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Re: gravball [Re: Damocles] #127829
05/04/07 18:11
05/04/07 18:11
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline OP
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Joozey  Offline OP
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@ Germanunkol:
Well I need to make a whole editor from where you can select objects and put them on screen and since 3dgs always screws up the z-order and interaction of panels, I'm al-ways having trouble with it, it seems I just can't make a GUI in an easy way but oh well, gotta take a little longer then. And the mathematics aren't that complicated once you get into it .

I will make some different planets and stuff, no worries about that but artwork will be done later on. Functionality first

@ Damocles:
Anytime without dynamic panels it would have token ages to get me this far, plus the maximum amount of duplicated objects wouldn't be much. Though for the GUI itself, the interface, i'm using normal panels as that is easier to use.


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Re: gravball [Re: Joozey] #127830
05/06/07 17:23
05/06/07 17:23
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline OP
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Joozey  Offline OP
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Oh p.s. got a small video set up from the current demo, no update yet tho, still trying to get a simple folding menu to work and putting in some more objects.

Anyhow here it is: http://www.youtube.com/watch?v=6ufVOdl1e_8

Updating this asap.


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Re: gravball [Re: Joozey] #127831
05/12/07 20:48
05/12/07 20:48
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline OP
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Joozey  Offline OP
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Small update shot, added some more objects and the blue dots are ment to be picked up when the ball moves over it. Although you see lots of balls on this screen, in the final game you can shoot one or maybe two at the time. So just to give you the impression of what I want to make .

Currently implementing more objects which have different effects on the balls. (sun should burn the balls, they should crash on planets and asteroids, asteroids need to move around, and more items to pickup like powerups and stuff).

Also want to say that I did not paint these objects, I got them from the internet. I'll probably replace all the artwork by home made stuff when the game is finished.




Last edited by Jostie; 05/12/07 20:50.

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Re: gravball [Re: Joozey] #127832
05/13/07 14:15
05/13/07 14:15
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
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frazzle  Offline
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Antwerp,Belgium
Nice update Jostie
I like the effect off the shadow on the different planets, the asteroids are a great new option too

Cheers

Frazzle


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Re: gravball [Re: Joozey] #127833
05/13/07 16:17
05/13/07 16:17
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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Interesting. It's pretty cool to play with already.

Quote:

Also want to say that I did not paint these objects, I got them from the internet. I'll probably replace all the artwork by home made stuff when the game is finished.




If you need some help with this, let me know. I'm a bit busy at the moment, but perhaps I can help anyways.

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: gravball [Re: PHeMoX] #127834
05/13/07 16:26
05/13/07 16:26
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline OP
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Joozey  Offline OP
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Quote:

I like the effect off the shadow on the different planets




Hah it's not what you think if I move the planet to the other side of the sun you will think quite different about this 'effect' hehehe

Im thinking of recreating this game in 3D so shadow effects are easier to make (dunno even where to begin adding realtime shadows in 2D, but I guess there is a way using the same method as damocles shadow generator).

Quote:

If you need some help with this, let me know. I'm a bit busy at the moment, but perhaps I can help anyways.



Thanx for the offer PHeMoX, I'll keep it in mind! It's not in a hurry so maybe I can call your help later on , I can do small things, but planets and asteroids etc is a tad difficult for me .

Thanx for commenting so far


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Re: gravball [Re: Joozey] #127835
05/13/07 19:16
05/13/07 19:16
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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Posts: 8,177
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Quote:

Im thinking of recreating this game in 3D so shadow effects are easier to make (dunno even where to begin adding realtime shadows in 2D, but I guess there is a way using the same method as damocles shadow generator).




For a sun shadow that looks good in 2D you only need a white circle and a shader that multiplies when not over black and you've got your working lighting no matter the placement on the planets. Those planets should then off course be without shadows painted. I could look into this, but like I said, I'm busy atm ,

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: gravball [Re: PHeMoX] #127836
05/13/07 23:57
05/13/07 23:57
Joined: Mar 2007
Posts: 677
0x00000USA
M
MrCode Offline
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MrCode  Offline
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Posts: 677
0x00000USA
Why not just a half-transparent sprite that always follows the planet, and the origin pixel always faces the sun sprite? (the origin pixel would have to be on the light side, of course.)


Code:
void main()
{
    cout << "I am MrCode,";
    cout << "hear me roar!";
    system("PAUSE");
}
Re: gravball [Re: MrCode] #127837
05/14/07 14:37
05/14/07 14:37
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
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Netherlands
Yeah, that could work too indeed. With the shader thing though, you'd only need a sprite at the origin of the sun, instead of a sprite for every planet,

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: gravball [Re: PHeMoX] #127838
05/14/07 23:59
05/14/07 23:59
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline OP
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Joozey  Offline OP
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Well, if I then place the planets further away, the light would fade too much to gray. I rather would see it bright at one side, dark at the other. So I'm guessing the only way to go is with seperate sprites on each object then... or am I missing a point here?


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