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Re: Quick update [Re: Poison] #106111
09/03/07 01:57
09/03/07 01:57
Joined: Feb 2006
Posts: 86
here...or is it here...no no i...
mpdeveloper_A Offline
Junior Member
mpdeveloper_A  Offline
Junior Member

Joined: Feb 2006
Posts: 86
here...or is it here...no no i...
Quote:

OMG really really awesome work man can´t wait, want to play. !!!!!!!!!!!!
You should make an updated download link from Preva.
PLEASE!!




We will have a video soon and a demo out in a month or two.

Re: Quick update [Re: ShoreVietam] #106112
09/03/07 03:23
09/03/07 03:23
Joined: Feb 2006
Posts: 2,185
mpdeveloper_B Offline OP
Expert
mpdeveloper_B  Offline OP
Expert

Joined: Feb 2006
Posts: 2,185
i'm not sure where you could find a shell shock shader...hmm...maybe you could use a blur shader and have it render to two view entities and make one zoom out a bit quickly (both being transparent) i'm not sure, but it may work well.


- aka Manslayer101
Re: Quick update [Re: mpdeveloper_B] #106113
09/04/07 00:39
09/04/07 00:39
Joined: Jan 2005
Posts: 567
Sweden
Gafgar Offline
Developer
Gafgar  Offline
Developer

Joined: Jan 2005
Posts: 567
Sweden
O_O, okay, I will give up with my creation of the ULTIMATE custom explosion function... c-script is really bad(and I don’t have time or lust to get in to little-c right now) >.<... I had totally for gut how restricted everything is and how few things you actually can do with this, without working around a huge amount of problems, that would never be anything near a problem with another real language like ex C++, java or normal C O_O...
I will just make a normal explosion with gibs and post it here tomorrow, I am really frustrated right now, after have been battling with empty pointers, function parameters and not being able to send data to effects nor actions... not continuously send data to functions through functions (ex a send a vector and then continue to send that vector to a new instance of the same function)... I know there is tons of ways to work around many things, and I tried lot of them, but never with a result that is good enough, so I give up on doing something advanced with this.
I have not even begun to explain all of those things that I dislike , but this is actually not a post for this, so I wont talk any more about it, but in short terms… I will make a explosion effect that looks something like the image I posted, and if you want to have it different, you will have to change the code and make many different effect functions if you want different behaviour in different situations.
The originality thought was that you should be able to send data to the function to get totally different looking and acting explosions... but now there will be much less options. The options that you will be able to sent id the “scale”(amount of particles and force feed back to the camera), amount of gibs and there gravity and random direction, and a vector to tell witch direction it will explode to(if no special send a nullvector), like if it is a ground placed turret, it will most likely explode upwards with the grounds normal, and if you shoot a rocket at something, the explosion will probably explode out from the normal or the bounce vector, and if it is a moving object, then maybe it will explode more in the direction of its movement.

Enough talking about that now, I will post it tomorrow and it will include a text document explaining how you use it and customise some standard things.

And sorry fro the hold-up, I have been having a lot of homework this weekend, so have not been able to work with is until today afternoon.

(And just tell me if you want me to post this in another thread)

EDIT*

This is how it looks right now.





Gibs and some other effects will be added tomorrow...




Last edited by Gafgar; 09/04/07 02:29.
Re: Quick update [Re: Gafgar] #106114
09/04/07 22:07
09/04/07 22:07
Joined: Jan 2005
Posts: 567
Sweden
Gafgar Offline
Developer
Gafgar  Offline
Developer

Joined: Jan 2005
Posts: 567
Sweden
Okay, i have finished the explosion now, and here is a screen shots showing its development, using 7 gibs, but they are not that visible, if you want the gibs more visible, you will have to use smoke sprites that is more sufficient for smoke trails, the ones I'm using now is the same as for the smoke cloud.



And again, sorry it took so time .. it is really little code and actually did not take that long time to make, but i got another 100sides of math to work through until Friday...
I will just make documentation, zip it and upload it. I am including my sprites and textures too, also free to use and all specially created for this project.
I will PM you with the link, so you can post it if you want any one to have it, or else you can just use it to your project only, your choice


__________________________________________________ / Gafgar The Goblin... http://www.Goblinsoftware.tk/
Re: Quick update [Re: Gafgar] #106115
09/05/07 04:53
09/05/07 04:53
Joined: Feb 2006
Posts: 2,185
mpdeveloper_B Offline OP
Expert
mpdeveloper_B  Offline OP
Expert

Joined: Feb 2006
Posts: 2,185
actually, i think you should contribute it, and the credit should go to you, i may have it as a "high quality explosions" option, when i add it i'll post screens (since i implemented slowmo, and screenshot key)


- aka Manslayer101
Re: Quick update [Re: mpdeveloper_B] #106116
09/05/07 16:03
09/05/07 16:03
Joined: Jan 2007
Posts: 1,619
Germany
Scorpion Offline
Serious User
Scorpion  Offline
Serious User

Joined: Jan 2007
Posts: 1,619
Germany
can you please post that smoke-tga(or the whole script ^^)?
i really like what you are doing there

Re: Quick update [Re: Gafgar] #106117
09/05/07 16:22
09/05/07 16:22
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Wow, Gafgar those last explosion shots totally kick ass, they're practically perfect. Reminds me of Killzone:Liberation explosions which is a good thing.

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Quick update [Re: PHeMoX] #106118
09/05/07 17:42
09/05/07 17:42
Joined: Feb 2006
Posts: 86
here...or is it here...no no i...
mpdeveloper_A Offline
Junior Member
mpdeveloper_A  Offline
Junior Member

Joined: Feb 2006
Posts: 86
here...or is it here...no no i...
I agree with M101 you should post it in the user contributions. And by the way thanks!

Re: Quick update [Re: mpdeveloper_A] #106119
09/05/07 22:16
09/05/07 22:16
Joined: Jan 2005
Posts: 567
Sweden
Gafgar Offline
Developer
Gafgar  Offline
Developer

Joined: Jan 2005
Posts: 567
Sweden
Okay, I will do sow, but my school is killing nearly all my free time(reading 150% of normal >.<), and then Taido killed the rest of the time today, so it will be released to morrow then.
The zombie project i have a tread about is also suffering because of that, so any ones who wonders, YES, I will upload that to, but right now I don't have the time >.<


__________________________________________________ / Gafgar The Goblin... http://www.Goblinsoftware.tk/
Re: Quick update [Re: Gafgar] #106120
09/07/07 06:24
09/07/07 06:24
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline
Expert
ShoreVietam  Offline
Expert

Joined: Jul 2002
Posts: 2,002
Europe
I tried to make a cool explosion effect as I was making my spell effects but I couldn't get one to work I was satisfied with...

But this one looks beautiiiiiiiiiiiiiful! O_O


My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
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