLL, and advanced terrain loading and texturing, scaling, etc. Besides that, it's all mine. And I'll bet the gameplay is nothing like you think it is. I can't remember who said it, but in another post, someone said that my automatic gun physics were realistic. The Open Source Community project is ok, I mean, they have nice levels, but there is absolutely no gameplay, even though they always upload new gun models.

--------------
Uncle Sam
Peter H
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Posted: 22nd Feb 2006 19:27 Edited at: 22nd Feb 2006 19:28
Quote: "The gimp opens like 5 windows "

*ahem*
http://registry.gimp.org/plugin?id=3892
and
http://en.wikipedia.org/wiki/GIMPshop

though i've just gotten used to having those windows up...

*on topic*
it's looking pretty snazzy!

"We make the worst games in the universe..."
Uncle Sam
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Posted: 22nd Feb 2006 19:35
Quote: "it's looking pretty snazzy!"


Why thank you.

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Uncle Sam
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Posted: 23rd Feb 2006 16:14
hey uncle sam how do you make the picture look so smooth because on my fps it only looks smooth when your up close.

Check out my site!(unfinished)
http://www.freewebs.com/dbnewbie/
Uncle Sam
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Posted: 23rd Feb 2006 19:00
What do you mean smooth...you mean the frames per second? You can use many techniques to speed up your game. put down the camera range, use lower poly models for distant objects, and replace them with higher poly models when you get closer to them, becase at a distance you can't tell the difference. Also, if you have plants, use lower quality images when they are far away, and higher quality images up close. It also depends on your code. If you are using if blocks in your code that don't need to be used every loop, you can use them occasionally to speed up your game.

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Uncle Sam
Chris Franklin
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Posted: 23rd Feb 2006 19:52
Dbnewbie
Your using dbc as far as i remeber this is a dbpro app using dx9

Shadow Coderer
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Posted: 23rd Feb 2006 20:58
Nice looking game! demo please? I dont like the target reticule, sorry.
Can i just say, you seem to be making a lot of effort on small details like bullet holes and flashes that i havent seen other people do. Keep it up, good work!
Uncle Sam
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Posted: 23rd Feb 2006 21:08
Thank you very much.

I'm thinking of making the target (crossheir) much smaller, so it won't get in the way. I already made it disappear when you look down the sight.

I will be releasing a demo just as soon as get the bullet flashes and working and the health back in business.

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Uncle Sam
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Posted: 24th Feb 2006 02:10
@ 3ds master oh

Check out my site!(unfinished)
http://www.freewebs.com/dbnewbie/
Shadow Coderer
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Posted: 24th Feb 2006 18:47
awsome, keep us posted.
Uncle Sam
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Posted: 24th Feb 2006 20:07
I will.

You may not hear of me for a little while, but that's because I will get a lot done, and then post new screenshots.

Uncle Sam
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Want a real FPS? Click here!
Uncle Sam
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Posted: 2nd Mar 2006 07:42
I'm back! I've been having a little trouble. The bullet flashes just would not work, although it does show bullet-holes when the other player shoots. I've decided to make the bullet-flashes random and local, instead of being the angle of exactly what the other player fires in, because it doesn't matter, as long the bullet holes work (after all, it's a visual effect ). Right now I'm working on a puff of smoke that comes out of the desert ground when you hit it with a bullet. I need to make the image transparent, but when I do, it completely disappears! It might have to do with my code, because I turned of the tranparency after making some changes, and it still was gone! They are there, just invisible! After I fix that, and add in the bullet flashes, I'll add on a beautiful hand and arm that Heckno made. Thanks by the way. And then after that, I'll finish the grenade I'm making. It bounces when you throw it, I just need it to slide down hills, and explode. And after all that...a demo!!!! I won't be sellig this I think.

If you can help with the invisible smoke, I'd appreciate it.

Uncle Sam
Nvidia Geforce 6600 GT 128MB, 2.66 GHZ Pentium 4 proccessor, 768MB RAM
Want a real FPS? Click here!
DB newbie
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Posted: 2nd Mar 2006 16:58
for the bullet flash did you try useing a nice 2D sprite lock it to the screen right infront of the gun hide then when the gun shoots show it.

just an idea.

Check out my site!(unfinished)
http://www.freewebs.com/dbnewbie/
Milkman
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Posted: 2nd Mar 2006 18:15
he uses billboarded plains, which is a better method of gun flash

formerly xMik
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Posted: 2nd Mar 2006 18:41
oh ok.

Check out my site!(unfinished)
http://www.freewebs.com/dbnewbie/
Uncle Sam
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Posted: 2nd Mar 2006 19:49
Yah, when I say bullet flashes I mean yellow lines that zip by the player from the other person's gun, using plains like xMilk said.

Muzzle flares are where you have a flare image in fornt of the gun and locked onto the screen, and it appears then disappears when you fire. I already have that.

Uncle Sam
Nvidia Geforce 6600 GT 128MB, 2.66 GHZ Pentium 4 proccessor, 768MB RAM
Want a real FPS? Click here!

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