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Work in Progress / WIP - RPG menu

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Acolyte Entertainment
19
Years of Service
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Joined: 28th Dec 2004
Location: Oregon, US
Posted: 2nd Aug 2006 04:15
Hello my fellow game developers. for a few days now i have been designing an RPG menu.
This is one of my first programs i have written 100% w/o help. The acual thread is:
http://forum.thegamecreators.com/?m=forum_view&t=85480&b=7

please do not flame me. since i am a developer in training i posted my WIP in the newcomers corner.
above is the link too that thread.

-Snow

Sixty Squares
18
Years of Service
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Joined: 7th Jun 2006
Location: Somewhere in the world
Posted: 3rd Aug 2006 16:11
Quote: "please do not flame me."




lol. I looked at your menu though it was nice!

Acolyte Entertainment
19
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Joined: 28th Dec 2004
Location: Oregon, US
Posted: 3rd Aug 2006 18:00
lol. thanks
Cash Curtis II
19
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Joined: 8th Apr 2005
Location: Corpus Christi Texas
Posted: 3rd Aug 2006 18:37
Nice menu Snowfall Studios. However, I feel that you are getting ahead of yourself. A menu is meaningless without a game. A game is meaningless without an interface.

Design your core systems first - interface, animation and model control, etc.

Good luck with this. I hope to see this turn into much more.


Come see the WIP!
Acolyte Entertainment
19
Years of Service
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Joined: 28th Dec 2004
Location: Oregon, US
Posted: 3rd Aug 2006 23:17
thanks cash. i just thought id create a menu, just too work on my skills.
it probably wont even be the one for the game. just doing it too buff up my skilz .

im waiting for the email for my ultimate unwrap 3d activiation code. then i can finally skin my own models.

cash, i was gona use advanced terrain for my landscapes. its really bugged out though.
you got any other suggestions? The programs matrix system is really basic and hard too design stuff in.

thx in advanced,
-Snowfall
Cash Curtis II
19
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Joined: 8th Apr 2005
Location: Corpus Christi Texas
Posted: 4th Aug 2006 02:12 Edited at: 4th Aug 2006 02:12
I should DEFINITELY use advanced terrain. I find it exceptionally stable. The only thing that sucks about it is the error handling. You do something wrong, it tends to crash with some dumb error message, like "2".

ATs have half the polygons because all of the backfaces are removed. Go under an AT and look up and you'll see what I mean. Also, their limbs are culled. Plus, they have detail mapping, and are self lighting and shadowing. People struggled with matrices for years trying to make them look decent. If you use a matrix, in the end your game will be slow and look like Dark Basic Classic.

Some people complain because ATs can't receive dynamic lighting. That's simply a trade-off that I'm willing to live with. Nothing matters more in a game than functionality, and if I can gain so much by trading a little, fine by me. Besides, lightmapped models can't recieve dynamic lighting, and an AT is essentially a lightmapped mesh.

You can make a terrain mesh look good too, but of course they're slower. And, you'd have to set the terrain up for collision. ATs don't need collision, you can check the ground height. No matter what, checking the ground height is way faster than collision.


Come see the WIP!
Acolyte Entertainment
19
Years of Service
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Joined: 28th Dec 2004
Location: Oregon, US
Posted: 4th Aug 2006 03:01
thx bro. for some reason in DBP AT's commands dont come up as keywords.
and i use like "make object terrain" i load and it crashes and gives me a dumbass message like
"system memory failor" or "error at line 0" -.-' how can i get this fixed. i sent in an inquiry but havent gotten a reply in 2 days. im getting mad lol, i wanna start my dam game but i wanna start with terrain.
you have any links too the download. or could you link your AT plugin? this is pissin me off
Cash Curtis II
19
Years of Service
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Joined: 8th Apr 2005
Location: Corpus Christi Texas
Posted: 4th Aug 2006 03:15
You have to use it like "Make Object Terrain objNum" where objNum is the object number you're assigning to the terrain. Try that and see if it works.


Come see the WIP!
Acolyte Entertainment
19
Years of Service
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Joined: 28th Dec 2004
Location: Oregon, US
Posted: 4th Aug 2006 03:24 Edited at: 4th Aug 2006 03:26
i had done that b4... but now NO CRASHY! muahahaha

thx cash. ima read on some tutorials and make some simple terrains

you know any good tutorials on AT?


EDIT:
ah yes, and i still have that keyword problem. do your commands in AT show up bold and blue? mine dont
Cash Curtis II
19
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Joined: 8th Apr 2005
Location: Corpus Christi Texas
Posted: 4th Aug 2006 03:52 Edited at: 4th Aug 2006 03:53
Mine sure don't. Here's my code...



For some reason the native terrain size commands don't seem to work, so I use object size and assign that to a type variable for easy reference later. I'm also centering the terrain so that 0,0 is not the corner, but now the center of the terrain.

I use LUA, here are the values of the variables...



I use a 256x256 heightmap, and I scale it up. There is really no reason to use a heightmap bigger than that. My world is 15299x15299 units big, and my characters are 60 units tall. It's HUGE. Using a bigger heightmap just makes many more unnecessary polygons.


Come see the WIP!
Acolyte Entertainment
19
Years of Service
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Joined: 28th Dec 2004
Location: Oregon, US
Posted: 4th Aug 2006 06:21
well i think my best bet for learning AT would be looking at the example and modifing it
Jrock
18
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Joined: 20th Feb 2006
Location: Riven
Posted: 4th Aug 2006 18:13
Snowfall, I think you should check your other thread, I think someone fixed your 32bit/16bit problem.

BTW Nice Menu!

erm

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