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Re: WIP - project codename "shadows" [Re: eleroux] #87951
09/27/06 12:04
09/27/06 12:04
Joined: May 2005
Posts: 338
Brasil
Filipe Offline
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Filipe  Offline
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Joined: May 2005
Posts: 338
Brasil
the artwork on the models is looking really good... good texturing.
i'm getting a framerate of about 60~70, dropping to about 40~45 when the shadows are in view (my machine: P4 3GHz, 1GB ram)...
there are some problems with the climbing, i got stuck when i was under a block and jumped. the character kept trying to climb onto the block, but he was directly under it, so he couldn't go up and wouldn't go down... i realize you're still going to change this part of the code...
i don't know if the character animation code is final, but it looks a little strange when you're running sideways and he's playing the 'run forward' animation... maybe it could have a 'run sideways' animation, don't know if you already plan on doing that.
about the camera, it could do a little better on avoiding obstacles... i believe you're doing one trace from the character to the camera and moving the camera forward if it hits. you could do some more traces, to points on the sides of the camera, and moving the camera forward a little, so the camera won't 'snap' to position so abruptly when it hits a wall. but i really like that camera style when you're standing still. the camera turns and the character stays put so you can take a good look at him from all directions...

well, this post got longer than i expected...

all in all, the work is looking really nice, both art and programming... of course, being a work in progress, there's a lot of room for improvements, but it shows a lot of potencial.

by the way, what is the game about?


abraço,
Filipe

Re: WIP - project codename "shadows" [Re: Filipe] #87952
09/27/06 13:14
09/27/06 13:14
Joined: Jul 2005
Posts: 366
eleroux Offline OP
Senior Member
eleroux  Offline OP
Senior Member

Joined: Jul 2005
Posts: 366
No, no, please go on

Thanks for your comments. I'll try to improve the camera movement.
As you guessed, most of the code is WIP, including the climb code.
I am doing everything at the same time, and if I don't get crazy maybe I can finish the project code soon. At this very moment I am just making the Sound part of the code, then i'll go on with the climbing code.

This game is about demons, planes, dimensions, reality and dreams. In my ambitious plans, you will be able to play the role of 3 different characters along the game. These three characters have even opposite goals sometimes, and they end up linked in the story.

This is an adventure game with a good deal of action. There's this thief-like spy girl ala dark angel who uses all kind of gadgets, then there's a old style detective, and this character, which is a half-breed human and demon.

What I intend to do is some kind of 'megaplaying' code base. Characters are able to jump, climb, balance when holding on pipes, jumping from one hanging pipe or pole to another, climbing up and down ropes and cables, swinging ropes to jump farther (like tarzan or spider man).

Also, characters will be able to hold different weapons with different hands, and use the left and right mouse button for the attacks. Even a melee and a ranged weapon simultaneously.

The player will be able to swing weapons freely in different angles, driven by the mouse force X and Y and the different buttons pressed. So you can swing two swords alternatively or try to hit the enemy with two swords at once. Or you can shoot your (left) gun right after a (right) sword swing.

Over it, there will be attack gestures for melee weapons. For instance, custom attacks when you draw a 'S' or an 'O' with the mouse, while holding any buttons.

This is limited by character abilities: the girl doesnt use fire weapons but a crossbow, including 'rope arrows', and has the ability to use about anything as a melee weapon. The detective is good with old style guns and shotguns. The demon doesn't use weapons at all.

The demon, however, has unsurpassed agility and strength so he will be able to reach some places without any hardware, and his claw attacks are powerful.


Ideas, ideas...
It may look like an overkill project.. but what encourages me is that I haven't found any real difficulty so far. I'm very pleased with C-script and I found a solution for anything I wanted. Everything I just said is in some stage of development.

I think I will eventually have to gather a team for this project, but I had no luck so far. Something tells me I'd better have a solid project before I can gather people that is really interested in working together.

So, onde você está no Brasil?

Re: WIP - project codename "shadows" [Re: eleroux] #87953
09/27/06 18:08
09/27/06 18:08
Joined: May 2005
Posts: 338
Brasil
Filipe Offline
Senior Member
Filipe  Offline
Senior Member

Joined: May 2005
Posts: 338
Brasil
eu estou em campinas-SP, trabalhando na Délirus Entertainment (www.delirus.com.br). (na verdade, estamos fazendo um re-branding e logo vamos mudar de nome, mas isso ainda não foi divulgado...)
eu entrei no site dos links que você colocou (moscafilms.com.br), você está na bahia, certo?

Re: WIP - project codename "shadows" [Re: Filipe] #87954
09/27/06 19:22
09/27/06 19:22
Joined: Jul 2005
Posts: 366
eleroux Offline OP
Senior Member
eleroux  Offline OP
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Joined: Jul 2005
Posts: 366
Iéis

Re: WIP - project codename "shadows" [Re: eleroux] #87955
09/30/06 06:18
09/30/06 06:18
Joined: Jul 2005
Posts: 366
eleroux Offline OP
Senior Member
eleroux  Offline OP
Senior Member

Joined: Jul 2005
Posts: 366
New update.

http://www.moscafilms.com.br/mgame/demo3009.zip


I left aside for now the improvements in the climb code and animation and spent some time in implementing... SOUND!

The code features:

Seamless scan of floor types in blocks, sprites, terrains and models.
Models and terrains can have soundmaps. Model soundmaps are not as accurate as terrains, but they work anyway. (It just takes more care to paint the soundmaps).

Each creature can be assigned to a 'sound_set'. Sound set is the collection of differents sounds, among them, left and right footsteps for 8 different kinds of terrain. Of course you may assign the same sound to all of them. In this case, I have only 5 sounds defined.

Other than that demo level is even more bizarre than before The content is not priority right now. For now, it's just a soundfest.


Emilio

Re: WIP - project codename "shadows" [Re: eleroux] #87956
09/30/06 22:28
09/30/06 22:28
Joined: Sep 2006
Posts: 292
M
Mythran Offline
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Mythran  Offline
Member
M

Joined: Sep 2006
Posts: 292
epah epah! Façam um excelente jogo por acaso n me sabem dizer como encriptar os ficheiros dos scripts?
Obrigado.

Re: WIP - project codename "shadows" [Re: Mythran] #87957
09/30/06 22:38
09/30/06 22:38
Joined: Aug 2003
Posts: 7,440
Red Dwarf
Michael_Schwarz Offline
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Michael_Schwarz  Offline
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Joined: Aug 2003
Posts: 7,440
Red Dwarf
i would actually really like to see some SCREENS before im going to download anything, thanks.


"Sometimes JCL reminds me of Notch, but more competent" ~ Kiyaku
Re: WIP - project codename "shadows" [Re: Michael_Schwarz] #87958
09/30/06 23:07
09/30/06 23:07
Joined: Feb 2005
Posts: 1,785
Jesusland
Towelie Offline
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Towelie  Offline
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Joined: Feb 2005
Posts: 1,785
Jesusland
It's pretty good looking, the models, but the scripting could use some work to make it more realistic.

-He has no strafing animations
-The climbing part where he pulls himself up on a ledge is buggy. You jump, and it looks good to start, but then his arms go down and then you continue pressing w until he 'slides' up.
-Falling looks a bit weird, his clothes completely dont react to the air resistance and the just kind of is in a straight line... make him lean forward and put his arms out more, maybe make them go in circles to give the 'desperate' effect.


Jimmy died, today, he blew his brains out into the bay, in the state of mind, its my own private suicide. A stitch in time saves nine... what the hell does that mean?!?
Re: WIP - project codename "shadows" [Re: Towelie] #87959
10/01/06 05:43
10/01/06 05:43
Joined: Jul 2005
Posts: 366
eleroux Offline OP
Senior Member
eleroux  Offline OP
Senior Member

Joined: Jul 2005
Posts: 366
Towelie:
Thanks for your feedback! Yeah, I need to rewrite the climb ledges script. I just stopped my work on that because I wanted to work on the sound detecting code.

As for the animations - actually there are definitions for strafe and fall, but I just haven't animated the model. So I am repeating the walk animation for strafe and the jump animation for fall. But I'll work on all of this!

Re: WIP - project codename "shadows" [Re: eleroux] #87960
10/01/06 11:56
10/01/06 11:56
Joined: Apr 2005
Posts: 2,332
Germany, BaWü
aztec Offline

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aztec  Offline

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Joined: Apr 2005
Posts: 2,332
Germany, BaWü
I like it very much but jumping and falling shouldnt have the same animation (maybe its jsut me but to me it looks like its the same animation) I really like the footstep sounds if you walk over certain object you have a nice moddel to
I really like
Regards
Aztec


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