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Re: What are you working on? [Re: txesmi] #404380
07/08/12 10:44
07/08/12 10:44
Joined: Jul 2002
Posts: 3,208
Germany
Error014 Offline
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Error014  Offline
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Germany
@txesmi:
Neat! How many of those hexagonal grids are there? What kind of variety is there?
In the video, there didn't seem to be TOO many differences, which I understand is due to the early work-in-progress nature of it. But what kind of changes in the tiles can we expect in the full game?

(Also, are the enemies' names randomly generated? :D)

--

@ratchet:

This game was started and worked on for quite a while in A6. I've since ported it to A8 and lite-c (quite an undertaking, but it was worth it); but it means that some things are done differently to how I'd do them knowing what I do know and if I were to start that project from scratch in Lite-c. To answer your question, the dungeons are pieced together via simple "tile"-models (there's one for walls, and one for the floor tiles, as well as a few additional models), whose skins are changed according to what tile it is.

The dungeons are created by the user in their browser. Here's an old screenshot of that. Once that's done, you piece the rooms together to form Dungeons in the Dungeon Editor (click for shot). These Dungeons are then selected by the server and sent to the Client so you can play them!
There's all kind of stuff to place - Tiles, sure, but also enemies, decorational items (such as trees or grass), Treasure chests, Buttons and laserbeams for puzzles, Rotating platforms... We're still adding those kind of things right now. If you have any ideas, freel free to share (and understand that you grant us the license to use them without paying you ever ;))

Right now, the only shader-like effect we're using is for reflective ice tiles (an effect that can, of course, be switched off). Everything else is done without any shaders. The lighting visible in the shots is, for instance, all done by hand using the bmap_ and pixel_-instructions for rather small "lightmaps" that are then filtered. The generation of that map isn't noticeable as it is, so I'm not too worried about speed (though I may still add some improvements in speed to it) laugh


The game supports joysticks and gamepad, and the standard button layout is for a 360-pad. But it only supports them via the joy_-instructions, so no support for the big button in the middle (though I can't think of any game that supported that one, actually!)


Once more, thanks a lot for the feedback and encouragment! laugh
Means a lot to us - the final stretch of game creation can be pretty tough!


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: What are you working on? [Re: Error014] #404386
07/08/12 12:35
07/08/12 12:35
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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My dynamic sky code shaders is now finally finished.

I've still got problems with using my own post processing shaders and Shade-C's water at the same time -> black water, but here are some screens smile

click for original resolution







POTATO-MAN saves the day! - Random
Re: What are you working on? [Re: Kartoffel] #404387
07/08/12 12:48
07/08/12 12:48
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
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Germanunkol  Offline
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Earth
Really neat! I especially like the last two screens. I also like how it's not ultra-realistic, but kinda stylish...


~"I never let school interfere with my education"~
-Mark Twain
Re: What are you working on? [Re: Germanunkol] #404389
07/08/12 13:00
07/08/12 13:00
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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thank you grin

On the last 2 screen I used a color-grading shader to add more red to darker colors.

But I'm still having problems with my distance blur (kinda depth of field) effect because the DepthMap doesn't work correctly for sky-entitys.


POTATO-MAN saves the day! - Random
Re: What are you working on? [Re: Kartoffel] #404392
07/08/12 13:38
07/08/12 13:38
Joined: Mar 2006
Posts: 2,252
Hummel Offline
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Hummel  Offline
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Why to hell do you want to use Shade-C water when you are able to write your own shaders?! Btw. nice shots, the dithering works quite well.

Re: What are you working on? [Re: Hummel] #404395
07/08/12 14:30
07/08/12 14:30
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline
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Uhrwerk  Offline
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Germany / Essen
Kartoffel <3


Always learn from history, to be sure you make the same mistakes again...
Re: What are you working on? [Re: Error014] #404399
07/08/12 15:25
07/08/12 15:25
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
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txesmi  Offline
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Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
Originally Posted By: Error014
How many of those hexagonal grids are there? What kind of variety is there?
In the video, there didn't seem to be TOO many differences, which I understand is due to the early work-in-progress nature of it. But what kind of changes in the tiles can we expect in the full game?


There is just one hexagonal grid. It is used to constuct the path. Each light is near the center of each cell. In the example the grid has 16x16 cells, but it can be up to 128x128 cells with tons of performance problems because the grass models. I tried merging them to less entities but with no luck until now.

The actual state is something like a glue for special events triggered along the path. The path has space in both sides (now occupied by trees) that can be filled with unique models that will give some diferences to the sceneries. I agree, right now it looks very flat. It has just seven different models indeed!

-------------------------

I added an atialiasing and dof blur effect to the render pipeline



Salud!

Last edited by txesmi; 07/08/12 17:27. Reason: dof not fov! :D
Re: What are you working on? [Re: Kartoffel] #404400
07/08/12 16:16
07/08/12 16:16
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
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HeelX  Offline
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H

Joined: Jul 2001
Posts: 6,904
Originally Posted By: Kartoffel
But I'm still having problems with my distance blur [...] effect because the DepthMap doesn't work correctly for sky-entitys.


What exactly doesn't work? I am not sure what is written into the depthmap (is it 0, maybe?), but since camera.clip_near should be > 0, I would overwrite all pixel depths below camera.clip_near and beyond camera.clip_far with the value of camera.clip_far.

By the way, the sky rendering is beautiful!

Re: What are you working on? [Re: HeelX] #404402
07/08/12 16:25
07/08/12 16:25
Joined: Nov 2006
Posts: 497
Ohio
xbox Offline
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xbox  Offline
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Posts: 497
Ohio
@Kartoffel - I think my jaw just hit the floor...Those screens look unbelievable. I'm ... speechless...

Re: What are you working on? [Re: HeelX] #404405
07/08/12 16:36
07/08/12 16:36
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
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txesmi  Offline
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Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
Originally Posted By: HeelX
what is written into the depthmap (is it 0, maybe?)

When a skybox is rendered in a depth view, it writes the camera clip far value.

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