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rayp's "Ultra arcade" topdown shooter DEAD TASTE :D #460893
07/20/16 00:31
07/20/16 00:31
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline OP

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rayp  Offline OP

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Joined: Jul 2008
Posts: 2,107
Germany
Hi.

Started to work on a topdown shooter.
Enemys are pre-rendered sprites ( from models in Acknex with ShadeC evo ).
With this trick a massive amount of enemys is possible.

The player movement is pretty far. For now it features jumping, walking, sidewalking, running, walking and shooting, sidewalking and shooting, running and shooting.

The enemy controller already features a first complete enemy.

Level is "not small" and ive taken it from my zombie-fps ( see "Projects" )






For the cycle+ file i use my Editor "CED" ( see "3rd Party Tools" ) then importing it into Photoshop to create the alpha channel and doing further edits. Good alphachannel is a must have when dealing with sprites btw.

The most basic and simple way is something like this ( did not test this one just wrote it ) if youre not confirm with rendering directly into "canvas/bitmaps" in Acknex. Sure not the best way, but will lead to some good results.
Code:
//add include's...etc be4 launching
//...

STRING* str_render_anm = "walk";  // anm2 render / save

action PreRenderEnt(){
 //my.material = shadeC or whatelse
 //set (my, SHADOW); // when using shadeC this looks better
   vec_set (camera.x, my.x); // bring cam into topdown position
   camera.pan = my.pan;
   camera.z += 100;          // adjust cam height here
   camera.tilt = -90;
   my.skill1     = 0;
   var counternr = 0;
   wait (-5);                // better wait for level_load etc...did not test at 2:20 o clock
   while (my.skill1 < 100){
	   my.skill1 += 4; // less = more frames
		ent_animate (me, str_render_anm, my.skill1, NULL);
		counternr += 1;
		file_for_screen ("anmframe_", counternr);
   	wait (-1);
   }
   wait (-2);               // time to save last shot again not tested if necessary here
   sys_exit ("done!");
}
function main(){
	...
	vec_set (sky_color, vector (255, 255, 255)); // white background in sprite images on hd
      //vec_set (ambient_color...);
      //vec_set (sun_color....);  
	...
	ent_create ("yourmodel.mdl", vector (0, 0, 0), PreRenderEnt);
        ...
        ent_create (NULL, vector (x,y,z), Your_Light_Source);
}


Videos and more information will follow as soon ive time again.

Btw, the realtime graphic is pure Acknex mtlView.c. No normal maps and stuff like that only std (hdr) and blur ( for some movement effects )...not that bad at all! grin

Iam planning to use SSAO from HeelX here.
Cool thing in topdown, my camera.view_far is 500 grin mhhhhh

Greets

Last edited by rayp; 07/02/18 19:55. Reason: project name

Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
rayp.flags |= UNTOUCHABLE;
Re: rayp's "Ultra arcade" topdown shooter :D [Re: rayp] #460916
07/20/16 16:23
07/20/16 16:23
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline OP

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rayp  Offline OP

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Joined: Jul 2008
Posts: 2,107
Germany
Just started to work on gore. Need to rewrite a lot of blood stuff, cause it was made to work with models ^^

But i love working with sprites. In 5 minutes u can paint very cool things. Some first dead body for the streets. grin
...ohhh it will be bloody for sure...
Theres nearly no limitation for enemy- and sprite variations / amount.



Greets

Last edited by rayp; 07/20/16 16:26.

Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
rayp.flags |= UNTOUCHABLE;
Re: rayp's "Ultra arcade" topdown shooter :D [Re: rayp] #460917
07/20/16 16:54
07/20/16 16:54
Joined: May 2005
Posts: 868
Chicago, IL
Dooley Offline
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Dooley  Offline
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Joined: May 2005
Posts: 868
Chicago, IL
It's looking great so far! I'd love to test this laugh if you need testers.

Re: rayp's "Ultra arcade" topdown shooter :D [Re: Dooley] #460923
07/20/16 18:07
07/20/16 18:07
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline OP

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rayp  Offline OP

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Posts: 2,107
Germany
Thanks alot!

Iam working to build a demo. Hope i can show some stuff soon, maybe already playable then. Let me say so, i planed to finish a demo grin

First realtime gore and the dead body from above in "action". The blood leak becomes bigger ( like those days in Resident Evil ^^ ). Maybe ill add blood - foot - prints when Walking through leaks.

edit: Have to rework the alphachannel of the deadbody btw.
edit2: Later i floodfill the border of sprites with black, ill explain when done why.

Yesterday before falling asleep at 4 o clock in the morning i had a really cool "ingame cutsczene" idea with a new enemy type. A mutated Zombie dog btw.

edit:
SSAO doesnt match the look just tryed and removed again. And ull have small "graphic artifacts" with particles ( white borders etc ).

Last edited by rayp; 07/20/16 20:11.

Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
rayp.flags |= UNTOUCHABLE;
Re: rayp's "Ultra arcade" topdown shooter :D [Re: rayp] #460932
07/20/16 21:35
07/20/16 21:35
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline OP

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rayp  Offline OP

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Joined: Jul 2008
Posts: 2,107
Germany
Creating the Alpha channel is tricky ^^. Starts with the right Background color.
First i do the body alpha channel.
When done i add blood and stuff.

Blood splats value is not the same as the bodys value as u can see, and every pixel is looking good ingame ^^



update grin



Howdy!

Last edited by rayp; 07/21/16 19:19.

Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
rayp.flags |= UNTOUCHABLE;
Re: rayp's "Ultra arcade" topdown shooter :D [Re: rayp] #460979
07/21/16 22:08
07/21/16 22:08
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Online
Senior Expert
Quad  Online
Senior Expert

Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Is map 3d or it is it rendered to 2d background too?


3333333333
Re: rayp's "Ultra arcade" topdown shooter :D [Re: Quad] #461050
07/23/16 20:42
07/23/16 20:42
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline OP

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rayp  Offline OP

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Joined: Jul 2008
Posts: 2,107
Germany
Hi, thanks for your interest.
3d, but i like your idea.

Already limited moving ents down to keep the 50-60 fps frown
but still enough action ^^ ...and already two different enemy types. Making a enemy now takes about 1 hour. And with every done they gettin better.

update ( now three enemys )


edit:
Good thing is, Ghostbusters I+II are running in TV.
Bad thing is, ive forgotten my Pizza in the oven grin damn!

Cheers


Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
rayp.flags |= UNTOUCHABLE;
Re: rayp's "Ultra arcade" topdown shooter :D [Re: rayp] #461053
07/24/16 03:51
07/24/16 03:51

M
Malice
Unregistered
Malice
Unregistered
M



rayp - I really like it. and so I hate to give constructive crit. Check out the edge line on you sprite bodies. A graded buffer alpha or blur can fix that. Just saying it looks great, but that on thing pops out to me...

Great work!

Re: rayp's "Ultra arcade" topdown shooter :D [Re: ] #461061
07/24/16 09:00
07/24/16 09:00
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
Expert
Kartoffel  Offline
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Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
yeah looks really cool!

Quote:
Already limited moving ents down to keep the 50-60 fps frown
Are you using alphablending for your sprites? Because all the overdraw from the piled up corpse- and blood-sprites might have a bad impact on performance.


POTATO-MAN saves the day! - Random
Re: rayp's "Ultra arcade" topdown shooter :D [Re: Kartoffel] #461406
08/03/16 22:59
08/03/16 22:59
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline OP

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rayp  Offline OP

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Joined: Jul 2008
Posts: 2,107
Germany
I tryed again and found a way for much more enemys.

Thanks 3run for the tip and the example of mass-ai.
I made a single while that controlls all enemys. Enemys are stored in a array.
First i thought it makes no difference. But this is the trick, real Speed boost (almost like NOS)!

Note: Only collision models without sprites shown in the shot for now but already using pathfinding. 60fps again.

That really rocks!
update with sprites:

update2: random movement and Animation Speed for each



Only problem, i need to rewrite my enemy script from scratch now. Need to think about how exactly iam doing this. A bit tricky with sprites in the array.Basics already done.

Greets

Last edited by rayp; 08/04/16 01:24.

Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
rayp.flags |= UNTOUCHABLE;
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