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Re: What are you working on? [Re: Dooley] #477279
06/10/19 17:19
06/10/19 17:19
Joined: May 2005
Posts: 686
Chicago, IL
Dooley Offline
User
Dooley  Offline
User

Joined: May 2005
Posts: 686
Chicago, IL
Update: Great News! My game Paradox Vector has won the GDWC Fan Favorite for this past week!

https://thegdwc.com/?fbclid=IwAR1Dd0OkQaZ-Ob7to1ElmgrlubWJQlQJjTAic89CzOpkpxICzzUiRNCeRTc

I have no idea what competitions like this will do for my game in the long run, but it sure feels nice to get some positive feedback.

Re: What are you working on? [Re: ratchet] #477280
06/12/19 17:28
06/12/19 17:28
Joined: Sep 2003
Posts: 854
Spirit Offline

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Spirit  Offline

Moderator

Joined: Sep 2003
Posts: 854
Congratulations!

Re: What are you working on? [Re: Spirit] #477282
06/12/19 17:57
06/12/19 17:57
Joined: May 2005
Posts: 686
Chicago, IL
Dooley Offline
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Dooley  Offline
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Joined: May 2005
Posts: 686
Chicago, IL
Originally Posted by Spirit
Congratulations!

Thanks!

Re: What are you working on? [Re: ratchet] #477290
06/13/19 08:36
06/13/19 08:36
Joined: May 2009
Posts: 5,118
Caucasus
3run Online
Senior Expert
Happy Birthday 3run  Online
Senior Expert

Joined: May 2009
Posts: 5,118
Caucasus
A little offtopic: whats wrong with the forum? Am I the only one getting this weird changes in style? grin


Looking for free stuff?? Take a look here: http://badcom.at.ua
Re: What are you working on? [Re: 3run] #477294
06/13/19 17:45
06/13/19 17:45
Joined: Feb 2005
Posts: 30
Germany
Jerome8911 Offline
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Jerome8911  Offline
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Joined: Feb 2005
Posts: 30
Germany
Originally Posted by 3run
A little offtopic: whats wrong with the forum? Am I the only one getting this weird changes in style? grin

The same here. Especially on my phone it looks all different.

To keep it a little ontopic grin

[Linked Image]
[Linked Image]

Implemented buildings. Like in the old Codename Panzers games you can see the inside of the houses when units are inside. The level is (as always) WIP thus still very empty.

Re: What are you working on? [Re: ratchet] #477315
06/14/19 20:42
06/14/19 20:42
Joined: May 2005
Posts: 686
Chicago, IL
Dooley Offline
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Dooley  Offline
User

Joined: May 2005
Posts: 686
Chicago, IL
It was down for a day or so, then came back with a different format.

Re: What are you working on? [Re: ratchet] #477580
07/10/19 14:31
07/10/19 14:31
Joined: Jul 2008
Posts: 1,967
Germany
rayp Offline

X
rayp  Offline

X

Joined: Jul 2008
Posts: 1,967
Germany
Hey guys.

Just for fun i worked on a Resident Evil style engine. The Backgrounds are pre rendered with 3d models on top.
Inventory features ( with boxes to drop items ) 41 Slots.
Blending in some anims missing now, just a prototype.
The Pixel look is a Postprocessing pixelshader ( can be deactivated via Settings.ini file and isnt that strong...the captured Video pixels it too ). All taken items and the inventory are saved in ini files too ( own save functions ).
If the gun isnt used its holstered on the back of Player.
Inventory works in all graphic modes window and Fullscreen.

Would be nice if you take a look guys.

https://youtu.be/djpj8YNuz-E

Last edited by rayp; 07/10/19 14:47.

My entry...your exits
Zombies dont like pink glow slime, fact!
"We gonna rock down to electric avenue" "One way ... or anotha ..."
"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
-=GOOGLE IS SKYNET=-
rayp.flags |= UNTOUCHABLE;
Re: What are you working on? [Re: rayp] #477594
07/11/19 21:55
07/11/19 21:55
Joined: Feb 2005
Posts: 30
Germany
Jerome8911 Offline
Newbie
Jerome8911  Offline
Newbie

Joined: Feb 2005
Posts: 30
Germany
Very impressive tech demo. And also the artwork (except for the "background" of the inventory) looks very nice.

On minute 1:05 when the shotgun is shot, it seems to me that only the metal facing to the gun is lit by the muzzle flash. Do you store these information in an additional texture?
EDIT: just reread your post. The lighting obviously comes from the underlying 3d models.

But more important I like the overall idea of a retro Resident Evil style game. It still catches the claustrophobic feeling of a zombie infested mansion best.

Last edited by Jerome8911; 07/12/19 19:05.
Re: What are you working on? [Re: ratchet] #477600
07/12/19 15:32
07/12/19 15:32
Joined: Jul 2008
Posts: 1,967
Germany
rayp Offline

X
rayp  Offline

X

Joined: Jul 2008
Posts: 1,967
Germany
Thank you for your nice feedback.
Really appreciate feedback from serious users.
edit:
The lightning only affects 3d models ( foreground like Zombies, Player, gun etc ). All other scene stuff is just a Image file.
edit end

For pre rendering background i used ShadeC evo btw.

For now i dont plan to use it / make a game with it. Just wanted to see if i could do such type of script, and have to say, iam quiet happy with it so far wink
Greets

edit:
[Linked Image]
[Linked Image]
Invisible models handle the scene.
[Linked Image]
Cam switching is done via regions set in WED. The shadeC-pre-render-script saves camera pos and angle values from scene in game. This way new made level scenes can be implemented very quickly. Finally a new room / cam view can be set via a single command in script
Code
init_scene (#)
While the invisible models make it very easy to have same collision etc like in the pre rendered scene map. Every scene (set with init_scene) takes care of taken objects like health ammo etc automaticly and saves it. The inventory also takes care of saving "by itself". For now saved files are not crypted, so yes, they can be manipulated very easy. wink
You decide if items can be combined with each other. Also you decide if items of same type like shotgun ammo in the techdemo can be combined to one inventory Slot. If you hover them with cursor a amount box will show up. But i have to mention that adding new items to the existing script takes some lines to copy and paste. But its pretty fast done and well explained by the three example items. Theres not much limitation for moving 3d models, cause like the original resident evil, it renders very very fast. The script also features SuperKu's latest pathfinding with pathes set in WED. Navigating NPC's in the pre rendered scene is "easy" this way.
All in all this text sounds like an advertisement laugh
Greets

Last edited by rayp; 07/12/19 18:02.

My entry...your exits
Zombies dont like pink glow slime, fact!
"We gonna rock down to electric avenue" "One way ... or anotha ..."
"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
-=GOOGLE IS SKYNET=-
rayp.flags |= UNTOUCHABLE;
Re: What are you working on? [Re: ratchet] #477644
07/18/19 22:37
07/18/19 22:37
Joined: Jul 2008
Posts: 1,967
Germany
rayp Offline

X
rayp  Offline

X

Joined: Jul 2008
Posts: 1,967
Germany
Small update.
A letter / info system. Important infos can be taken. Those will be archived in the letter archive shown in the video.
U may have noticed i used a new font. Looks better then the old one btw.

A letter-info can have 1 or N pages with text and a unique background image.
Once predefined, they can be load with a single command.
For now 27 info - slots are ready. Maybe ill expand those slots to around 50 like the inventory slots.

https://youtu.be/DI3Io-0g3hc

[Linked Image]

Greets


edit:
@Dooley
Congratulations btw.
Really unique look you did there.

While browsing the contest site i saw the "bud spencer terence hill game". How awesome is this?!? grin

Last edited by rayp; 07/19/19 00:26.

My entry...your exits
Zombies dont like pink glow slime, fact!
"We gonna rock down to electric avenue" "One way ... or anotha ..."
"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
-=GOOGLE IS SKYNET=-
rayp.flags |= UNTOUCHABLE;
Page 541 of 544 1 2 539 540 541 542 543 544

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