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Re: My Game Progress [Re: Shadow969] #162713
10/22/07 14:55
10/22/07 14:55
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
Expert
Helghast  Offline
Expert

Joined: Jan 2004
Posts: 3,023
The Netherlands
Quote:

like vec_to_following_bones_origin()?




add me to MSN or ICQ, i got an example in flash, shouldnt be too hard to convert into 3D (not at al actually, just never thought of doing it, lol).

regards,

(sorry for hacking the thread)


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: My Game Progress [Re: Helghast] #162714
10/22/07 15:42
10/22/07 15:42
Joined: Feb 2006
Posts: 616
Netherlands
cartoon_baboon Offline
User
cartoon_baboon  Offline
User

Joined: Feb 2006
Posts: 616
Netherlands
Truly amazing. If the rest is as pro as this it'll be a great game.

Re: My Game Progress [Re: cartoon_baboon] #162715
10/22/07 18:47
10/22/07 18:47
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
Expert
frazzle  Offline
Expert

Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
Nice comeback jumpman, quite impressive
I like how you implanted the rotating bone system together with the bone collision system, great concept !!
I actually never thought that it could aid in such a matter to resolve the problem for rotating bodyparts at an accurate way, thanks for showing it
Keep up the great work, waiting for updates.

Cheers

Frazzle


Antec® Case
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Re: My Game Progress [Re: frazzle] #162716
10/22/07 19:48
10/22/07 19:48
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

.
Nems  Offline

.

Joined: Mar 2003
Posts: 4,264
Wellington
Absolutly awesome jumpman, congrats on the good results for must have been hard out work.
Love the pathfinding and the adjustable parts.

How are you imlpementing, as a game or module?

Re: My Game Progress [Re: frazzle] #162717
10/22/07 20:38
10/22/07 20:38
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

Senior Expert
Orange Brat  Offline

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
Excellent stuff.

Quote:

Error014 helped me achieve bone rotation limits.




Me, too but mine is restricted to my character's head given that's all I need for an adventure game. Error is one of the most helpful and generous people on here (and he's pretty humble).

Keep up the good work.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: My Game Progress [Re: Orange Brat] #162718
10/22/07 21:37
10/22/07 21:37
Joined: Apr 2002
Posts: 1,246
ny
jumpman Offline OP
Serious User
jumpman  Offline OP
Serious User

Joined: Apr 2002
Posts: 1,246
ny
hey everyone,

thanks for taking a look and leaving comments, its really encouraging especially since the game is just beginning to start. I find the beginning the hardest part to get going.

Everything here is done in c-script.

Yes I will be putting the how-to on everything, especially the IK, on my website. But remember that its the "Poor Man's IK", so dont be surprised if you dont find any secret vector math or anything, because I use a funny yet simple solution to it .

Nems:

So far every important feature is becoming modular, but in the end the demo/game will have everything working together. Ive been able to combine the Bone rotation code to the body collision code really easily, mainly because whatever effect is needed is just called by a single funcion(); in the action's main loop. All these effects have their own little levels made to isolate them and get them working (as you can see in the video). I have my fingers crossed but Ive been literally combining effects with single function calls, and its working great so far.

After I iron out some pathfinding loose ends, I hope to put pathfinding, bone rotation, bone collision, scanning and targetting and firing into one single entity! At that point I think I would have a hard time choosing what route to take for my game. Do I make a simple deathmatch AI to test it out? Or do I jump right into the squad AI Behavior? I dont know but Im glad Im getting to that point

But most importantly, all these different effects open up all the other types of games Ive wanted to make. So instead of rewriting the bone rotation code, all I would have to do is include<>;, then name the bones, and call the function.

The next few updates will probobly be pretty boring concerning cleaning up the script, but Ill be putting some character concept drawings soon.

Re: My Game Progress [Re: jumpman] #162719
10/22/07 22:44
10/22/07 22:44
Joined: Oct 2005
Posts: 196
ambe Offline
Member
ambe  Offline
Member

Joined: Oct 2005
Posts: 196
Nice work, I'm looking forward to seeing a workin' demo. ^ ^


- code monkey
Re: My Game Progress [Re: ambe] #162720
10/22/07 23:33
10/22/07 23:33
Joined: Jan 2003
Posts: 4,305
Damocles Offline
Expert
Damocles  Offline
Expert

Joined: Jan 2003
Posts: 4,305
Let me guess what you do for the Inverse Kinematics:

You change angels of the joints "randomly", and continue, or reverse the movement
given that the "hand" is getting closer to the target position?
This way you reach the target, without the need
to calculate the correct movment at the beginning.

Re: My Game Progress [Re: Damocles] #162721
10/23/07 15:31
10/23/07 15:31
Joined: Oct 2005
Posts: 528
Italy
M
Mondivirtuali Offline
User
Mondivirtuali  Offline
User
M

Joined: Oct 2005
Posts: 528
Italy
It is amazing. If you make a templates \ examples I could pay for this.

Submachine gun or Rifle? not sure [Re: Mondivirtuali] #162722
11/11/07 00:48
11/11/07 00:48
Joined: Apr 2002
Posts: 1,246
ny
jumpman Offline OP
Serious User
jumpman  Offline OP
Serious User

Joined: Apr 2002
Posts: 1,246
ny
hey guys, putting up a small update for my game. Ive been working on a simple "search for enemies, find cover if you do" script. So far two teams of placeholder art spheres scan for enemies, alert their allies, then find cover. They then proceed to pop up and fire, then return to ducking. If their position is visible to the enemy (the enemy can see it) the unit will find new cover. The script is bare bones and doesn't use any animation, or the pathfinding system, so its not worth putting up a video of it.

However I do have a small update on a model Im working on. Its going to be the general issue submachine gun/rifle for your "all around" skilled allies.

The design is a mixture of the P90, and the FAMAS:



Here are the shots from Maya, including my reference drawing for it:


Heres a shot from MED


There are lots of technically superfluous details here and there on the gun that I'm sure really dont add to the functionality of the gun. I just made the design because it looked cool

It has 3,856 polygons/faces which is grossly overweight compared to the character models that will be holding it. I put in alot of detail in the beginning to flesh it out, (also because its fun ), but in the next few stages I will be trimming lots of polygons here and there. Textures and normal maps will be coming later.

tell me what you think.

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