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Meteor Mess ( RELEASED ) #297845
11/10/09 11:27
11/10/09 11:27
6 Images
Joined: Jan 2009
Posts: 84
Deutschland
E
Ernie76 Offline OP
Junior Member
Meteor Mess ( RELEASED )

As the name says: a remake of the mother of all adventures Maniac Mansion in 3D, with Ankh / Jack Keane like graphics.
We made this game to learn how 3D Gamestudio works and to use this knowledge for our first own project.

The game is free and can be downloaded here : https://meteormess.de/

There is also a Facebook and a Twitter page:
Facebook:
https://www.facebook.com/MeteorMess3D
Twitter:
http://www.twitter.com/MeteorMess3D
Last edited by Ernie76; 10/05/22 14:47.
376 Comments
Re: Maniac Mansion 3D Remake [Re: pegamode] #298630
11/16/09 15:49
11/16/09 15:49
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline
Expert
Damocles_  Offline
Expert

Joined: Feb 2009
Posts: 2,154
For the paths:
One way would be to define a "idle position" path
for each main path.

So when a main path walks along the house for example,
then there is an idle path shifted to the back.
If a character is idle, he moves to the corresponding position on the idle path.
Or to make it easy, the idel player just steps 50cm into the
back when waiting. (the main path should be far enough
from the wall then).


Even better would be to only to let the waiting player
step to the front or back, when another character
comes too close.


Dont let the characters move too freely in the world.
This only causes collision problems, and might distract
the player when he want to move.
Fixed paths should be fine.

Re: Maniac Mansion 3D Remake [Re: Damocles_] #298663
11/16/09 19:05
11/16/09 19:05
Joined: Feb 2006
Posts: 1,011
Germany
pegamode Offline
Serious User
pegamode  Offline
Serious User

Joined: Feb 2006
Posts: 1,011
Germany
A second "idle" path is one of the ideas we are also thinking of.

There're just some problems. In a few rooms where we have a path that goes into deep and is not just a "line". There we would have many crossings between the two pathes and not that much place for the "idle" path. But I think this is something we can handle. A second problem is that idle characters must also be caught by the Edisons. For example when Edna is chasing the player in the kitchen, she must also be able to catch an idle character she passes who is standing on the idle path and where the collision detection we currently using would not be activated.

Regards,
Pegamode.

Re: Maniac Mansion 3D Remake [Re: pegamode] #298733
11/17/09 11:15
11/17/09 11:15
Joined: Feb 2006
Posts: 1,011
Germany
pegamode Offline
Serious User
pegamode  Offline
Serious User

Joined: Feb 2006
Posts: 1,011
Germany
In meantime I added (and changed) some functions to map the speak-samples (will be recorded next year) to the display-texts.

All those functions can handle multi language.

We plan to release MM in german and english language.

Re: Maniac Mansion 3D Remake [Re: pegamode] #298769
11/17/09 17:16
11/17/09 17:16
Joined: Feb 2005
Posts: 3,687
Hessen, Germany
T
Tempelbauer Offline
Expert
Tempelbauer  Offline
Expert
T

Joined: Feb 2005
Posts: 3,687
Hessen, Germany
wow, looks good laugh
i like your look and feel

Re: Maniac Mansion 3D Remake [Re: Tempelbauer] #298931
11/19/09 14:03
11/19/09 14:03
Joined: Feb 2006
Posts: 1,011
Germany
pegamode Offline
Serious User
pegamode  Offline
Serious User

Joined: Feb 2006
Posts: 1,011
Germany
The voice tests went well so far. Due to the slow snd_create command we're thinking about integrating fmod (music & sound effects system). It doesn't seem to be necessary, but could be a nice improvement.

Has anyone experiences with fmod (using the wrapper from the wiki)?

Regards,
Pegamode.

Re: Maniac Mansion 3D Remake [Re: pegamode] #299013
11/20/09 08:10
11/20/09 08:10
Joined: Feb 2006
Posts: 1,011
Germany
pegamode Offline
Serious User
pegamode  Offline
Serious User

Joined: Feb 2006
Posts: 1,011
Germany
After adding a wind simulator for the outside "rooms" the game now has its first three flying leaves controlled by the wind.

Re: Maniac Mansion 3D Remake [Re: pegamode] #299019
11/20/09 09:05
11/20/09 09:05
Joined: May 2003
Posts: 567
Spain, Canary Islands
Felixsg Offline
User
Felixsg  Offline
User

Joined: May 2003
Posts: 567
Spain, Canary Islands
you will release a kit for make that type of games?

Re: Maniac Mansion 3D Remake [Re: Felixsg] #299020
11/20/09 09:16
11/20/09 09:16
Joined: Feb 2006
Posts: 1,011
Germany
pegamode Offline
Serious User
pegamode  Offline
Serious User

Joined: Feb 2006
Posts: 1,011
Germany
Maybe ... time will tell.

The G.A.S. (as we call it [Gamestudio Adventure System]) is built to be used upon A7. The Maniac Mansion 3D project was mainly started to build this system and to use it for our first own adventure.

After finishing MM 3D we will do some refactorizing on G.A.S. We learned much during this project (and A7 got new features) and although we refactor and cleanup the code all the time there're some things I'd like to improve.

When all this stuff is done and we're ready to start our first own adventure then maybe we also think about a G.A.S. release.

Regards,
Pegamode.

Re: Maniac Mansion 3D Remake [Re: pegamode] #299116
11/21/09 16:04
11/21/09 16:04
Joined: Jan 2009
Posts: 84
Deutschland
E
Ernie76 Offline OP
Junior Member
Ernie76  Offline OP
Junior Member
E

Joined: Jan 2009
Posts: 84
Deutschland
How much do you guys Pay ;P

Re: Maniac Mansion 3D Remake [Re: Ernie76] #299490
11/24/09 13:00
11/24/09 13:00
Joined: Feb 2006
Posts: 1,011
Germany
pegamode Offline
Serious User
pegamode  Offline
Serious User

Joined: Feb 2006
Posts: 1,011
Germany
A "garbage collection" for dynamically created objects (sounds, bmaps etc.) has been added to avoid memory leaks.

Currently the garbage collection runs everytime the room is changed.

Regards,
Pegamode.

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