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Angelas World Release #103107
12/21/06 07:11
12/21/06 07:11
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Captain_Kiyaku Offline OP

Dichotomic
Angelas World Release

Actually i think it's hard to find the download in the old thread, and i don't think lot of people will try to find it there. So i just made a new thread and post it here, hope it's okay, if not, pls pm me and delete it...


Please read the README first!

.: Angelas World v1.1 :.

Tell me what you think and post your points
My Record is 64.




My Blog

"Tag und Nacht schrei ich mich heiser,
Wind weht alle Worte fort,
Tag und Nacht schrei ich mein Krähenwort!"

Subway To Sally - Krähenkönig
123 Comments
Re: Angelas World Release [Re: Captain_Kiyaku] #103207
06/21/07 21:05
06/21/07 21:05
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
So far looking good!

Quote:

You can draw collisionpolygons on your sprites for a better collision (in 3DGS i used only vec_dist for sprites).




Yes, that's something I really miss too. At the moment I'm in the process of making an image-based collision map which is used to check if there's a wall or something else. It's not working yet, but I don't see any other way in 3dgs, unless you're going to "fake" 2D in 3D. Which has problems of it's own, like the Z-sorting,

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Angelas World Release [Re: Joozey] #103208
06/22/07 04:19
06/22/07 04:19
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline
User
DavidLancaster  Offline
User

Joined: Nov 2004
Posts: 862
Australia
Hey Kiyaku, do you think you'd be able to set up all that collision, tower mechanics and the cool gravity you got working with 3DGS, in Torque without going into the C++ side of things?

Re: Angelas World Release [Re: DavidLancaster] #103209
06/22/07 05:59
06/22/07 05:59
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Captain_Kiyaku Offline OP

Dichotomic
Captain_Kiyaku  Offline OP

Dichotomic

Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
I was thinking about it several times allready, also to see if 2D engine is enough for Angelas World 2. And yes, it is possible so far, the only problem i see is the Render to Texture for my magnifier. Don't really know if this is possible somehow, but i will look into it soon.


My Blog

"Tag und Nacht schrei ich mich heiser,
Wind weht alle Worte fort,
Tag und Nacht schrei ich mein Krähenwort!"

Subway To Sally - Krähenkönig
Re: Angelas World Release [Re: Captain_Kiyaku] #103210
06/22/07 12:59
06/22/07 12:59
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline
User
DavidLancaster  Offline
User

Joined: Nov 2004
Posts: 862
Australia
The animations seem pretty restricted to the image itself, say you wanted to set up a giant robot, with giant mechanical legs, and you wanted the legs to be individual images, with individual collision and they rotate/move based on inverse kinetics or something, but you somehow set up animation for these individual components, could it be done?

How do you think you'd get the gravity or orientation of the player to change based on the normal of the surface below the player?

Re: Angelas World Release [Re: DavidLancaster] #103211
06/22/07 13:12
06/22/07 13:12
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Captain_Kiyaku Offline OP

Dichotomic
Captain_Kiyaku  Offline OP

Dichotomic

Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
The robot is possible. You can use several images, set up colission boxes for each of this image, set mount points for the joints (you can assign images to mountpoints so they are fix on it but can rotate around it), and write an IK script to control the robot (some people allready did IK Programing with it). You also can let animations play on each of this image.


Well i don't know if it's possible to scan the collisionboxes faces (they are "polygons"), but i don't need it for Angelas World 2.
Before AW2, i wanted to make a game called "Victors Nightmare", there should be a video in this topic, maybe you meant this, where i run on a ceiling.

In AW2 i handle it different, not with normal directions. So it won't be a problem.


My Blog

"Tag und Nacht schrei ich mich heiser,
Wind weht alle Worte fort,
Tag und Nacht schrei ich mein Krähenwort!"

Subway To Sally - Krähenkönig
Re: Angelas World Release [Re: Captain_Kiyaku] #103212
06/22/07 13:45
06/22/07 13:45
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline
User
DavidLancaster  Offline
User

Joined: Nov 2004
Posts: 862
Australia
Out of curiosity, did they set up IK programming through script or c++? Thanks!

Re: Angelas World Release [Re: DavidLancaster] #103213
06/22/07 13:49
06/22/07 13:49
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Captain_Kiyaku Offline OP

Dichotomic
Captain_Kiyaku  Offline OP

Dichotomic

Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
I saw both versions. Of course, C++ make it a lot easier, but it is also possible with TorqueScript.


My Blog

"Tag und Nacht schrei ich mich heiser,
Wind weht alle Worte fort,
Tag und Nacht schrei ich mein Krähenwort!"

Subway To Sally - Krähenkönig
Re: Angelas World Release [Re: Captain_Kiyaku] #103214
06/23/07 03:42
06/23/07 03:42
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia

its actually 123, but the world was spinning and the counter went up one before i could press PrntScrn -- i wish i could show a screenshot of what it was like before i died. i had one (while rotating, too!) and it seriously was really similar to your "max particles" screenshot, but i lots it when i hit PrntScrn for the score soz

julz


Formerly known as JulzMighty.
I made KarBOOM!
Re: Angelas World Release [Re: JibbSmart] #103215
12/21/07 08:42
12/21/07 08:42
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Captain_Kiyaku Offline OP

Dichotomic
Captain_Kiyaku  Offline OP

Dichotomic

Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Today it's the 1st anniversary for Angelas World.

Thanks a lot to everyone who downloaded and played this game!

In this first year, it got downloaded 2300 times (~1200 times only in november and december 2007).

And thanks again for all your nice words!


My Blog

"Tag und Nacht schrei ich mich heiser,
Wind weht alle Worte fort,
Tag und Nacht schrei ich mein Krähenwort!"

Subway To Sally - Krähenkönig
Re: Angelas World Release [Re: Captain_Kiyaku] #103216
12/21/07 11:55
12/21/07 11:55
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline
User
DavidLancaster  Offline
User

Joined: Nov 2004
Posts: 862
Australia
Quote:

Today it's the 1st anniversary for Angelas World.

Thanks a lot to everyone who downloaded and played this game!

In this first year, it got downloaded 2300 times (~1200 times only in november and december 2007).

And thanks again for all your nice words!



You think you'll finish the 2nd game? Can't believe it's been a year! What are you working on at the moment?

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