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Re: Daemonica [Re: Templar] #69715
04/10/06 19:30
04/10/06 19:30
Joined: Mar 2005
Posts: 442
Germany, Hamburg
Blitzblaster1 Offline
Senior Member
Blitzblaster1  Offline
Senior Member

Joined: Mar 2005
Posts: 442
Germany, Hamburg
So i play`d the demos and i must say, great stuff, really. The gfx and sound are very nice. I wish you all the best with this game.

Regards
Blitzblaster1

Last edited by Blitzblaster1; 04/10/06 19:31.

Casual Games: www.playsmallgames.de
Re: Daemonica [Re: Blitzblaster1] #69716
04/10/06 20:14
04/10/06 20:14
Joined: Dec 2003
Posts: 1,220
Just down the road from Raven
BlueBeast Offline
Serious User
BlueBeast  Offline
Serious User

Joined: Dec 2003
Posts: 1,220
Just down the road from Raven
Hey, since when do we get 32 dynamic lights in Gamestudio?


Jason


Gamestudio Pro 6.4
Pentium 4 3.0 GHz 800MHz BUS
AtiRadeon 9800 pro 256Mb 21" Monitor
1 Gig DDR RAM
36 Gig RAPTOR SATA+ 120 Gig SATA
SB Audigy 2 w/ 450 watt Logitech Z680 5.1

www.nordicepitaph.com
Re: Daemonica *DELETED* [Re: BlueBeast] #69717
04/10/06 21:16
04/10/06 21:16
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

Senior Expert
Orange Brat  Offline

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
Post deleted by Orange Brat


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: Daemonica [Re: Orange Brat] #69718
04/10/06 21:19
04/10/06 21:19
Joined: Aug 2005
Posts: 1,012
germany, dresden
ulf Offline
Serious User
ulf  Offline
Serious User

Joined: Aug 2005
Posts: 1,012
germany, dresden
believe it or not this is directly from the german manual:

Quote:

Die Zahl der Entitys, die gleichzeitig dynamischen Licht aussenden dürfen, ist auf 32 beschränkt.




it means: the number of entities wich can emit dynamic light at the same time is limited to 32.

i think they must mean the dynamic light sources with that. maybe its a bug in the german translation...

Re: Daemonica [Re: ulf] #69719
04/10/06 22:41
04/10/06 22:41
Joined: Oct 2003
Posts: 128
Austria/Vorarlberg
W
Wolfgang_Knecht Offline
Member
Wolfgang_Knecht  Offline
Member
W

Joined: Oct 2003
Posts: 128
Austria/Vorarlberg
wow, i have missed the typical gamestudio feeling! great game!

Re: Daemonica [Re: Wolfgang_Knecht] #69720
04/11/06 00:31
04/11/06 00:31
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

Senior Expert
Orange Brat  Offline

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
It was 32 in A5 mode(d3d_tranform = 0) and in A5. They didn't use DirectX for dynamic lights back then so it was capped at 32 instead of 8. d3d_transform is gone as is A5 mode, so unless there's still a way to use the old software ligths...that 32 should be removed.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: Daemonica [Re: Orange Brat] #69721
04/11/06 01:31
04/11/06 01:31
Joined: Sep 2003
Posts: 3,236
San Diego, CA
M
Marco_Grubert Offline
Expert
Marco_Grubert  Offline
Expert
M

Joined: Sep 2003
Posts: 3,236
San Diego, CA
The only thing that really annoyed me was the left/right cursor keys being flipped. Rotating with the mouse is intuitive but with arrow keys it seems to be inverted.
Not too fond of the English voice actor either..

But other than that: great graphics, sounds, and scripting!

Re: Daemonica [Re: Marco_Grubert] #69722
04/11/06 06:54
04/11/06 06:54
Joined: Aug 2005
Posts: 1,012
germany, dresden
ulf Offline
Serious User
ulf  Offline
Serious User

Joined: Aug 2005
Posts: 1,012
germany, dresden
thanks for clearing that up.

may i also ask you what kind of pathfinding you use for the player and how you got the whole thing smooth as it is? thanks again.

Re: Daemonica [Re: ulf] #69723
04/11/06 07:57
04/11/06 07:57
Joined: Jan 2003
Posts: 710
T
Templar Offline OP
Developer
Templar  Offline OP
Developer
T

Joined: Jan 2003
Posts: 710
The algorithm we used is quite similar to what George shows in one of his earlier AUMs, so one way to get you started would be to read and test it (this shows just how much has George helped the community).

It just takes a lot of testing and tweaking to get the results you want but it's not that difficult. Compute the path over several frames to reduce it's impact on fps, check for all the cases when it behaves else than expected and solve them one after another till you're satisfied

The nodes we used for the pathfinder to work had to be placed manualy but I just could not find any other reliable way to achieve this.

I don't check A6 forums as frequently as I used to but I believe that Larry Laffer did some excelent job when it comes to pathfinding - far better I think than what we did. You should definitely check his posts.

Re: Daemonica [Re: Templar] #69724
04/11/06 08:23
04/11/06 08:23
Joined: Aug 2005
Posts: 1,012
germany, dresden
ulf Offline
Serious User
ulf  Offline
Serious User

Joined: Aug 2005
Posts: 1,012
germany, dresden
thanks templar for clearing that up. can you remember how many nodes you used inside the city for example? or around a tree? i guess you are using 4 nodes around the trees or little objects and place them close to the edges?

my main problem understanding that is how to get georges system smooth. i guess it can be done either by clever node placement or by some kind of smoothing postprocessing the path... maybe you can help again

edit:

to make my question more clear i made a little picture:


on the left side the nodes around the obstacle are placed more away from it. if the player clicks somewhere near the top node it will make a big edgy circle around the obstacle. walking exactaly along the nodes.

on the second picture the nodes are closer to the object so the player will probably walk closer to it when trying to reach the goal.
is this how you did it?
also how do you reach the little red dot on the right side picture if the player clicked there but there is no node and make the movement smooth?

thanks!

Last edited by ulf; 04/11/06 15:07.
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