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Re: Oromur Legend : [Re: ratchet] #413643
12/16/12 02:16
12/16/12 02:16
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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Some progress :


-Array management is done
-Camera switch system (press numbers to choose a camera : near, medium ,far)

Remaining steps :


2) save and load array of 3D tiles
3) define using directories ? zip files ? some category system for 3D tiles ??
forest world 3D tiles, snow world 3D tiles etc ...
I think in sub folders containing each 3D tiles category ??
-> 3Dtiles folder
-> Forest folder
-> snow folder
-> etc ...
4) read 3D tiles category in a , and use them in the world editor
5) Button run/stop : test map with a character

Last edited by ratchet; 12/16/12 02:18.
Re: Oromur Legend : [Re: ratchet] #413691
12/16/12 12:45
12/16/12 12:45
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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i don't like C , i don't like Pointers ...
I love C# , VB.Net, or Javascript !

So coding too much C script just show to me that this is complicated, not so easy when you program more than simple Entities AI and player !

Even :
String test = "test" + "test2" + numberOfTiles ;
Is incredibly complicated in C-Script.

But well 3DGS is for programmers, so i think lot of people like C and C Script here laugh

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

To conclude i won't make some level editor.
It will take too much time to do , the editor is becoming incredibly complicated to program with all functionnality.
I would spend too much time on programming than creation.
I'm more a 3D artist wanting to make a game, and not tools !


Next i'll do a choice :
Keep 3D Tiles to make levels on Blender
or
Use modular Pieces like 3D platforms, bridges, rocks all
placed in rooms or outdoor in some terrain stage.
(this means to forget repetitive 3D tile system)


Last edited by ratchet; 12/16/12 13:11.
Re: Oromur Legend : [Re: ratchet] #413702
12/16/12 15:24
12/16/12 15:24
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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3run  Offline
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Posts: 5,370
Caucasus
The video you've posted above, about the tile making plugin for Unity, inspired me to give it a try, so today (beside of my main project) I've started something very small, but maybe useful! Tile making (editor?), that reads the level from the .txt file and in near future, will save it back to it (.txt file). This is what I've done for couple of hours:

I've made only some basic stuff at the moment (camera movement etc), those tiles in the screen above are placed run-time from the map01.txt file. For now, it supports three different object types, background, wall and light, but it's really easy to add new objects. If I could make this save back to .txt file, it would be great! I'm thinking how to make that one atm.. or maybe, I'll read and save level from the image file (as I'm waiting for Helghast to reply my question). If this will come to the end, I could share it with you, if you need it. It's a side scroller oriented now (2D), but could be easily redone for top down 2D tile system.


Looking for free stuff?? Take a look here: http://badcom.at.ua
Support me on: https://boosty.to/3rung
Re: Oromur Legend : [Re: 3run] #413731
12/16/12 22:10
12/16/12 22:10
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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That's looks great laugh

But for my game i use a 3 dimension array : X,Y,Z

Z , becaues it's 3D and i want to be able to put 3D tiles in eight also like Minecraft, but i don't target such cubic style ; more this one :



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

I made some progres :


I can switch from 3D tiles and paint the ones i need.
I used only 2 types , just to test.

Real serious level creation will come after i made the basic tiles :



Using the editor, is incredibly fast and easy to make a level compared to Blender manipulations indeed laugh

If 3DGS had direct Blender or Wavefront (obj) import without opening MED : some simple batch converter , you drag the Blender file on it to convert directly as MDL) it would be helpfull also !




Last edited by ratchet; 12/16/12 22:19.
Re: Oromur Legend : [Re: ratchet] #413735
12/16/12 23:41
12/16/12 23:41
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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Some progress :



I just need to make the corner tiles, and i'll have my basic 3D tile editor.

I'll have to test a level , to see if there is no artifacts like apparent seams on textures, some little empty space alignments ?

Re: Oromur Legend : [Re: ratchet] #413779
12/17/12 20:03
12/17/12 20:03
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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After playign i thought on :
HOW TO ADD ENNEMIES AND STUFF on the LEVEL ?

Because the generated level by reading a file can't exist in WED, i must push further my editor to place ennemies, and 3D objects.
It's like creating some complete level editor ...

Even creating some Good 3D Gizmo manipulator that you can adjust can take weeks of programming, like camera adjustments etc ...
TOO MUCH TIME AND CODE , I don't want to spend months or a year on it like lot of pople do.


---------

So i let down the editor, and i'll have to choose the best way.

1) use terrain instead of 3D tiles for the world (3DGS is not the best at all for terrain)


2) Make the 3D tiles worlds under Blender like i done already
(not as fast as Tile editor, but you can modify the 3D
Tiles of your level individualy by size, rotation etc ... ) and you use WED to place ennemies and
all standard stuff.


3) model all the level without 3D tiles : terrain parts, rooms etc ... It takes more time caus you can't re use lot fo stuff and each part you have to model it. Perhaps some parts can be re used ?



Because i plan lot of very little levels interconnected.
And because i wo'nt want to spend too much time on 3D tiles placing, i'll use premade 3D tiles types.

-------

This is a little indie game, not some top notch graphics, and i will perhaps port it to mobile someday, so i'll keep it simple as possible in graphics !


Last edited by ratchet; 12/17/12 20:07.
Re: Oromur Legend : [Re: ratchet] #413786
12/17/12 21:28
12/17/12 21:28
Joined: Dec 2000
Posts: 4,608
mk_1 Offline

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You should stick with what you already have. Writing some editor functions to place items shouldn't be that hard. You could then read the items' values from an xml file, which is faster than adding more ui to your editr. Keep up the good work


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Re: Oromur Legend : [Re: ratchet] #413789
12/17/12 21:50
12/17/12 21:50
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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@mk1 :
I don't knwo , caus it's lot lot of programming stuff.
For now, i move to Blender 3D blocks instead of 3D tiles.
Perhaps i'll return back to editor if i don't get enought good results ?


Fisrt level :



I find it somewaht strange by using 3D repetitive blocks instead of 3D Tiles ?
I'll have to put assets like grass, trees, rocks to see if it turns better visually ?

Last edited by ratchet; 12/17/12 21:52.
Re: Oromur Legend : [Re: ratchet] #413796
12/17/12 22:17
12/17/12 22:17
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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Trying another system :


Re: Oromur Legend : [Re: ratchet] #413797
12/18/12 00:06
12/18/12 00:06
Joined: Dec 2000
Posts: 4,608
mk_1 Offline

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mk_1  Offline

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Using blocks shouldn't hinder you from variation or tiling. It's a little programming work but I think the advantage of more or even random maps is worth the effort.


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