Gamestudio Links
Zorro Links
Newest Posts
Zorro FIX plugin - Experimental
by flink. 04/21/24 07:12
Data from CSV not parsed correctly
by EternallyCurious. 04/20/24 21:39
M1 Oversampling
by 11honza11. 04/20/24 20:57
Scripts not found
by juergen_wue. 04/20/24 18:51
zorro 64bit command line support
by 7th_zorro. 04/20/24 10:06
StartWeek not working as it should
by jcl. 04/20/24 08:38
folder management functions
by VoroneTZ. 04/17/24 06:52
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
4 registered members (AndrewAMD, Quad, VoroneTZ, 1 invisible), 488 guests, and 5 spiders.
Key: Admin, Global Mod, Mod
Newest Members
Mega_Rod, EternallyCurious, howardR, 11honza11, ccorrea
19048 Registered Users
Previous Thread
Next Thread
Print Thread
Rating: 5
Page 5 of 6 1 2 3 4 5 6
Re: GTA: Streatham Hill [Re: Michael_Schwarz] #366635
04/05/11 20:58
04/05/11 20:58
Joined: Jul 2009
Posts: 1,198
Berlin, Germany
L
Liamissimo Offline
Serious User
Liamissimo  Offline
Serious User
L

Joined: Jul 2009
Posts: 1,198
Berlin, Germany
It would have been even more awesome not to load the demo onto a 56k server...


"Ich weiss nicht genau, was Sie vorhaben, aber Sie können keine Triggerzonen durch Ihr Level kullern lassen."
-JCL, 2011
Re: GTA: Streatham Hill [Re: Liamissimo] #366642
04/05/11 21:53
04/05/11 21:53
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
Serious User
darkinferno  Offline
Serious User

Joined: May 2009
Posts: 1,816
at my pc (duh)
dude oh stop looking, the ONLY reason your game is so horribly slow is because you have WAYYYYYYYYYYYY to much functions running, i dont even know how you managed to do that ? did you like place ALL models in WED ? or created ALL the models in the world ? a game like this is about creating object based on distance, even in GTA you can see when cars and pedestrians fade in after being spawned

Re: GTA: Streatham Hill [Re: darkinferno] #366671
04/06/11 08:01
04/06/11 08:01
Joined: Jun 2008
Posts: 146
London
T
Truth Offline OP
Member
Truth  Offline OP
Member
T

Joined: Jun 2008
Posts: 146
London
Your 100% right darkinferno when i disable the AI in the game i get 60fps but it makes the cars go crazy when the game is too fast and if i just enable the cars that are near the player then the cars just collide with the ones that are disabled off screen.

Re: GTA: Streatham Hill [Re: Truth] #366672
04/06/11 08:03
04/06/11 08:03
Joined: Mar 2006
Posts: 2,252
Hummel Offline
Expert
Hummel  Offline
Expert

Joined: Mar 2006
Posts: 2,252
This Project is too big for you, trust me. Start with something smaller.

Re: GTA: Streatham Hill [Re: Hummel] #366707
04/06/11 16:16
04/06/11 16:16
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline
Expert
sPlKe  Offline
Expert

Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
not to be too harsch, but you didnt learn anything from all the comments we gave you almost a year ago.

you use template code

you use wdl files

you use enormously huge levels. seriously you have ONE map for the entire game and it has 130 megabytes. what the deuce?

your code is a mess. i cant code and even I see that

you still use copyrighted textures

your textures are low res and ugly

so are your models

the game does not run on many systems. on mine, the camera flips around like a pot smoking crack whore on LSD

the entire project is way too large for a first project

what exactly have you done the last 300 days with this? except adding a quest that is?

sorry if this sounds harsh. but truth is, no matter what you do with that, it will fail. it fails as an idea, it fails on paper and it fails in execution.

you want to be a game designer?
then watch ALL videos of extra credits on the escapist magazine and listen to those people, they know what they are talking about. they are 100% right. after you did that, look at your project again and if you STILL believe its a good idea sell your gamestudio licence...

Re: GTA: Streatham Hill [Re: sPlKe] #366713
04/06/11 17:39
04/06/11 17:39
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
Serious User
darkinferno  Offline
Serious User

Joined: May 2009
Posts: 1,816
at my pc (duh)
hey spike could you give me a link to those videos? they sound interesting:

and @Truth: dont cancel your project, but restart it, break it down into pieces:

first make a good movement code and weapon system, get that to run fine regardless of fps

create your cars project, get that to run fine also regardless of fps

even though some say your level is too big, i dont think this is your slow down, learn to manage many entities from one function

a game like this is done by finishing all the elements seperately and then putting them together, atleast thats how i'd do it ...

and seriously, GET RID OF THE GRAND THEFT AUTO TITLE !!! name it goodStealCar for all i care, just change the name

Re: GTA: Streatham Hill [Re: sPlKe] #366714
04/06/11 17:50
04/06/11 17:50
Joined: Jan 2011
Posts: 797
Da wo du nicht bist! Muhahaha!
xxxxxxx Offline
User
xxxxxxx  Offline
User

Joined: Jan 2011
Posts: 797
Da wo du nicht bist! Muhahaha!
some words for you:
OMG!!!
GRAVITY!!!
PIGONS, WHICH AREN'T FLYING AT A WALL!!!
MIPMAPPING!!!
NOT COPIRIGHT TEXTURES!!!
GRAFICS!!!
....
Why does this game needs for this graphics and this buggy script so much recurses????
Sorry for being harsch!
start with something smaller...
xxxxxxx


Es ist immer wieder erstaunlich, dass Leute die riesen Scripte schreiben die einfachsten sachen nicht können zb. mich mit SIEBEN x zu schreiben! tongue
Re: GTA: Streatham Hill [Re: xxxxxxx] #366717
04/06/11 18:42
04/06/11 18:42
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline
Expert
sPlKe  Offline
Expert

Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
http://www.escapistmagazine.com/videos/view/extra-credits

start with the last video on page 3, then second to last, ect...
i reccomend that to every aspiring game designer...

Re: GTA: Streatham Hill [Re: sPlKe] #366768
04/07/11 02:53
04/07/11 02:53
Joined: Dec 2009
Posts: 256
USA , NY
msmith2468 Offline
Member
msmith2468  Offline
Member

Joined: Dec 2009
Posts: 256
USA , NY
ill try to leave positive feedback.
i could not actually get the game to work but from what i read and understand of your project you have accomplished a lot and learned a lot in the process. my first "game" took me a year to make. i used the templates and large levels. but at some point i realized it was not going to work. but now that i have moved on and focused on programming i have made a bunch of small games all of which are better then my first large game.

Take what you have learned and start over.
sure focus on a GTA style game. maybe first make a third person shooter. then make a racing game. and then put them together and make this game again 10 times better. the worst thing you can do at this point is give up.

good luck to you.


Mikes Wicked Games

www.mikeswickedgames.com
Re: GTA: Streatham Hill [Re: msmith2468] #366798
04/07/11 12:18
04/07/11 12:18
Joined: Apr 2008
Posts: 2,488
ratchet Offline
Expert
ratchet  Offline
Expert

Joined: Apr 2008
Posts: 2,488
GTA games in indie market are rare, perhaps don't exist.

Some basic things to consider :
- Don't use BSP for the level , only models and LOD for all

- Use a level cutted in some sort of squarre tiles you'll only display nearest tiles, and with very low LOD the others

- Use paths for random people on streets and for cars ;You'll need a solid code that manages all that random stuff and they behave between each others and with you and AI: i think it's the most difficult part

- You don't have Rockstar engineers to make such game like GTA so perhaps make things lot more simple. people following simple

- LOD : use LOD on all objects and characters (the most LOD you have the best caus you can gain polygons between LOD A and LOD B)
- Mip Mapping caus drawing precise texturs for all objects even the far objects will ask too much power !

- LOD management for AI vehicles paths : for several ennemies you must puchase each have it's own path management When you are far from them ro don't see them you don't need to calculate

- Impostors ?

- Same thing for people not directly on screen just move them without calling animations for their displacements or even call any physics

- Streaming : you load models as you walk to areas

etc ... etc ...

Well you can see that style of game asks for lot of very advanced coding and strategy of visibility and culling !

I think for someone as you that is not a core coder or engineer its' a too much big project, just my opinion !
And alone it looks impossible, even for making all assets : several NPC ,character, items and clothing, cars all that with all LOD !!

All coding ,3D stuff etc ... too much , try to find a team
interested in making that game style : i think you can find some !

Target something lot more little for beginning or another game style than GTA laugh !

Some ideas :
- making third personn level where you shoot zombies ?
- making a racing car where you can go everywhere like Burnout
(without needing to have combat), a level with cars only, no
characters : lot more easy to manage and make indeed !


Why not making a game that would mix theses two modes :
- You roam on car trhought the town to collect missions, buy
items etc ...
- When you enter a zone mission , the game makes a transition ,
and loads an indoor or outdoor level with ennemies and you
are in 3rd person camera for the combat mode
- After finishing or beating a boss the game reload the town
level and you are in car.

Well i stop here it was just my point of view to help you a little in your decision !


Last edited by ratchet; 04/07/11 12:31.
Page 5 of 6 1 2 3 4 5 6

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1