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Re: The Disenfranchised... [Re: Orange Brat] #13916
05/26/07 09:30
05/26/07 09:30
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Sounds extremely good! I'm eagerly awaiting this! And I guess thousands of other forum users do too!

Re: The Disenfranchised... [Re: Orange Brat] #13917
05/26/07 15:27
05/26/07 15:27
Joined: Jul 2002
Posts: 3,208
Germany
Error014 Offline
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Error014  Offline
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Posts: 3,208
Germany
Quote:

Here's the latest BBQ-flavored update Spam™...




Delicious!

I'm very interested in the demo, also a good way to see how difficult your "2.75D"-approach really is!

(On a related note: Did you manage to implement the shadow-from-several-lightsources? I recently wanted to kill Acknex when I couldn't color the shadow, only to find out that it apparently only works with stencil shadows. I then distinctly remembered saying something along the lines of "I will get back to you" relating to a shadowproblem, but I was unable to remember any following lines. So thats the reason for me asking )

Quote:


I'm also going to implement WordPress blog software for the Orange Brat website. I like my artsy site, currently, but I'd rather have a site that is more standardized and easier to maintain these days. I have no time table or deadline for this implementation, so when it's done I suppose.




Do you want to turn it into a development-blog or do you want a "standard"-gamesite?


Perhaps this post will get me points for originality at least.

Check out Dungeon Deities! It's amazing and will make you happy, successful and almost certainly more attractive! It might be true!
Re: The Disenfranchised... [Re: Error014] #13918
05/26/07 15:46
05/26/07 15:46
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline OP

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Orange Brat  Offline OP

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O

Joined: Aug 2000
Posts: 7,490
It'll probably be a development blog. I have two URLs..one for orangebrat and one for thedisenfranchised. The blog will go to the brat site, the other one will be the actual game(s) site.

I haven't messed around with the shadow code so it only works with one source. For those who are scratching their heads, with the help of Error, my stencil shadows alpha is dependent on the distance from dynamic lights (and is non-shaders based). So, if I'm standing next to a light, the shadow will be dark, if I start walking away from it it will fade and eventually fade out. However, it only works with one light, at the moment, but Error provided some pseudo-code that might make it work with the closest light. The downside of it is is that every shadow will fade in a level, so it has limited use.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: The Disenfranchised... [Re: Orange Brat] #13919
05/26/07 23:05
05/26/07 23:05
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline OP

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Orange Brat  Offline OP

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Joined: Aug 2000
Posts: 7,490
Here's an example of what the shadow code does. Note the player's shadow:

http://www.geocities.com/hainesrs/game/shad1.jpg
http://www.geocities.com/hainesrs/game/shad2.jpg


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: The Disenfranchised... [Re: Orange Brat] #13920
05/27/07 00:46
05/27/07 00:46
Joined: Oct 2005
Posts: 196
ambe Offline
Member
ambe  Offline
Member

Joined: Oct 2005
Posts: 196
looks nice -- and that works realtime ? no lag?


- code monkey
Re: The Disenfranchised... [Re: ambe] #13921
05/27/07 01:16
05/27/07 01:16
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline OP

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Orange Brat  Offline OP

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Posts: 7,490
There's no lag on my end but I have an advanced card. The discussion on how to use this is here including the code:

http://www.coniserver.net/ubbthreads/sho...true#Post749477

The action in that post is just for the fading code. The actual light code is not there, but that's basic enough. Here's my dynamic light script. It perhaps contains a lot of crap not needed by everyone, but I use all of it for one reason or another.

Code:

// uses: localKillSwitch, lightBroken, castToggle, beginOn, startDelay, distToggle, alwaysOn, minDist, maxDist
// uses: randomColorRange, redColor, blink, randBlink, shortDelay, longDelay, range, rangeModifier, lightningOn
action light2
{
while(!player) { wait(1); }
var tempShortDelay; var tempLongDelay;
my.passable = on;
if(my.castToggle == on)
{
my.cast = on;
}
else
{
my.cast = off;
}
if(my.beginOn == on) //light object is turned on
{
if(my.startDelay > 0) //delay before turning on
{
wait(-my.startDelay);
}
my.invisible = off;
}
else
{
my.invisible = on; //light object begins turned off
}

my.skill11 = 100 * pow(my.minDist, 4) / (pow(my.maxDist, 2) - pow(my.minDist, 2)) + 100 * pow(my.minDist, 2);
my.skill12 = -100 * pow(my.minDist, 2) /( pow(my.maxDist, 2) - pow(my.minDist, 2));

while(1)
{
if(globalKillSwitch == 0 && my.localKillSwitch == 0)
{
if(my.beginOn == on) //light object is turned on
{
if(-my.startDelay > 0) //delay before turning on
{
wait(my.startDelay);
}
my.invisible = off;
}
else
{
my.invisible = on; //light object begins turned off
}
if((vec_dist(player.x, my.x) < my.distToggle && my.alwaysOn == off) || my.alwaysOn == on) //light remains on while player is closer than my.skill3
{
if(my.randomColorRange == on) //random color and range
{
my.lightrange = max(random(my.range), my.range/my.rangeModifier); //make sure rangeModifier > 0
if(my.lightrange == 0) { my.lightrange = 1; }
my.red = int(random(my.redColor));
if(my.red == 0) { my.red = 1; }
}
else //constant color and range
{
my.lightrange = my.range;
my.red = my.redColor;
}
my.green = my.red;
my.blue = my.red;
if(my.blink == on) //blink on
{
if(my.randBlink == on) //random blinking
{
tempShortDelay = random(my.shortDelay);
if(tempShortDelay == 0) { tempShortDelay = 0.1; }
wait(-tempShortDelay); //short delay
my.lightrange = 0;
if(my.beginOn == on) //turn object off
{
my.invisible = on;
}
tempLongDelay = random(my.longDelay);
if(tempLongDelay == 0) { tempLongDelay = 0.1; }
wait(-(tempShortDelay + tempLongDelay)); //long delay
my.invisible = off; //turn object back on
}
else //constant blinking
{
wait(-my.shortDelay); //short delay
my.lightrange = 0;
if(my.beginOn == on)
{
my.invisible = on; //turn object off
}

wait(-my.longDelay); //long delay
//my.startDelay = 0;
my.invisible = off; //turn object back on
}
}
if(my.lightningOn == on && dynBool == 1)
{
my.lightrange = 0;
}

mat_shadow.alpha = my.skill11 / (clamp(vec_dist(my.x,player.x), my.minDist, my.maxDist) * clamp(vec_dist(my.x, player.x),my.minDist,my.maxDist)) + my.skill12;
}
else //out of range...light off
{
my.lightrange = 0;
my.invisible = on;
}
}
else
{
my.lightrange = 0;
if(my.lightBroken == on)
{
//ent_morph(my, "whatever");
//break;
}
else
{
my.invisible = on;
}
}
wait(1);
}
}




My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: The Disenfranchised... [Re: Orange Brat] #13922
06/02/07 08:44
06/02/07 08:44
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline OP

Senior Expert
Orange Brat  Offline OP

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
EDIT: Sorry about the code above screwing up the page formatting. I hate that.

This isn't related to the game, but it shows that there are other Noir inspired games in the works. This one is called The Late Call and is being made with the Unity Engine. I just signed up for the beta, so I hope I get chosen.

http://www.bydesigngames.com/tlc/index.html

The screens are from an alpha build, but the new "3d" screenshot is new and interactive. Kind of an interesting way to display a screenshot. My game and their game are apples and oranges (although my game used to be like this one in regards to gameplay), but I present it for comparison's sake. There are lots of other Noir games in development (L.A. Noire which will be published by Rockstar, Sadness on the Wii are a couple of high profile examples, and of course there's Grim Fandango, Discworld Noir, and the Max Payne games if you want to look back at high profile Noir games from history).


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: The Disenfranchised... [Re: Orange Brat] #13923
06/02/07 14:54
06/02/07 14:54
Joined: Feb 2006
Posts: 2,185
mpdeveloper_B Offline
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mpdeveloper_B  Offline
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Joined: Feb 2006
Posts: 2,185
very nice shadow effect, i still want to play this game OB .... hurry up and finish it ok? just kidding


- aka Manslayer101
Re: The Disenfranchised... [Re: mpdeveloper_B] #13924
06/03/07 07:27
06/03/07 07:27
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline OP

Senior Expert
Orange Brat  Offline OP

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
It's going to be a long time, but I want to get it finished during the A7 life cycle. I drew up a first screen today with some layer info. I'll expand this a bit and then think [for a couple months] about doing final art. I'm placing technical info on the rough art, so I won't have to worry about what goes where when the times comes. This will be an all new area never presented in screens before. It's the dock area.

Some inspiration...

I'd love to have a 2.0 shader that could make this style possible. That'd be grand. I suppose appropriate textures and a per pixel light shader and shadowmapping would be appropriate, though. Wait a minute, I'm painting everything.









My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: The Disenfranchised... [Re: Orange Brat] #13925
06/03/07 09:56
06/03/07 09:56
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline
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sPlKe  Offline
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Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
grim fandagiro it is?

anyway, as you already know, i like your game. its sad that you dont give more shots and info on it. but the style is great...

i wont say anything more because you know how i feel

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