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Re: Halo clone with A6. Seriously.
[Re: ratchet]
#387744
11/22/11 22:30
11/22/11 22:30
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Joined: Jan 2005
Posts: 330 USA
MatAllum
OP
Senior Member
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OP
Senior Member
Joined: Jan 2005
Posts: 330
USA
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Nope, all level geometry artwork (except a couple textures in a couple maps, which come from the standard wad or old demos) is custom designed.
What I did was model each unique piece of hallway - i.e. straight section, corner, T-junction, etc - using level blocks built as map entities, and set up each one so that when you walk on it, it fires a trigger event. This event sets the visibility of all the other hall sections (and any bipeds and weapons resting on them) based on whether or not they can be seen from the section where the player stands. It's not too efficient (visibility has to be manually calculated by the map designer and gets less effective in multiplayer), but the game certainly runs faster than it would without it.
I would've just placed the halls as normal blocks and used the built-in BSP visibility calculations, but the build time for that method took much longer than I had patience for.
Edit: The two campaign maps handle visibility in two different ways. In the first one, every transition between map entities is clearly marked with three doors, or two doors and an invisible trigger. The first door makes only the first hall visible. The second door, upon being triggered, displays both halls. The third door displays only the second hall. In the second map, I used the much more refined and reliable method of using small sections which trigger as you walk on them. No more doors to worry about.
Oh, about the installer, I will be sure to drop it for the next online release. That was set up for convenience to a local audience that was receiving the game on CD.
Last edited by MatAllum; 11/22/11 22:39.
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Re: Halo clone with A6. Seriously.
[Re: MatAllum]
#387747
11/22/11 23:14
11/22/11 23:14
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Joined: Apr 2008
Posts: 2,488
ratchet
Expert
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Expert
Joined: Apr 2008
Posts: 2,488
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Or you could have maked some Metroid like sections also ! Some HUD seems really from Halo ? if nojt it's very well copied. (something to avoid fi you would go commercial one day with this game ) ! If you don't target to animate ennemies, you can even use 3D models ! Or make minimal animations like this sort of retro RPG game : Dot Game Heores Would be retro ans stylized also !
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Re: Halo clone with A6. Seriously.
[Re: ratchet]
#387797
11/23/11 19:06
11/23/11 19:06
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
Expert
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Expert
Joined: Jun 2006
Posts: 2,640
Earth
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You can add more than two joysticks. I spoke to JibbSmart the other week and he's done it for KarBoom. He uses the functions from windows.h that comes with the engine. Maybe try that out?
And I also advice you to stick with split-screen. Network is a whole new deal and porting a single-PC-game to being a network game takes years.
~"I never let school interfere with my education"~ -Mark Twain
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Re: Halo clone with A6. Seriously.
[Re: Redeemer]
#387817
11/23/11 22:58
11/23/11 22:58
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Joined: Apr 2008
Posts: 2,488
ratchet
Expert
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Expert
Joined: Apr 2008
Posts: 2,488
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@Redeemer : It's too much money for only paying one game ! I fisrt i found it great, but it became standard for me after some stages and boss defeat. I dislike the very low resolution they used in PS3 , and the frame rate is not smooth you feel it really like some 30 FPS or under i think ! The animations are retro but they could have smoothed them, after some time with not so hight frame rate they look too much cutted or clunky robotic, too much for me personnaly. Well i didn't wanted to finish it at end and rebaught it,even if i was very happy at beginning ! Just to avoid you some disappointment perhaps Yes, Halo could be remake that way, with blocky retroo characters why not !
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