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Re: New Dragonrise Screens (warning: many of those [Re: Captain_Kiyaku] #43433
11/01/05 10:33
11/01/05 10:33
Joined: Jan 2005
Posts: 1,918
BagEnd, Hobbiton, The Shire, E...
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Bilbo Offline
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Bilbo  Offline
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Joined: Jan 2005
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BagEnd, Hobbiton, The Shire, E...
that guys arms look abit to small and straight, unless its just the angle? keep up the good work though


http://Lonewolfstudios.syxe.com - now in php! Bah, I'm nerd enough to enjoy the rattling ~ laethyn
Re: New Dragonrise Screens (warning: many of those [Re: Bilbo] #43434
11/01/05 16:11
11/01/05 16:11
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline OP
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ShoreVietam  Offline OP
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Posts: 2,002
Europe
I'm working on the next demo, I'd like to have it finished at the beginning of december (one year past the beginning) but I doubt that'll be possible.

I increased the guys arm width a few times a bit, I'll look for it when I finish him.

Today I made a new NPC for the further creation of the story.
She's an Amazon Gurad of Alcelen, I think the face and hair could get some improvements:




2892 Faces - 256x256 Skin


My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
Re: New Dragonrise Screens (warning: many of those [Re: ShoreVietam] #43435
11/01/05 16:17
11/01/05 16:17
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Captain_Kiyaku Offline

Dichotomic
Captain_Kiyaku  Offline

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Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
she stands a bit too straight i think o_O like she's made of stone ^^'


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: New Dragonrise Screens (warning: many of those [Re: Captain_Kiyaku] #43436
11/01/05 16:18
11/01/05 16:18
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline OP
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ShoreVietam  Offline OP
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Europe
It's the baseframe.
All bones reset at the moment.


My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
Re: New Dragonrise Screens (warning: many of those [Re: ShoreVietam] #43437
11/01/05 16:18
11/01/05 16:18
Joined: Feb 2003
Posts: 817
Dortmund, Germany
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phil3d Offline
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Joined: Feb 2003
Posts: 817
Dortmund, Germany
hair: smaller strands and more contrast and maybe some faked shine

face: the eyes should be a bit more in the middle of the face they are nearly at the side

oh and propotions seems to be of a bit. the hands should be as big as the face cause normally you can fill out your face with your hand

Last edited by xcelos; 11/01/05 16:21.

Re: New Dragonrise Screens (warning: many of those [Re: ShoreVietam] #43438
11/01/05 16:18
11/01/05 16:18
Joined: Jan 2005
Posts: 1,918
BagEnd, Hobbiton, The Shire, E...
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Bilbo Offline
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BagEnd, Hobbiton, The Shire, E...
quite good =) but the hips are a lil to wide in my opinion


http://Lonewolfstudios.syxe.com - now in php! Bah, I'm nerd enough to enjoy the rattling ~ laethyn
Re: New Dragonrise Screens (warning: many of those [Re: Bilbo] #43439
11/01/05 16:22
11/01/05 16:22
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline OP
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ShoreVietam  Offline OP
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Posts: 2,002
Europe
@xcelos

Yes, maybe you are right, I'll try it, thanks!

@Bilbo

That was a try, should be caused by the trousers, but it's not clear.. I should make it normal again, right?


My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
Re: New Dragonrise Screens (warning: many of those [Re: ShoreVietam] #43440
11/01/05 16:35
11/01/05 16:35
Joined: Jan 2005
Posts: 1,918
BagEnd, Hobbiton, The Shire, E...
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Bilbo Offline
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Bilbo  Offline
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Joined: Jan 2005
Posts: 1,918
BagEnd, Hobbiton, The Shire, E...
to be honest its up to u seen as its your character. it all depends on the look you were trying to get


http://Lonewolfstudios.syxe.com - now in php! Bah, I'm nerd enough to enjoy the rattling ~ laethyn
Dragonrise System Develpoment [Re: Bilbo] #43441
11/12/05 18:51
11/12/05 18:51
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline OP
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ShoreVietam  Offline OP
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Joined: Jul 2002
Posts: 2,002
Europe
I was planning a new kind of level system for the last days.

This evening I started and finished the system for a testlevel.
To apply it to my game there some further work has to be done.

The central idea is to split each level up into 12x12 (144) sectors with 1024x1024 quants side length.
Most of the entities (there are only few exeptions) are defined as part of one of those sectors depending on their position.
Thus all the entities filenames, position, angles, IDs and skin-numbers have to be saved in an external file so that I can get everything back when I want it.

The camera is now in the center of 9 sectors, each time the camera passes the border of one sector and comes into another one, a function checks which entities have to be removed because they are no longer in one of the 9 sectors surrounding the camera. After that, the function looks for the sector which came new into the 9-er block around the camera an loads all the entities in them from the data stored in the file.
(the algorythm has ~90 lines of code and 6 while-loops in each other)

This has a few nice advanteages:
- level load times drastically increase because only ~6% of the entities have to be loaded and all the traces to put the entities on the ground are not needed anymore, since the end-position is written into the data-file.
- Framerate increases well (around 10 FPS in my demo level expected) because only 6% of the entity amount is there
- If I want to change the names of entities now, I do not have to replace all the entities in the level anymore, I just have to go into the Data file and say "Replace With" to have all the entities exchanged.

There is one disadvantage:
- Going from one sector to another causes a short entity creation time.

Thus I even could use my data-file as a text-based level editor now.


Maybe a little screen to show how it works from my testlevel.
The red 3x3 square is where I came from (the centre is attached to that very thin sword standing on the diagonally crossed fields and not to the camera yet) and the yellow 3x3 quare is where I went to.

Each of the white/black squares is one sector (I can change it very easy, all is made with defines).

The transparent objects were created or removed, depending on if the sector felt out of the 3x3 square or came into it, the non-transparent ones stayed.

That's how the file looks like internally, after each sector name, a list of entities is written, depending on how many entities in the sector are:

Sektor0
MEHLSA00.MDL,-224 224 14 90 0 0 1 55
Sektor1
Sektor2
MEHLSA00.MDL,-96 224 14 0 0 0 1 55
Sektor3




My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
Re: Dragonrise System Develpoment [Re: ShoreVietam] #43442
11/14/05 12:10
11/14/05 12:10
Joined: Mar 2004
Posts: 277
Zagreb
R
r00tsh3ll Offline
Member
r00tsh3ll  Offline
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R

Joined: Mar 2004
Posts: 277
Zagreb
Im using similar method but for my game, but my game is a multiplayer so its a bit more complicated...

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