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Work in Progress / Dark World - Game Development Program just for Dark Basic Pro.

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Gamers for sale
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Posted: 29th Dec 2006 01:14 Edited at: 6th Apr 2007 05:28
UPDATE:
I have a huge part of the engine complete. The major framework of the application is finished. I have all the information posted on my blog: www.darkworldengine.blogspot.com

Check the last post for more details.


What is Dark World?

Dark World is a visual basic application that focus mainly on position objects in 3D space.

The new version will be more that just a world creator it will be a full game engine. Because Dark World uses Dark Basic Pro commands it will be easy to create code to plug into the main Dark World project.

A beta version will be released in a single panel will a few of the basic commands that will come with the project.

Since it is a beta you won't be able to save the projects.

Dark world will be more spread out in the final program and have several plugins for particles, collsions, and much more.

Dark World will start off with the basics later have plugins that will focus on a certain group of commands.


Dark World is created using Dark Basic Pro and visual basic. Everything is purely visual so everything will go together without being in the command window of Dark Basic Pro so much.

The final program will also come with a shelling program for loading dark basic files in with the final project for adding your own Dark Basic Pro code.

The final project is comming some time november of 2007.

Post your comments, suggestions, or question.

Screenshots:







Edit: More screenshots













Edit:

The Beta program is here!!!


The Post is at the bottom.

I have finally got it done here's what can be done with the beta.

- Load Objects
- Load Textures
- Create Lights

Position:
- Camera
- Objects
- Lights

- Rotate Objects
- Texture Objects
- Size Objects


What is included with the beta:
- One 3ds file to play with
- Five textures to load and apply

Since this is a beta you can't get the information on a dba file to edit. When the final is released it will have that possiblility.

What the final program with have:

Note: the document will keep growing as I update so this isn't the final draft.

Here's the basics:

Objects:
- Load
- Delete
- Position
- Rotate
- Size
- apply textures
- color
- Turn automatic collisions on
- Save as new object format. Storing all this information.

Lights:
- Create
- Delete
- Set Light Type
- Color
- Light Brightness
- Save as new light format for storing all this information.


Textures:
- Load
- Apply to object
- Scroll
- Strech

Designer Camera:
- Position
- Rotate

In Game Camera:
- Position
- Rotate
- Set controls to object position
- Offsetx from object
- Offsety from object
- Camera Range
- Camera Follow object commands
- Info saved to new camera information file

Collisions:
- Automatic collisions that are applyed to an object by just clicking on a checkbox. Several small parameters will be set if desired.

Snapping:
- Position by amount
- Rotate by amount
- Scale Object by amount
- Snap by object size

Project files and how to use them in the final:
In the project folder there are several files that you need to know about.

The data files will contain information about the objects, lights, particles..ect..

The exe file is for running the information in the data files.

In the tools folder it will contain a program called dba injector which is used for putting code into the main project executable.

Another tool in this folder is called the data viewer which is used to view the data in the data files and lable everything so editing it manually will be easy. This is also useful if you are not using the dark basic program and just programming it in c++.

Another tool is the code creator program which is used for creating code from a template of code in the liberty.

Another tool is the Dark Basic Pro tool plugin. One of the tools is getting the scancode and sending it to the clipboard. Another is a simple calculator that also gets into some advanced functions like a few wave functions. It will also graph data and get values based on points. It will also graph them on a 3d matrix.

There are also several other tools that will be posted later.

<edit>
snap to helper lines:

helper lines are just lines on each axis that can be moved by an amount, be positioned at a point, or snaped to matrix. The helper lines are useful if you have multiple object you want to want to position along the same axis.


In Designer collision Detections:
In the designer the object you are moving will constantly check for collisions in a 100 unit range. This is useful for moving an object seamlessly agains another. Also if an object collides with another object it will turn transperent so you can see where the object is in another one.

For Dark Basic Pro owners:
I am making several game code templates for:

Movement:
- Car
- Airplane
- FPS
- Rts
- Camera Following object
- Camera movement
- Camera collisions so camera doesn't go through objects when following object

AI:
- Desision making.
- Fps AI (move to object, stop if distance to object is 100, shoot at object....ect)

Limbs:
- Attach to Camera positions
- attach to object like a car wheel to body

Collisions:
- Explains different types and how they work.


FPS concepts of the game:
- Shooting
- Moving
- AI
- Ammo

Other Plugins:
These will be made after the final program's released.
(Depends how far I get in this project)

- Terrain Maker
- GUI designer
- Physics Engine
- File Handling programs
- Shelling Program
- Windows Plugin

or any suggestions!!!

</edit>

Note:


<edit> New Update
My Site is finally up and running. You can check it out here: www.darkworldengine.co.nr

I will be updating it frequently so information should stay current to a three day range.

Edit Edit: Also a new forum was set up on my site
link:http://darkworldengine.forumup.com/
</edit>

UPDATE:March 17

Communication successful: Filemapping and parsing complete
Basic GUI setup: New look for the next beta
Started on Dark World IDE




Zotoaster
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Posted: 29th Dec 2006 02:49
Cool. Can you view you're worlds?

Gamers for sale
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Posted: 29th Dec 2006 02:53
Yes, click and create and you will be able to see your results. Also plugin will be added till the game engine is complete.

A website is being created too!

How to be successful in a forum:
F-o-r-u-m - f - First solve your own problem, o - test the Outcome, r - retry to solve, u - Underline code with the problem, m - ask the Members to help you.
Big Man
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Posted: 29th Dec 2006 14:28
looks good i was gonna do something like this but my visual studio didn't wanna work on my computer so i guess you beat me to it

BM

Our aim is to keep the loo's clean, your aim can help.

Vampiric
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Posted: 29th Dec 2006 14:31
How are you communicating between Dark Basic Pro and Visual Basic?

All bow down to evil
Gamers for sale
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Posted: 29th Dec 2006 18:19 Edited at: 29th Dec 2006 18:57
For now it is just by files just to get the idea. Later I am loading dark basic just like it was a form in visual basic and using darkworld.show() to open it and I will send data to memory.

Edit: This software along with a few others will be created for a new system called dark box. This computer will have its own operating system, design, and set to programs to go along with it. This system is a contribution to the dark basic software that was created. This system may go commerical depending on how everything goes.

How to be successful in a forum:
F-o-r-u-m - f - First solve your own problem, o - test the Outcome, r - retry to solve, u - Underline code with the problem, m - ask the Members to help you.
Pricey
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Posted: 30th Dec 2006 17:30
pretty cool

:: 3Ghz Pentium 4 / Hyper Threading, 1024mb RAM, 250GB HDD, 256mb Radeon 9600XT Graphics ::


Gamers for sale
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Posted: 30th Dec 2006 19:15
thanx!

I am also working on 3D axis that you can adjust. It will start out in 3D box using 4 matrices and the bottom height can be adjusted for positioning at any height. There will also be a collision engine build in that is automatically configured when an object is created.

How to be successful in a forum:
F-o-r-u-m - f - First solve your own problem, o - test the Outcome, r - retry to solve, u - Underline code with the problem, m - ask the Members to help you.
Gamers for sale
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Posted: 30th Dec 2006 23:31 Edited at: 31st Dec 2006 06:34
Dark World Comming Soon.... Delayed due to small error.

When it was tested on another computer a small error was found.

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Gamers for sale
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Posted: 1st Jan 2007 02:32 Edited at: 1st Jan 2007 20:16
Dark World Beta Version 1.1


Dark World beta's first release!


This has been an on going project. I have been working on it for about a year and a half now. The planning is what took up most of the time.


Important Info about the program that you need to know!


There are several things I have to go over before you download this beta that are very important. First off don't mess with any of the file because there is bound to be a program crash if you do. Second this program has to be in such an order to run. Like if a folder is deleted it won't work or if the main Dark World folder is misplaced it won't run. Yes, I know it is a pain but it will be fixed when the newer version of the beta is released.

Instructions:

First, download the zip file and extract it to the hard drive.
If it is not in the hard drive it will not work!

Second, if you didn't read the important information above please do so.

Third, I am not responsible for anything that happens during the run time of the application.

Forth, I would suggest testing the 3D objects and x files before loading them because some might not work with the dark basic program.

Edit: A small error was fixed and updated. You can now download it here.

Post your questions and comments and have a happy New Year!

Gamersforsale

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Stand Alone Studios
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Posted: 3rd Jan 2007 01:06
WoW, good work.


Current FPS Project:Heaven v Hell (for now thats the name) Description: H v H for the fate of mortals.
Gamers for sale
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Posted: 6th Jan 2007 19:14
@Stand Alone Studios - thanx!

The Dark world website is almost done! It goes over everything more in depth explaining current ideas about the final program.

Gamers for sale
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Posted: 7th Jan 2007 00:47
More features were posted at the top of this thread about what might be in the final program.

Vampiric
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Posted: 7th Jan 2007 12:05
It works well nice going, have you seen the tutorial about linking vb.net and dbpro I think it's still floating around here somewhere

All bow down to evil
Gamers for sale
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Posted: 7th Jan 2007 21:14
Thanx that was very helpful!

I am working on several functions for the lib I am putting together.

Gamers for sale
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Posted: 17th Jan 2007 00:22
Dark World final program screenies!!!


I have been working on the final version for the past few months. This version has a clean windows enviroment with several tool windows.

Here's a picture of the first dialog box that comes up that displays the programs info:



Here is a screenshot of the windows layout with the Dark Basic Pro app:




Question


I need help with setting up the windows enviroment. I found that having the child windows was good but layering them would be difficult and they can get in the way.

I have also tried panels on the side of the screen but they don't seem to work that well because when you resize the panels overlap so they wouldn't work very well.

Post you comments, questions, or constructive critizum to help me decide the final layout of Dark World.

Blobby 101
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Posted: 27th Jan 2007 19:19
this looks great. does it have built-in primatives (e.g. sphere, cube,ect) cause that would be good.


Projects: jungle extreme 10%
mental snowboarding 3%
Gamers for sale
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Posted: 28th Jan 2007 20:29 Edited at: 14th Feb 2007 23:45
@blobby 101 - yep.

I have my site up also which is at: www.darkworldengine.co.nr

If you wanted to see how the program is progessing.

Edit Edit: Also a new forum was set up on my site just for the dark world program!
link:http://darkworldengine.forumup.com/


DARK WORLD UPDATE




I have been working on functions for doing almost everything.


Here is a list of the functions:
-Three types of fps movement
-Two types of object movement
-Two types of camera movement
-Six AI functions
-five functions for setting up basic things..like sync..cameras..ect..
-Filemapping function read and write for communicating to another dark basic pro app.

I am also writing an FPS tutorial and a RTS tutorial about how it works and how to make it all in code and how to make in using the Dark World program and a little code.

The tutorials will be documented and source code will be provided.

The functions how ever will be encrypted and loaded into a VB.net app that will store all the functions and if you need them they you will just select a check box in the Dark Basic App. and it will add it to your code when you make the final executable. You will not be able to view it though.

Let me know if you have any other ideas for the Dark World engine.

lava man
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Posted: 14th Feb 2007 00:51
this is really cool i cant wait for the full
version to come out.

I use dbp and xna
Gamers for sale
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Posted: 14th Feb 2007 23:34 Edited at: 15th Feb 2007 01:58
I have a few questions for the CattleRustler and Paul Johnston...

I need to know if I can use you dll's in my commerical app. Dark World. I would include credit by including an entry on the Dark Works window displayed above.

For Paul Johnston I would be using his Sparkies Collisions DLL and for CattleRustler I would be using the Data Base DLL's and Visual Basic DLL's.

Let me know if this would be ok before I get started.

Xarshi
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Posted: 15th Feb 2007 00:06
I don't think ruccus made sparky's collision dll,I believe that was Paul Johnston(sp?).

Hello
Gamers for sale
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Posted: 15th Feb 2007 01:58 Edited at: 15th Feb 2007 01:59
Thanx. Was it? Updated...

Crazy Ninja
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Posted: 15th Feb 2007 14:42
Ya that was Paul Johnston who made the collision DLL. He used to be called sparky before he became a mod.

Dared1111
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Posted: 15th Feb 2007 21:23
Quote: "The Dark World Program is here with more potential then when the projects design document was drafted."


May wanna change the then to than....

looking good on the potential

Who wants a Lemon?

I love lemons... and cats
Gamers for sale
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Posted: 16th Feb 2007 00:58 Edited at: 16th Feb 2007 01:05
I have a question for CattleRustler about the Access database dll. I have just learned how to create a data base and I am wondering if you have any examples that I could use because I am stuck to how to get information from access.

Note: Check last question above. About five post above mine.

lava man
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Posted: 24th Feb 2007 23:40
how do the controls work?

I use dbp and xna
Gamers for sale
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Posted: 25th Feb 2007 00:28
The controls are on the last tab. Just browse though the program. There are keyboard shortcut keys.

Inside news on project:
I am working on my own commands or things you can apply to the objects properties for movement, rotations, AI, Pathfinding, and a whole bunch of other things.

epithika
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Posted: 17th Mar 2007 14:11
Turoid
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Posted: 17th Mar 2007 14:21
I saw a video of this few days ago on youtube?

Looks cool

I am awesome and always right.
Gamers for sale
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Posted: 17th Mar 2007 16:53
Yep, I have several videos on my website and youtube.

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Posted: 6th Apr 2007 05:42 Edited at: 12th Apr 2007 01:25
As I have said at the top:

I have a huge part of the engine complete. The major framework of the application is finished. I have all the information posted on my blog: www.darkworldengine.blogspot.com


I am going massive with this next beta. I have done a lot since I have last posted.

To make the update short and not give to much away I will just address that in my program I am using four views.

These cameras will include the editing world camera, the perspective camera, the isometric camera, and the element view.(Lights, objects, textures...ect)

I also have the snapping system complete. Snapping is used to limit an objects movement on a certain axis by a certain amount.

Basically,it is stopping an object against an invisible wall for aligning objects.

You can snap by axis, by amount and you can snap by angle, by amount. There also is a feature for snapping and object to a moving angle, which is moving an object up and down at a certain angle.

The final version may include some commands from ezrotate to make it even easier to move objects around.

Also when I get into creating custom objects by using vector data I will make a construction feature of my engine which would allow users to load a basic object and edit the data when creating the world for quick fixes. This would allow users to mesh objects together making them look as one. There is a function I am using that will convert two objects into one. Also there is the option of saving it and replacing it from the two objects. It is a very useful function.

The file system is setup for dumping all the resources from your game in folders and special files. Templates are also being setup and the code export feature.

If anyone would have anymore ideas, concepts, or suggestions of what my engine should include in the final version let me know. I am making this product in the interest of the users and I would like some feedback about how it is doing and what I can change to make this a product that a user would want to buy.

Websites:
www.darkworldengine.co.nr
www.darkworldengine.blogspot.com
www.darkworldengine.forumup.com


This is the last update until I get the Beta 2 done. I will have a lot of media - Presentations, Demos, Beta, and overviews.

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