Game Programming and Development Tools

Talk is cheap. Weekly updates? – HanClinto

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Hey all!

It appears that I'm not the only one frustrated with the lack of on-topic discussion here. So here's a thread that's for being on-topic.

However, I'm not simply frustrated with the boards -- I'm more frustrated with myself and my own lack of motivation for getting things done. I'll happily sit in chat rooms and post to CCN and read Slashdot, but I go through phases of being unmotivated and unproductive.

quote:
Matthew 21:28-31 (NIV)
"What do you think? There was a man who had two sons. He went to the first and said, 'Son, go and work today in the vineyard.'

" 'I will not,' he answered, but later he changed his mind and went.

"Then the father went to the other son and said the same thing. He answered, 'I will, sir,' but he did not go.

"Which of the two did what his father wanted?"



There were two sons. One who talked about doing work but never did it, and the other who didn't talk about it, but did it. Both were wrong in some regards, but the one that did better was the one who actually acted.

I talk about Christian-based game development a fair bit, but I need to make sure I'm doing it as well.

I'm thinking of trying to start posting small progress updates about once every week or so, just to help stay motivated and have some accountability for keeping things moving every week.

Would anyone else be interested in participating in something like this? You wouldn't need to post screenshots every week (though that would be cool) -- I'm thinking very broadly here. If you're coding games -- sure -- throw up a screenshot (e-mail it to me if you need a host). If you're a graphic artist, a small teaser or sketched concept art could be cool. If you're a writer, maybe a small snippet or even just a loose description and letting us know how many chapters you wrote/edited this week. Even if you're just learning this stuff, I would like to see links posted to the tutorials that you sat down and made yourself work through.

Anyone interested? I realize it won't work for everybody, so don't feel pressured. Is a week enough time to have enough deliverables to showcase? Or would every two weeks / month be a more realistic expectation?

I'll try and post my first progress shots tomorrow along with a description of what I've been learning, and what chapters I've been working through in the books I'm reading.

Cheers!

In Christ,
clint

[This message has been edited by HanClinto (edited November 07, 2006).]

GUMP

Member

Posts: 1335
From: Melbourne, FL USA
Registered: 11-09-2002
Sometimes it's kind of hard to show what I'm working on. Besides NDAs there is a lot of stuff that doesn't lend itself to screenshots. For example, I was working on fixing a problem with rigid body actors the other day. Can't exactly show that with a screenshot.
Faith_Warrior

Member

Posts: 490
From: So.Cal.
Registered: 09-05-2006
Hmmm... not a bad idea, but maybe weekly is a little to much for me. I do a monthly update here though http://faith_warrior.christianforums.com/ I started this after I closed my faithwarrior weblog. It's more of a transitional spot for info on my games until I unveil the final sites and all that. I'd maybe be interested in an original monthly report or small bi-monthly reports here if there was some interest in reading my dribble. Maybe a new forum would be good for this in these forums, where you can post threads about your work progress.
Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
I had a blog for a while: http://lavagameblog.blogspot.com/

It gets tiring for me after a while, continually updating. But you never know, I might go back to it and I probably will.

But I think this thread idea is great! I hope to see everyone's contributions and I will definately throw worthy stuff up.

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[This message has been edited by LAVA (edited November 08, 2006).]

Briant

Member

Posts: 742
From: Stony Plain, Alberta, Canada
Registered: 01-20-2001
HanClinto, great idea. I'm in. I'll post tomorrow as well.

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Brian

"OOP programmers have a lot of class"

Check out this webhost! Fantastic prices, features and support!

Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
quote:
Originally posted by Faith_Warrior:
Maybe a new forum would be good for this in these forums, where you can post threads about your work progress.

Wouldn't that be in announcments though?

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[This message has been edited by LAVA (edited November 08, 2006).]

GUMP

Member

Posts: 1335
From: Melbourne, FL USA
Registered: 11-09-2002
Also, Mack has been providing updates on our blog:

http://www.xrucifix.com/blog/

The biggest news:

quote:
Weíre going to be updating our store with some new goods over the next few weeks. XX has been signed up to at least 5 different labels for distribution of the music we personally like to listen to. Over time we came to the decision to support these low key artists to hope to generate some attention around them because they rock. Youíll have the opportunity to listen and support artists like: As I Lay Dying, Bloodlined Calligraphy, Nodes of Ranvier, Seventh Star, With Blood Comes Cleansing, Within, etc. More artists and labels will be added down the road as we get everything setup! If your interested in having your favorite band be supported by us then drop me an email: mack at xrucifix.com
.....
This upcoming week is going to be nuts for me (again, get used to it Iím saying to myself). Weíve partnered up with another team in joint development of a matchmaking program which weíll be showcasing down the road. It kicks butt all over the place. Thatís all I can say on it, otherwise big men in black suits will take me away.

"Matchmaking program" is a big understatement of this program's abilities. Let's just say that the "vapor molecules" are about to solidify.

Faith_Warrior

Member

Posts: 490
From: So.Cal.
Registered: 09-05-2006
quote:
Originally posted by LAVA:
Wouldn't that be in announcments though?


Nah, an announcement is like a one time thing regarding a subject. Iím speaking more of a work log forum.

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
This seems like a good idea and week is perfect for me because I have already posted weekly updateds in my progress blog about VoHW.

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1Jo 2:9-10 He that saith he is in the light, and hateth his brother, is in darkness even until now. 10 He that loveth his brother abideth in the light, and there is none occasion of stumbling in him.
Joh 17:26 And I have declared unto them thy name, and will declare it: that the love wherewith thou hast loved me may be in them, and I in them.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
Check out the worklogs section. I have my own worklog on my own site which I'm not going to share because its private. I try to update it daily, (except on weekends) but sometimes I mess up. I've gotten 7 posts so far.

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MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
I've got some shots from my new mini-game/tech demo. It's essentially a dungeon crawler, however, due to my going to college soon I haven't had as much time to work on it as I'd like. The skeleton pic is about 1 week old, and the green one (and earlier shot) is about 12-13 days old. It's really just an experiment in normals mapping and per pixel lighting, I really hope I can finish it soon.

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How far that little candle throws its beams; So shines a good deed in a naughty world.

Portia The Merchant of Venice

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
quote:
Originally posted by Gump:
Sometimes it's kind of hard to show what I'm working on. Besides NDAs there is a lot of stuff that doesn't lend itself to screenshots. For example, I was working on fixing a problem with rigid body actors the other day. Can't exactly show that with a screenshot.

Yeah, NDAs certainly get in the way of something like this. However, if you've got someone who is serious about holding you to an NDA, then they're probably also serious about you staying on track and getting work done. The main thing I wanted to give accountability for is for people working by themselves and who don't have weekly team meetings and other such things to keep them motivated and away from Solitaire and World of Warcraft and other gaming addictions that get in the way of game programming. I know we can all call it "research", but that excuse only goes so far.

Some of my Christian-based game development is tied up in NDAs too, but I got some clearance to post a screenshot from one of them and I can at least post descriptions of the kinds of things I've been learning and the roadblocks I've been working through.

The main tool I've been trying to learn over the past few months has been Torque -- both the 3d Torque Game Engine and the 2d Torque Game Builder. Both of them are excellent tools, but it still takes a while to dig in and learn it well. On the 3d side, I've integrated a couple of resources into the engine (most recently was a double-jump resource), and now I'm trying to integrate a ladder-climbing resource and modify it so that I can add wall-jumping to a game. This has had me digging down into the C++ internals of Torque, and it's some heavy slogging at some points. I'm slowly making progress, though sometimes it feels like a slough of despond.

As far as 2d development goes, I've been working on adding some small improvements to HOST (which is done in Torque Game Builder). Last night I got some more interesting flying-physics implemented and also began putting in a boss character that shows up from time to time.

Here's a screenshot:

Cheers!

--clint

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
That is cool that you are working on the ladders Clint - I should also implement such for VoHW.

Ok here's a bit about progress on VoHW:
Updated the engine's lightning system which allowed to make this torch that lights the way: screen shot

At the moment I'm trying to put it all together to make a playable demo for VoHW but the server still needs work because I want it to be run on linux box unlike before in windows.

I'm also focusing creating the game content and NPC dialos with a good message as demonstrated in this thread in our forums.

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1Jo 2:9-10 He that saith he is in the light, and hateth his brother, is in darkness even until now. 10 He that loveth his brother abideth in the light, and there is none occasion of stumbling in him.
Joh 17:26 And I have declared unto them thy name, and will declare it: that the love wherewith thou hast loved me may be in them, and I in them.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

[This message has been edited by jari (edited November 08, 2006).]

SSquared

Member

Posts: 654
From: Pacific Northwest
Registered: 03-22-2005
I think this is a terrific idea. I am interested in reading how others are progressing and what type of stuff they are learning. Just like some other members have mentioned, I too am semi-updating a Blog (http://ssquared2000.blogspot.com/).

I've now been sitting on my game for a few weeks. I've had an update ready to post for 4 weeks, but have been unable to upload.

I am sort of torn between posting here or on a blog. I think it is more likely to be read if it is placed directly on this site, but a blog is a perfect place for thoughts and personal journal type of stuff.

Also, I am not necessarily working on games.

Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
Looks great Ereon!

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Briant

Member

Posts: 742
From: Stony Plain, Alberta, Canada
Registered: 01-20-2001
Wow, some great stuff put up here so far! Very inspiring!

I have 3 main projects on the go right now:

- Card Hockey, a card game based on Hockey. The demo should be done within a month or so. Screen shots at http://tegarttech.com/cardhockey/screenshots.html

- Shards of Heaven, a 3D stained glass screen saver. 90% finished. No website online yet (but almost finished it offline), and here's a screenshot: (larger version at http://tegarttech.com/pics/ssotw.jpg ) and another:

- My KJV-only response website: http://www.kjv-only.com

I've also got a couple learning things I want to get to, an OpenGL online course and a DirectX online course.

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Brian

"OOP programmers have a lot of class"

Check out this webhost! Fantastic prices, features and support!

[This message has been edited by Briant (edited November 08, 2006).]

crazyishone

Member

Posts: 1685
From:
Registered: 08-25-2004
This is like an accountability group for the chronic procrastinator. :-p

I'll uh.. keep you all posted on my... projects. Yesh - projects...

-_-

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kenman

Member

Posts: 518
From: Janesville WI
Registered: 08-31-2006
I agree with this post.

Sometimes you get so busy, that good Christian Fellowship does help keep one mostly sane.

I have been busy debugging thousands of lines of php, updating our store with new graphics, and designing another new website (not much fun in that code)

In the interim I have been working on some music for something http://art.twobrotherssoftware.com/music/docking.mp3
Not sure what I am going to use this for or if I will. It sound neatly weird.

My next project that actually involves coding will be to take a 800 or so page goverment formula that involves about 10,000 variables and somehow force it into one program.

Kenman

Iron sharpens Iron.

Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
quote:
Originally posted by BibleBiatch:

Mark 14:42 states that "Thou shalt not harm another unless they stole a pig or wife. In which case, aim for the eyeballs or crotch."


Really? Because I looked up that same scripture in the NIV and it reads "Rise! Let us go! Here comes my betrayer!" and KJV "Rise up, let us go; lo, he that betrayeth me is at hand.", lol.

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[This message has been edited by LAVA (edited November 09, 2006).]

ArchAngel

Member

Posts: 3450
From: SV, CA, USA
Registered: 01-29-2002
what? you actually took him seriously?

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Yes, I'm still better than you
Soterion Studios

Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
No (just look at his screen name), but I always keep my guard up with newcomers


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[This message has been edited by LAVA (edited November 09, 2006).]

Brandon

Member

Posts: 594
From: Kansas City, Mo, USA
Registered: 02-02-2004
Great idea Clint, I'll try to post updates here as well.

To start off with, I finished 3 levels designs for an RPG project. Can't post them all right now though, so here are 2 pics of the first level that is finished:

http://www.3rddaystudios.com/images/seekers/sc00.jpg
http://www.3rddaystudios.com/images/seekers/sc01.jpg

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Your love, O Lord, reaches to the heavens, your faithfulness to the skies.
Your righteousness is like the mighty mountains, your justice like the great deep.
O Lord , you preserve both man and beast.
How priceless is your unfailing love!

ArchAngel

Member

Posts: 3450
From: SV, CA, USA
Registered: 01-29-2002
hey, looking pretty good, Brandon.

------------------
Yes, I'm still better than you
Soterion Studios

David Lancaster

Member

Posts: 276
From: Adelaide, Australia
Registered: 05-22-2006
Yup Brandon is the best
HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Hey all!

Thanks for the great response!

Jari: That torch screenshot looks excellent! Looks like you're really taking advantage of the new features of Torque 1.5 -- it looks very good!

SSquared: Yeah -- this I wasn't picturing this to be a blog or even a daily worklog -- but mainly just sortof a hilight from the past couple week's efforts, or even more frequently if cool things are happening rapidly. I think Mack and Jari did it well by posting a summary of what people would have to read through more pages on another website to find out. If people are interested, then they can navigate through your site to find out about a cool new development, but this is just a place where you can have a sort of "mini-showcase" and have some accountability to keep moving on stuff, as well as to do small advertisements for the cool things you're working on.

BrianT: Nice stuff! The card hockey game looks very creative, and I like the backgrounds. Your codex screensaver is a perennial classic, and Shards looks pretty cool too. I enjoyed browsing your KJV-Only website -- I found the comments by the translators of the 1611 particularly interesting, especially their comments regarding the fallability of the LXX.

Crazyish: hehe, yeah -- that's pretty much what I'm thinking. Seriously -- feel free to keep us posted with what tutorials you work through or what tools you're playing with. People might find it helpful to know which ones you've read, and maybe what you liked/disliked about them.

Kenman: Horray for PHP debugging! I think my experiences with large convoluted PHP projects might have gone more smoothly if I had a good IDE to manage the myriad of files. You have my empathy. I liked your music sample -- quite ethereal!

Brandon: I really think those screenshots are beautiful. You're using Blender Game Engine for that, right?

As far as some updates on me, I made some tweaks to the flying physics of HOST. Arch -- I definitely took inspiration from your two-week game for ideas on how to make the angel fun to fly. My guy doesn't have all of the cool attacks that yours does, but I did what I could to make it at least feel fun.

I also haven't forgotten about cooperative games and the community project and stuff. I've continued to think about what kinds of games I'd like to hand out to the kids at church, and I keep wanting to give them good cooperative games that they can hang out and work with each other to accomplish tasks in a fun environment. I've been playing through Secret of Mana for SNES a little bit because I've heard great things about its co-op mode. It really is a lot of fun to play that one on co-op -- one thing that bugs me about it though is the fixed camera. It's very constricting to be on such a small screen with two people who want to run all over creation.

So I made an experimental project in Torque Game Builder (my new favorite rapid-game-prototyping tool) to try having a mobile camera that dynamically zooms in and out to show all of the players in the game. The idea (not sure if it will ever get finished) is to have many players all defending a planet from invaders, and players can jump in and drop out without stopping gameplay. Only one player is controllable at the moment (the blue guy), and here are some screenshots that show off the camera (the feature I really wanted to experiment with).

So all in all, I'd say it was a very successful test. It didn't take too many lines of code either -- the trick was just figuring out how to do it.

Thanks for posting, everyone! It's been great going through and getting little tastes of what everyone's been working on.

In Christ,
clint

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
HanClinto, good to hear that you are giving time and thought for the community project! Nice idea that planet defending.


I have been coding as a side project bit by bit this word filled point and click action game called darkening. In darkening there is a church that does not know God and it needs to be reformed and it is player's task to find out the truth.

Here is the link to the concept demo thread that has link to the very early version of the game.
The game has been improven a lot over the time and to make this game possible in TGE I had to implement pathfinding which a big challange so I feel blessed that its now done. Thank you Jesus!


Oh and almost forgot, here is the first part of the story of the game if any one is interested:

quote:

There is a Church who's members consist mostly of the sons and daughters of their forefathers who have kept well the traditions of the elders. But over the time they have forgotten the most important and the faith has not passed over the generations. The church has become dead in it's works having nothing more than traditions.
But now one of the members have found a verses of scripture speaking about hope in Christ. The scripture also shows the actions of the church in a new light which disturbs their peace as it condemns the actions of many.
The church elders have agreed that they must reform the church and in order to do so they are sending members to find out rest of the scripture so that they may know the truth.

Church's first major concern is, "has the Lord forsaken us?" and can they be forgiven.
Player is adviced to begin the search for the lost scriptures the place where the first scriptures were found since it is the only place from where scriptures have been ever known to found.
Finding the scripture is not easy because Satan will do everything he can to prevent people from knowing the truth.



Screen shot of the story dialog:


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1Jo 2:9-10 He that saith he is in the light, and hateth his brother, is in darkness even until now. 10 He that loveth his brother abideth in the light, and there is none occasion of stumbling in him.
Joh 17:26 And I have declared unto them thy name, and will declare it: that the love wherewith thou hast loved me may be in them, and I in them.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

[This message has been edited by jari (edited November 10, 2006).]

[This message has been edited by jari (edited November 10, 2006).]

dartsman

Member

Posts: 484
From: Queensland, Australia
Registered: 03-16-2006
ooo... good idea clint...

too bad I have nothing really going on (that I can go into detail about), all of my projects have been on hold since I landed a job at Auran... I was working on a 3d engine (C++ DirecX 9.0c) and had a .X animation system running, also integrated ODE for physics... And I was creating a game for the engine with the help of 2 animators...

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www.auran.com

Brandon

Member

Posts: 594
From: Kansas City, Mo, USA
Registered: 02-02-2004
Thanks for the compliments guys! Yep, using the Blender Game Engine. It seems pretty cool so far.

(Hiya Jon, long time no see... )

------------------
Your love, O Lord, reaches to the heavens, your faithfulness to the skies.
Your righteousness is like the mighty mountains, your justice like the great deep.
O Lord , you preserve both man and beast.
How priceless is your unfailing love!

fearless

Member

Posts: 91
From: Romania, Tg Mures
Registered: 11-26-2005
I agree to the idea. However I think an intelligent implementation is needed to make it work. If I start a new thread each week (or update an existing one)and keep talking only about my project some might get the feeling I'm showing off. Or it might happen that I'm getting discouraged if I keep posting and no one replies. I think the best approach is to have a 'Members' Projects' thread where everyone is encouraged to post their (weekly) progress. Everyone will feel relaxed about posting/replying.
crazyishone

Member

Posts: 1685
From:
Registered: 08-25-2004
I believe thats what this one is.

Anyway, I'll throw something in here.

Last night while taking a short break from my beloved WoW, I pondered the mechanics of my game a bit. :-p

Seriously though, I figured out how I'm going to play out the whole "magic thing". At first I had this stereotypical wizards/mages deal with the classic spells and some of my own invention. While this would still be cool, I decided to go the way of "science".

I'll research some of the things that worked (sorta) for the "alchemists" of the Middle Ages and Renaissance. Along with that, I'll create various puzzles for the player that involve rudimentary physics and scientific laws.

As far as the story goes:
It is shortly before the time of Nostradamus, and main character is on the run from the Roman Catholic church. Dedicated to aquiring all the knowledge he can (for storyline purposes that I've yet to create), he goes around meeting various different people who he will learn from. This is by no means an open-ended "advance your character" RPG. The path the player takes will be very linear.

The gameplay will consist primarily of solving problems. Its not "you strike Inquisitioner for 3 dmg!", its "The Inquisitioners are quickly approaching!": Then the player looks around the environment or his inventory for some means by which to escape. Smoke bomb (player created through a planned "alchemy" system), illusion with windows and mirrors, traps, etc.

The game is essentially an adventure game, but the character obviously gains various skills throughout the game.

I can't go much deeper into the storyline because I havn't really come up with one that suits the concept well. I know it's strange to come up with a concept before a storyline, but meh. I am really in love with this idea, and I think it will translate well to a text-based environment.

While the title of this thread states that "talk is cheap", thats pretty much what I've given you. A bunch of cheap talk. Anyway, some comments on the idea itself would be appreciated.

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[This message has been edited by crazyishone (edited November 12, 2006).]

fearless

Member

Posts: 91
From: Romania, Tg Mures
Registered: 11-26-2005
quote:
Originally posted by crazyishone:
I believe thats what this one is.

Yeah, that's what it eventually became. A new thread is best though.

[continues reading]

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My projects page:
http://calinnegru.googlepages.com/projects

buddboy

Member

Posts: 2220
From: New Albany, Indiana, U.S.
Registered: 10-08-2004
haha.

sounds cool. hope you get a good storyline soon and post it here.

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that post was really cool ^
|
[|=D) <---|| me

Brandon

Member

Posts: 594
From: Kansas City, Mo, USA
Registered: 02-02-2004
Hey that sounds like a cool idea crazyishone. I like the idea you have of solving the puzzles through the environment and inventory. Looking forward to seeing where this goes

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Your love, O Lord, reaches to the heavens, your faithfulness to the skies.
Your righteousness is like the mighty mountains, your justice like the great deep.
O Lord , you preserve both man and beast.
How priceless is your unfailing love!

dartsman

Member

Posts: 484
From: Queensland, Australia
Registered: 03-16-2006
hey brandon.. yeah long time no see... very very long time... lol

well with the new job I'll be able to attend the CGDC 07 so hopefully you can come too

Back on topic, I bought "Introduction to 3D Game Programming with DirectX 9.0c A Shader Approach", which should be a good read. And also ordered whats called a 'DS-X' which is like a flash drive for the Nintendo DS. It allows me to do homebrew games/software for the DS Should get to me in a couple of days so I can start getting into that.

I don't think that ppl should or could get discouraged within this thread. I'm pretty sure Clint and everyone else (I would ) would totally gang up on anyone who tried to put down or discourage someone in the thread.

Sounds like a lot of good projects going on atm. Look forward to listening to how they go.

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www.auran.com

Faith_Warrior

Member

Posts: 490
From: So.Cal.
Registered: 09-05-2006
Update, eh? Well I'm under an NDA now for the new rendering engine and all that, we started testing it this week. We should be finished up in about a month or so and then I'll be able to show screen shots and all that by then once released from the contract. The testing was by invite only among a list of thousands of potential testers, there are about ten of us testing counting Lethal and myself. Bout' all I can say
Matt Langley
Member

Posts: 247
From: Eugene, OR, USA
Registered: 08-31-2006
Very cool thread. Well figured I'd post, though I'm not working on a game at the moment. I am developing a documentation framework for the Torque Game Builder engine (hopefully something I can adapt for the other engines as well). Have been writing it from the ground up using a php binary to parse our entire docbase and generate resulting html files with javascript. It generates Javascript lookup tables for search, stores "Component Tutorials" for dynamic placement inside of any doc, and also stores all glossary and method definitions and parses every matching word/method in all the docs so you can get a definition by simply clicking a tooltip on the word/method.

Here is a couple pictures, I posted a blog detailing my progress moreso here.

I still have plenty of kinks to work out and some more features to add, though here are a couple pics of my progress.




Not working on any demos or games at the moment. Also not working on any Christian games at the moment, though still plan to. My work always seems to drag a whole lot of time from me. I enjoy what I do greatly and even though we don't sell "Christian" products, I beleive we offer opportunities to some that may not have them, though in my own time I still want to work on a "Christian" themed game.

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Matthew Langley
Docs and Demos Team
TGB Dev Team
GarageGames

[This message has been edited by Matt Langley (edited November 14, 2006).]

crazyishone

Member

Posts: 1685
From:
Registered: 08-25-2004
Thanks for the comments brandon.

I'd elaborate more but this isn't the place and nobody will care until I've got something to show for. Just be looking forward to a (hopefully) innovative take on the text-adventure.

This will not be "> atk Rat".

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HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Wow guys, some great updates! Glad to see all of the posts -- I look forward to seeing more!

Jari: The storyline looks good! As usual, your TGE guis look fantastic.

Fearless: Thanks for the update you posted in the other thread! If you want to keep posting there or post here, either one is fine. It's kindof nice to have the reasoning behind the thread along with the content all in one go (as is with this thread), but I also see the advantages of your way. Either one's fine, though I'll probably continue posting here.

Crazyish: I like how you're keeping feasibility in mind as you're trying to convert your dreams into more of a design document / gameplay-spec. So many times, people post ideas that are crazy to implement or are storyline ideas without well-defined gameplay. I think it's a good step for you to be moving in this direction!

Dartsman: Sounds like an intensely good book, and I'm particularly interested by the DS-X. That's really cool! Are you planning on coding your own homebrew games, or to mainly run ones by others? I heard a little about homebrewing at the CGDC this past year when Jonathan Harbour gave a presentation -- it was pretty cool. I think he was talking about Gameboy Advance emulation/homebrew, but I could have the system mixed up. It sounds like a really neat scene to get into.

Faith_Warrior: That's great that you're in such a small testing group! I look forward to the NDA being lifted and you giving us a taste of what's to come.

Matt "King Tut" Langley: WOW! That documentation gui looks fantastic! Whenever working with TGB, I almost always have Acrobat Reader open to "TGB Reference.pdf". I really like the looks of the pop-up window showing function definitions -- are you adding support to do the same for enumerated types? One of the more annoying things about the PDF documentation is that I can't double-click on an enumerated type or a value type to scroll to its definition, and the enums aren't indexed in the bookmarks list so it's more tedious to find. I really like how you're adding hyperlinks in there -- that's fantastic!


I've been spending a fair bit of time messing with Torque Game Builder. I got the scripture and menu translations put into HOST, so that completes a release candidate and hopefully we'll have the new version out next week sometime. I've also been moving forward on my Galactic Defender coop space game. I got bullets put in, and made them jolt your ship backwards when hit. Probably the biggest jump was that I started putting in AI code for teammates and enemies. It's pretty simple in concept, just a lot of tweaky calculations that wouldn't have taken nearly so long if I had done it right the first time. For example, here's a small snippet of code that I finally hammered out last night:

%tmp = t2dAngleBetween( t2dVectorSub( %this.getPosition(), %this.target.getPosition() ), "0 1" );
if ( %this.getPositionX() > %this.target.getPositionX() )
{
return (360 - %tmp);
}
else
{
return (%tmp);
}

Took me a while to figure out the nuances of some of those functions, but when I was done it was incredibly sweet to see the AI ships turn to track my ship, then charge and commence firing when lined up. Here's a screenshot:

The player's ship is the blue ship, and the other three are all AI ships. I made it so that the players and the AI all share the same ship code, so that all the AI is doing is literally the equivalent of pushing buttons -- they work within the same confines as human players.

Have I mentioned that I'm a big fan of Torque Game Builder? I mean, it's far from perfect -- I was hoping to have a download ready for you all to play today to test it, but I was having a packaging problem last night that I haven't been able to figure out yet. However, I really feel that the advantages of this tool vastly outweigh the disadvantages for most projects. I mean, in this whole space coop game, so far I've written less than 350 lines of code. I think that's fantastic! Especially because I've written space games before, being free from having to write a myriad of my own math and physics functions is such a relief. I just say "Apply an impulse force of this magnitude in this direction to this object" and it does it. Having a built-in physics engine is just too cool. SDL and Pygame and SDL.Net are all still great tools that there is definitely room for in my library (just a few weeks ago I wrote a game in C# instead of TGB), but for rapid prototyping, few things can beat the development speed of a toolkit like TGB. </soapbox>

Cheers!

In Christ,
clint

[This message has been edited by HanClinto (edited November 15, 2006).]

SSquared

Member

Posts: 654
From: Pacific Northwest
Registered: 03-22-2005
Clint, your experience with TGB sounds fantastic! I'm hoping TorqueX has that same type of Physics engine thing. At least that's what I'm hoping for. I'm just not sure that sort of stuff is the intent of TorqueX.
Faith_Warrior

Member

Posts: 490
From: So.Cal.
Registered: 09-05-2006
quote:
Originally posted by HanClinto:
Faith_Warrior: That's great that you're in such a small testing group! I look forward to the NDA being lifted and you giving us a taste of what's to come.

I'm actually working on a side project just for this testing. I started a small game called Star Wars: Crusades. I figured I'd do that instead of dorking my existing game project and then need to redo the work in the end. I doubt I'll ever upload SWC to a server (it's an mmog), it'll just be a few Tatooine zones since I have a ton of star wars models already. Should make for some good game screen shots though and maybe a fun game to run off my home connection for a few friends now and then. Actually, if I had enough Babylon5 models I'd do it with that, but SW will work I guess hehe
(B5 is da BEST!)

[This message has been edited by Faith_Warrior (edited November 16, 2006).]

Brandon

Member

Posts: 594
From: Kansas City, Mo, USA
Registered: 02-02-2004
Just thought I'd post here that I've uploaded a few more screenshots:
http://www.3rddaystudios.com/seekers/

------------------
Your love, O Lord, reaches to the heavens, your faithfulness to the skies.
Your righteousness is like the mighty mountains, your justice like the great deep.
O Lord , you preserve both man and beast.
How priceless is your unfailing love!

Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
Looking pretty sweet Brandon!!

Is that for an RTS?

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

Brandon

Member

Posts: 594
From: Kansas City, Mo, USA
Registered: 02-02-2004
Hey thanks Lava! It's an action based RPG. As far as combat goes, it'll be similar to Star Ocean 3.

------------------
Your love, O Lord, reaches to the heavens, your faithfulness to the skies.
Your righteousness is like the mighty mountains, your justice like the great deep.
O Lord , you preserve both man and beast.
How priceless is your unfailing love!

dartsman

Member

Posts: 484
From: Queensland, Australia
Registered: 03-16-2006
quote:
Dartsman: Sounds like an intensely good book, and I'm particularly interested by the DS-X. That's really cool! Are you planning on coding your own homebrew games, or to mainly run ones by others? I heard a little about homebrewing at the CGDC this past year when Jonathan Harbour gave a presentation -- it was pretty cool. I think he was talking about Gameboy Advance emulation/homebrew, but I could have the system mixed up. It sounds like a really neat scene to get into.

Yeah, both really. Theres a group at work who are looking into it (on their own time), so they're helping me get setup and have some stuff for me to work on too. I want to do the OpenGL stuff (someone did a port to allow for OpenGL to work on the DS) I've seen for it.

Also want to do the verlet integration physics demo on the DS. I've done 4 versions for the PC (both 2d and 3d) and one for my mobile. It'd be good to have one on the DS.

The book so far is pretty good, and a couple of the other coders at work looked at it and said that it wasn't too bad, and would have some helpful things

------------------
www.auran.com

fearless

Member

Posts: 91
From: Romania, Tg Mures
Registered: 11-26-2005
weekly update nr.2

This week I spent most of my time working on the Visual Script Editor. I got OR, AND, For loops and IF/THEN/ELSE statements working.

Once you have all this statements working you can pretty much do everything you could do with plain C++. The only real problem that exists when you try to use a Trigger Editor with C++ code is the need for previously written Events. It's something that came to me very obviously recently. So I think I'll dump my idea with using it to generate C++ code and use it for script writing instead.

For those that haven't seen the Trigger Editor from WarcraftIII World Editor here's a screenshot :



------------------
<A HREF="http://calinnegru.googlepages.com/projects
" TARGET=_blank>My projects page</A>
As there are plants which will flourish only in mountain soil, so it appears that Mercy will flower only when it grows in the crannies of the rock of Justice; transplanted to the marshlands of mere Humanitarianism, it becomes a man-eating weed, all the more dangerous because it is still called by the same name as the mountain variety. - C. S. Lewis

[This message has been edited by fearless (edited November 23, 2006).]

Faith_Warrior

Member

Posts: 490
From: So.Cal.
Registered: 09-05-2006
Oh, did I miss a [echo]Weekly Update[/echo]? Well... same thing as the 14th

Hmmm... what else did I do besides that? Been working on some Celtic key pattern art. These are like spiral pattern that I'm going to use for game textures and maybe for one of the websites as well. Here, I'll upload a sample, this is a basic thatch key pattern. This one is pretty small, it would fit into a much larger pattern or into a stone with other key patterns. This one comes from Northumberland:


What else is related but not related? I've been considering on dropping Mambo for WordPress. I found a bridge for WordPress to Simple Machines Forum and plan on testing it out this week with the latest versions. I also found a download manager for WordPress so that I can distribute the beta game download to authorized WP/SMF accounts.

[This message has been edited by Faith_Warrior (edited November 22, 2006).]

fearless

Member

Posts: 91
From: Romania, Tg Mures
Registered: 11-26-2005
fixed

------------------
My projects page

'As there are plants which will flourish only in mountain soil, so it appears that Mercy will flower only when it grows in the crannies of the rock of Justice; transplanted to the marshlands of mere Humanitarianism, it becomes a man-eating weed, all the more dangerous because it is still called by the same name as the mountain variety.'
The Humanitarian Theory of Punishment
by C. S. Lewis

Faith_Warrior

Member

Posts: 490
From: So.Cal.
Registered: 09-05-2006
Ah, much better, thank you. Most people have their resolution set to 1024x768 so 800x600 images work real well for most forums without breaking the browser.
Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
Working on the VoHW editor has kept me busy, both new content and new features for the editor it self.
Here's some screen shots which I am glad to be able to show, thanks to God who's blessing makes this project go forward:
Changing interior materials
Nice view

I have been thinking of making an open beta release of the Editor but the release of the beta of the game it self is (hoepfully) close so I am not sure yet.

Btw, Fearless, that looks really interesting!

------------------
1Jo 2:9-10 He that saith he is in the light, and hateth his brother, is in darkness even until now. 10 He that loveth his brother abideth in the light, and there is none occasion of stumbling in him.
Joh 17:26 And I have declared unto them thy name, and will declare it: that the love wherewith thou hast loved me may be in them, and I in them.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)


[This message has been edited by jari (edited November 24, 2006).]

[This message has been edited by jari (edited November 24, 2006).]

buddboy

Member

Posts: 2220
From: New Albany, Indiana, U.S.
Registered: 10-08-2004
whoa brandon those screenshots look great.

hey FW that thatch pattern's pretty good.

------------------
that post was really cool ^
|
[|=D) <---|| me

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Hey all!

Okay okay, I admit it. I spent about a week where I did more game playing than game writing, so that's why I didn't post anything last week.

However, I've gotten back in the saddle a little bit more now, and I have some more stuff for your perusal!

Basically, more of the same, but a little more polish added to it. Still, it's got a ways to go before it's terribly fun to play, but at least now it's reached the bare minimum "playable" state. Dartsman, Cheese, Cohort and Fearless were very helpful sounding boards in helping me figure out the issues that my AI had with tracking their targets.

If you're interested in giving it a shot, feel free to download a copy (1.8 mb), or if you're even more daring, feel free to download and use anything you might find interesting in the source. If you want to load it up in Torque Game Builder, <shameless plug>you can always download the 30-day trial</shameless plug>.

So... yeah. Still (sometimes slowly) moving forward on some other projects (like Exegesis), but nothing displayable at the moment.

Keep posting updates -- I think it's really interesting to hear some more of the little updates that people post about what they've been working on. Jari -- that editor shot looks really useful! Faith, I like the Celtic pattern, and the Star Wars game sounds pretty fun. I actually never watched Babylon 5, but I've heard very good things about it. Brandon, the levels for the game are looking great! Fearless, I'm extremely impressed with your Visual Script Editor! Wow! That looks incredibly useful and powerful! I've used Starcraft's script editor a very little bit, and it seemed easy enough to use. I'm really interested in seeing the usability of your scripting setup when you've got it more complete.

Keep up the great work, all! It's looking really good.

under His blood,
clint

crazyishone

Member

Posts: 1685
From:
Registered: 08-25-2004
Lava and I have been working on a 3D adaptation of his original "Joe" game.
Well, more accurately Lava has been working on the game itself and I'm just...well whatever. :-p

It should be finished by the 2nd half of this week, but we've got a website up already. Click

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

[This message has been edited by crazyishone (edited November 27, 2006).]

Brandon

Member

Posts: 594
From: Kansas City, Mo, USA
Registered: 02-02-2004
Hey thanks for the compliments guys. I haven't worked on it in a couple weeks cause I just started at a new job so... hey, it'll all work out if it's according to God's plan!

The projects are looking good! Keep up the great stuff!

------------------
Your love, O Lord, reaches to the heavens, your faithfulness to the skies.
Your righteousness is like the mighty mountains, your justice like the great deep.
O Lord , you preserve both man and beast.
How priceless is your unfailing love!

[This message has been edited by brandon (edited November 28, 2006).]

ArchAngel

Member

Posts: 3450
From: SV, CA, USA
Registered: 01-29-2002
hey, that's some pretty sweet looking stuff, brandon.
keep it up.


clint... looking good, also.

------------------
Yes, I'm still better than you
Soterion Studios

Lazarus

Member

Posts: 1668
From: USA
Registered: 06-06-2006
Well, I've been using Allego a little(very little), coding up a Tic-Tac-Toe game to get more experience with that library. Here's a very early screenshot:

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
quote:
Originally posted by Mene-Mene:
Is this for everyone to use?

Anyway with Well of Bethlehem, its a smaller size game, but still by far the largest I've done, and the design document isn't very thorough. But its still useful. Progress has come to a almost complete stop, due to some unanswered questions, and supplies not gotten. But I'm patient with this one, and will wait. A true beast I am, and a true beast doesn't change.


Alright some information on Well of Bethlehem. Its a game based entirely on the Bible. It is a TBSS, (Turn-Based Stealth Strategy, I made it up) and you need to sneak through enemy lines, and fulfill a biblical mission. It is far from finished, and I hope to finish it in a year. You may, or may not have noticed my threads around concerning vision, and such. Sorry about such vague information, I don't want to give away the concept.

------------------
MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto

SumGI
Member

Posts: 29
From: *Western* Montana (Oh yeah we have computers!), USA
Registered: 09-16-2006
Aha!
The LATEST of my C++ code!

#include <iostream.h>
#include <strings.h>

using namespace std;

void create_area(int h, int w);

int main()
{

int height;
int width;
cout << "please enter a height value: ";
cin >> height;
cout << endl << "please enter a width value: ";
cin >> width;
cout << endl;
create_area(height, width);
cin.get(); cin.get();

return 0;
}

void create_area(int h, int w)
{
cout << " ";
for (int x = 0; x < h; x++)
{
for (int y = 0; y < w; y++)
{
cout << "0";
}
cout << endl << " ";
}
}

Yes, I am fairly new at C++

Anyways it simply makes a rectangle of zeros to the dimensions specified by the user. Very, very...HARD well it was for me.

------------------
Maybe I'll make an avatar. Smiley it will be.

[This message has been edited by SumGI (edited December 03, 2006).]

[This message has been edited by SumGI (edited December 03, 2006).]

[This message has been edited by SumGI (edited December 03, 2006).]

fearless

Member

Posts: 91
From: Romania, Tg Mures
Registered: 11-26-2005
quote:
Originally posted by SumGI:


Anyways it simply makes a rectangle of zeros to the dimensions specified by the user. Very, very...HARD well it was for me.


congratulations
=]


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

My projects page:
http://calinnegru.googlepages.com/projects

'As there are plants which will flourish only in mountain soil, so it appears that Mercy will flower only when it grows in the crannies of the rock of Justice; transplanted to the marshlands of mere Humanitarianism, it becomes a man-eating weed, all the more dangerous because it is still called by the same name as the mountain variety.'
The Humanitarian Theory of Punishment
by C. S. Lewis

fearless

Member

Posts: 91
From: Romania, Tg Mures
Registered: 11-26-2005
weekly update nr3.
_______________________

This week I took a look at Lua and how I can integrate it with an existing game engine. My time was scarce since I had another million things to work on (like tinkering this temporary web page: www.proimpact.ro) so I don't have much to show this week.
The game maker I have been talking about has become 'official'(work project), I will keep posting updates for it on CCN though.


Calin

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

My projects page:
http://calinnegru.googlepages.com/projects

'As there are plants which will flourish only in mountain soil, so it appears that Mercy will flower only when it grows in the crannies of the rock of Justice; transplanted to the marshlands of mere Humanitarianism, it becomes a man-eating weed, all the more dangerous because it is still called by the same name as the mountain variety.'
The Humanitarian Theory of Punishment
by C. S. Lewis

SumGI
Member

Posts: 29
From: *Western* Montana (Oh yeah we have computers!), USA
Registered: 09-16-2006
quote:
Originally posted by fearless:
congratulations
=]



Thanks!

New functionality:

#include <iostream.h>
#include <strings.h>

using namespace std;

int create_area(int w, int h, int x_pos, int y_pos, string letter);

int main()
{

int height;
int width;
int pos_x;
int pos_y;
int exit = 1;
string letter;
do
{
cout << "How many rows: ";
cin >> height;
cout << "How many collumns: ";
cin >> width;
cout << "Spaces from left: ";
cin >> pos_x;
cout << "Lines from top: ";
cin >> pos_y;
cout << "Print with character or word: ";
cin >> letter;
create_area(width, height, pos_x, pos_y, letter);

for(int invalid = 1; invalid == 1
{
cout << "Do you want to make another? y = 1, no = 0: ";
cin >> exit;
cin.get();
switch (exit)
{
case 0: exit = 1;
invalid = 0;
break;
case 1: exit = 0;
invalid = 0;
break;
default: cout << "\n\n!INVALID INPUT!\n\nRETRY\n\nPress enter\n";
cin.get();
invalid = 1;

}
}

cout << endl;
} while (exit != 1);

cout << "Press enter";
cin.get();
return 0;
}

int create_area(int w, int h, int x_pos, int y_pos, string letter)
{
for (int y = 0; y < y_pos; y++){
cout << endl;
}

for (int x = 0; x < h; x++){
for (int x = 0; x < x_pos; x++){
cout << " ";
}
for (int x = 0; x < w; x++){
cout << letter;
}
cout << endl;
}
}

It not only draws a square of zeros to the users specifications; the user can now set it's position from the top left! It now also prints it using the character or word given by the user. It also checks to see if user input is valid for the Y/N question.

------------------
Maybe I'll make an avatar. Smiley it will be.

[This message has been edited by SumGI (edited December 03, 2006).]

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Lazarus: I've never used Allegro, but I've heard great things about it, and your TTT game looks good. I'm interested in monitoring your progress!

Mene^2: Excellent -- I take it this is a game adaptation of 1 Chron 11:15? If so -- sounds like it definitely has potential! I looking forward to seeing where you go with this and how you move forward.

SumGi: Looks great!

Fearless: So very cool. Have you decided about if you're going to integrate Lua yet or not?

As for my update -- I don't know how many of you downloaded and played the demo I put up last week, but last night I sat down and whipped up a model for an enemy ship. Right now, the demo I released feels more like head-to-head combat more than cooperative gameplay, and one of my goals in this little game was to provide good, cooperative, multiplayer gameplay. So I want to add some computer guys that basically attack the planet zergling-rush style, and the players are like firebats or marines that go to town defending their home ala Alamo.

So I didn't want them to be normal spaceships that attack the planet, and decided to try and make something that the players could obliterate thousands of and feel like they're doing something good (as opposed to guilty).

So I made a bug.

A very tick-ish, very gross bug. It has no goals but a singular mindless desire to consume your world, and to do it at all costs.

I could sleep well at night knowing I had ridded the galaxy of a few hundred thousand of these buggers.

Anyways, enough back story. Here's the model!

If anyone's interested in having the .blend file to see how I made this, I'm more than happy to share it. Basically, I just started with a low poly IcoSphere, then squished it vertically into a pancake, then extruded a few of the faces out to make the arms, mandibles and legs. The scaled armor was a little trickier to make, and that took some subdivide tricks where I made a crease in the model and then stretched it back over itself.

Cheers! Keep up the great work guys -- I'm really happy to see so much good progress and learning being made.

In Christ,
clint

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
HanClinto: Yes, those 2 passages.

------------------
MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto

Lazarus

Member

Posts: 1668
From: USA
Registered: 06-06-2006
Wow, sweet model, HanClinto.

I'm wondering though about the differences between flying a ship(the player) and crawling along like a bug(the enemies).


Can they fly?

Edit:

I downloaded the demo of your space game. Fun game. Coupla things.

When there are a lot of ships and it zooms out a lot, it can be hard to tell which direction your own ship is aiming.

Does friendly fire lower health? Ex: Can I shoot a team member and damage him, or vice versa?

So far the score is Team: 23, Enemy: 28.

[This message has been edited by Lazarus (edited December 04, 2006).]

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Hey Laz! Thanks so much for trying out my game and giving feedback!

The bugs will fly like the space ships -- they'll be roughly the same size (maybe a little smaller), and of varying colors (I'll tint them in game, like how I colored the ships). For lack of a better idea, I guess they're "space bugs" or something.

Thanks for the comment on the camera -- do you have any suggestions as to how to make it better?

Friendly fire does not lower health -- it just passes right through your teammates.

Thanks again!

In Christ,
clint

fearless

Member

Posts: 91
From: Romania, Tg Mures
Registered: 11-26-2005
quote:
Originally posted by HanClinto:

Fearless: So very cool. Have you decided about if you're going to integrate Lua yet or not?

There will be the option to choose the project type:
- 'Console Application', in which case the output code will be a C++ console application
- 'Lua Application', with Lua script as output code.

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

My projects page:
http://calinnegru.googlepages.com/projects

'As there are plants which will flourish only in mountain soil, so it appears that Mercy will flower only when it grows in the crannies of the rock of Justice; transplanted to the marshlands of mere Humanitarianism, it becomes a man-eating weed, all the more dangerous because it is still called by the same name as the mountain variety.'
The Humanitarian Theory of Punishment
by C. S. Lewis

[This message has been edited by fearless (edited December 04, 2006).]

Lazarus

Member

Posts: 1668
From: USA
Registered: 06-06-2006

Here's a screenshot, btw. ^

I was thinking first, maybe a lock on how far it can zoom out(to keep it from getting too small), but that kinda ruins the whole point of having it do that.

I think the thing about it is the shape of the spaceship, it's kinda round all over so when you get real small - you can't see the slit where your cannons are.

Here's a screenshot from a Linux game called Kspaceduel: (btw, I love this game.)

The shape of the ship leaves pretty much no doubt which way is up.

So perhaps just adding some kind of wings could do it.


About friendly fire - whew! I was afraid I was killing all my teammates accidentally.

Oh, and also...
With the AI it seems to always turn into a circling contest. ONe charges at me so I whirl out of the way and then turn, shooting at it, and it immediately turns and comes at me shooting. So I turn and dodge and it turns and follows me and I turn and come in behind it and it turns again...

Then his buddies warp in behind me and - splat.

I took a look at the source code, and maybe adding something like this in the think() function:


if (%this.damage < 50)
{
//Use some Torque function to rotate the ship in the opposite direction.
%this.thrust = true;
//Then test for out of range.
if( t2dVectorDistance( %this.target.getPosition(), %this. getPosition() ) > 200 )
{
//Then once out of range turn again and charge.
}
}

So it would sort of be like, when their health is low, they turn and get out of range, then turn again and charge like normal.
Or, possibly having it do this every time it's health goes down by ten points. That might make it more interesting so you can't just pound it constantly, because it'll run from you - thus making you switch your eye to a different target.

It could even be random, with every - third ship having a flag set upon creation to make it be "smarter".

Whoa, long post.

Dang! A red guy just killed my ship again.

Great game, Clint! *Now, AI, feel my wrath as I pound you with a source-code changed, high powered, ten point damage per hit cannon!*

Lazarus

Lazarus

Member

Posts: 1668
From: USA
Registered: 06-06-2006
I should probably start working on that Tic-Tac-Toe game again instead of messing around with HanClinto's project.

http://i107.photobucket.com/albums/m290/Laz100/allegro3.jpg

Another screenshot. I've got the tic-tac-toe board set up, and using the mouse to click on a square now places a red circle.
X's will be trickier since Allegro doesn't seem to have a line thickness setting.
I was thinking of using triangles or rectangles instead, but I'd prefer to use X.

[This message has been edited by Lazarus (edited December 05, 2006).]

MastaLlama

Member

Posts: 671
From: Houston, TX USA
Registered: 08-10-2005
Ok, I haven't been taking part of the weekly updates since I work so much and don't have enough time (in my opinion) to work on my projects. Anyway, here's my 1st update. Many of you may have seen my showcase entry Bop Stop. I was testing some variable stuff and particle system stuff in GameMaker6.1. Now, I'm taking that knowledge and working on a brick-buster game called Socratici Virii. I know there's literally thousands of brick-busters out there, but I'm just using that as my next step in GameMaker developement.

I'm also working on an MMORPG called Andwynn Online. I'm using RealmCrafter for this. I don't really have much done here except concept images, small design doc, the client formatted the way I want it, and a few models done.

That's about it for now.

MastaLlama

------------------
"Bell, I have something to show you, but first, you have to close your eyes, it's a surprise." - The Beast

[This message has been edited by mastallama (edited December 05, 2006).]

Lazarus

Member

Posts: 1668
From: USA
Registered: 06-06-2006
Looks good, MastaLlama.(Bopstop does).

In other news - I added an AI function that pretty much just finds random empty squares on the board and selects them. That would be what is known as "Easy" skill level.... well, "Supereasy" actually.

Now working on testing for a win, which is harder than I had thought it would be. -_-

Edit: Okay, I've pretty much finished it(in only 5.69 KB, sweet.). The AI is still just playing randomly, but the rest of it is complete.

[This message has been edited by Lazarus (edited December 06, 2006).]

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
Good work every one!
I wanted to show you what's in the works for TGE, a Bible reader. And not just a GUI to read the Bible but Script object that allows you to use the Sword API from crosswire and the Bible modules supported by it, to include and cite Bible verses in your game!

Here's screen shot of the GUI:

I will make it publically available then, just need the Lord's blessing to this, as always.


------------------
1Jo 2:9-10 He that saith he is in the light, and hateth his brother, is in darkness even until now. 10 He that loveth his brother abideth in the light, and there is none occasion of stumbling in him.
Joh 17:26 And I have declared unto them thy name, and will declare it: that the love wherewith thou hast loved me may be in them, and I in them.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Wow, some great updates since I've posted last!

Laz -- you really went to town with my game! Thanks so much for the great feedback! It's really great to see you checking out my source code and being able to understand it -- that rocks!

I like your idea of having guys turn tail and fleeing! It kindof goes against the idea of Kamikazi space-bugs, but it might work for your wingmen or something (or perhaps if I expand the universe later and add other ship types like freighters or something).

I started thinking more about what you said about the camera issue, and decided to try and fix it by just making a smaller battle. With having 8 ships on the screen at once, things got kind of messy and hectic, so I decided to try cutting things down and just making it 2 vs 2. That keeps the camera zoomed in closer, and it also lets me (as a player) feel like I have more influence in determining if my team wins or loses.

I also increased the camera zoom and added in the new space-bug enemies. Here's a screenshot:

If anyone's interested in trying out the new (I feel more fun) version, feel free to download the game. Also, there's some new source as well.


Laz: Your tic-tac-toe game looks really good! Are you going to put it up on the showcase soon so we can try it out?

Mastallama: Bop Stop looks good, though I haven't tried it out yet. I really think that starting with small projects like that is totally the way to go -- keep up the good work!

Jari: Most excellent! I have one project that can make extensive use of that module right away, and there is one or two more down the road that might make use of it as well. I'm very impressed, and I look forward to trying this out! Thanks so much!

Klumsy

Administrator

Posts: 1061
From: Port Angeles, WA, USA
Registered: 10-25-2001
i recently released my latest beta of my powershell analyzer, also with ironpython support

http://www.karlprosser.com/coder/?cat=2
http://www.powershellanalyzer.com




and did alot of work on my portal

www.powershelllive.com

------------------
Karl /GODCENTRIC
Visionary Media
the creative submitted to the divine.
Husband of my amazing wife Aleshia
Klumsy@xtra.co.nz

Lazarus

Member

Posts: 1668
From: USA
Registered: 06-06-2006
Wow - that's much more fun, Clint! And having two players does make it depend more on your ship.
If you fly off far away from the planet - even with all three other ships near you, it still gets real small, btw.

I played about 30 rounds and kept the score tied or slightly ahead, but when I just let my ship sit there, the bugs really loaded up on points.

I checked out the source again and added in a health label, so the player'll know when he's running low and better watch out.

Not having TGB though, I can't compile and test it.

I would have uploaded the TTT game to the showcase, but I don't have a site to stick it on. No great loss - if anyone want to play tic-tac-toe they can just get out a paper and pencil.

Edit: after a couple hours of non-interference, I found that the score was 1004(enemy) to 506(friendly).

You gotta help out that poor ai teammate.

[This message has been edited by Lazarus (edited December 06, 2006).]

MastaLlama

Member

Posts: 671
From: Houston, TX USA
Registered: 08-10-2005
Laz - I feel I am somewhat to blame for you not having a space to upload your game. I am working on (although I got side tracked with my real job, and this went waaay on the back burner) http://www.CCN-Downloader.com . Maybe with these weekly updates and some Christian brotherly encouragement I can get the site done before Christmas!

------------------
"Bell, I have something to show you, but first, you have to close your eyes, it's a surprise." - The Beast

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
quote:
Originally posted by Lazarus:

I would have uploaded the TTT game to the showcase, but I don't have a site to stick it on. No great loss - if anyone want to play tic-tac-toe they can just get out a paper and pencil.


Have you thought of using Google Pages?. You can setup a site really easy. You get 5 sites with 100 MB hosting each. And you can use that space however you want. You get no adds or other annoyances free hosting services usually have.

Lazarus

Member

Posts: 1668
From: USA
Registered: 06-06-2006
MastaLlama - hey, that site looks good! I hope you do get it done before Christmas.

Calin, thanks for telling me about Google Pages. I got a website up in about five minutes.

Uploaded that TTT game to the showcase, so there it is. Unfortunately it doesn't seem to be showing up yet.
Here's a link: http://lazprogrammingfiles.googlepages.com/TicTacToe.zip

[This message has been edited by Lazarus (edited December 07, 2006).]

[This message has been edited by Lazarus (edited December 08, 2006).]

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
quote:
Originally posted by Lazarus:

Uploaded that TTT game to the showcase, so there it is. Unfortunately it doesn't seem to be showing up yet.

[This message has been edited by Lazarus (edited December 07, 2006).][/B]


Yeah, I don't like the CCN 'processing' time either. It's makes hard to see if the changes you made in your profile have been successful.

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
a brief weekly update.

I have a ScriptStudio version now with console applications working.
Here is a simple console app created with SStudio: http://proimpact2.googlepages.com/scripteditor/ScriptStudioTestPrograms.exe

A short description of this release can be found here:
http://proimpact2.googlepages.com/scripteditor

Take ScriptStudio Beta 0.93 here:
http://proimpact2.googlepages.com/ScriptStudioBeta0.93.rar


Calin.

[This message has been edited by Calin (edited December 08, 2006).]

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Quick update -- I've now gotten cooperative two-players-on-one-keyboard to work in my space game.

As I've said on here before, I really like the cooperative gaming in Lego Starwars -- especially with how easy it is for players to hop into the game and drop out, without affecting the other player, because the AI is free to take over. It makes for a very casual multiplayer environment, and that's something I've been pursuing with this game experiment.

Keys:
Jump in/jump out:
Player 1: \
Player 2: g

Thrust:
Player 1: Up
Player 2: w

Left/Right:
Player 1: Left/Right
Player 2: a/d

Fire:
Player 1: rcontrol
Player 2: g

The game starts out in double-AI mode, and you have to press your join button to get into the game.

Download the game

Download the source

Screenshot 1

Screenshot 2

Screenshot 3

Once again, this isn't multiplayer over network yet, only two players on the same keyboard. Regardless, I still wanted to post this so that people could see the multiplayer gameplay that lets people hop in and hop out on the fly. If anyone has feedback on how well the two-player action works, I would love to hear it.

Thanks!

--clint

Lazarus

Member

Posts: 1668
From: USA
Registered: 06-06-2006
Works fine for me with 2 players. I think this works great as a two-player game.

I'll let my brother play a few games and see what he thinks.

MastaLlama

Member

Posts: 671
From: Houston, TX USA
Registered: 08-10-2005
Hey man, that 2 player action is awesome! I looked into your .cs files and you've got some pretty sweet AI code and camera code in there! Keep up the good work!

------------------
"Bell, I have something to show you, but first, you have to close your eyes, it's a surprise." - The Beast

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
For everyone interested I've put up a ScriptStudio version that deals with Lua and Irrlicht. The Irrlicht functionality is limited for now but it can be easily expanded by anyone that had to do with Irrlicht at some point.

So far you can:
- Initialize an Irrlicht Device
- Perform other initialization routines
- Load animated models and 'play' the animations
- Move objects
- Capture keyboard input and a few other things.

At this point I'm using a third party Irrlicht-Lua binding. Due to some speed issues IrrLua has I will switch to my own Irrlicht Lua implementation in the future.

Download this release here:
http://proimpact2.googlepages.com/ScripStudioBeta0.94.rar

screenshot1:
http://proimpact2.googlepages.com/version094.jpg
screenshot2:
http://proimpact2.googlepages.com/version094.2.jpg

[This message has been edited by Calin (edited December 11, 2006).]

Lazarus

Member

Posts: 1668
From: USA
Registered: 06-06-2006
Cool screenshots, Calin.
Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
Thanks, the screenshots don't tell that much though (unless you're familiar with warcraft/starcraft trigger editors). You need to have spend some time with an engine like Irrlicht or Ogre to feel the difference. Irrlicht/Ogre experience is not required it's just that knowing one of these engines you can tell how this is different. Anyways I'll write a short into for total newbies sometimes soon.
Matt Langley
Member

Posts: 247
From: Eugene, OR, USA
Registered: 08-31-2006
@jari:

that bible reader in TGE looks very awesome!


@HanClinto:

Your space bug game keeps looking better and better.


@klumsy:

Your PowerShell Analyzer looks extremely interesting, especially since I'm a fellow doc (including interactive docs) junkie.


@Calin:

Your screenshots look interesting, looks very helpful too.


Lately I've been working on one of the next TGB demos we're trying to get out the door, Blackjack. I didn't script the game, though I am doing a couple final passes on it. Mainly adding in polish, UI, general code review and clean-up, and fixing some issues.

Here are some images of it, note the current UI graphics are just stand ins until our artists get some time to do some new UI images.

Betting menu
Playing with one hand
Money lost message
Playing with three hands
Lost all money button

When you lose all of your money a button slides in with random silly sayings on it to gain more money to continue playing. Since this is a demo we want people to be able to continually play and plus it adds a somewhat fun/silly aspect to the game. I find myself wanting to lose constantly just to laugh at the little messages lol (had some great witty people here create them).

The game is fully functional and the UI is fully functional now too. My last step is to add in sound calls and do a big code clean-up pass. Code clean-up can be a very challenging and trying thing. Also determining what is personal style and what we want as recommended style is a challenge too. Since this is a demo we will eventually release the source scripts on we want it to be structured well and illustrate good examples on how to set up your games. Sometimes its very tough being the "example"... if you steer people down the wrong road you have no one to blame but yourself lol

------------------
Matthew Langley
Lead Documentation Engineer
GarageGames

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
HanClinto, air locked is looking good! But it's stil bit hard to determine where your ship is facing. Maybe they could leave some trace?

I have been working on VoHW and litte bit on code name Darkening (which is about coming from darkness to light).

In VoHW the Pinetown has so much stuff that it's getting hard to edit: screen shot and yet it's missing most the objects! Need a good solution for this.

And here's an Screen shot of darkening where Brothers and sisters are fighting against anger.

------------------
1Jo 2:9-10 He that saith he is in the light, and hateth his brother, is in darkness even until now. 10 He that loveth his brother abideth in the light, and there is none occasion of stumbling in him.
Joh 17:26 And I have declared unto them thy name, and will declare it: that the love wherewith thou hast loved me may be in them, and I in them.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

[This message has been edited by jari (edited December 13, 2006).]

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
Although I can't see your sceenshot Jari, I'm excited for your game. Han, I think there is something wrong with the instructions, Player 2 enter is the same as fire.

My game hasn't been doing much, though I need help for writing a help screen. I did make a couple new games. (What would have happened, and Cultural Contrasts) Neither in programming. I hope to make CC into a Computer Game, but I doubt WWhH would make it, more like a board/forum/email game.

------------------
MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
quote:
Originally posted by Mene-Mene:
Although I can't see your sceenshot Jari, I'm excited for your game.


Neither of them? There's one from VoHW and one from Darkening.

------------------
1Jo 2:9-10 He that saith he is in the light, and hateth his brother, is in darkness even until now. 10 He that loveth his brother abideth in the light, and there is none occasion of stumbling in him.
Joh 17:26 And I have declared unto them thy name, and will declare it: that the love wherewith thou hast loved me may be in them, and I in them.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
That's weird. I made a reply an hour or so ago and it's not here anymore. This is not first time. Looks like the web page could use some refurbishing =].

@Jary: The screenshots appear over here.

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
I have a lock on where I can go. I could see it if you used []img.

------------------
MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
Ok thanks for the info! I wish I could use img but I dont have a thumbnail link available. Sorry! Next time then.

------------------
1Jo 2:9-10 He that saith he is in the light, and hateth his brother, is in darkness even until now. 10 He that loveth his brother abideth in the light, and there is none occasion of stumbling in him.
Joh 17:26 And I have declared unto them thy name, and will declare it: that the love wherewith thou hast loved me may be in them, and I in them.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

Lazarus

Member

Posts: 1668
From: USA
Registered: 06-06-2006

Can you see it now, Mene?

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
Yes, TY Laz.

Jari: Last time I looked at your screenshots of your game it looked like it was going to be a MMORPG type thing with with a high quality 3d exploration system. But this fighting system makes it look somewhat 2d and (No-Offense) but low quality graphics. I'm a bit confused. Although the concept looks very exciting, although confusing. (The bars, and the floats look abit confusing) but still promising.

------------------
MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
Mene-Mene: You are right but you see there's two games, VoHW and the Darkening (codename).
Sorry for the confusion I am not very good at explaining things.

------------------
1Jo 2:9-10 He that saith he is in the light, and hateth his brother, is in darkness even until now. 10 He that loveth his brother abideth in the light, and there is none occasion of stumbling in him.
Joh 17:26 And I have declared unto them thy name, and will declare it: that the love wherewith thou hast loved me may be in them, and I in them.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
So the above is Darkening?

------------------
MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Yes. The 2d-ish fighting game is Darkening, and is *very* early in development (as you can probably tell). Voice of His Word is a much older project, and is the fully 3d MORPG.

--clint

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
Han: Yeah, I kinda figured he hadn't made his work go backwards.

I've made a few more games. Contrasting Cultures, and What would Have Happened I mentioned before, but CC I've added some to. I've also created a AI vs. AI game. Unfortunetly its not working. Here's a link to the thread. http://www.christiancoders.com/cgi-bin/ubb-cgi/postdisplay.cgi?forum=Forum6&topic=000241

------------------
MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
Weekly update
----------------
I've fixed some bugs in SS and got my head around getting better speeds in IrrLua projects (the HelloWorld demo has now >120 FPS instead of 19 )
All changes can be found here

I started to work on some documentation here

At this point I'm thinking on a game built entirely in SS. I'll make the game available to everyone so that it can be used as example in building other games. I'm looking for suggestions regarding the type of the game.

Also if anyone tried SS I'd be interested to know your opinion about it.

Calin.

[This message has been edited by Calin (edited December 19, 2006).]

Lazarus

Member

Posts: 1668
From: USA
Registered: 06-06-2006
Nice, Calin!

I looked through the examples and tested some of the functions.
Generating code for the lua file worked well(as I'm sure you've tested) - looks like being a very handy tool.

One bug I noticed:
http://img154.imageshack.us/img154/1714/crasheo5.jpg

Clicking on tasks and their functions is causing errors. An index out of range, the error report says.

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
quote:
Originally posted by Lazarus:

One bug I noticed:
http://img154.imageshack.us/img154/1714/crasheo5.jpg

Clicking on tasks and their functions is causing errors. An index out of range, the error report says.


At first I couldn't reproduce the error. Then I took a second look on the error report in the screenshot and realized what you were doing: double-clicking the nodes. Thanks for discovering the bug =], I would've hardly spotted it out. Looks like I'd use some beta testers.

Brandon

Member

Posts: 594
From: Kansas City, Mo, USA
Registered: 02-02-2004
I haven't really done anything lately, but here are some screenshots of my latest work on the project(none are complete, but they are progressing for sure)

http://www.3rddaystudios.com/images/seekers/sc06.jpg
http://www.3rddaystudios.com/images/seekers/sc07.jpg
http://www.3rddaystudios.com/images/seekers/sc08.jpg

------------------
Your love, O Lord, reaches to the heavens, your faithfulness to the skies.
Your righteousness is like the mighty mountains, your justice like the great deep.
O Lord , you preserve both man and beast.
How priceless is your unfailing love!

[This message has been edited by brandon (edited December 22, 2006).]

Lazarus

Member

Posts: 1668
From: USA
Registered: 06-06-2006
Wow - those screenshots are nice!
AndyGeers

Member

Posts: 45
From: London, UK
Registered: 06-20-2005
Ah, bliss! 11 days without having to go to work - God knew what he was doing when he invented Christmas :-)

Anyway, I'm posting this now so that in a week's time I can post an update, since it's not really a "weekly update" if it's your first post - then it's just a post. Or something like that...

I'm working on a Point and Click adventure game to teach the story of David and Goliath from 1 Samuel. ( http://www.geero.net/Projects/GRACE/ ) My big plan is to use my nice long Christmas holiday to finally get around to writing a first draft of the script for the game. I'm quite excited about it, with lots of ideas starting to come together in my head, but I realise that there's a good chance it won't happen if I'm not disciplined - hence I thought if I post here now, you can ask me in a week to see if I actually got anywhere :-)

[This message has been edited by andygeers (edited December 22, 2006).]

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
andygeers, good to hear from you! I have been watching the progress of your engine and it looks promising. God bless.


I have been working on the praying system and the enemies (evil spirits) and their effect for Darkening, this has been lot of praying.
Here's few screen shots of the game's message window, maybe it gives some idea:


Those lines are shown in the log when the AI has prayed for the player in order to strengthen him.

And in this pic they are fighting against lies and sin:

The character covered with the yellow/green fog has gone astray from the truth because of the lies.


I don't know how that looks to you but knowing this game and the progress I can say how greatly God's blessing has brought this project forward. All glory to Him, in Jesus name!


------------------
1Jo 2:9-10 He that saith he is in the light, and hateth his brother, is in darkness even until now. 10 He that loveth his brother abideth in the light, and there is none occasion of stumbling in him.
Joh 17:26 And I have declared unto them thy name, and will declare it: that the love wherewith thou hast loved me may be in them, and I in them.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

[This message has been edited by jari (edited December 22, 2006).]

[This message has been edited by jari (edited December 23, 2006).]

AndyGeers

Member

Posts: 45
From: London, UK
Registered: 06-20-2005
Cheers jari, I appreciate it - hadn't really realised anybody actually followed it :-)
Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
I enjoy this thread and hope it continues into the new year!
AndyGeers

Member

Posts: 45
From: London, UK
Registered: 06-20-2005
So, as promised, here's my update after the Christmas hols working on a first draft of my computer game script:

I'm really pleased with the progress I made, praise God. I've pretty much got down everything that was in my head, so I'm most of the way through the story now and I've still got this afternoon off before I go back to work tomorrow.

I've kind of viewed the exercise as a brain-dump for now: getting down what's in my head without worrying too much about quality at this stage. Even if it makes pretty dire reading, at least it's a starting point, something to talk about with my friends. It's much easier to see the flaws in something when you have something concrete like this.

------------------
--
http://www.geero.net/

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Andy, that's great!

Like Jari, I've also been following your progress on GRACE for a while now, and I'm interested in seeing how you continue.

I'm really glad to see that you're working on more of the script now -- that's fantastic. For several months, it seemed like all of your development time was going into learning math and writing your game engine, and I was seriously wondering how things would go for you. But with a script like this, it's something that isn't lost if you had to switch/rewrite your engine or something.

I learned the value of this recently. Many moons ago, I wrote a game idea for a text-only multiplayer RPG -- much like you said, where I just laid out all of my ideas (in rough form) so that I could beat the idea around with friends.

Since then, that rough design doc has been a starting-point / contributing-source for not only the original game that I intended it for, but also for two other games (both in a very different genre), and I feel I have grown as a designer of Christian-based games as a result.

So all that to say, "good on ya'!" and I'm glad that you've had a productive holiday.

Thanks so much for sharing your progress! I hope to be making a post soon regarding what I've done over my vacation.

In Christ,
clint

[This message has been edited by HanClinto (edited January 02, 2007).]

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
I'd like to update, but there isn't much going on except for stalling, and learning. (NOT associated)

------------------
MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
Skipped one or two weekly updates. There wasn't anything exciting to post about so I decided to wait the pile of changes to grow.
The latest update has many bug fixes and few small additions. With this version I have pretty much reached my initial goals for Script Editor. If you want to take a look it's on the SS webpage: http://proimpact2.googlepages.com/scripteditor

In other news , as I previously mentioned I'm working on a game built entirely in SS.
Some in game 'action':
http://proimpact2.googlepages.com/game.jpg

Calin

[This message has been edited by Calin (edited January 04, 2007).]

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
Trying to work hard on VoHW to put all the pieces together. This is screen shot is from shawlome which is still in early stage: (click for larger shot)
The most interesting thing you can currently do is to pickup some tea leaves and make tea or hunt rabbits in the game among the much talking with the NPCs.

Right now I'm looking forward for the beta but there's still of techincal details to work on.
I just hope that God keeps blessing this project and that my heart is right in front of Him because the idea behind this game is very, just need to have own heart right. Thanks to God for all the success!


------------------
1Jo 2:9-10 He that saith he is in the light, and hateth his brother, is in darkness even until now. 10 He that loveth his brother abideth in the light, and there is none occasion of stumbling in him.
Joh 17:26 And I have declared unto them thy name, and will declare it: that the love wherewith thou hast loved me may be in them, and I in them.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

[This message has been edited by jari (edited January 04, 2007).]

Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
Jari, I cant wait to play VoHW, every pic you show makes me want to play it more, honestly

Here's what I have been working on for the last couple of weeks or so. I got T.ED for Christmas so I thought I would fire it up and put up something to show

I made the house in the beginning of Christmas break. The terrain and trees over the last couple of days. The logo was made last night. And the rock was made a while ago.

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

[This message has been edited by LAVA (edited January 08, 2007).]

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
Pretty nice Lava, I'm especially impressed by the trees. Hard to do those are.

------------------
MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Good shot, Lava. I like the stocky look of your art -- it's a nice style. I noticed it on the faun model as well -- I think it's a good look.
AndyGeers

Member

Posts: 45
From: London, UK
Registered: 06-20-2005
quote:
Originally posted by jari:
This is screen shot is from shawlome which is still in early stage:

jari, do you mind me commenting and saying that your screenshot looks about 500% more awesome in its thumbnail form than full-size? It makes me think that some higher-res textures and a bit of anti-aliasing would do wonders for your game - the little version really does look fantastic.

If I'm allowed one more thing without starting to sound really negative (I'm a firm believer that we only get better if other people are honest with us, as long as they do it gently!), personally it feels like your fog colour is wrong, or the interpolation method is a bit off - not a major thing but I find it slightly distracting.

Niggly graphical details aside, it sounds like the game mechanics are really coming on - look forward to hearing more/see it in action some time!

------------------
--
http://www.geero.net/

[This message has been edited by andygeers (edited January 08, 2007).]

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
Edit Oops, wrong place.

------------------
MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto

[This message has been edited by Mene-Mene (edited January 08, 2007).]

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
quote:
Originally posted by andygeers:

If I'm allowed one more thing without starting to sound really negative (I'm a firm believer that we only get better if other people are honest with us, as long as they do it gently!), personally it feels like your fog colour is wrong, or the interpolation method is a bit off - not a major thing but I find it slightly distracting.

He might try fade it into whitish instead of dark grey. However if I remember right his color is pretty much same with fog color in WoW. He doesn't have a skybox in the screenshot, that makes things look unnatural. The fog would normally blend into skybox (see WoW).
Also the screenshot is made from above, that's not the place where you'll be staying during the game. Same thing for terrain texture. The repetitive patten will be barely noticeable at the ground level.

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
quote:
Originally posted by Mene-Mene:
Pretty nice Lava, I'm especially impressed by the trees. Hard to do those are.


Actually you only have to make one. You can make a forest using the same tree many times.

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
Making one is difficult was what I was saying.

------------------
MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
Hey thanks for the comments, andygeers and Calin! I hope its ok that I just quickly answer that I know the sky and the fog looks quite poor and that's just because I havent done anything to set it up like it's supposed to be. In fact I am planning to work more on that area than just setting the right colors and textures (for the sky) but it's back in the todo list like other graphic related things are atm.
Thanks again for the feedback and no worriers, honest thoughts are what Im hoping to hear - no need to try to be polite.

------------------
1Jo 2:9-10 He that saith he is in the light, and hateth his brother, is in darkness even until now. 10 He that loveth his brother abideth in the light, and there is none occasion of stumbling in him.
Joh 17:26 And I have declared unto them thy name, and will declare it: that the love wherewith thou hast loved me may be in them, and I in them.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

riflefire
Member

Posts: 57
From:
Registered: 08-25-2003
Hey Everyone,
I know its not much but heres what i am doing while learning to code in C# 2005. I am using the C# vs 2005 express edition right now. Its a VERY limited web browser with NO fancy stuff yet at all. Still its a start.

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
Nice start. C# is really nice to build windows apps, including browsers =]
I'm using C# for my own project and I think it saved me a significant amount of time. Let us know about your progress. It's interesting to see how people start from nothing and end up with full featured games/applications.


As for my update, as I was mentioning I'm making a game featuring a bone animated character. This week I got the character and the camera moving in all directions:
http://proimpact2.googlepages.com/CharacterExample.rar
To start the game open runscript.exe and type in the console 'dofile("example.lua")' without the outer quotes.

[This message has been edited by Calin (edited January 11, 2007).]

AndyGeers

Member

Posts: 45
From: London, UK
Registered: 06-20-2005
Hmm, so this week I have decided to cut my losses and replace my custom-built graphics engine with the open source Irrlicht...

...well, when I say "decided", I mean, totally in two minds and unsure of what to do.

But anyway, for now, I'm alternating a day at a time using two copies of my source code: one day trying to integrate Irrlicht and throwing out my old code, and then the next day trying to adapt a few handy Irrlicht classes (like a 3DS file format loader) in such a way that I can carry on using my own engine.

As time passes, I think it will become clear which is working better, and I can then stop wasting time on the loser.

I things like this... I just wish that 18 months ago I hadn't been so stupid as to think it was worth writing my own graphics engine.

------------------
http://www.geero.net/

Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
quote:
Originally posted by Mene-Mene:
Pretty nice Lava, I'm especially impressed by the trees. Hard to do those are.


Thank you

Yeah it took me forever to get to the right look of my trees and even still I am looking at ways to improve them, for a long time I have been trying to implement alpha textures into my trees, and so if I get that to work I think it will bump the quality of them up alot

quote:
Originally posted by HanClinto:
Good shot, Lava. I like the stocky look of your art -- it's a nice style. I noticed it on the faun model as well -- I think it's a good look.

Thank you

What do you mean by "stocky" look? Because I like to see where my artwork's current standing is

quote:
Originally posted by Calin:
He might try fade it into whitish instead of dark grey. However if I remember right his color is pretty much same with fog color in WoW. He doesn't have a skybox in the screenshot, that makes things look unnatural. The fog would normally blend into skybox (see WoW).

Yeah, one techinque I have learned using by looking at other games, is that the fog color is darker than the color of the sky, so it creates that silhouetted horizion look.

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

[This message has been edited by LAVA (edited January 14, 2007).]

steveth45

Member

Posts: 536
From: Eugene, OR, USA
Registered: 08-10-2005
quote:
Originally posted by andygeers:
Hmm, so this week I have decided to cut my losses and replace my custom-built graphics engine with the open source Irrlicht...

I things like this... I just wish that 18 months ago I hadn't been so stupid as to think it was worth writing my own graphics engine.


I did a similar thing, tried to write an OpenGL-based rendering engine for most of a year, and then gave up and started using Irrlicht. However, it was not a total loss, and not really stupid either. I learned quite a bit. I'm sure that you have, too.

------------------
+---------+
|steveth45|
+---------+

Brandon

Member

Posts: 594
From: Kansas City, Mo, USA
Registered: 02-02-2004
I have imported my mesh (the big background snowy one) from Blender into my Ogre framework, and finally with vertex colors!

------------------
We better trash our idols if we want to be
In the army of the Lord
And the greatest idol is you and me,
We better get on the threshing floor

[This message has been edited by brandon (edited January 15, 2007).]

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
I've finally gotten my but working on converting my code together and into BM. I've almost got the main menu working. But am running into problems.

------------------
MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
I'm glad the way God is taking this side game project called "Darkening" which seems to be "lightening". It's about fighting against evil spirits and countering their lies. And you as a player have to read about the verses you want to use for praying and countering lies in order to be succesful in the game.
Here's few screen shots that don't tell that much :

Dialog where player learns the first truths of God's good will:

Sword of the spirit now has flames:


Talk is sure is cheap but I aint good at it. =/ But I'm hoping to make a new demo soon but that is only if it's God's will.


If you are interested about my main project please check out my blog - nothing smart there though.

------------------
1Jo 2:9-10 He that saith he is in the light, and hateth his brother, is in darkness even until now. 10 He that loveth his brother abideth in the light, and there is none occasion of stumbling in him.
Joh 17:26 And I have declared unto them thy name, and will declare it: that the love wherewith thou hast loved me may be in them, and I in them.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

[This message has been edited by jari (edited January 21, 2007).]

[This message has been edited by jari (edited January 21, 2007).]

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
Nice work Jari!

I've gotten my Main Menu working. But my help menu freezes my computer.

------------------
MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto

AndyGeers

Member

Posts: 45
From: London, UK
Registered: 06-20-2005
Today I am mostly working to incorporate the .X and .3DS file format loaders from Irrlicht into my own 3D graphics engine. Making reasonable progress on the .X front, I think - no animation yet, but I'm almost at the point where I can display static 3D s. Once all the framework is in place for .X files, it should be very straightforward to adapt Irrlicht's .3DS loader to use my new interfaces.

------------------
http://www.geero.net/

bwoogie

Member

Posts: 380
From: kansas usa
Registered: 03-12-2005
this is a good idea and a good way to show off your work. once i get going i'll be sure to post updates of my project.

------------------
~~~boogie woogie woogie~~~

dartsman

Member

Posts: 484
From: Queensland, Australia
Registered: 03-16-2006
The other week I had a crazy idea to revitalize a project which was put on hold nearly 4 months ago...

The name of the game is 'TurtlePack' and I was blessed to pull together a team of 8 to work on it. Most members want to work on a couple of areas such as Design, Art and Programming. I started working on the game about 5 months ago and but had to put it on hold when I got a full-time programming job. I was able to get some 3d concepts and sketches done, and with the help of two others got some 3d models as well, but will be using those as 3d concepts due to getting the new team.

Any who, I did a really quick temporary website (rather light-blue atm... lol) and hope to put updates on there and keep it flowing. We are currently running through the design phase and getting some nice concepts and sketches done Can't post anything (screenshots/story) atm as they are still just ideas which need to be molded to either fit the game or could be scraped.

http://turtlepack.jonwarner.net/

------------------
www.auran.com

JeTSpice
Member

Posts: 433
From: La Crosse, Wisconsin, USA
Registered: 06-10-2006
I haven't posted for a few months. This is the first breather I've had. "Spiritual Warfare Simulator" is coming along. I'll have some screenies soon, and probably a little vid on Youtube.
Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
Hallelujah! Thank you Jesus.
I feel that God's blessing is taking this side project called Darkening forward and it amazes me how things just get done when the direction is right. And what I mean by right direction is how it's going to be right in front of God. In practice it means (for this game) honoring His holy word even when it's put in a game which is entertainment by it's definition.


What I'm also glad about is the pathfinding which had concerned me from the very beginning of this project but it seems to be working now. Because I had not done such in 3D before. Here is a screen shot demonstrating how the green line that is path is going properly around the obstacles:

Notice also the icons for brothers ans sisters on left which walk with the player praying for and with him.


Right now I'm looking forward to polish the game a lot and make at least one fully featured level and then I'm hoping to be able to show the game to you all in a playable demo.


------------------
1Jo 2:9-10 He that saith he is in the light, and hateth his brother, is in darkness even until now. 10 He that loveth his brother abideth in the light, and there is none occasion of stumbling in him.
Joh 17:26 And I have declared unto them thy name, and will declare it: that the love wherewith thou hast loved me may be in them, and I in them.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

[This message has been edited by jari (edited January 30, 2007).]

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
Jari: You're game's gotten alot better!!!

Well, I've devoloped yet, more game ideas, but I'm still focusing on WoB (Code Name for The Well of Bethlehem) I've gotten the .exe for the main menu, gotten the Help Menu working, and gotten the play working except the button testing. Should have Level 1 done sometime within at most a month if I keep on it.

------------------
MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
Thank you for the encouring words Mene-Mene!

JeTSpice, I'm looking forward to see what have done, it sounds interesting.

------------------
1Jo 2:9-10 He that saith he is in the light, and hateth his brother, is in darkness even until now. 10 He that loveth his brother abideth in the light, and there is none occasion of stumbling in him.
Joh 17:26 And I have declared unto them thy name, and will declare it: that the love wherewith thou hast loved me may be in them, and I in them.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

CPUFreak91

Member

Posts: 2337
From:
Registered: 02-01-2005
I'm scrambling to finish a few levels and fix some bugs in Bible Dave so that I can release 0.7.5 tomorrow.

------------------
All Your Base Are Belong To Us!!! chown -r us ./base
"After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2

CPUFreak91

Member

Posts: 2337
From:
Registered: 02-01-2005
quote:
Originally posted by Mene-Mene:
Well, I've devoloped yet, more game ideas, but I'm still focusing on WoB (Code Name for The Well of Bethlehem) I've gotten the .exe for the main menu, gotten the Help Menu working, and gotten the play working except the button testing. Should have Level 1 done sometime within at most a month if I keep on it.



Keep me in mind if you want someone to test it. (As long as I don't have to download something that costs money to test it).

------------------
All Your Base Are Belong To Us!!! chown -r us ./base
"After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
Well, I worked some more on WoB. This isn't a "Weekly update" but I'll just update as milestones happen. Work is progressing, and now I've gotten it start to become up and running. Level design I have a feeling will be revamped to really have harder, and easier levels. The code will need some modification for new levels as well.

Main Menu works as well as the Help Menu. The help menu has some grammerical errors as well as color coordinating stuff, but works. Level 1 works, but the frame, (Where all the action is, the level layout, ext.) isn't appearing.

Whats left?
-Getting the Frame working
-Getting the AI/Player Detection system started
-Adding more levels
-Getting sound
-Better graphics
-Cover art

Thats about it. May take more than a month due to the AI, but hopefully all will work out.

------------------
MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto

Lazarus

Member

Posts: 1668
From: USA
Registered: 06-06-2006
Wow, that's great, Mene.
Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
TY. Its release date will be at least 6 months from now though I figure. If you want to work on it, I'm offering discounts on it, and full credit will be given. The best I can do.

------------------
MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto

CPUFreak91

Member

Posts: 2337
From:
Registered: 02-01-2005
Well, it's 2 days late, and is missing RPM and .deb files (coming soon to a server near you though) but Bible Dave 0.7.5 has been released! Bible Dave 0.7.5 has a few new levels, some major grahpics improvements, and had one or two bugs fixed. I'd really like to thank Lava for his improvements to several images.

I estimate that Bible Dave will go Beta in mid-March and that we'll release a 1.0 version by May.


You can download binaries for Windows 2000/XP (Windows 9x may work but is not supported) and the source for Windows, Mac (not yet tested but it should work... theoretically), and Linux at Sourceforge.net

------------------
All Your Base Are Belong To Us!!! chown -r us ./base
"After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
VoHW is making progress, thanks to Jesus! I find it inspiring and motivating how you can tell people about Jesus and salvation through the game using the dialogs with the NPCs.
They are nothing too new but a simple way to tell people who have not heard before who God is.

Btw, you want to read the plan for initial game map for beta read by blog or just check the forum post in here for screen shot of the map: http://www.forums.voiceofhisword.com/viewtopic.php?p=302#302

------------------
1Jo 2:9-10 He that saith he is in the light, and hateth his brother, is in darkness even until now. 10 He that loveth his brother abideth in the light, and there is none occasion of stumbling in him.
Joh 17:26 And I have declared unto them thy name, and will declare it: that the love wherewith thou hast loved me may be in them, and I in them.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
Jari: Good to hear
Cpu: Good to hear, looking forward to 1.0, will this be open-source/free?

My Plan's changed, and I'm going to be taking a break from WoB, and hopefully work on a RPG with a friend.

------------------
MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto

CPUFreak91

Member

Posts: 2337
From:
Registered: 02-01-2005
quote:
Originally posted by Mene-Mene:
Cpu: Good to hear, looking forward to 1.0, will this be open-source/free?


Yes, Bible Dave (whatever version) will always be open-source. All versions of Bible Dave (unless they're offshoots or forks) will be free as well.

------------------
All Your Base Are Belong To Us!!! chown -r us ./base
"After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
quote:
Originally posted by CPUFreak91:
Yes, Bible Dave (whatever version) will always be open-source. All versions of Bible Dave (unless they're offshoots or forks) will be free as well.

We would have to get all of the developers of Bible Dave to agree to re-license the software under a different license if there were an offshoot that was going to be non-free -- the GPL requires that all derivative works, in whole or in part, also retain a GPL-compatible license.

All that to say, yeah -- Bible Dave is forever relegated to being free software, with very little possibility for things to change otherwise.

--clint

Lazarus

Member

Posts: 1668
From: USA
Registered: 06-06-2006
With that said, it wouldn't be illegal for me to start selling Bible Dave CD's on Ebay.
HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
hehe, you're right Laz, it is legal to sell GPL'd software on E-bay. The point is that the source code always has to be made available at no extra cost than the compiled binaries -- the software must be "free as in Tibet", not necessarily always "free as in beer".

--clint

CPUFreak91

Member

Posts: 2337
From:
Registered: 02-01-2005
quote:
Originally posted by Lazarus:
With that said, it wouldn't be illegal for me to start selling Bible Dave CD's on Ebay.

Hahaha. Feel free to do so! Just be sure to include the source code or don't sell if for more than the binary version so that you don't violate the GPL.

------------------
All Your Base Are Belong To Us!!! chown -r us ./base
"After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2

Brandon

Member

Posts: 594
From: Kansas City, Mo, USA
Registered: 02-02-2004
Alright... Bible Dave going gold?

Here are some screenshots of a scene that I've been working on
it's just an open combat area basically:





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They will know that we are Christians by our love.

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Wow, very nice screenshots, Brandon!

Are these still from within the Blender game engine?

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
I'm curious as well about the engine =]
bwoogie

Member

Posts: 380
From: kansas usa
Registered: 03-12-2005
That is kickin, Brandon!

------------------
~~~boogie woogie woogie~~~

Brandon

Member

Posts: 594
From: Kansas City, Mo, USA
Registered: 02-02-2004
Thanks for the compliments guys!

Yep that's all in the Blender game engine =)

------------------
They will know that we are Christians by our love.

AndyGeers

Member

Posts: 45
From: London, UK
Registered: 06-20-2005
Now I'm sad :-( I got Irrlicht's .X importer working in my engine, but now I've discovered that I can't get Blender to export my animated butterfly as a valid .X file.. or a .3DS, or a .OBJ, or a... Blah.

------------------
http://www.geero.net/

CPUFreak91

Member

Posts: 2337
From:
Registered: 02-01-2005
quote:
Originally posted by brandon:
Here are some screenshots of a scene that I've been working on
it's just an open combat area basically:

Wow shiny! Makes me want to walk around in that environment! Kudos.

------------------
All Your Base Are Belong To Us!!! chown -r us ./base
"After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2

My Programming and Hacker/Geek related Blog

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
Pretty, well done Brandon.

To balance this thread something else than fancy screen shots I decided to write a blog about the latest feature in VoHW. You can read all about it from here: http://dev.voiceofhisword.com/tiki-view_blog.php?blogId=1 and order the RSS feed from here (unless it was too boring/typoed): http://dev.voiceofhisword.com/tiki-blogs_rss.php?ver=2

What comes to darkening Im very glad for His blessing with this game, in fact amazed, the first unofficial tests went well and I'm looking forward to release a public test version which feature two first levels for your edification! Well that's what I hope and pray for.

------------------
1Jo 2:9-10 He that saith he is in the light, and hateth his brother, is in darkness even until now. 10 He that loveth his brother abideth in the light, and there is none occasion of stumbling in him.
Joh 17:26 And I have declared unto them thy name, and will declare it: that the love wherewith thou hast loved me may be in them, and I in them.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
Sweet shots Brandon, I look forward to seeing more!

Been mostly doing level design lately.

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
quote:
Originally posted by andygeers:
Now I'm sad :-( I got Irrlicht's .X importer working in my engine, but now I've discovered that I can't get Blender to export my animated butterfly as a valid .X file.. or a .3DS, or a .OBJ, or a... Blah.


Oh no! I'm sorry to hear that, Andy. Phew -- it's been rough going for you to get up and running here it seems.

Have you been able to track it down to see if you're having trouble on the importer side or the exporter?

--clint

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
You should also mention how are you animating the butterfly (i.e key fames, bones, biped =] ), maybe someone can help.
AndyGeers

Member

Posts: 45
From: London, UK
Registered: 06-20-2005
quote:
Originally posted by HanClinto:
Oh no! I'm sorry to hear that, Andy. Phew -- it's been rough going for you to get up and running here it seems.

Have you been able to track it down to see if you're having trouble on the importer side or the exporter?

--clint


I've posted more details in a post here: http://www.christiancoders.com/cgi-bin/ubb-cgi/postdisplay.cgi?forum=Forum6&topic=000277 (whoever designed this site to use frames should be shot)

Maybe someone can take a look at my model and see if the problem lies there or in the exporter.

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http://www.geero.net/

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
This as encouragement for you all (copy/paste from [url=http://dev.voiceofhisword.com/tiki-view_blog.php?blogId=1]VoHW blog[/quote]):
quote:

I have to write just to say that I am very thankful to Jesus because I just recently had a solution for one coding tools related question that had been bothering me a long time. It came with a lesson that I should not think too high and be so picky on things but just get them done forget the unnesessary. And after that it worked out even better from what I was already joyful.
Yes Lord is good and can give everything but lesson of right values is more precious than gold.
Thank you Jesus.

But it's still lot of work of course and I wish things would go on faster but I have been working also quite much on Darkening and setting up a new site and so on, so everything takes time. First multiplayer test went well with Darkening though and people have given positive feedback on the singleplayer - thanks every one! It's good to continue from here knowing that the direction isn't completely wrong.

And all thanks to Jesus, He blesses us a lot with His word if we just ask.

------------------
1Jo 2:9-10 He that saith he is in the light, and hateth his brother, is in darkness even until now. 10 He that loveth his brother abideth in the light, and there is none occasion of stumbling in him.
Joh 17:26 And I have declared unto them thy name, and will declare it: that the love wherewith thou hast loved me may be in them, and I in them.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
A quick demo showing two mouse cursors operating independently. http://calinnegru.googlepages.com/dualmouse You need a second mouse to see the second cursor moving.
Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
Nice Calin!
Two mouses could very well used in some game. Btw I noticed the cursors moved with different speeds, was that just because of my settings/mouses?

------------------
1Jo 2:9-10 He that saith he is in the light, and hateth his brother, is in darkness even until now. 10 He that loveth his brother abideth in the light, and there is none occasion of stumbling in him.
Joh 17:26 And I have declared unto them thy name, and will declare it: that the love wherewith thou hast loved me may be in them, and I in them.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

D-SIPL

Moderator

Posts: 1345
From: Maesteg, Wales
Registered: 07-21-2001
I have just finished a Space Invaders clone in 3D (Direct3D). This was my first venture into DirectX and 3D in general. It's done in C++ and I can send the source if your interested. It's quite messy though.

Screenshot

Download Here

------------------
"One World. One Web. One Program." -Microsoft promotional advertisement
"Ein Volk, ein Reich, ein Fuhrer!" -Adolf Hitler
"I believe in freedom... not freedom like America, freedom like a shopping cart"

D-SIPL

Moderator

Posts: 1345
From: Maesteg, Wales
Registered: 07-21-2001
Oh it's arrows right/left to move and space to fire

------------------
"One World. One Web. One Program." -Microsoft promotional advertisement
"Ein Volk, ein Reich, ein Fuhrer!" -Adolf Hitler
"I believe in freedom... not freedom like America, freedom like a shopping cart"

Brandon

Member

Posts: 594
From: Kansas City, Mo, USA
Registered: 02-02-2004
Awesome! That's looking good man! I'll check this out once I get home!

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They will know that we are Christians by our love.

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
quote:
Originally posted by jari:
Nice Calin!
Two mouses could very well used in some game. Btw I noticed the cursors moved with different speeds, was that just because of my settings/mouses?



On my computer the cursors move at the same speed. Must be the settings/spoiled mouse. Gotta cut him on cheese. =]

[This message has been edited by calin (edited February 26, 2007).]

Lazarus

Member

Posts: 1668
From: USA
Registered: 06-06-2006
quote:
Originally posted by brandon:
Awesome! That's looking good man! I'll check this out once I get home!


Oh yeah, that looks cool! Downloading now.

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
quote:
Originally posted by calin:
On my computer the cursors move at the same speed. Must be the settings/spoiled mouse. Gotta cut him on cheese. =]


[This message has been edited by calin (edited February 26, 2007).]


Hehe, yep it's the mouse alright. Both are optical but the other one is mini mouse so I guess that makes sense...

------------------
1Jo 2:9-10 He that saith he is in the light, and hateth his brother, is in darkness even until now. 10 He that loveth his brother abideth in the light, and there is none occasion of stumbling in him.
Joh 17:26 And I have declared unto them thy name, and will declare it: that the love wherewith thou hast loved me may be in them, and I in them.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

Lazarus

Member

Posts: 1668
From: USA
Registered: 06-06-2006
A flood of error messages and then one spectacular crash.
Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Hi guys, thought I'd throw in my two bits. I've quit working on learning OpenGL for now until I get my new laptop, and have restarted work in DarkBASIC. Right now I'm working on a small hack and slash action game, and I just finished the graphics/level portion of it to a workable, but by no means final, extent. You can find the thread here with all the newest
patch(s)/update(s) as they become available.

http://www.christiancoders.com/cgi-bin/ubb-cgi/postdisplay.cgi?forum=Forum4&topic=000471

So far this week I've finished version 0.2, and shot down a few bugs brought to my attention by the community. I'll keep you guys updated on here, as well as the original thread, and I'll post all new downloads here on CCN so you guys can get your hands on 'em and rip them to shreds nice and proper

Ereon

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

The time for speaking comes rarely, the time for being never departs.
George Macdonald

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Hey guys!

Wow, I've been lax about posting in here for a while. I have a good excuse though -- most of what I've been working on is under wraps with an NDA, so rest assured that I've been keeping busy.

However, I took a little time the past couple of weeks to play with a Nintendo Wii controller that I bought and hooked up to my Macbook. I've also been using it as an excuse to learn OpenGL and 3d graphics (which I have been largely ignoring up until this point).

The first thing I did was a small demo app with a model of a controller that tilts and pitches to try to match what the Wii controller in your hand is doing -- it's sort of fun that way.

Then on the trip home from the job interview, I decided to try and implement a rag doll physics simulator, and have it controllable through the Wiimote. I got the first version working last night shortly after we arrived back home -- here's a few screenshots:




I'll see about taking some movies and maybe make a short video clip of it -- it's kinda' fun. My wife dubbed it Rag Wii'd (homonym for ragweed), and so that's the current working title.

It's really great to see everyone's progress and keep up with what the community is active on. Thanks for posting and keeping us all up to date! I know that I love reading people's updates in this thread.

Cheers!

In Christ,
clint

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
HanClinto: Good to hear. I've been kinda slack on updates and slower on posting.

Update: I've gotten stuck on a minor bug and have taken a break for WOB, and are now working on Star Wars: Protecters of the New Republic II which is the second edition of a text, paper game I had a little while ago playing with friends. I've gotten it almost to version .2, and the combat professions now have purpose. My last hurdle before .2 is the non-combat professions, they look very boring and lacklust. They just appear to not have that hook, and I don't know what rewards would inspire them to be more playable.

I've thought of possessions like fine houses, droids, ext, but unfortunetly its not a visual game. Once this is solved it will be pretty complete, with the exception of: Missions, more planets, more possesions, more professions, more materials, more items, more activities, more force powers, more action, more enemies, more admins, and more Mod-Non-Player Character's.

------------------
MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto
"Of course, prayer requires that you actually take the time to listen for His answer..." - I'msold4Christ
"I would much rather say that every time you make a choice you are turning the central part of you, the part of you that chooses, into something a little different from what it was before." -C.S. Lewis, Mere Christianity

I reserve the full right to change my views/theories at any time.

jestermax

Member

Posts: 1064
From: Ontario, Canada
Registered: 06-21-2006
i guess i'll post a few of my updates here... (theres a lot)

Well, i'm working on a website for a christian summer camp, and this thing is giving me grief. the hosting they have only provides support for static html and i'm beginning to hate the internet. recently any page browsed with firefox now tries to download the html page instead of render it. AYNWAYS....

I was working on plans for a prototype of an idea i came up with in my sleep. It's a learning platform/community software idea that i've recently directed towards a christian audience. Anyways, it's begun to be a little overwhelming and so i'm pretty sure i'm going to just give up on it or at least put it on the back burner unless i get some sort of brilliant inspiration for it. I guess i'll continue work on building up the code library for use in modules for it...since i'd be able to reuse those in any program i create.

So yeah... currently i'm losing the battle but maybe that'll change...

steveth45

Member

Posts: 536
From: Eugene, OR, USA
Registered: 08-10-2005
Clint, your rag doll thing is very awesome.

I'm working a project of my own. It's a new animated mesh format that fulfills these criteria:

1. Not proprietary (like .ms3d, .3ds, .x, .max, etc.)

2. Open source / free for any purpose--commercial or otherwise.

3. Streamlined, cross-platform, binary format for fast loading times.

4. Importers/Exporters for open source tools and game engines. (starting with Blender and Irrlicht)

5. Bone animation (aka joint or skeleton).

6. Multiple named animations for each mesh.

7. Vertex/bone weights for smoother animations.

Many of the commonly used and supported formats support some of these features but I've found that they either create bloated text files or don't support things like 6 & 7. They are almost all proprietary formats, which would be nice not to worry about. A completely free and open source format could be used or altered by anyone for their own purposes.

Time after time, on this forum and others, people just getting into 3D game creation complain about the lack of a decent animated mesh format supported by free or cheap tools. So, this is my attempt to create a solution and help indie/hobbyist developers "connect the dots" so to speak between open source game making tools. For example, there is this great, free modeler called Blender and this great, free game engine called Irrlicht, but getting the two to play nice with each other regarding mesh formats is difficult, to say the least.

So, I've thought that I would call this format "The Solution" or something like that. The binary format will be the Solution Mesh Binary format or ".smb". The Super Mario Brothers allusion was not originally intended, but it's a nice touch. Eventually, I think I'll make an XML version ".smx", which would be more suited as an intermediate format. Those file extensions seem to have no common alternate usage, so that shouldn't cause any trouble.

So far, I've laid out the binary format in C/C++ style code, and I'm 400 lines into a Blender exporter that's about half done. Blender exporters are written in Python, so I've written more Python in the last couple days than I have in my entire life. I used to not be a Python fan, but I can see how it is useful for this sort of thing. I was lamenting to Hanclinto earlier this week about having to write a Blender exporter, but after looking at the other exporters and some investigation of Python's online documentation, I realized that there was nothing fear. Once I get this first exporter finished, the next step will be to write in support for Irrlicht, adding support for multiple animations (easy) and weighted vertex animation (somewhat less than easy).

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+---------+
|steveth45|
+---------+

Lazarus

Member

Posts: 1668
From: USA
Registered: 06-06-2006
Wow - that's awesome, Steve.
crazyishone

Member

Posts: 1685
From:
Registered: 08-25-2004
Very impressive! Keep us posted or I'll die of misery. :-p Thats the kind of project I love to see.

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

"The CIA must operate within the law.." - Former President Jimmy Carter, trying to solve an old problem. ;)

D-SIPL

Moderator

Posts: 1345
From: Maesteg, Wales
Registered: 07-21-2001
quote:
Originally posted by Lazarus:
A flood of error messages and then one spectacular crash.

Woops uploaded wrong file. The on without the media files.

I'll upload the proper version and post it!

------------------
"One World. One Web. One Program." -Microsoft promotional advertisement
"Ein Volk, ein Reich, ein Fuhrer!" -Adolf Hitler
"I believe in freedom... not freedom like America, freedom like a shopping cart"

Lazarus

Member

Posts: 1668
From: USA
Registered: 06-06-2006
I'll look forward to it.
Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
^ Great stuff guys! I want to see more!

Directing the construction of one of our maps

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
...............................*runs sobbing back to his little room of pillars and puny normals-mapping shaders* :P

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

The time for speaking comes rarely, the time for being never departs.
George Macdonald

Lazarus

Member

Posts: 1668
From: USA
Registered: 06-06-2006
quote:
Originally posted by Mack:
^ Great stuff guys! I want to see more!

Directing the construction of one of our maps


Now that - was awesome.

Ereon, your work is light years better than mine, so don't feel too bad.

Xian_Lee

Member

Posts: 345
From:
Registered: 03-15-2006
I'm pretty busy with non-gaming projects most of the time, but I want to get into the Christian game dev scene, so I'm trying to make time to learn/develop in such a fashion. So far, I don't have much to offer or present, but here is what I have done.

First of all, let me point out that I haven't done much in graphical development until quite recently. Secondly, let me point out that I haven't touched C++ until last Tuesday.

Anyway, I was playing around with classes in C++, and thought that I might try my hand at creating a text-based adventure game. The first thing I did was come up with what I was calling the "basic" elements for a character (name, class, hp, strength, etc.). After I knew what I needed, I created instance variables for my character class, and set up an interactive character constructor.

After I got the constructor working, I created an extremely simple turn-based fight mechanic (type "attack" and strength goes up one point, type "heal" and hp goes up one point, and type "die" to kill the character). All the while, random number generation would decide whether or not an untouchable wild beast attacks the character, and how much damage the wild beast would do. Here's a basic screenshot of what I'm talking about:

After I got that figured out, I got to thinking about what it would take to randomly generate a map of ASCII characters for a roguelike game. (I was inspired by another thread here.) Basically, I just did a multidimensional array of characters, and randomly generated numbers (each number would result in a different map character - " ", ".", and "#"). There's no rhyme or reason to the output (ie, no clear walls or paths or anything), but I did set up a map that was twice the size of my intended screen size. Then, I added this map functionality to my existing program, and, after every turn, I would randomly choose a starting position, and put a chunk of that map on the screen.

Functionally, it's pretty trivial, but it was a start for me to get a general grasp on creating something of this nature. Anyway, here's what a randomly generated map within the context of the program would look like:

On top of my excursions into terminal-based games (I know that console-based would be more accurate, but I didn't want anyone to think I meant "game console"), I downloaded the SDL (Simple DirectMedia Library) toolkits and started to work with graphics, and direct input. I spent the better part of my available time one day working on getting the SDL libraries installed (some of the dependencies were a challenge to get installed in OS X) and then figuring out how to get them working with Code::Blocks (thanks to steveth45 for mentioning it in his blog, it's really an awesome C++ IDE). However, I finally got it set up, and I'm really liking how easy it is to do things with SDL. SDL is freely available, by the way, and because of its cross-platform nature, I really like the idea of developing with it (for 2D games that is; OpenGL or Ogre3D would still be necessary for cross-platform 3D, I think). Anyway, the only thing I've really created so far is a window that scrolls an image back and forth with some transparency. I've also messed around with direct input to control the movement of the image, but it's nothing amazing yet. Unfortunately, I couldn't get a screenshot of it to work, so I can't present one.

Anyway, that's my status report. I think I'll focus my available game dev time on learning and developing stuff with SDL within C++ (using Code::Blocks as my IDE).

By the way, I'm impressed with a lot of these project updates. It's cool to see so much game development from Christian developers.

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If games please me, and if it's possible to please God with games, why on earth wouldn't I make games?

[This message has been edited by Xian_Lee (edited March 01, 2007).]

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Cool stuff Xian. I like the way you're going straight for the maps setup instead of the classic "rooms" deal that alot of others do. Should make it a LOT easier to get around.

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The time for speaking comes rarely, the time for being never departs.
George Macdonald

steveth45

Member

Posts: 536
From: Eugene, OR, USA
Registered: 08-10-2005
quote:
Originally posted by Mack:

Directing the
construction of one of our maps

Unbelievably awesome. It reminds me of some album covers, like old Mortification or In Flames.

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+---------+
|steveth45|
+---------+

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
Look's like some folks are making progress here and nice to hear we have the idea of being a Christian devs in our hearts - really cool. You know if we give our abilities fully in the Lord's use just imagine what we can make! I know Lord blesses when we look up or even try to from all the secular stuff.

What comes to my project's I have been learning sqlite in order to use it saving the saved games for Darkening and then possibly using it for VoHW as well.

It's really efficient way to make save game files since its client file based database system, if you know what I mean. Because mysql and others are server-client.

------------------
1Jo 2:9-10 He that saith he is in the light, and hateth his brother, is in darkness even until now. 10 He that loveth his brother abideth in the light, and there is none occasion of stumbling in him.
Joh 17:26 And I have declared unto them thy name, and will declare it: that the love wherewith thou hast loved me may be in them, and I in them.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

steveth45

Member

Posts: 536
From: Eugene, OR, USA
Registered: 08-10-2005
quote:
Originally posted by jari:
I know Lord blesses when we look up or even try to from all the secular stuff.

Could you clarify this sentence? What do you mean by "look up ... from all the secular stuff"? What secular stuff are you referring to?

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+---------+
|steveth45|
+---------+

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
quote:
Originally posted by steveth45:
Could you clarify this sentence? What do you mean by "look up ... from all the secular stuff"? What secular stuff are you referring to?


Sure Im glad you asked, because I dont want to create any confusion. I was referring to indeed ALL secular stuff - everything earthly that is.

For it will all pass away... But God has better for us, blessed are those who love His law and keep wisdom in greater value than gold. The Peace is Jesus gives is not like anything we get from the world. That's what I'm thinking here. But the word says it better (I just like this psalm):

Psa 4:6-7 There be many that say, Who will shew us any good? LORD, lift thou up the light of thy countenance upon us. (7) Thou hast put gladness in my heart, more than in the time that their corn and their wine increased.

Let's look up towards the heavens, that's what I was saying.

------------------
1Jo 2:9-10 He that saith he is in the light, and hateth his brother, is in darkness even until now. 10 He that loveth his brother abideth in the light, and there is none occasion of stumbling in him.
Joh 17:26 And I have declared unto them thy name, and will declare it: that the love wherewith thou hast loved me may be in them, and I in them.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Mack, your progress updates are impressive as always.

Steve, I'm really glad to hear that your exporter is progressing, and that you're making it past a hurdle with your Blender exporter! If you want any sample Blender models to put your exporter through it's paces, feel free to let me know.

D, your Space Invaders clone looks really sweet, and I would try it out if I played around in Windows much anymore.

Xian_Lee, your text adventure thing looks like a lot of fun! I'm a big fan of roguelikes, and I think what you've done looks pretty cool. Did you say before that you looked at Mite a while back? I've applied for a Sourceforge space with Mite, and if I get it I'll be uploading it for free for the world to download and mess with.

Jari, Sqlite is what I used in Mite, and I'm extremely happy with it as a database. It's so small and fast, it's unbelievable. I hope it works out for you.

Regarding my own progress, I've made some more updates to Rag Wii'd and I spent a little time adding fun to Air Locked as well. Rag Wii'd now as wall boundaries and friction, so you can stand the guy up and walk him around and whatnot -- it's kindof fun. You can use the dpad to grab onto his feet or hands or head, and so manipulate him on a more specific scale. I've also changed his model so that the springs are set up better so that he can be freestanding now as opposed to just always flopping immediately to the ground. The colors of the springs also change color now, according to how much tension/compression is on them.

Thanks for all of the updates, everyone -- I love tracking others' progress.

Cheers!

--clint

MastaLlama

Member

Posts: 671
From: Houston, TX USA
Registered: 08-10-2005
Hey Andy, I'm not sure if this would help you, but I have to use a file converter called Biturn to get my wings models into RealmCrafter. Here's the link:

http://mirex.mypage.sk/index.php?selected=1

quote:

Biturn - is converter of 3D files and Bitmaps. It works with most used file formats and also can work with formats from various games ( see table below ).

I'm not sure if it will help you but it's been a life saver for me.

MastaLlama

Member

Posts: 671
From: Houston, TX USA
Registered: 08-10-2005
Also, while I'm here I guess I could give an update. I haven't been posting much lately but I have been using RealmCrafter to work on an MMORPG. Here are some screenshots (not in-game but rendered from the modeler). Here's my logo too.


It's a pretty common Photoshop preset filter for the colors. I'm going to change the colors to an actual screenshot from the game once I get some good ones. I like the broken letters and will keep those...just change the colors.

Next are some castle pieces. I'm making all the pieces seperate and will import them each individually into RC so that I don't have any problems with my building models actin' screwy with my terrain. I made a full castle and it was scary once I got it in the game...I don't have flat terrain, I don't know why I thought I could build a castle and just drop it in...hee hee


Castle tower with a window.


Same tower, different angle.


2 towers (not the movie) with some wall pieces

Next is a few terrain shots.

Artic terrain. To see the texture map, click here(12.5MBs): http://www.jeremysouthard.org/andwynn_online/images/artic_TX.bmp


Temperate terrain.

Well, feel free to give me any feedback - good or bad.

steveth45

Member

Posts: 536
From: Eugene, OR, USA
Registered: 08-10-2005
Looks good. You should be able to flatten out an area of the terrain, right? Most of the terrain looks fairly steep, which makes for awkward gameplay. Also, what scale is the castle going to be in these landscapes? Fairly miniscule, I would imagine. You might want to add some roads and forests.

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+---------+
|steveth45|
+---------+

MastaLlama

Member

Posts: 671
From: Houston, TX USA
Registered: 08-10-2005
Well, the particular areas in the screenshots were the more drastic areas in the zones. I can flatten the terrain but even if there is a slight grade my original model was all screwy, I think making the seperate pieces will help out in the long run anyway so I can just use the same pieces over and over in different configurations to make different castles instead of having to make larger castle models and be stuck with those models.

As for forests, roads and extra detail, that's done in the game engine, these screenshots were renders from the modeling software I've been using.

The castle is small compared to the entire area. The walls in the screenshot are only around 12 feet tall and I may redo the texture so that the stones it's made of are smaller.

CPUFreak91

Member

Posts: 2337
From:
Registered: 02-01-2005
quote:
Originally posted by mastallama:

Temperate terrain.

Well, feel free to give me any feedback - good or bad.



Looks a lot like Guatemala. Nice work!

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All Your Base Are Belong To Us!!! chown -r us ./base
"After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2

My Programming and Hacker/Geek related Blog

AndyGeers

Member

Posts: 45
From: London, UK
Registered: 06-20-2005
quote:
Originally posted by mastallama:
Hey Andy, I'm not sure if this would help you, but I have to use a file converter called Biturn to get my wings models into RealmCrafter. Here's the link:

http://mirex.mypage.sk/index.php?selected=1

I'm not sure if it will help you but it's been a life saver for me.


Cool, I'll check it out some time. Cheers for that.

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http://www.geero.net/

Xian_Lee

Member

Posts: 345
From:
Registered: 03-15-2006
Well, it's been a week since my last update. I haven't made a ton of progress, but I decided to blend the concept of random map generation with the graphics system of SDL. I now have a 640x480 screen display a segment of a randomly generated tile-map. The tiles are ugly, and there isn't any rhyme or reason to the map design yet, but I have done a little bit of work.

I had considerable trouble with using the GNU linker from Code::Blocks, however. For some reason, linking would never work in a certain project. I checked all of my source code (with direct copy and paste from a functioning project within Code::Blocks), and linking just wouldn't work. Oh well, I opened a different project, and it worked for me.

And here is what you're all waiting for, a screenshot:


As you can tell, it's not very pretty. I think what I'll work on next is developing an algorithm that controls map creation. Instead of just randomly deciding what tile should be used, I'll come up with a way to make sure that walkable paths are frequent. I'm sure there's some great algorithm already out there, but I think I'll come up with one on my own. It's more satisfying that way.

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"To secure ourselves against defeat lies in our own hands." - Sun Tzu.

"He who walks in integrity walks securely,
But he who perverts his ways will be found out." - Proverbs 10:9 (NIV)

[This message has been edited by Xian_Lee (edited March 08, 2007).]

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Hey Xian! The screenshots look great.

Random map generation is something that I've looked into a few times, and you're right, there are tons of different ways to do map creation, each one more complex than the last. Some of them are downright crazy with the amazing algorithms they use to generate organic looking caverns and such.

Ultimately, I think you're right -- you'll find it more enjoyable to write one yourself.

Thanks for the updates, everyone!

--clint

Xian_Lee

Member

Posts: 345
From:
Registered: 03-15-2006
Thanks for the encouragement!

I decided that it would be worth five minutes in the Gimp to add a little texture to my tile maps. I think the maps look worlds better now, but that doesn't hold any sway over functionality.

Anyway, thanks again. I hope to continue making progress on this project, and I think that this thread will help me do so.

------------------
"To secure ourselves against defeat lies in our own hands." - Sun Tzu.

"He who walks in integrity walks securely,
But he who perverts his ways will be found out." - Proverbs 10:9 (NIV)

jestermax

Member

Posts: 1064
From: Ontario, Canada
Registered: 06-21-2006
i'll post a picture tomorrow but i'm too excited about this tonight

i just wrote a portal system in irrlicht (Jirr)! so you look into this thing and it'll look like your destination in the map, and if you walk into it, it'll warp you there.
Nifty eh?

its just a proof of concept but i'm planning on making a better, OOP solution for it along with some nice tutorials to post on Irricht's sad looking wiki.
Anyways, just wanted to share what i was doing

CPUFreak91

Member

Posts: 2337
From:
Registered: 02-01-2005
quote:
Originally posted by jestermax:
i just wrote a portal system in irrlicht (Jirr)! so you look into this thing and it'll look like your destination in the map, and if you walk into it, it'll warp you there.
Nifty eh?


You should try Narbacular Drop (don't have link, sorry, google is your friend). It's got a funky way of using portals to get around. Playing the game might give you ideas.

------------------
All Your Base Are Belong To Us!!! chown -r us ./base
"After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2

My Programming and Hacker/Geek related Blog

jestermax

Member

Posts: 1064
From: Ontario, Canada
Registered: 06-21-2006
Ok so thanks to Clint's hosting (go Clint!) i have a screenshot to show you guys for me portals demo.


[This message has been edited by jestermax (edited March 09, 2007).]

Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
Wow that looks awesome Jester! How did you make the graphics? Map-wise anyways.

[This message has been edited by LAVA (edited March 09, 2007).]

jestermax

Member

Posts: 1064
From: Ontario, Canada
Registered: 06-21-2006
I can't take credit for most of what's there, just the conceptual stuff (knowing how to make a portal). The map came with the Irrlicht game engine (or Jirr in my case). The portal itself is a sphere with a render-to-texture material and a sphere map technique to make it look "portal-like"
Xian_Lee

Member

Posts: 345
From:
Registered: 03-15-2006
Whatever the case may be, that's a nice screenshot indeed! The portal sphere certainly looks good.

------------------
"To secure ourselves against defeat lies in our own hands." - Sun Tzu.

"He who walks in integrity walks securely,
But he who perverts his ways will be found out." - Proverbs 10:9 (NIV)

Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
quote:
Originally posted by jestermax:
I can't take credit for most of what's there, just the conceptual stuff (knowing how to make a portal). The map came with the Irrlicht game engine (or Jirr in my case). The portal itself is a sphere with a render-to-texture material and a sphere map technique to make it look "portal-like"

Ahh ok, so what does the portal do once you enter it?

jestermax

Member

Posts: 1064
From: Ontario, Canada
Registered: 06-21-2006
It warps you to a different location (the portal looks like that location so you sort of know where you're going). i plan to hopefully add some shaders/fancy stuff to it so maybe it'll ripple like water or something like that.
Brandon

Member

Posts: 594
From: Kansas City, Mo, USA
Registered: 02-02-2004
quote:
Originally posted by Mack:
^ Great stuff guys! I want to see more!

Directing the construction of one of our maps


WOW!!!! :O That looks like it'll be an awesome map!


Keep up the great work EVERYONE!


------------------
They will know that we are Christians by our love.

bwoogie

Member

Posts: 380
From: kansas usa
Registered: 03-12-2005
quote:
Originally posted by brandon:
WOW!!!! :O That looks like it'll be an awesome map!


Keep up the great work EVERYONE!



whoa. thanks for quoting that Brandon! i never would have seen that.. that is looking sweet Mack! Extra creepy and scary looking. really nice red glow on it. keep it up.

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~~~boogie woogie woogie~~~

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Hey all!

So I've been pretty busy lately with different things -- a friend really blessed me by setting up a barebones Debian server and throwing it up on a public IP and letting me go to town installed packages and setting up server processes and whatnot. So I've got Subversion, Apache and DutchPIPE installed so far, and I'm trying to make it available for CCN'ers to use so that I can easily create people repositories for projects and whatnot.

Last night I stayed up waaay too late playing with some of the new features in Blender. There's a new features called sculpt mode, and it's really sweet. There are some videos (and another one) that showcase how it can be used -- it's really sweet. So I spent some time playing with that last night and created a bear/ox/orc kind of guy -- here's a big picture showcasing how the model progressed:

I'm not much of an artist, but that's what I came up with without tutorials and just in a single sitting. I think I could do a lot better with more training, but wow -- this feature just has so much potential.

Cheers!

--clint

Xian_Lee

Member

Posts: 345
From:
Registered: 03-15-2006
Thanks for sharing the blender info! That's awesome. I've used blender a little bit, but modeling is just a lot of work. I think the sculpting mode could make things a lot easier. I wonder though, if bone structures can be applied for animation. Cool stuff.

Nice work by the way. Especially for doing that in one sitting without tutorials.

------------------
"To secure ourselves against defeat lies in our own hands." - Sun Tzu.

"He who walks in integrity walks securely,
But he who perverts his ways will be found out." - Proverbs 10:9 (NIV)

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
quote:
Originally posted by Xian_Lee:
I wonder though, if bone structures can be applied for animation. Cool stuff.

Nice work by the way. Especially for doing that in one sitting without tutorials.


Thanks for the compliment. Yeah -- Blender does a pretty good job with bone-structure animations. I made a somewhat complex setup last year and posted it here. *digs around on CCN*

Ah yes. Here it is. It might be more than you're interested in, but it's a basic male/female mesh set up on different layers and linked to the same bone armature. May be more than you'd be interested in, but it's an example nonetheless.

Cheers!

--clint

Xian_Lee

Member

Posts: 345
From:
Registered: 03-15-2006
That's some pretty cool stuff. Very nice.

------------------
"To secure ourselves against defeat lies in our own hands." - Sun Tzu.

"He who walks in integrity walks securely,
But he who perverts his ways will be found out." - Proverbs 10:9 (NIV)

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
Wow thats awesome Clint! I thought that Blender was pretty poor in modelling at least a creation. I always just used it as an animator. (I still can't get it totally figured out) I'll look at your models, but I've got a question. Whenever I pose using an armature system, my models deform more than i want them to and their joints get thin. What's going on?

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MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto
"Of course, prayer requires that you actually take the time to listen for His answer..." - I'msold4Christ
"I would much rather say that every time you make a choice you are turning the central part of you, the part of you that chooses, into something a little different from what it was before." -C.S. Lewis, Mere Christianity

I reserve the full right to change my views/theories at any time.

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
quote:
Originally posted by Mene-Mene:
I'll look at your models, but I've got a question. Whenever I pose using an armature system, my models deform more than i want them to and their joints get thin. What's going on?

I'm guessing that your vertices aren't weighted to the bones properly at the joints. I haven't done it in months, but you can go into bone weighting mode to see how much each vertex is going to deform from each bone, and you might want to tweak with those around the joints (I know I fiddled with this for hours with the hip and elbow joints on my models). You probably have too much overlap or not enough vertices at the joints -- those are the two problems that I usually ran into.

Hrm, wasn't able to find the tutorial that I was looking for, but Blender has a little bit of documentation on the subject, but there's a decent overview of the concepts over at a page talking about Maya (but the concepts are still the same).

Cheers!

--clint

kenman

Member

Posts: 518
From: Janesville WI
Registered: 08-31-2006
I have had so little time lately coding, due to checking compatability issues with our software and Vista. Today I actually did some art, for no particular reason. I hear that they have seen martians using linux and have photographed Tux on mars (not really but an internal proof of concept making sand)

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
quote:
Originally posted by HanClinto:
Hey all!

So I've been pretty busy lately with different things -- a friend really blessed me by setting up a barebones Debian server and throwing it up on a public IP and letting me go to town installed packages and setting up server processes and whatnot. So I've got Subversion, Apache and DutchPIPE installed so far, and I'm trying to make it available for CCN'ers to use so that I can easily create people repositories for projects and whatnot.

Last night I stayed up waaay too late playing with some of the new features in Blender. There's a new features called sculpt mode, and it's really sweet. There are some videos (and another one) that showcase how it can be used -- it's really sweet. So I spent some time playing with that last night and created a bear/ox/orc kind of guy -- here's a big picture showcasing how the model progressed:
<image snip by HanClinto>
I'm not much of an artist, but that's what I came up with without tutorials and just in a single sitting. I think I could do a lot better with more training, but wow -- this feature just has so much potential.

Cheers!

--clint


WOW. That's impressive considering that you've done it in only one session.

[This message has been edited by HanClinto (edited March 14, 2007).]

CPUFreak91

Member

Posts: 2337
From:
Registered: 02-01-2005
quote:
Originally posted by jestermax:
Ok so thanks to Clint's hosting (go Clint!) i have a screenshot to show you guys for me portals demo.

<image snip by HanClinto>

[This message has been edited by jestermax (edited March 09, 2007).]



Nifty looking!

------------------
All Your Base Are Belong To Us!!! chown -r us ./base
"After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2

My Programming and Hacker/Geek related Blog

[This message has been edited by HanClinto (edited March 14, 2007).]

Lazarus

Member

Posts: 1668
From: USA
Registered: 06-06-2006
Yeah, that does look cool!
Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
Hey, stop quoting the images, it makes the thread long. (haha) I'm trying to setup a new site using joomla so I dont have hours for just scrolling this thread.
Joomla is really good btw, I recommend it if you need site that needs more than just simple news section, because it has many plugins for most common web site features.

------------------
1Jo 2:9-10 He that saith he is in the light, and hateth his brother, is in darkness even until now. 10 He that loveth his brother abideth in the light, and there is none occasion of stumbling in him.
Joh 17:26 And I have declared unto them thy name, and will declare it: that the love wherewith thou hast loved me may be in them, and I in them.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

jestermax

Member

Posts: 1064
From: Ontario, Canada
Registered: 06-21-2006
So thanks to Calin's suggestion i set up a basic online portfolio (i've wanted to for a while now) using goggle pages.
here's a link to it:

http://Jestermax.googlepages.com/

it has a bit of my artistic portfolio as well as screenshots from some of my games and renderings.

Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
Wow, those drawings are impressive in your artistic porfolio Jester!
jestermax

Member

Posts: 1064
From: Ontario, Canada
Registered: 06-21-2006
Thanks i don't draw/sketch/paint/model as much as i'd like due to a full time job and my obsessive interests in computing but God gave me a little bit of skill to play with. (Sorry if that sounded boastful, i wasn't trying to be)

BTW, i just updated my programming section on me page and i'll be updating it all today when i get bits of spare time.

Xian_Lee

Member

Posts: 345
From:
Registered: 03-15-2006
quote:
Originally posted by jestermax:
So thanks to Calin's suggestion i set up a basic online portfolio (i've wanted to for a while now) using goggle pages.
here's a link to it:

http://Jestermax.googlepages.com/

it has a bit of my artistic portfolio as well as screenshots from some of my games and renderings.


Wow. I love Google, but I had no idea that googlepages was in existence. Thanks for pointing that out. I went and created a page for game development updates. http://thexianlee.googlepages.com/

I liked a lot of what you had shown on your page, jestermax. There was some pretty cool stuff. I especially liked the "glass" image. That was using Ogre3D? Interesting.

To make sure that I'm not posting off-topic, I should point out that I've been trying to get into shape with Python for PyWeek4. I found character sprites from Chrono Trigger, so I've been using those for test cases. In Python, I'm having a hard time getting sprite animation to work. Mostly, why it is that "[0]" is on the end of every (what seems to be) array I've ever seen is confusing to me. I'm also trying to figure out how to work with variable scopes in Python (mostly for keeping track of what gameplay frame the game is on, much the same way as how I interpret Bible Dave worked).

I've also been messing around with Torque Game Builder a bit, and, while I do like the built in physics, I'm having a bit of a challenge with jump physics. Mostly, the way I have my jumping functions set up work great with the built in physics providing the character is not in the falling stage of a jump. If, however, the character is in the falling stage of a jump, and the jump button is released, the character will do a half-second float before the constant force kicks in again. Of course, if I want to do a "jump button always causes the character to jump the same height" (which is fairly common for a lot of games, even modern, 3D ones), then all of this is really easy; however, if I want to have jump height dependent on player input (like all of the Mario games), then these jump physics become a problem.

That's what I'm working on right now. I don't have much to show in the way of screenshots, however.

------------------
"To secure ourselves against defeat lies in our own hands." - Sun Tzu.

"He who walks in integrity walks securely,
But he who perverts his ways will be found out." - Proverbs 10:9 (NIV)

[This message has been edited by Xian_Lee (edited March 14, 2007).]

jestermax

Member

Posts: 1064
From: Ontario, Canada
Registered: 06-21-2006
I used a glass compositor script which they actually provide with their examples but i took it and played with it a bit. It's basically a shader for the viewport (and it's extremely GPU intensive; i can't even run it on my laptop).

EDIT: i like your random map generator. It's be neat to come up with some map generators that are similar to Diablo's dungeons

[This message has been edited by jestermax (edited March 14, 2007).]

Xian_Lee

Member

Posts: 345
From:
Registered: 03-15-2006
quote:
Originally posted by jestermax:
I used a glass compositor script which they actually provide with their examples but i took it and played with it a bit. It's basically a shader for the viewport (and it's extremely GPU intensive; i can't even run it on my laptop).

EDIT: i like your random map generator. It's be neat to come up with some map generators that are similar to Diablo's dungeons

[This message has been edited by jestermax (edited March 14, 2007).]


Cool stuff on the Ogre3D shaders. I haven't worked with shaders much (read, at all).

I haven't played Diablo, so I don't really know what those maps would be like. Am I mistaken to understand that Diablo has a random map generator? If it does, I might need to get Diablo just for that. My experience with random maps is pretty much limited to Angband (and a couple of other roguelikes).

Hmm, I think my map generator should ensure that there's no way to fall through a floor into a single square surrounded by walls with no exit short of a scroll.

------------------
"To secure ourselves against defeat lies in our own hands." - Sun Tzu.

"He who walks in integrity walks securely,
But he who perverts his ways will be found out." - Proverbs 10:9 (NIV)

jestermax

Member

Posts: 1064
From: Ontario, Canada
Registered: 06-21-2006
in my opinion, diablo has amazing maps, and they make sense every time too. they don't have isolated parts that lead nowhere. I haven't read much about how it's done but i'd like to
Xian_Lee

Member

Posts: 345
From:
Registered: 03-15-2006
In other news. I've decided to purchase Torque Game Builder. I love the system, but I hate using it on my laptop. Mostly because of my reduced keyboard and mouse abilities. I'm looking forward to working with Torque on my PC, however.

I also found what looks to be (on the surface, anyway) a good algorithm for random map generation. The algorithm is implemented in a Java game on sourceforge called Tyrant. I haven't gotten to check out the implementation yet, but it sounds good.

------------------
"To secure ourselves against defeat lies in our own hands." - Sun Tzu.

"He who walks in integrity walks securely,
But he who perverts his ways will be found out." - Proverbs 10:9 (NIV)

Brandon

Member

Posts: 594
From: Kansas City, Mo, USA
Registered: 02-02-2004
Nice work guys!

Here is a screen from a level that I'm kinda re-doing:

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They will know that we are Christians by our love.

Xian_Lee

Member

Posts: 345
From:
Registered: 03-15-2006
Wow, that looks very nice.

You're using Blender (and its engine) for all of this, correct? That's very impressive.

------------------
"To secure ourselves against defeat lies in our own hands." - Sun Tzu.

"He who walks in integrity walks securely,
But he who perverts his ways will be found out." - Proverbs 10:9 (NIV)

Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
That looks awwwesome!

Is that Bloom?

David Lancaster

Member

Posts: 276
From: Adelaide, Australia
Registered: 05-22-2006
Brandon thinks blender = a little evil with performance. He's using a really cool free engine that ummm is called

[This message has been edited by David Lancaster (edited March 15, 2007).]

David Lancaster

Member

Posts: 276
From: Adelaide, Australia
Registered: 05-22-2006
And Brandon's screenshot is WYSIWYG!
Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
Wow that screen you posted, brandon, looks cartoonish. Was that the idea?

------------------
1Jo 2:9-10 He that saith he is in the light, and hateth his brother, is in darkness even until now. 10 He that loveth his brother abideth in the light, and there is none occasion of stumbling in him.
Joh 17:26 And I have declared unto them thy name, and will declare it: that the love wherewith thou hast loved me may be in them, and I in them.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

Brandon

Member

Posts: 594
From: Kansas City, Mo, USA
Registered: 02-02-2004
Thanks for the compliments guys!

Yeah Blender is an OK game engine. But it's not stable enough right now to design any serious games with (and keep your sanity!). Besides... David's shown me a really amazing engine that seems too good to be true right now But I still use Blender for modeling of course

Hey that's kinda true Jari, the look that I'm shooting for is similar to Ico and Twilight Princess. That sky is there temporarily though. I'm going to be looking into different ways of designing the atmospheres, hopefully I stumble across something worthwhile. Oh, and yep LAVA, it's BLOOM! Good eye ^^

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They will know that we are Christians by our love.

Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
Great looking stuff guys!
SSquared

Member

Posts: 654
From: Pacific Northwest
Registered: 03-22-2005
You are all doing some terrific work! Great to see. And nice to hear people are actually making progress on various fronts.

Neat idea about the random maps. Age of Empires also created random maps. And one of my favorites from the 80's "Seven Cities of Gold" built random maps. It's a terrific idea, and for me, adds immense value to a game.

My progress is slow going, and will probably sound boring. I am currently reading "CLR via C#" by Jeffrey Richter. This is an absolutely terrific book. It gets into the nitty, gritty underlying framework of C# as it relates to the CLR. He discusses the Intermediate Language (IL) to show you what's really going on. Although higher level languages (such as C# and Java) are meant to hide a lot of the underlying work from you, I like understanding what's really going on, and this book is a terrific help.

Project-wise, I am currently looking into various ways for C# and C++ to talk to each other and to pass classes between each other. I have a current prototype of an MFC application calling a C# DLL to display a dialog. The C++ code passes some information to the C# Dialog. The user types a value into an edit box and the C++ code reads and displays this value in a message box. So I have very simple communication happening between the two.

The bigger step is deciding how to pass classes back and forth. Simple data types (string, int, etc.) like my prototype is fairly straightforward.

This is actually something for work, so maybe it shouldn't be part of this thread, but I also consider it some personal enrichment for myself and have done research outside of work time.

CPUFreak91

Member

Posts: 2337
From:
Registered: 02-01-2005
I'm really getting excited about the soon-to-be-released Beta version of Bible Dave. Right now I'm working on new levels. I just finished a very fun level that Bible Dave hasn't seen before. It is also one of the most heavily scripted levels in the game. It'll catch you off-guard, make you sweat, and force you to act quickly. I'm trying to make it available only on the Hard and Medium difficulty settings, as it is requires a lot of fast action from the plyer which is too much to ask for those playing on the Easy level difficulty setting.

I'm also updating many of the old levels so that they look more organic.

------------------
All Your Base Are Belong To Us!!! chown -r us ./base
"After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2

My Programming and Hacker/Geek related Blog

[This message has been edited by CPUFreak91 (edited March 15, 2007).]

Xian_Lee

Member

Posts: 345
From:
Registered: 03-15-2006
The C#/C++ communication sounds pretty cool. I'm getting started with C# pretty soon here, so I'd be interested in looking into that myself out of curiosity.

Cool stuff, CPU. I'm glad to hear that Bible Dave is still being worked on.

------------------
"To secure ourselves against defeat lies in our own hands." - Sun Tzu.

"He who walks in integrity walks securely,
But he who perverts his ways will be found out." - Proverbs 10:9 (NIV)

Brandon

Member

Posts: 594
From: Kansas City, Mo, USA
Registered: 02-02-2004
That sounds awesome! I'm looking forward to it ^_^

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They will know that we are Christians by our love.

steveth45

Member

Posts: 536
From: Eugene, OR, USA
Registered: 08-10-2005
I'm putting the new mesh format thing on hold for a little while since Irrlicht is in a state of flux regarding the animation code. Basically, they are revamping the animation code with support for weighted vertices and some pre-existing file formats that support that. I'll see how well that works when the next stable release of Irrlicht comes out. I don't want to duplicate someone else's labor.

What I'm working on now is examining ways to get a decent Python binding for Irrlicht working, as there seems to be nothing like that currently available. More details to come on this later.

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+---------+
|steveth45|
+---------+

bwoogie

Member

Posts: 380
From: kansas usa
Registered: 03-12-2005
im getting anxious to play you guy's games.

------------------
~~~boogie woogie woogie~~~

crazyishone

Member

Posts: 1685
From:
Registered: 08-25-2004
Yes, these screenshots are very nice. This thread was a good idea

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

"The CIA must operate within the law.." - Former President Jimmy Carter, trying to solve an old problem. ;)

Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
quote:
Originally posted by brandon:
Oh, and yep LAVA, it's BLOOM!

It IS bloom?!?

*gets all giddy*

quote:
Originally posted by brandon:

Good eye ^^

Thank you

Xian_Lee

Member

Posts: 345
From:
Registered: 03-15-2006
Well, I've been making posts about what I've been up to over the last week, but today should be the day for my weekly update.

I haven't made new progress on my random map generator (short of researching algorithms for the project), but I have been working on expanding my versatility. I've been working through PyGame tutorials, and that's coming along nicely. Python and PyGame have a lot of nice things going for them, but the combination isn't my favorite yet. From a tutorial, I built (and modified) a sample project that has a Chrono Trigger sprite moving around on screen in a way that is similar to a top-down racer. I like how simple it is to give players the ability to move in 360 degrees. That doesn't hold much significance for most any game type I would personally be interested in working with, but it's cool all the same. I think I should build an Asteroids style game as a PyGame beginner project.

On the other hand, I purchased a Torque Game Builder license last night. The demo gave me access to all of the functionality of the full version, but I couldn't get to the majority of the documentation regarding the functionality. Anyway, I've been working on the platformer tutorials, and I'm loving TGB more and more with every bit of work I do. The built in physics really are nice, and it's exceptionally easy to get a decent camera system working. I haven't done much in the GUI department, but I'm liking TGB all the same. My current build of the platformer has a dynamic camera (follows the player until the defined end of the level, at which point the camera stops moving), decent basic physics, and a tilemap based level. The next part of my work on this platformer tutorial will require an improved collision system, better jump physics, working animation, and some hazards.

Regarding my map generator, I was giving thought to porting it over to TGB, and working on a multiplayer roguelike. Using TorqueNet Lite (I believe that that's what the bundled network kit is called), it would have to be turn based, but if the network system is fast enough, that may not be a problem. Of course, I'm not sure whether or not this version of the network library allows for a server with multiple client connections. Due to the random nature of a roguelike, a server application would be necessary.

And, while it's not related to coding, I recorded a new song on my guitar that is available on my PureVolume site (http://www.purevolume.com/overlookedidentity). In technical terms, it's pretty bad. However, that was significant to the artistic direction I meant to take the song (a fuller explanation is on the PureVolume page).

Sorry, I don't have screenshots for anything this week. I clearly have multiple possible projects ahead of me, so I just have to figure out which ones to give priority to.

------------------
"To secure ourselves against defeat lies in our own hands." - Sun Tzu.

"He who walks in integrity walks securely,
But he who perverts his ways will be found out." - Proverbs 10:9 (NIV)

David Lancaster

Member

Posts: 276
From: Adelaide, Australia
Registered: 05-22-2006
Have you guys considered making a 3D bible dave with Beyond Virtual or something? You can make your mesh levels in blender, plug them into the engine, use great rendering, and the engine is free, you $150 only if you want to make exes...
jestermax

Member

Posts: 1064
From: Ontario, Canada
Registered: 06-21-2006
Hey steveth, how experienced are you with Irrlicht? if it's not too much trouble i'd like to ask you a few questions about some things with the engine.
(sorry to hijack )
Brandon

Member

Posts: 594
From: Kansas City, Mo, USA
Registered: 02-02-2004
Beyond Virtual is what I'm using now btw.
http://www.beyondvirtual.com/

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They will know that we are Christians by our love.

steveth45

Member

Posts: 536
From: Eugene, OR, USA
Registered: 08-10-2005
quote:
Originally posted by jestermax:
Hey steveth, how experienced are you with Irrlicht? if it's not too much trouble i'd like to ask you a few questions about some things with the engine.

By all means, ask. It's my best loved open source game/rendering engine. I've made a couple games with it already and I am quite comfortable with the engine. The PM system on CCN is broken for me, so you can email me at stevegoss AT steveth45 DOT net.

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|steveth45|
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Lazarus

Member

Posts: 1668
From: USA
Registered: 06-06-2006
*updates his progress again*

I was reading through the CCN compo thread a few days ago and noticed a post luke made about a pacman game where you play one of the ghosts chasing pacman around.

It sounded like a fun idea, so I started working on it:

As you can see, I plagiarized the original pacman maze and sprites.
Collision detection for the maze walls finally works also...

Brandon

Member

Posts: 594
From: Kansas City, Mo, USA
Registered: 02-02-2004
AWESOME! Lookin' good. And it does sound like fun!

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They will know that we are Christians by our love.

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
Good work lazarus! I dont know what it takes to put that together in bliz but non-theless.

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1Jo 2:9-10 He that saith he is in the light, and hateth his brother, is in darkness even until now. 10 He that loveth his brother abideth in the light, and there is none occasion of stumbling in him.
Joh 17:26 And I have declared unto them thy name, and will declare it: that the love wherewith thou hast loved me may be in them, and I in them.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

Xian_Lee

Member

Posts: 345
From:
Registered: 03-15-2006
That's looking good, Lazarus.

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Faith_Warrior

Member

Posts: 490
From: So.Cal.
Registered: 09-05-2006
Still working away here. Dealing with issues for the irrlicht engine, still making progress but has certainly left me with some temporal setbacks. The DX9 sure does make a difference, really good results though Iím still not putting out any updated screenshots yet with the new engine until I have all my shaders in. Still DX9 support only, still have no plans to change that for older systems running less than DX9 nor to Torque for that matter (as Ösuggested) :P

On the world development side, been spending a lot of time working on my main project this year but have been shifting my attention back to my smaller mmo that Iíll get up on a datacenter server this year for beta testing. Iím going with 18 wilderness zones for beta, Iíll probably add smaller zones to that as well such as large caves or whatnot. Iíve actually been making zone terrains with Bryce for some months now, but Iím not sure if Iím going to use them yet, depends on how they look once I have all my shaders in, otherwise Iíll use regular Blitz terrains since I like the layered Blitz look.

Been working on my leveling system a lot, hitting those TSR books for my formulations. Too much inspiration form EverQuest as well, I fear. Going with 20 levels for the smaller game, that should be enough to start, leveling will take a while of course. Trying to balance it out with my questing system so itís not so much of a grind, not as easy for this game but for my main project itís mostly about the quest system. Iím not sure if Iíll have all 18 zones at the launch of beta, I have two playable factions with their own side of the world to dominate and a handful of contested zones, so I may either keep them isolated for a bit or work with one and then the other.

Well thatís it for now. Hmm lets see if I have ANY images laying around photobucket. This is one I have been working on for my main project, it may be part of a title screen though the sword is going to be redone and there may be a great flying lizard type of creature flying around the background . This is done in Bryce, not my game engine just so you know, but MAY wind up being an early version of the title image.

BTW, Mastallama, I know what terrain editor you are using there, I have that as wellÖ hehe but which ones have I not tried yet?

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
Nice update, great to see you alive =]
Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
I've done very little game programming, but most of my time has been commited to Game Design, (and a "little bit" of Alpha Centauri) and I've released version .3 of SW PNR II which technically if all I was waiting for was the bare-bones working with a little bit of extra's without debugging, (like M$) then I'd be like Version 1.3, but I'm not. I've only got 1 planet which has 2 cities, but I've been mostly working on expanding my force powers, and housing arrangements.

BTW, if anyone wants to help with design, I'd be happy to accept it. I've got a friend who's supposedly learning HTML, and is going to learn how to write it, (no, I'm not writing a game in HTML, but more of a newsletter type thing) to use for the newsletter, but from what I've heard, nothings going on with it, and he's churning out his own paper games. So I've got lots of slots open. If anyone wants to assist me in support/anything about making it in the computer, we'll thats open too.

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MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto

I reserve the full right to change my views/theories at any time.

jestermax

Member

Posts: 1064
From: Ontario, Canada
Registered: 06-21-2006
i'll help anyone that needs my help. but i can't "officially" join your team. But tell me what you need and i can either work on it or help/assist your team with it
jestermax a t g mail dot com
(still haven't gotten an email image....

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Xian_Lee

Member

Posts: 345
From:
Registered: 03-15-2006
That looks like some nice stuff you've got going for you, Faith_Warrior.

Mene-Mene, what exactly is your project? Are you the one working on a Star Wars game? If that was you, I can help make sure that your work stays true to established Star Wars canon. For better or worse, I'm a bit of Star Wars fanatic. Beyond that, I've got my plate pretty full, so I can't help with much else right now.

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Sparkling

Member

Posts: 36
From: Oregon
Registered: 11-06-2006
quote:
Originally posted by HanClinto:
Hey all!

It appears that I'm not the only one frustrated with the lack of on-topic discussion here. So here's a thread that's for being on-topic.

However, I'm not simply frustrated with the boards -- I'm more frustrated with myself and my own lack of motivation for getting things done. I'll happily sit in chat rooms and post to CCN and read Slashdot, but I go through phases of being unmotivated and unproductive.

[QUOTE]Matthew 21:28-31 (NIV)
"What do you think? There was a man who had two sons. He went to the first and said, 'Son, go and work today in the vineyard.'

" 'I will not,' he answered, but later he changed his mind and went.

"Then the father went to the other son and said the same thing. He answered, 'I will, sir,' but he did not go.

"Which of the two did what his father wanted?"



There were two sons. One who talked about doing work but never did it, and the other who didn't talk about it, but did it. Both were wrong in some regards, but the one that did better was the one who actually acted.

I talk about Christian-based game development a fair bit, but I need to make sure I'm doing it as well.

I'm thinking of trying to start posting small progress updates about once every week or so, just to help stay motivated and have some accountability for keeping things moving every week.

Would anyone else be interested in participating in something like this? You wouldn't need to post screenshots every week (though that would be cool) -- I'm thinking very broadly here. If you're coding games -- sure -- throw up a screenshot (e-mail it to me if you need a host). If you're a graphic artist, a small teaser or sketched concept art could be cool. If you're a writer, maybe a small snippet or even just a loose description and letting us know how many chapters you wrote/edited this week. Even if you're just learning this stuff, I would like to see links posted to the tutorials that you sat down and made yourself work through.

Anyone interested? I realize it won't work for everybody, so don't feel pressured. Is a week enough time to have enough deliverables to showcase? Or would every two weeks / month be a more realistic expectation?

I'll try and post my first progress shots tomorrow along with a description of what I've been learning, and what chapters I've been working through in the books I'm reading.

Cheers!

In Christ,
clint

[This message has been edited by HanClinto (edited November 07, 2006).][/QUOTE]


I am stumbling on your little (4 page) thread here rather late in the game I guess. But ironically, this is EXACTLY what we have begun doing at Heaven's Blessings Tiny Zoo with the development of VISIONS. I observed on the forums of other games in development that "the crowd goes wild" when new screenshots, little video clips, ANYTHING really that demonstrates actual progress is being made is posted to the public. So we have set out to do exactly that. I know people would like to see weekly updates. But in our experience (and what I observed from those other games also) from a developmental standpoint this really isn't feasible. In part because it takes TIME away from development to stop and post the screenshots, and make the videos. And in part because in one weeks time there is not always enough visually noticeable in progress to warrant screenshot updates. "Oh look! It's the camel from another angle..." hehehe just not to thrilling. But once a month is about right. And we have been striving to do this. We've already posted updates for January, February and March. I am hoping we'll have more ot show in April. You can see our current screenshot and video postings on the front page of the Visions website here: http://www.visionsgame.com/#Screenshots
and we also have screenshots in the archives here: http://www.visionsgame.com/HBTZ_sneak_002.htm#Screenshots-Archive
if you want to see what went on before.

Hope this helps. And good to see that others are doing the same thing. I know it really does improve morale when people can SEE actual progress.

Blessings to you,
-Sparkling

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Visions is a 3D graphics MMORPG set in the 2nd century holy land being developed with a volunteer team. We're seeking programmers, artists, musicians, researchers, and writers. Apply online at http://www.visionsgame.com

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
I just wrote a nice long explanation, and it was erased due to this stupid IE combined with the frame. UGH!

Anyway, I am a big time Star Wars fan, and have grown my own Jedi braid. Star Wars Protectors of the New Republic II Originated from the original which was a Star Wars game I made up among my friends (2 of them to be exact) I played it over the phone, however it could pretty easily port to the Computer. Basically its a set of rules, which say this does that on the computer, and is a highly structured Paper RPG in gameplay respects, but all its documentation is on the computer.

It is infact a Star Wars game, and as for canon, it depends upon your point of view. If you think the books/games as canon, its not canon. If you think the movies as canon, its an extension.

WoB is kinda on the back-burner due to the fact I've run into a little bug, and am taking a break from it. Its a simple keypress/mousepress no detection bug, but I'm having trouble debugging it.

Anyway, I'm off, and its WAY past my bedtime.

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MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto

I reserve the full right to change my views/theories at any time.

jestermax

Member

Posts: 1064
From: Ontario, Canada
Registered: 06-21-2006
HA! I've finally gotten into modeling! And i got to keep my clothes on! (j/k)
Last night i made my first 3d model EVER from scratch. Yes i know it's not much but i'd just like to thank the academy... and Clint
If the image doesn't work, it's on the screenshots section of my webpage

EDIT: D'oh! it didn't work, lets try this....


[This message has been edited by jestermax (edited March 21, 2007).]

[This message has been edited by jestermax (edited March 21, 2007).]

Lazarus

Member

Posts: 1668
From: USA
Registered: 06-06-2006
Cool.

I'm not sure if it's a wheel or the blender attachment for your mom's smoothie machine...

jestermax

Member

Posts: 1064
From: Ontario, Canada
Registered: 06-21-2006
haha, i have no idea. it's some sort of gear i guess. i fixed it up since i took that pic but i'm still working on getting to know blender. i want to be able to do still like i used to do with using autoCAD (i knew CAD before i know programming)

------------------
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Lazarus

Member

Posts: 1668
From: USA
Registered: 06-06-2006
Another screenshot:

Blinky races for the fruit

I'm wondering if it's worth the trouble to write down the pixel coordinates of all 240 dots or if there is some automatic way...

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
Laz:
As for the dot coordinates, one thing you could do, is have them evenly spaced, and use an array combined with a for loop.

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MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto

I reserve the full right to change my views/theories at any time.

Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
Here's some early screens of a project of mine:

[This message has been edited by LAVA (edited March 21, 2007).]

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
Love the Design of that gun Lava. Looks pretty interesting, how do you create places for the player to move around on? Are they models?

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MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto

I reserve the full right to change my views/theories at any time.

Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
Thank you

Yeah, it's one big model, I made the outer model and then I hallowed it out and made the interiors.

Xian_Lee

Member

Posts: 345
From:
Registered: 03-15-2006
Well, it's weekly update time!

This week, or, more accurately, in the last day or two, I've done some more work on my random map generator. I now have predefined structures (two constitutes a plural, doesn't it?) that get placed randomly on the map; I should probably emphasize the "random" part of that sentence. Bottom line, I'm using a form of an algorithm I found on a website for developing roguelikes. The algorithm that I'm basing mine on was developed for an open source, Java-based roguelike called Tyrant (which is on SourceForge). For now, I'm just randomly placing my "rooms," but I mean to have them logically (though still randomly) placed in a way that ensures there are no unreachable areas, and that the environment is at least remotely realistic in design.

But you've all been waiting long enough. Here's my latest screenshot!

I've decided to go with a pseudo-island design with my tileset for the sake of aesthetics. In this screenshot, two "arena" type rooms are back to back.

My biggest coding challenge has been deciding on how to formulate the maps. I've decided to create a class that will allow for simplifying the map creation process (and multiple maps can exists as distinct objects that way). My single biggest challenge was deciding to go with a statically determined map size (though the usable portion of that map can vary). It simply was not looking worth the time to come up with a way to dynamically create two-dimensional arrays and manipulate them nicely. I'm still new to using the C++ "new", and I was running into all kinds of trouble with multidimensional arrays.

That looks like a good start in Blender, jestermax. Oh, and I like your giant model LAVA. Is that a playable project (or a video), or is are those just still renders? Care to share what modeler/renderer you've been using?

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Xian_Lee

Member

Posts: 345
From:
Registered: 03-15-2006
I apologize for double posting, but I didn't want to expand my last post since this is considerably different material to be posted.

I've been messing around with Python/PyGame some more lately, and I've been working on a simple Asteroids clone. I created it using a tutorial as a point of reference. I haven't created enemies yet, and no collision detection as a result, but you can see a simple screenshot of what I do have so far.

I have world limits set up for the sprites, so that, once they reach the limit (give or take 10 pixels past the edge of the scren), they jump to the the opposite side of the screen (if reaching the x limit, the sprite will jump to the other side of the screen, but will keep the same y coordinate).

Within PyGame, setting up collisions should be fairly simple. Once I create an enemy sprite (or boulder sprite, to keep with the Asteroids theme), I'll work on adding collisions and the like.

I'll admit, at first impression I wasn't a huge fan of Python/PyGame, but it's really starting to grow on me now.

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HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Thanks for the updates, guys!

Laz, the Pac clone is looking good! I like the retro look and feel of it.

Lava, the space game is fun -- it reminds me of the old Captain Comic games.

Faith, your stuff sounds amazing, as always.

M^2, glad to hear the progress and that you're continuing to move forward with your design stuff -- I think that's fantastic.

Sparkling, I know what you mean about it being hard to post showcase updates really frequently -- this thread was intended to be sortof a mix between a showcase and a work log, with everything from screenshots to just descriptions/links of tutorials that have been gone through this week. I think the update frequency that you've got for Visions is really good, and I've been really interested in following all of your progress.

Jestermax, the blender model looks really good! You've picked this up really quickly -- I look forward to seeing more of what you churn out.

Xian Lee, great progress! It looks like you're making fantastic headway learning all of this stuff, I'm excited about working with you on upcoming projects.

As for stuff that I've been up to, I've been continuing on my normal projects as well as finding time for a few hobby things, most particularly the NeoSwiff C# to Flash converter that was posted about on here -- it's been really cool to mess with that, and I look forward to posting about some of the cool things really soon.

Cheers!

--clint

Lazarus

Member

Posts: 1668
From: USA
Registered: 06-06-2006
Finally, after countless hours of sweating, I got dot collision working. (GLBasic's error message system is rather lacking, unfortunately).

At this point, there's a fork in the road for gameplay. Should I allow the ghosts and Pacman to eat dots, or just Pacman? Or just the player-controlled ghost and Pacman?

So many questions...

Xian, your Asteroids remake reminds me of that game I used to play on Linux.
Ahh... good times, as Arch would say.

Xian_Lee

Member

Posts: 345
From:
Registered: 03-15-2006
Providing I understand your project correctly, Lazarus, why not set the game up so that only Pac can eat the dots, like in the original, and give players a higher score for keeping as many dots on the field as possible.

Just an idea.

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Lazarus

Member

Posts: 1668
From: USA
Registered: 06-06-2006
But an idea that I'll use. Thanks, Xian.
Xian_Lee

Member

Posts: 345
From:
Registered: 03-15-2006
Anytime, Captain!

HanClinto, I'd like to see how NeoSwiff is working for you. You're fairly experienced in C#, aren't you? That could be pretty cool for you.

NeoSwiff intrigues me. I should go get the command-line converter before it requires purchase. It seems to me that applications developed in C# could, theoretically, be converted into Flash for mass consumption. I just wonder about how much of C#s functionality can be carried over to Flash (such as graphics and networking libraries).

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Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
Well I see many folks have made progress, that's good. I just hope every one can keep it humble and be not like me who has like three projects which have bloated when they should have never started yet plus site to work on and people to help with their projects! Just too much work there and no one noticable progress mark, I have been praying for Jesus so that things wont get out of hand and that He would give me His peace and that I may leave every vain work.
Well some other things to mention about VoHW in my blog: VoHW blog

May God bless you, remember to thank Him.


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Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

[This message has been edited by jari (edited March 25, 2007).]

Xian_Lee

Member

Posts: 345
From:
Registered: 03-15-2006
Good point, Jari. Humility is good, as is not joining in on too many projects. I tend to be guilty of doing the opposite of those. Fortunately, it's kind of hard to become proud of images that display primitive mapping and a minimalistic space shooter.

Still, you speak wisdom.

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SSquared

Member

Posts: 654
From: Pacific Northwest
Registered: 03-22-2005
quote:
Originally posted by Xian_Lee:
Fortunately, it's kind of hard to become proud of images that display primitive mapping and a minimalistic space shooter.

Don't be too hard on yourself. Your work are great examples of 'proof of concepts'. Often times you will learn a lot more from a proof of concept than from the actual implementation itself. I like how you are taking little steps in your random map generator. That is a good plan.

I have continued my reading in "CLR via C#". This week I read about manifests and stuff about the layout of metadata. It helps put into perspective where methods, events, etc. are all stored in the executable and really shows how all of these .NET languages can so easily share exectuables between one another.

I also did some work this week on my example project to get C++ calling C# and C# calling C++. I am trying to go beyond just passing simple data types Add(int one, int two) and instead moving towards passing a class Add(MyCSharpClass values).

I have this working for C++ to C#. Actually, C++ to C# isn't really all that difficult to do.

I have my C# code currently calling C++ using simple data types Add(int one, int two) but will convert this to passing a struct later this week. For those interested, I am using Platform Invoke when going C# to C++. Actually, in reality, I am really just going to static "C" functions.

The next step is to learn how to pass arrays from C# to C++. I can already do this using C++ to C#.

My whole test framework consists of a main application written in MFC. Then, there are three DLLs containing resources (dialogs), and sample test classes/functions/methods. One DLL is C++ Win32, another is C++ MFC, and the last is in C#. The intent is to have all these DLLs talking to each other. The MFC application calls into the C# DLL which calls into the MFC DLL to get some data, and the C# DLL then returns this data to the C++ MFC application.

[This message has been edited by ssquared (edited March 25, 2007).]

Xian_Lee

Member

Posts: 345
From:
Registered: 03-15-2006
Thanks, SSquared. I wasn't trying to be hard on myself; I'm happy with what I've done. For me, I've made huge programming breakthroughs lately, and have learned a lot. However, I can't go reasonable go out and claim that my present work is the greatest thing sliced sliced bread. I'm proud of my ever expanding abilities, but I'm not thinking myself a prodigy (yet), either. That doesn't seem so bad.

On topic, I posted a picture of one of my first (and last) models made in Blender. It's not new, but I felt like sharing it anyway. Just a basic, untextured model, but it was definitely a start. Here it is!

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Portal with information on my programming projects and links to my other work

jestermax

Member

Posts: 1064
From: Ontario, Canada
Registered: 06-21-2006
Ok, so a short while ago i started toying with the idea of making a game studio to help new programmers create games. It would be a collection of tools and an API layer built on top of the Golden T Game Engine for Java. It's simple enough to pick it up and go, but i thought i'd try to provide "game packs" to build on and provide things like game art and gui controls, etc. It idea is create something similar to Torque's game builder i guess (not trying to make a 100% clone :P) but it would be free and Java-based so it would automatically work on all platforms.
Anyways, i realize this would take a ton of work, which is why i used the term "toying with the idea" when i started this post. Well, i've been thinking about it and i think that the tools could be fine, along with the premade game art (which i already have a source, they just don't know it yet ), but it's the implementation of the game assist that i have a problem with. I'm almost to the point of just giving up on it and labeling it as another one of my "monster" ideas. My intentions were good but it might not be feasible.
So i need a few opinions on it. should i bother trying to plan for it? do i have enough of a basis? or should i just stick to a few basic game art packs, some tutorials and maybe a few game templates....wait... that actually sounds like what i was aiming for.....weird....Anyways, what do you think?

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steveth45

Member

Posts: 536
From: Eugene, OR, USA
Registered: 08-10-2005
regarding Irrlicht, Python, model formats, etc:

It looks like the B3D format is getting the full treatment for Irrlicht. It currently supports animations with weighted vertices in the latest version of Irrlicht (1.3). So, I'm going to run with that format instead of creating my own.

Making a Python binding for Irrlicht is turning out to be easier than I thought. After Pyweek 4, I'll try to refine the binding and then release it upon the earth, for Python programmers everywhere to try their hand at simplified 3D programming. Panda 3D and PyOgre are reasonable alternatives if you are on the Windows platform, but they have terrible support on Linux, and they wrap the functionality at such a low level, that you might as well be coding in C++, IMHO.

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+---------+
|steveth45|
+---------+

Xian_Lee

Member

Posts: 345
From:
Registered: 03-15-2006
That's pretty cool, steveth. I look forward to seeing the results of your work.

Jestermax, I think your idea is an awesome one. The toolset you speak of creating is one that would be quite welcome in the world. I'm sure it would be a lot of work, but I would like to see your project happen. When my other projects calm down, I would be willing to offer my help in whatever I can (though I'm not the greatest Java developer in the world I have a tendency to figure things out, and I do have Java experience).

Go for it.

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Lazarus

Member

Posts: 1668
From: USA
Registered: 06-06-2006
Jez, that idea sounds like a really good one - if you decide to do it, hooah! (Too much AA)

In other news, I was struggling valiantly with AI code today, when a thought struck me.
I could completely avoid all this work - erm I mean, I could change the direction of the game from a player-vs-computer to a player-vs-player like HanClinto's bug game.
All I needed in that case were two input functions, easily taken care of.

I think we're looking at a release candidate soon.

*calls EA*
"Yeah, a pacman clone where you chase the little yellow guy instead."
"Are you kidding me, sir?"
"No way - and I wrote it using a demo-kit, so there's this big sticker in the corner that kinda obscures part of the screen..."
"Perhaps you should talk to my supervisor - "
"Okay, but I really think if you published it, you could make a lot of money..."
"Goodbye, sir - "
"But - it'd be great for LAN parties, because it's a two-player game!"
*click*

Ah well... they just lost out on a fortune.


jestermax

Member

Posts: 1064
From: Ontario, Canada
Registered: 06-21-2006
ah, knowing that OTHER people think it's a good idea gives me hope . I quickly skimmed the TGB documentation (scouting out the enemy camp hehe) and i think it's VERY well done. I think that what i'm trying to do could actually be done without it turning into a monster project. At the minimum, even just better documentation and a bit of code could be a big help to someone starting out (with GTGE). Anyways, if anyone has any other ideas, i'd be glad to hear them

EDIT: btw, i thought i'd write down some of my motivation for this project (once/if it becomes a project). Basically, when i started programming/game designing, i had no one there to help me out. I basically got to where i am by myself. Recently (last couple years) i've read a few books, chatted on forums about it, etc. but i never really had any direct advice as to the best way to go about things. If i had had any kind of support at the time, i think i could be further then where i am right now. I want to help out the next guy, or at least offer help so that he (or she ) can go further then i did. I don't know if it makes sense, and i'm sure there's a ton of articles and guides, but i don't know...it seems like you have to go treasure hunting to put it all together. I may not know EVERYTHING there is to know about this stuff or even the best ways of doing stuff, but still, i think I could do some good . hopefully...
Knowledge should be free and fully accessible

[This message has been edited by jestermax (edited March 27, 2007).]

Mack

Administrator

Posts: 2779
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Registered: 01-20-2001
Messin' with the AxeFlag model I got yesterday in the editor.



jestermax

Member

Posts: 1064
From: Ontario, Canada
Registered: 06-21-2006
Wow that looks neat.
What sort of techniques/shaders did you use you render it?

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Xian_Lee

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Posts: 345
From:
Registered: 03-15-2006
That looks really good, Mack. I would also like to know what you used to create it. If the next Xrucifix game looks like that, you'll have my "wow" vote.

Speaking of which, what is the next Xrucifix project?

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Mack

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Posts: 2779
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quote:
Originally posted by jestermax:
Wow that looks neat. What sort of techniques/shaders did you use you render it?


Thanks for the compliments guys. It's a basic mesh with a colour map, normal map and a little specular applied to it. Nothing too fancy. Basic lighting (no PRT or HDR is applied) and no AA/AF. Just plopped it into an older map with basic settings.

quote:
Speaking of which, what is the next Xrucifix project?

Specifically it's Eternal War: Hellstorm, which is part of a series called Eternal War: Nightmares.
jestermax

Member

Posts: 1064
From: Ontario, Canada
Registered: 06-21-2006
quote:
It's a basic mesh with a colour map, normal map and a little specular applied to it. Nothing too fancy.

I didn't think it was anything TOO fancy but it still looks nice

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Lazarus

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Posts: 1668
From: USA
Registered: 06-06-2006
Well, here it is:

http://lazprogrammingfiles.googlepages.com/Pacman.zip

When I finished programming it, I noticed something... strange. Something shocking. Something terrifying.

Exactly Six hundred and sixty-six commands.

I never would have suspected Pacman... so that's the mark of the beast!

That was a pretty funny coincidence though.

jestermax

Member

Posts: 1064
From: Ontario, Canada
Registered: 06-21-2006
Here's something i whipped up tonight. My girlfriend told me it's creepy though

EDIT: forgot to say that i'm still working on it, so it's not quite done

[This message has been edited by jestermax (edited March 27, 2007).]

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
It's because you have too much white above the cornea. If you look in the mirror you'll notice that your eyelashes cover that white and a bit of your cornea. Here's a random pic from a search for 'face close up'

http://hemsidor.torget.se/users/4/4704/face_close.jpg


nice shading on the right side though
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a good gameplay is a right combination between performance and features.

[This message has been edited by Calin (edited March 28, 2007).]

Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
Yeah I agree with Callin, he is a tad "bug-eyed".
jestermax

Member

Posts: 1064
From: Ontario, Canada
Registered: 06-21-2006
That's true. originally i had an iris for the eyes, but it was too big so i took it out completely. I've been thinking about putting it back so i'll take a look at it next time i add to it, the shading needs to be finished too. I think for the "style" of drawing it is, it could be too much to put in eyelashes, i'll take a look at it though

Thanks for the comments though it's hard to know when i'm too involved in the drawing to look at it objectively.

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Calin

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And I'm not an artist

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a good gameplay is a right combination between performance and features.

jestermax

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Posts: 1064
From: Ontario, Canada
Registered: 06-21-2006
AH! Brilliant! Eyelids!
Yes, that will do fine. thank you
I'll work on it on my lunch break and add some more shading (and fix the shading on the jingles)

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Lazarus

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From: USA
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What's with the balls floating around his head? Is this guy on Mars?

*Wait - those are bells, not balls - bells - jester - jestermax... ahh. I see now.*

They seem rather unconnected, though.

jestermax

Member

Posts: 1064
From: Ontario, Canada
Registered: 06-21-2006
yes, that is indeed supposed to be like that .


EDIT: here's the updated look

[This message has been edited by jestermax (edited March 28, 2007).]

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
Laz: www.savefile.com has worked for me so far.
Mastalamma: AWESOME!!! That's what I felt was missing when I first arrived here. I'm so excited!

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MM out-
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I reserve the full right to change my views/theories at any time.

Xian_Lee

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Posts: 345
From:
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Is it a bad thing if update day scares me right now? I've been working on my map generator for the last several hours (which means I haven't slept in nearly 24 hours). Everything is coming together, but I've run into a brick wall. A brick wall with very sharp objects protruding from it. The kind of wall that doesn't only stop me from moving forward, but also stings me every time I try.

Anyway, here's the latest screenshot. I'll explain the problem in a moment.

As you can see in the picture, I'm now randomly placing things in a way that kind of makes sense. All of the new stretches of land (and rooms) are connected to each other. Everything seems to be working great, except for this one little problem: I think there's something wrong in my nested switches.

In short, I have a function that takes in three integers (x coordinate, y coordinate, wall that the room will be mounted on), and then a switch works off of the last integer. After a case match, I use a combination for/switch loop within that case, but I don't think that it's actually realted. I say that because everything works great, so long as I only have two main case options. If I have three cases, or two cases and the default, the program crashes before opening. Unfortunately, I get no error messages. I can't understand why this is happening since there doesn't seem to be a syntactical error (since there are no compiler errors). If anyone has a guess, that would be great. In my current state, I'm not having much luck.

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[This message has been edited by Xian_Lee (edited March 29, 2007).]

jestermax

Member

Posts: 1064
From: Ontario, Canada
Registered: 06-21-2006
Are you using a recursive or iterative approach to this?
Just an idea, sometimes it helps (and maybe you're already doing this): maybe you should try separating the components of your algorithm into separate functions. That way it makes it easier to debug and spreading out code can sometimes make it easier to read/understand (sometimes).
Anyways, i'd suggest you take a break try talking to God.

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Xian_Lee

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Posts: 345
From:
Registered: 03-15-2006
Words of wisdom, Jestermax.

It looks like something funky is going on within my cases. I'll have to continue debugging later. Thanks.

Functions are good, but this code is just isn't suitable for functions (more so than what I'm doing, anyway).

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jestermax

Member

Posts: 1064
From: Ontario, Canada
Registered: 06-21-2006
Oh yeah, i forgot; are you using logging? that can be a BIG help to see what does what and in what order.

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AndyGeers

Member

Posts: 45
From: London, UK
Registered: 06-20-2005
quote:
Originally posted by steveth45:
regarding Irrlicht, Python, model formats, etc:

It looks like the B3D format is getting the full treatment for Irrlicht. It currently supports animations with weighted vertices in the latest version of Irrlicht (1.3). So, I'm going to run with that format instead of creating my own.


Does Blender have a B3D exporter?

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http://www.geero.net/

Lazarus

Member

Posts: 1668
From: USA
Registered: 06-06-2006
There seems to be one available on this page:
http://routebuilder.bve-routes.com/download.php

I haven't tested it though.

In other news - I've been working on a clone of that Linux game KSpaceduel(using the original graphics, of course. ).

Here's a wip screenshot:

It'll be another two-player ship vs. ship game, in all likelyhood.

steveth45

Member

Posts: 536
From: Eugene, OR, USA
Registered: 08-10-2005
quote:
Originally posted by andygeers:
Does Blender have a B3D exporter?

There's a decent work-in-progress B3D exporter available here:

http://irrlicht-plugins.googlecode.com/svn/trunk/tools/exporters/

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+---------+
|steveth45|
+---------+

Xian_Lee

Member

Posts: 345
From:
Registered: 03-15-2006
Jestermax, you're a genius. I didn't realize that I had a massive code redundancy going on within my switch/case framework. I thought that each call part required unique values, but the unique values were taken care of ahead of time. Thus, I was able to pull a sizable chunk of code out and put it in a function (my code looks a lot nicer now as well). Effectively, that meant reducing about a hundred lines of code.

Anyway, I'm still terribly stuck with my switch/case issue. I've posted the bothersome code in the C++ help thread (on the main page, right now), so if any of you resident C++ genius types could give me a hand, I would greatly appreciate it. For some reason, in my switch/case setup, if I have more than two cases (including default), then my program explodes on trying to run it. So far as I can tell, the code is fine, and I get no compile or runtime errors (except for the basic "it died" error message). Like I said it's documented more fully in the other thread. For what it's worth, I'm using Code::Blocks and the GNU compilers.

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Lazarus

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Unfortunately I'm not well-versed with C++, Xian, or I'd attempt to help.

In other news, I finished that Kspaceduel clone today.
The requisite link:
http://www.glbasic.com/data/games/Spaceduel.zip

So many clones... it's starting to give me flashbacks of Star Wars episode three.

Xian_Lee

Member

Posts: 345
From:
Registered: 03-15-2006
Thanks, Captain. (Yes, Lazarus, I've decided to call you that as of now.) I'll have to check out your spaceduel clone. Way to rock with glbasic. Now, to get some of that AI rollin'!

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Lazarus

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Posts: 1668
From: USA
Registered: 06-06-2006
Oh no! I'm terrible with AI.
jestermax

Member

Posts: 1064
From: Ontario, Canada
Registered: 06-21-2006
i think i'll call you "El Capitan" instead

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Lazarus

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Posts: 1668
From: USA
Registered: 06-06-2006
As you like, Jez.

I started working on AI for the blue ship today. So far, I've got it to the point where the blue ship chases the player's ship around and tries to crash into it. It usually succeeds, too.

jestermax

Member

Posts: 1064
From: Ontario, Canada
Registered: 06-21-2006
quote:
Originally posted by Lazarus:
I started working on AI for the blue ship today. So far, I've got it to the point where the blue ship chases the player's ship around and tries to crash into it. It usually succeeds, too.

Sounds like driving in Toronto...

[This message has been edited by jestermax (edited March 30, 2007).]

CPUFreak91

Member

Posts: 2337
From:
Registered: 02-01-2005
quote:
Originally posted by Lazarus:
So far, I've got it to the point where the blue ship chases the player's ship around and tries to crash into it. It usually succeeds, too.


When you're done, could I have a copy? I'd like to play it. You can just send me the source. I'll figure out how to compile it.

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My Programming and Hacker/Geek related Blog

Lazarus

Member

Posts: 1668
From: USA
Registered: 06-06-2006
The AI is - moderately challenging at this point. It's still rather easy to take the enemy ship down once you learn how it works, though.

CPU, if you just want the game I'll give you the link - but if you want the source too I can upload it.

Matt Langley
Member

Posts: 247
From: Eugene, OR, USA
Registered: 08-31-2006
Well lately I've been working on a few different things. A couple months ago I took a small break for doc management and did a bit of TGB dev again. Was great to get back into that for a brief break, though I have a huge passion for trying to make Torque engines (specifically TGB) teach, document, and present itself not only in the best way possible (compared to our own past efforts and compared to any other engine) but in some of the most innovative ways that documentation systems don't really delve. So after the brief break I dug back into our documentation. Now I don't do much documentation creation anymore (though I do enjoy creating a tutorial every once in a while) though I've been digging very deep into what I call the "Torque Documentation Framework". In TGB release 1.1.3 we showcased the results of it. The majority of it we didn't release, but the results of it is what people see. For example the entire doc-base was displayed in a nice table of contents so you can browse all of our docs from a single location. The entire SDK doc-base has a multi-doc search system. The reference functions/methods and glossary terms are (what we call) "hot-linked" across every doc. So if you see this in a tutorial:

%obj.setPosition(10, 10);

The "setPosition" will be red text, if you hover over it it pops up a tooltip with all setPosition functions (most likely would pop up GuiControl::setPosition(%x, %y) and t2dSceneObject::setPosition(%x, %y)). You then click on which definition you want and pop the definition from the reference appears right in front of you. That was one aspect I'm particularly happy with (though needs some tweaking since context isn't taken into account, and probably would be impossible to develop a perfect context system). The other major thing I tried to innovate some with was "Component Tutorials". We took things like "Creating a New Project" and shoved it in a "Component Tutorial". Now when we create the docs we can put a simple xml style tag that links that and when the user goes through the doc they'll see something underlined like [u]If you are unsure on how to Create a Project Click Here[/u]. When they click there the little stub "Creating a New Project" tutorial unfolds right in front of them, inside their current tutorial. This was not only huge in end-user usability, but this makes updating the docs 100x easier. Now we just have to maintain one tutorial on how to "Create a Project" instead of the same stubs in 15 different places. This means if we change the Project Creation menu graphics we only have to update a couple pictures and not 15. Sure updating 5-15 pictures for one change isn't huge, but with a growing engine you get to a point that just about every single picutre in every single tutorial needs looked at an updated and I can tell you that is not an easy job lol (our interns get trial by fire with those types of tasks, unless of course no one is available and we do it ourselves).

In any case this Documentation Framework is basically a set of php files that are run through a php binary that parses the entire doc base and builds all of the things (search table, reference tables, component tutorial parsing, parsing every doc for methods and glossary terms, etc). Also part of the framework is the javascript files and styles. Now the javascript in some of these implementations can get especially tricky. In the end I had to design fully client side features, that means no php (besides the generation step), no server, no MySQL, etc. This makes things very tricky. The plus is it's all on the users HD, so I don't mind giving them huge javascript lookup tables, where on the net that would be horrendous, on a client machine it's no big deal (and really the only option besides using a user web server solution, which I did look into and couldn't find an acceptable solution for our user base).

This system has grown quite a bit and we've slowly been migrating it accross our different engines (we have a fairly high doc priority these days). With each of these times I fix things, configure things better, add features, sometimes remove features lol. In the end it was becoming apparent that the second pass was needing to be done soon. So the past week or two I've been doing an initial second pass. This pass was to integrate something I call "Config Schemes". Instead of just a config file I implemented a scheme system so you can create multiple configs and simply call the generator with the scheme (on top of that the schemes somewhat inherit which makes creating new ones very easy). Now I knew this wasn't going to be super easy... changing a system with a lot of semi hard-coded references into a fully customizable system via a config scheme... I ended with the following paramaters inside a config scheme (I've included their default values).


docOS = "Win";
docVersion = "1.1.3";
docUpdateSVN = false;
docPathToRoot = "../../";
docSrcDocDir = "../../content/sourceDocumentation/";
docOutputDocDir = "../../content/documentation/";
docSrcComponentDir = "../../content/sourceDocumentation/Component Tutorials/";
docOutputComponentDir = "../../content/documentation/Component Tutorials/";
docIncludeDir = "../../content/include/";
docSrcTOC = "../sourceFiles/tocsrc.html";
docOutputTOCDir = "../../content/";
docOutputTOCFile = "toc.html";
docReferencePointer = "../../content/sourceDocumentation/Reference/TGB Reference/";
docGlossaryPointer = "../../content/sourceDocumentation/Reference/TGB Glossary.html";
docStyleTheme = "yellow";
docStyleThemeSrcDir = "../sourceFiles/docThemes/";
docStyleFilesToLink = array("tutorialStyles", "tutorial", "globalMainPageStyles", "docTheme/theme");
docScriptFilesToLink = array("tutorial", "prototype", "scriptaculous", "glossaryLookUp", "referenceLookUp", "component", "componentContainer");
docSearchTableStoringEnabled = true;
docReferenceTableStoringEnabled = true;
docGlossaryTableStoringEnabled = true;
docHeadingParsingEnabled = true;
docComponentParsingEnabled = true;
docHotlinkingEnabled = true;
docGenerateReferenceEnabled = true;
docOutputClearDirEnabled = true;
docVersionCheckingEnabled = true;
docTooltipParsingEnabled = true;
docExternalOrderingEnabled = true;
docCopyFilesEnabled = true;
docGenerateTOCEnabled = true;
docCopyDocThemeEnabled = true;

parserTOCDirExcludeList = array("documentation", "images");
parserTOCFileExcludeList = array();
parserFileTypeIgnoreAndCopyList = array("jpg", "png", "bmp", "gif", "css");
parserFileNameExcludeList = array();
parserFilePatternExcludeList = array();
parserHotlinkExcludeList = array("End");

refCurrentTheme = "defaultTheme";
refSrcExamples = "../sourceFiles/referenceExampleFiles";
refSrcCallbacks = "../sourceFiles/referenceCallbackFiles/src";
refSrcXML = "../../../../trunk/tools/doxygen/consoleDocOutput/xml/";
refThemeDir = "../sourceFiles/referenceThemes";
refOutputDir = "../../content/sourceDocumentation/Reference/TGB Reference/";
refFileNameIncludeList = array();
refFilePatternIncludeList = array("xml");
refFilePatternExcludeList = array("console_doc");
refTextFormatting = true;
refHotlinkClassHeading = 8;
refHotlinkFunctionHeading = 4;
refHotlinkVariableHeading = 4;

Initially I didn't imagine that many proeprties lol... though they all have a very good use. The first chunk is all of the general doc properties... all sorts of source directories, output directories, exlude lists, .css and .js link lists, and then a bunch of bool values that allow you to generate any, all, or none of the steps... The bool values represent how many different aspects of the generator there are.


docSearchTableStoringEnabled = true;
docReferenceTableStoringEnabled = true;
docGlossaryTableStoringEnabled = true;
docHeadingParsingEnabled = true;
docComponentParsingEnabled = true;
docHotlinkingEnabled = true;
docGenerateReferenceEnabled = true;
docOutputClearDirEnabled = true;
docVersionCheckingEnabled = true;
docTooltipParsingEnabled = true;
docExternalOrderingEnabled = true;
docCopyFilesEnabled = true;
docGenerateTOCEnabled = true;
docCopyDocThemeEnabled = true;

Now getting each of these to work in a system in which many of these things were semi-tied together was a huge challenge. Fortunately I typically enforce a decent practice of modularizing everything so even though this task was a whole lot of work, it wasn't unreasonably daunting.

The final set of values, all prefixed with "ref", have to do with a new reference generating system I've been working on. We've started to fully doxygen (if you don't know what doxygen is look it up, great system, basically a way to document source code and have documentation generate out of it) the engine... primarily the script accessible parts currently (which is the most useful for the majority of TGB users). Now we don't use doxygen quite the way most applications do. We have an "autoDoc" system in Torque that allows us to register "Console" documentation (the "Console" being all script accessible fields, functions, and objects). We have a "usage" string you can add documentation to, this is documentation you can get in Torque off of any object while in the engine to, so we doxygen those usage strings and we have a nifty dump set of methods that iterates through all console classes, functions, values, etc and outputs it in a nice doxygen style format as if it were a source file documented with doxygen. We have doxygen parse this and instead of outputing documentation we have it output .xml files, I parse those in and then use those to generate the reference (which gives me complete control how the reference turns out, I have a whole theme system so you can change the html and styles in a reference by changing a couple minor files).

So basically now our TGB reference is fully generated (with example files parsed in so we can put examples to any function, method, etc). We are slowly bringing the engine up to the doxygen standards we want, this means when someone changes a function or method they simply change the doxygen comments (and when the entire engine is set up like that it will definately motivate people to continue to do so, otherwise their undocumented changes is the minority that can get singled out) and then we have an up to date reference (that doesn't need to be manually upkeeped).

That was one of the newest and most exciting additions. The other being adding the config schemes so we can use the same doc generator for all of our engines just have a different config setup. It also means when I update our Documentation Framework for a new engine I put those fixes and/or additions into the central generator that they all use, so all of our documentation will use a unified system that benefits everything else the more we use it.

Now on top of that another thing that I finally got a chance to work on (and just the past couple days utilize) is a new tool, the "Doc Builder". It's a javascript based (using the FireFox file IO API, which is a pain btw) html Document Builder. It currently builds just tutorial, though in a special new format we are trying and once we finish will convert all of our tutorials to. I've made it so you can create a new html tutorial without having to worry about most of the nitty gritty issues... in fact it is quite easy to create a quick (a few minutes) tutorial in it.

Most of these things are internal efficiency tools. With the framework we don't have to worry about a Documentation HUB, searching systems, connecting docs (only adding simple tags), and soon the reference. This Doc Builder allows any of us devs to create documents quick and easy without worrying about the time consuming part of it. It also ensures all of our docs will be in a solid and consistent format.

I'm pretty excited about the Doc Builder... especially when we get a chance to release it to community members wanting to contribute. We've also started concept planning for integrating with a web interface when we get our SDK docs running with the framework on a generated web version. That way we could have official docs (un-editable) and then user docs that you can create using this Doc Builder over the web.

Mainly I'm excited about the Doc Builder since it was one of those brain childs you have but think you'll never get the chance to do. Thats one of the beauties of working at GG, you get to do a lot of the things you want to. Plus GG isn't affraid of innovation and trying new things. I've tried to continue that concept over to our documentation. Not only is the Doc Builder a bit innovative in itself (I mean a tool for us to create docs like a snap, I'm s ure there are many implementations of it, but I haven't seen many in our industry) but I've tried to be innovative with the new tutorial workflow. It's hard to explain, TGB users will know what I mean when we release this next beta release (which will be an open beta and have a new tutorial going over behaviors a bit in the new tutorial prototype). Now the style needs to be prettied up by an artist (and will), though the workflow is pretty solid. I realized that I needed to try something new for a tutorial when I asked around to a lot of people who have gone through many tutorials and docs (and created them as well) over the years. I asked them for good examples of reference docs and tutorial docs. Well I got a lot of great examples of reference docs, but just about all of them couldn't direct me to a tutorial format/workflow that they really thought was ideal or even more than just basic. They had a lot of tutorials with great content and instruction, but most of them use the same basic format. So I've tried to think out of the box a bit and created a new workflow that I think will be a step in a new direction for our documentation.

This is the majority of what I've been working on the past couple months. I still want to do some big passes on the Doc Framework for efficiency in some of the parsers, updating some of the techniques I've used, add some more configuration options. Though in the area of further innovation for our documentation workflow I have some very huge ideas that I think will be great... though haven't had a chance to work on them.

My biggest goal for our tutorials is to eliminate the feeling of being forced through a path. The biggest issue with making tutorials is each person likes progressing through them differently. Some people like being directed in a step by step manner on making something they know will work. Others like to sporadically pick and choose different functionality to make their own game/experiment. While others prefer just reference style docs, and only pick at examples without reading any of the text and being turned away by anything large. So I'm designing a multi-level tagging system for the doc that will hopefully turn people's experience with the docs into an almost "choose your own adventure" style. For example:

Say you start a tutorial that shows you have to use velocities to make an object (player) run on a platformer... at the bottom fo the tutorial there will be two different areas of links... one lists other great uses of velocities, maybe making a ball bounce around, maybe collisions with explosions etc... then there's another box that says this was a great step in making a platformer game, here are other tutorials that give you platformer functionality, such as making a player jump, making a player use ramps, etc. Basically the goal will be cross-referencing all of the tutorials in an intelligent (and generated) way that allows any type of person to navigate the documentation however they want.

Basically my goal will be, if you choose any of the tutorials you will be able to go in any direction you want. I want to eliminate that frustration when you finish a tutorial that you didn't really want to do (or stop while doing it) and can't figure out how to go in a direction you enjoy. The other goal will be not only teaching the how but the why. I think this is one thing many tutorials fail at. I want to get the user thinking, using their head, learning how to think in a way that is conducive to game development and game making.

Well that ended up longer than expected but it's an update of what I've been working on and what I will work on Later, when I get some time, I'll post some pictures of some of this stuff, especially the Doc Builder.

------------------
Matthew Langley
Lead Documentation Engineer
GarageGames

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
That's quite interesting to me Matt because I use TGE. What I would like to see is a codecompletion for torque scripts in jEdit.

I have been working on the VoHW site and the game it self but most of my time has gone other side projects. Darkening however seems to be coming along alright. I made a verse list editor that allows you to build up a list of verses used in prayers in the game. And I have also worked on the level editing tools making it quite simple to layout new spawn points for the enemies and put story dialogs in the levels. Also the possibility of saving and loading the game has been under construction but I think it's too big implementation to add now when I merely want to demonstrate the game idea first.
Please check out the screen shots in the gallery

In all I feel blessed and that I should give all glory and thanks to God for the progress and I feel especially graceful of the message, His word that I can put in the games.

------------------
Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

[This message has been edited by jari (edited March 31, 2007).]

Xian_Lee

Member

Posts: 345
From:
Registered: 03-15-2006
Well, I've decided to do my weekly update early since PyWeek 4 is just around the corner. I've gotten nearly everything to work quite nicely in my map generator, but something strange continues to happen when I have more than two cases in a particular switch. Specifically, the program won't run (it compiles fine) and (for what it might be worth) exits with status -1. dartsman, as well as some others, have been awesome in trying to help me get it running, but I continue to be stumped as to wherein the problem lies. This is made worse by the fact that it compiles and runs just fine in the command-line environment. My methods seem to be decent now (though my algorithm isn't optimal, yet), and, to show that I have been making some progress on it (even if that's in a one step forward, two steps back sort of way), I decided display a illustration of my latest build within the command-line environment. This is a segment of a randomly generated map from the command-line.

#############################################################
#############################################################
###############################....##########################
###############################....##########################
#######################............##########################
###############################....##########################
##############################.....##########################
##############################.....##########################
#########################.####.....##########################
#########################.####.....##########################
#########################.####.######....####################
#########################.####.######....####################
#########################.####.######............############
#########################.####.######....####################
#########################.###....#####....###################
#########################.##......####............###########
#######################............###....###################
#######################............###....###################
###############............................##################
#######################............##....####################
##########################.#......###....####################
##########################.##....####....####################
##########################.##########....####################
##########################.##################################
##########################.##################################
##########################.##################################
##########################.##################################
##########################.##################################
#############################################################
#############################################################

It would be a lot nicer if that would work in the way that it's supposed to, but it seems to be a start. If nothing else, it shows that my methods seem to work without too much difficulty.

Outside of my game development, I started on a webcomic. In honor of PyWeek 4, my latest comic is of what I've called "The Programmer's Code." Since I don't feel like I should post the image here (since it's not tied to the progress of my programming), I'll just give you a link to my webcomic: http://xiantrieshumor.googlepages.com/

------------------
Portal with information on my programming projects and links to my other work

Faith_Warrior

Member

Posts: 490
From: So.Cal.
Registered: 09-05-2006
quote:
Originally posted by Xian_Lee:
I've gotten nearly everything to work quite nicely in my map generator,

heh that's interesting, it reminds me of this http://direpress.bin.sh/tools/dungeon.cgi

Matt Langley
Member

Posts: 247
From: Eugene, OR, USA
Registered: 08-31-2006
quote:
That's quite interesting to me Matt because I use TGE. What I would like to see is a codecompletion for torque scripts in jEdit.

Have you tried Torsion? I've been using Torsion for over a year now (since it was in beta, the majority of GG uses Torsion also). It has script debugging, autocomplete and some other nice features you might like.

I think I remember seeing old posts on this forum from you about the verse editor, thats a very cool implementation and idea.

------------------
Matthew Langley
Lead Documentation Engineer
GarageGames

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
quote:
Originally posted by Matt Langley:
Have you tried Torsion? I've been using Torsion for over a year now (since it was in beta, the majority of GG uses Torsion also). It has script debugging, autocomplete and some other nice features you might like.

Thanks for the info. No I havent used it because I only use free software. Such as jEdit which does have project viewer and even parser for torque functions and datablocks but unfortunately thatšs just for one file at a time thing.

quote:
Originally posted by Matt Langley:

I think I remember seeing old posts on this forum from you about the verse editor, thats a very cool implementation and idea.

Thanks. I'll upload a screen shot of the editor in to the gallery. It may tell a little bit about it, how it works.

------------------
Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

CPUFreak91

Member

Posts: 2337
From:
Registered: 02-01-2005
Well Pyweek has started. We're moving along nicely. I had to re-arrange the file and directory layout of our game to comply with some new Pyweek rules that I didn't notice. Now I'm hard at work trying to get a dummy level and some dummy sprites to load.
More updates to come later.

------------------
All Your Base Are Belong To Us!!! chown -r us ./base
"After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2

"Oh, bother," said the Borg. "We've assimilated Pooh."

"Socialism works great... if there are no people involved." -- Pastor David Ginter, Union Church of Guatemala.

My Programming and Hacker/Geek related Blog

[This message has been edited by CPUFreak91 (edited April 01, 2007).]

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006

A basic RTS setup I came up with at the end of this week. It doesn't have any AI, pathfinding, etc, all you can do is select the units and move them around on the map.
The interesting thing is that the setup uses two mice not one (The download has an executable -simple.exe- with an one-mouse setup, it you want to see the demo anyways.)
I'm curious to know your opinions (that is if you decide to download the bulky 10 MB), especially if you have two mice.

Here's how it works:
If you want to move a unit point the left mouse over the spot where you want the unit to move and click with the left button from the right mouse on the unit.
If you want to change the direction the unit is facing (this could be useful in a game in which the direction the unit/squad is facing matters) place the left mouse over the spot the unit should be looking at and click with the right button from the right mouse on the unit.

When you start the demo make sure that the mouse that controls the R cursor is in your right hand and the mouse that controls the L cursor is in the Left hand.

http://calinnegru.googlepages.com/RTSstartup.rar

To get the demo spinning you need NetFramework 2.0 (it comes pre-installed on Vista). It is highly likely you'll also need the latest VS runtime: http://calinnegru.googlepages.com/vcredist_x86.exe

[EDIT 04.07.2007]

A new build showing waypoints/pathfinding.

http://calinnegru.googlepages.com/Waypoints.exe

Place the executable in the same folder where everything else is( i.e. the other executables )

------------------
a good gameplay is a right combination between performance and features.

[This message has been edited by Calin (edited April 07, 2007).]

Faith_Warrior

Member

Posts: 490
From: So.Cal.
Registered: 09-05-2006
RTS, eh? You have the makings for a good virtual table-top RPG
Well if you added a nice map/s, network chat channel, die rolls, viewable character stats etcÖ
Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
hey Faith I like your avatar

quote:
Originally posted by Faith_Warrior:
RTS, eh? You have the makings for a good virtual table-top RPG
Well if you added a nice map/s, network chat channel, die rolls, viewable character stats etcÖ

I'm set on RTS. The dual mice thing is not the main point, it's just an exploration.

------------------
a good gameplay is a right combination between performance and features.

Lazarus

Member

Posts: 1668
From: USA
Registered: 06-06-2006
Hey Calin, I tried running both .exes but it crashes everytime with a "OgreNetTest has encountered an error and needs to close" error msg.
Faith_Warrior

Member

Posts: 490
From: So.Cal.
Registered: 09-05-2006
quote:
Originally posted by Calin:
hey Faith I like your avatar

I'm set on RTS. The dual mice thing is not the main point, it's just an exploration.



Blahaha yeah itís my interpretation of a star sucking space vortex (i.e. black hole) so donít get too close to your monitor, k?
I was just seeing if I could make more room for my next avatarÖ is it bigger yet?

RTS is good too

[This message has been edited by Faith_Warrior (edited April 01, 2007).]

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
quote:
Originally posted by Lazarus:
Hey Calin, I tried running both .exes but it crashes everytime with a "OgreNetTest has encountered an error and needs to close" error msg.

You need NetFramewrok 2.0 (it comes pre-installed on Vista).
[EDIT]
Also it looks like you need this as well:
http://calinnegru.googlepages.com/vcredist_x86.exe
That's a SP1 Visual Studio redistrib which I just found myself (I had SP1 installed for VS long ago but I had no idea you'd need a special runtime redist to run programs made with VS 2005 SP1)
Hope that gets it fixed.


quote:
Originally posted by Faith_Warrior:
[B] Blahaha yeah itís my interpretation of a star sucking space vortex (i.e. black hole) so donít get too close to your monitor, k?
I was just seeing if I could make more room for my next avatarÖ is it bigger yet?

Well at least I know why my room is drafty.

------------------
a good gameplay is a right combination between performance and features.

[This message has been edited by Calin (edited April 02, 2007).]

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Hey all! The updates are looking good!

Xian, I like your comics. I drew some like that a while ago, I'll have to scan them in and upload them some time. For the old Stickman Animation Contest, I created an entry that was an animated version of one of them.

Your random map generator is looking good! It's funny -- I also spent some time working on one this weekend (though mine uses a different algorithm than yours).

This random dungeon generator is in Python for Steveth45's Pyweek 4 game. Here's an example of its output:

      #####                                                                     
#...+,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
#<..# ,
#...# ,,,
##### ,
,,,
############# ,
#........>..# ,,,
#...........# #########+#####
#...........# #.............#
#...........# #.............#
,,,,,,,,,,,+...........-,-.............#
####### , #######-##### ###############
#.....# ,,, ,,,
#.....# , ,
#.....#,,, ,,,
#.....#, ,
#.....+, ,,,
#.....# ##### #+#########
#.....# #...# ,+.........#
#-##### #...# ,#.........# #########
,,,,,,,,,,,,,,,+...+,,,,,,,,,-.........-,,,,,,,-.......#
, , #...# , #.........# #.......#
,,, , #...# ,,, #.........-,,, #.......#
#############+##### , #...# , #.........# , #########
#.................# , #...# ,,, #.........# ,,,
#.................# , #...# , #.........# ,
#.................-,,,,,,,,,,,-...+,,, #.........# ,,,
################### , #...# #.........# , #########
, #...+, #.........# ,,,#.......#
, #...#, #+######### ,#.......#
, #...#,,,,,,,,,,,,,,,,,,,,,,,,,,,,,-.......#
###########+# ##### , #########
#...........-,,,,,,,,,,,,,,,,,,,
#...........#
#...........#
#############

Overall, I'm really pleased with the results, and I was really truly blessed to get something working faster than I expected. It spatters the rooms around, making sure that they're not colliding with each other, and keeps track of all the rooms that it adds. Then it shuffles the rooms, then connects the first one to the second, the second to the third, etc etc. It connects them by picking a random point inside each room, and drawing a line of corridors from one to the next. When it draws a corridor over a wall, it creates a doorway that is randomly either open or closed. I used a pretty cool hackish trick, where I wanted to make sure that my corridors never drew over the corners of my rooms (who ever saw dungeon with a doorway in the corner?), so I made it so that room corners are only on even-numbered coordinates, and corridors only turn on odd-numbered coordinates. It's kindof a cheap way to make sure that they never collide, but it works.

Anyway, the game is looking like it will be a lot of fun. I'm not planning on doing more than the random map generation -- time is kindof crunched at the moment, but I'm really thankful Steve broke out a piece of his project to let me chew on for a couple days over the weekend. It's fun to be involved in the development a little bit.

Matt Langley -- wow! All that stuff about the documentation framework sounds fantastic! It looks like you've got a great pipeline set up for generating that documentation, and I for one am really looking forward to using it in the future. I spent several hours this weekend with the TGB documentation open in my browser (even with Pyweek, I still worked more in Torque than I did in Python).

Calin, the RTS is looking good! I look forward to downloading it and trying it out!

Thanks for the updates guys! Keep up the good work! It's all to His glory, and if the Lord's not behind it, it's not worth doing.

quote:
Psalm 127:
Unless the LORD builds the house, its builders labor in vain.

--clint

[This message has been edited by HanClinto (edited April 02, 2007).]

CPUFreak91

Member

Posts: 2337
From:
Registered: 02-01-2005
@Calin: Two mices? _Please_ don't patent that, I'd love to use it in a future game.

------------------
All Your Base Are Belong To Us!!! chown -r us ./base
"After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2

"Oh, bother," said the Borg. "We've assimilated Pooh."

"Socialism works great... if there are no people involved." -- Pastor David Ginter, Union Church of Guatemala.

My Programming and Hacker/Geek related Blog

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
quote:
Originally posted by CPUFreak91:
@Calin: Two mices? _Please_ don't patent that, I'd love to use it in a future game.


I think we can settle for say ..5 million.

------------------
a good gameplay is a right combination between performance and features.

[This message has been edited by Calin (edited April 03, 2007).]

jestermax

Member

Posts: 1064
From: Ontario, Canada
Registered: 06-21-2006
i have 10,000 kudos that David Lancaster gave me in another thread, will that do?

------------------
Visit my portfolio (and check out my projects):
http://Jestermax.googlepages.com/

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
quote:
Originally posted by jestermax:
i have 10,000 kudos that David Lancaster gave me in another thread, will that do?


Well I guess I can accept that as one millionth of the total sum. )

------------------
a good gameplay is a right combination between performance and features.

jestermax

Member

Posts: 1064
From: Ontario, Canada
Registered: 06-21-2006
hmmm, i think i'm going to need some more kudos

------------------
Visit my portfolio (and check out my projects):
http://Jestermax.googlepages.com/

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
quote:
Originally posted by jestermax:
hmmm, i think i'm going to need some more kudos


I've heard cheers have a bigger value.

------------------
a good gameplay is a right combination between performance and features.

jestermax

Member

Posts: 1064
From: Ontario, Canada
Registered: 06-21-2006
hmmmm, where am i going to find a Ted Danson or a Rhea Perlman??. Would you settle for a Kelsey Grammer? That's the closest thing i'll find to a Cheers i think
(if anyone knows what i'm talking about, you get a gold star)

------------------
Visit my portfolio (and check out my projects):
http://Jestermax.googlepages.com/

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
That's 6 posts in a row that are exclusively off-topic. Let's reign it in a little bit here guys -- you know where the girls thread is if you need it.
jestermax

Member

Posts: 1064
From: Ontario, Canada
Registered: 06-21-2006
Whoops, that's my bad. To fix it i'll give my update

Check out the demos page on my portfolio to see a WW1 airplane demo game. WASD controls (driving-style controls) and space shoots. be careful though because you can fly off into nowhere (it's a tech demo, not a game)

Link is in my signature

------------------
Visit my portfolio (and check out my projects):
http://Jestermax.googlepages.com/

Sparkling

Member

Posts: 36
From: Oregon
Registered: 11-06-2006
I posted new screenshots last night.

http://www.visionsgame.com/

We also have been in some exciting meetings with another company and have formed a new alliance. We're hoping that this will accelerate the progress of Visions. We're looking forward to it!

-Sparkling

------------------
Visions is a 3D graphics MMORPG set in the 2nd century holy land being developed with a volunteer team. We're seeking programmers, artists, musicians, researchers, and writers. Apply online at http://www.visionsgame.com

Lazarus

Member

Posts: 1668
From: USA
Registered: 06-06-2006
Hey Jez - when I try to run your airplane demo, I get "Program too big to fit in memory.".

Spark, those screenshots look really good.

jestermax

Member

Posts: 1064
From: Ontario, Canada
Registered: 06-21-2006
WHOA!!! i don't think i've EVER seen that.... that's insane!. I don't think you'll be able to play with it without more ram/vram but in the mean time when i get a chance i'll see if i can slim it down a bit or something.

------------------
Visit my portfolio (and check out my projects):
http://Jestermax.googlepages.com/

Lazarus

Member

Posts: 1668
From: USA
Registered: 06-06-2006
Well that's weird - the program is only 295kb - I had at least 300MB of free memory at the time.

Btw, this morning I started on a Jezzball clone. *ducks as groans and rotten tomatoes emanate from the audience*

So far I have a pretty realistic sim of the physics:

[This message has been edited by Lazarus (edited April 04, 2007).]

kenman

Member

Posts: 518
From: Janesville WI
Registered: 08-31-2006
Ok my contributions here have been off and on. During pyweek I tried to make people, which has not been the best.

So here is my contribution to CCN

All he needs is some Fritos and Mountain Dew

Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
Kenman, did you make that?
Faith_Warrior

Member

Posts: 490
From: So.Cal.
Registered: 09-05-2006
HmmmÖ the logo does not look like part of the shirt texture.
kenman

Member

Posts: 518
From: Janesville WI
Registered: 08-31-2006
yes I DID Make the dude. the logo in an iron on, very typical of the eighties :>
Lazarus

Member

Posts: 1668
From: USA
Registered: 06-06-2006
Haha. I couldn't tell at first whether that was a guy or a girl(the hair does it).

Calin, the rts demo works quite well now(after running that .exe you posted). I don't have two mice so couldn't test that part, though.

Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
quote:
Originally posted by kenman:
yes I DID Make the dude.

dude, then that's really good!

great job

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
Interesting work every one.
I have worked some on a new game where you follow Jesus doing the same things as in the gospels and acts. That's witnessing casting out demons and so. I want to respect what did really happen of course and I believe that this game can bring those events into memory as much of what the characters speak uses the same words as in Bible. It's made with AGS and here's a screen shot of the rather unpolished graphics I have been using for testing.
Hopefully I can get demo of this ready so i wont have to explain that much.
Thanks to God for this idea, it seems to be a good idea. Thank you Jesus.

------------------
Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

Lazarus

Member

Posts: 1668
From: USA
Registered: 06-06-2006
Looks good, Jari. (The gameplay does.. the graphics though - they look like something I might have drawn. Except better.)

I finished my semi-clone of Jezzball today:
http://www.glbasic.com/data/games/Jezzballs.zip

Basically, I completely left out half of the gameplay. *looks down in shame* It's more of a physics simulation than anything - you can set the number of balls and their velocity.

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
quote:
Originally posted by Lazarus:
Looks good, Jari. (The gameplay does.. the graphics though - they look like something I might have drawn. Except better.)

Thanks. Those graphics are just place holders, something was needed for testing.

You seem to have a good start with the jezzball! It surprised me that escape button was the only way to exit the demo.

------------------
Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

Lazarus

Member

Posts: 1668
From: USA
Registered: 06-06-2006
Oh - whoops. Normally it'd let you exit with the mouse and X-button, but I changed something there.

Sparkling

Member

Posts: 36
From: Oregon
Registered: 11-06-2006
New video created and uploaded today in recognition of Good Friday.

http://www.visionsgame.com

-Sparkling

------------------
Visions is a 3D graphics MMORPG set in the 2nd century holy land being developed with a volunteer team. We're seeking programmers, artists, musicians, researchers, and writers. Apply online at http://www.visionsgame.com

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
I've got the waypoints and pathfinding working few days ago. Check the executable and everything else needed in my post above (~ at the middle of the page)

------------------
a good gameplay is a right combination between performance and features.

Lazarus

Member

Posts: 1668
From: USA
Registered: 06-06-2006
I started work on a Galaxian clone today. So far, the player, the first level of enemies, and cannon fire has been implemented.

Now if only I could find the original sound for firing...

Xian_Lee

Member

Posts: 345
From:
Registered: 03-15-2006
That looks like a good start, Captain, but I thought I recommended Galaga - not Galaxian.

PyWeek 4 has finished, and I learned a lot about the Python language. I would post some screenshots of what our team, the Gang of 6, got together in time for the contest, but I'll leave that honor to the rest of the team.

I set a personal record for longest time without sleep (forty hours), but that's not really much of an update to my work.

During PyWeek, I put together some algorithms, and was presented with an interesting way to handle mapping systems. Some of these things may very well make it into my own code in the not-too-distant future.

------------------
Portal with information on my programming projects and links to my other work

Sparkling

Member

Posts: 36
From: Oregon
Registered: 11-06-2006
Happy Resurection Sunday! I finished this video sequel to the Good Friday movie clip in time for Easter. Hope you enjoy it.

http://www.visionsgame.com/#Video-Clips

Blessings to you!
-Sparkling
Producer of Visions

------------------
Visions is a 3D graphics MMORPG set in the 2nd century holy land being developed with a volunteer team. We're seeking programmers, artists, musicians, researchers, and writers. Apply online at http://www.visionsgame.com

Lazarus

Member

Posts: 1668
From: USA
Registered: 06-06-2006
Galaga, Xian? As you wish.

(Now for the flying part.. ugh.)

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
A quick movie trailer (2MB, 30 sec) showing unit movement and pathfiding in the latest Nanostorm build.

http://calinnegru.googlepages.com/OgreNetTest2007-04-1007-59-06-59.wmv

------------------
a good gameplay is a right combination between performance and features.

MastaLlama

Member

Posts: 671
From: Houston, TX USA
Registered: 08-10-2005
Well, been a while since I've updated, but here goes.

LAVA and Crazyish are on board with me working on my Online Role Playing Game (ORPG) and have been helping out with quest writing, character design and item design. We have a check list of things to finish by July 1st for CGDC and I'm hoping to get all 3 of us up there with a pre-alpha playable demo to run there on a local network. I'm not going to give out too many details right now, as we're writing, rewriting and changing stuff constantly.

Also, I find out tomorrow if I get my new job or not. I really hope I do as the hours, pay and benefits are much better than where I currently am. Please keep this in your prayers.

Jeremy

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
So, too many things on hands right now but I have tried to compile vohw on linux meanwhile the engine and the editing tools get better. Also darkening is starting to look ready for public demo release but I need to test it once more (at least).
There's a bit more news about VoHW in my blog

------------------
Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
mastallama: I'd be interested in attempting to help. RPGs always have been my interest. If it were agreeable to all concerns of course.

Update:
Not much going on except School and learning and reiterating C++. Thinking about taking a look at the WoB code.

------------------
MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto

I reserve the full right to change my views/theories at any time.

MastaLlama

Member

Posts: 671
From: Houston, TX USA
Registered: 08-10-2005
I've decided to work on a 2 player boardgame while working on the ORPG...sort of to break up my time and help me stay focused and not burn out on the ORPG. I'll post some screenshots and stuff later but it's called Battle Mech Zero and is a mix of ideas from chess and stratego. I'm using GameMaker to build it. We'll see where things go
Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
Today I made the tutorial for Darkening using Wink so that's its ready when I have the time to actually release the demo it self. You can test the tutorial in here(5mb load). It shows you quite a lot about the game. And it would be nice to hear what you think.

------------------
Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

crazyishone

Member

Posts: 1685
From:
Registered: 08-25-2004
Jari, that looks like it could be alot of fun. It kills my eyes to look at, but I imagine you'll improve the graphics at some point. Right now I just want to play around with it a bit. >

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"The CIA must operate within the law.." - Former President Jimmy Carter, trying to solve an old problem. ;)

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
Can I make a suggestion Jari? Don't use the old Bible translation you're using now. The only thing it does is make it hard to understand the verses (especially for Non - Christians who don't know what the verses are supposed to mean)

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a good gameplay is a right combination between performance and features.

Faith_Warrior

Member

Posts: 490
From: So.Cal.
Registered: 09-05-2006
Yeah, there are quite a few public domain sources one could use in any form. One is the world English bible which is a modern version of the ASV http://www.ebible.org/
Personally Iím basing my in-game scriptures from the Darby translation but as a modern translation that I will be editing. Hehe not the entire bible, that would be too big a project, just the verses Iíll be using. I'm tempted to use the World English Bible though, it's looks pretty good.

One good option is to use the NIV. You can use up to 500 verses as long as it is or less than 25% of the overall text work. So for an RPG that is great.


Unless you are one that is KJV only since all other translations are considered ďnew ageĒ. I think that is a tuff position for anyone that does not speak English as a first language or at allÖ heh before glasnost, I used to send boxes of bibles to Russia (some made it too ), this KJV only friend I had was concerned because they were not KJV bibles I was sendingÖ. hehehehe

[This message has been edited by Faith_Warrior (edited April 13, 2007).]

jestermax

Member

Posts: 1064
From: Ontario, Canada
Registered: 06-21-2006
Work update: my computer's cpu fan has been very noisy and my suspicions that it wasn't working properly have been confirmed: it overheated and shut itself down randomly. It's really hot now and smells like burnt electronics a bit so i have to sit and let it cool itself down but i think it's time they got a new pc here. Hopefully the HD hasn't been damaged...
Oh yeah, when i tried to boot it back up the first time it made a fun alert sound like an ambulance . gooooood times

------------------
Visit my portfolio (and check out my projects):
http://Jestermax.googlepages.com/

CPUFreak91

Member

Posts: 2337
From:
Registered: 02-01-2005
quote:
Originally posted by jestermax:
Work update: my computer's cpu fan has been very noisy and my suspicions that it wasn't working properly have been confirmed: it overheated and shut itself down randomly.

That's odd. I just cleaned my computer and nearly choked to death from the dust. I need to remember to clean my computer monthly rather than quad-yearly.

------------------
All Your Base Are Belong To Us!!! chown -r us ./base
"After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2

"Oh, bother," said the Borg. "We've assimilated Pooh."

"Socialism works great... if there are no people involved." -- Pastor David Ginter, Union Church of Guatemala.

My Programming and Hacker/Geek related Blog

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
quote:
Originally posted by CPUFreak91:
That's odd. I just cleaned my computer and nearly choked to death from the dust. I need to remember to clean my computer monthly rather than quad-yearly.


Yeah, I use to ask myself where the dust in the computer case is coming from, until I realized the computer acts like a vacuum cleaner in your room. It sucks air with dust from outside, the air is thrown back outside but the dust gets stuck inside(because of all the maze of cables and components which act like a filter/sponge). Go figure, two things in one a computer and a vacuum cleaner, the only thing missing is a dust bag.

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a good gameplay is a right combination between performance and features.

[This message has been edited by Calin (edited April 14, 2007).]

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
@crazyishone, Thanks for telling me what you think! The graphics probably aren't going to change for a while unless some one is willing to redo them.

@Calin, Perhaps but KJV is very good translation so it would be a shame to change. However I am still planning to use SWORD library integration which allows you to use any Bible translation in the game you have previously downloaded for the SWORD project or some other SWORD based Bible reader.
The library support is in fact already there but I think it maybe too much to ask from the user to just go and get the Bible modules for them self, by them self.

------------------
Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
quote:
Originally posted by jari:

@Calin, Perhaps but KJV is very good translation so it would be a shame to change.

Use whatever you like, I was just suggesting it's not going to be user friendly.

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a good gameplay is a right combination between performance and features.

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
quote:
Originally posted by Calin:
Use whatever you like, I was just suggesting it's not going to be user friendly.



And I thank you for that suggestion. It's just something I knew already because I have heard it before. I speak finnish my self but bought KJV for studying, it's worth learning new english words. eSword is also helpful tool which I use a lot.
- And all this is just what I do. Its amazing how God gives the understanding to His word, the Holy spirit is the best teacher.


------------------
Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

[This message has been edited by jari (edited April 14, 2007).]

SSquared

Member

Posts: 654
From: Pacific Northwest
Registered: 03-22-2005
I am progressing slowly on my C# to C++ Platform Invoke stuff. This all probably took just a few hours but I don't spend much time on it.

Anyway, I am excited for the progress I have done thus far. I now have a "C" facade for interfacing between C# and C++. I can create an object and use that pointer for passing to the C interface. Kind of like using a handle.

<BLOCKQUOTE><table width=80% border=0 bgcolor="#FFFFF" CELLPADDING="2" CELLSPACING="2"><TR><TD><font size="3" face="Courier" color="#000000"><pre>
IntPtr myMFCClass = STestNewMyMFCClass();
int addValue = STestMyMFCClassAdd(myMFCClass, 5, 7);
int subValue = STestMyMFCClassSub(myMFCClass, 109, 94);
</pre></font></TD></TR></TABLE></BLOCKQUOTE>

I can now also pass an argument pointer, change some values in C/C++, and have the C# code make use of these changes upon return of the call.

I think I now have all the tests complete and shows we can implement this stuff at work if necessary.

I am continuing to read "CLR via C#" which continues to be a terrific read. I have been reading about how the CLR calls non-virtual methods, virtual methods, places variables on the stack and heap, etc. I have just finished a section describing types and differences between value and reference types (different from C/C++), and got into the depths of what happens during boxing.

I also read (errr...skimmed) through a book "Game Developer's Open Source Handbook" which goes through a bunch of open source tools for game development. From engines, to scripting, to animation tools, and audio, it pretty much covers all the aspects.

[This message has been edited by ssquared (edited April 15, 2007).]

jestermax

Member

Posts: 1064
From: Ontario, Canada
Registered: 06-21-2006
Wow, nobody's posted anything in over a week! SOMEONE has to have some delicious updates!
I've been working pretty much. We got a new co-op so i have a team now! (sort of). I've been doing a bit of 2D pixel art as well lately. All in all i guess it's been fairly low key with me.

------------------
Visit my portfolio (and check out my projects):
http://Jestermax.googlepages.com/

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
Well I guess I could update. Doing some pre-stuff right now on SW: RS 3d such as getting the opening video/storyline worked out. Working on my team, asking for models, stuff like that. I'll probably do more later and update, I'm also working on a lot of random RPGs.

Jez: You wanna help out on Star Wars: Republic Strife 3-D? If you do check out the "looking for volunteers" thread. I don't really care for how long, any help is nice.

Edit:
WOAH!!! That's like on of my first top of the pagers! I'm top of the... er... postain.

------------------
MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto

I reserve the full right to change my views/theories at any time.

[This message has been edited by Mene-Mene (edited April 25, 2007).]

SSquared

Member

Posts: 654
From: Pacific Northwest
Registered: 03-22-2005
I haven't done anything towards my C#/C++ integration application. I have a few more ideas to add to the project and then I will write up some documentation for work (and maybe add it to CodeProject). I hope to get back to things later this week.

Most of my effort the last week has been with OpenGL and getting the basics working. I now have a window with a fancy colored triangle. Left/Right/Up/Down keys will swivel the triangle around either the X or Y axis. I've also been reading books and information about OpenGL.

I've also been spending a lot of time trying to understand my company's current architecture (I have been here for 2.5 months) as I continue to port the application to MFC as well as (possibly) C#. Hence, the whole purpose for my research on having C++ and C# working together.

I've also been fiddling around with some musical ideas to be further expanded upon later. I'm trying to lay down ideas and figure out sounds to use.

TwoBrothersSoftware

Member

Posts: 141
From: Janesville, Wi USA`
Registered: 08-05-2006
Working on a turn based strategy game - using SDL and guichan so far it's going well.

Any one ever heard ot Deluxe Empire (90's)

This is simaler - and currently called hex empire.

Ok how do I embed the screen shot

http://www.twobrotherssoftware.com/screenshots/map_maker07.jpg

[This message has been edited by TwoBrothersSoftware (edited April 27, 2007).]

CPUFreak91

Member

Posts: 2337
From:
Registered: 02-01-2005
quote:
Originally posted by TwoBrothersSoftware:
Ok how do I embed the screen shot

http://www.twobrotherssoftware.com/screenshots/map_maker07.jpg


You can do it with:

[img]imgurl.com/img.png[/img]

------------------
All Your Base Are Belong To Us!!! chown -r us ./base
"After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2

"Oh, bother," said the Borg. "We've assimilated Pooh."

"Socialism works great... if there are no people involved." -- Pastor David Ginter, Union Church of Guatemala.

My Programming and Hacker/Geek related Blog

TwoBrothersSoftware

Member

Posts: 141
From: Janesville, Wi USA`
Registered: 08-05-2006
quote:
Originally posted by CPUFreak91:
You can do it with:

Thanks

Faith_Warrior

Member

Posts: 490
From: So.Cal.
Registered: 09-05-2006
quote:
Originally posted by TwoBrothersSoftware:
Working on a turn based strategy game - using SDL and guichan so far it's going well.

Any one ever heard ot Deluxe Empire (90's)

This is simaler - and currently called hex empire.


No, I never heard of that game, but this really looks cool. You ever hear of Steel Panthers? That was my fav tb wargame in the mid-90's.

Anyway, though I'd throw up a quick basic update. This forum needs more art anyway

Finalized my box art this weekend, I decided to skip the sword scene and go with something with more character. I even took the box art and put it on a model box for a rendering display, it came out very well. This also required me to finish my business logo so I could attach it to the box, though Iím not unveiling this yet, possibly next month. Here is a portion of the box with the graphics removed; just the scene background. It is a woman in a forest, she is on her knees with hands lifted up to heaven and the light of heaven shining down on her. To simply describe the excluded graphics, the game name is above, bottom left is a rating which is from Tigers (Teen content rated for fantasy violence), an [Internet Connection Required - Additional Fees Required] message on the bottom center, business name/logo on bottom right. Side has the game name along the side and a PC and mmorpg sticker at the bottom of the side panel. If I add anything before I unveil it fully, I may place an open bible on the ground next to her, but I havenít decided if I want to include more props at this point, it seems to be working as is.

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
The light shining on her is not that obvious.
Is the model your artwork?

------------------
Check my C# libraries

Faith_Warrior

Member

Posts: 490
From: So.Cal.
Registered: 09-05-2006
Well the surrounding area is dark in contrast to the scene. Lots of shadow underneath the object since the light is coming from directly above and not reflected from the surrounding area. Too much light and the image washes out; becomes overexposed. The brightest point in the scene are the palms which are directed towards the light source. I also placed two trees for significance to the placement of the hands.

The model structure is V3 which I have a license for use. I own preset poses and animations for it and have created some of my own.

[This message has been edited by Faith_Warrior (edited May 02, 2007).]

Xian_Lee

Member

Posts: 345
From:
Registered: 03-15-2006
It's been a while since I've posted any updates here.

My coding has been pretty slow and mostly work related (I've been working in Visual Studio and C# .Net lately), and I [unfortunately] don't have anything to show for that right now. Hopefully in the coming week or so I should have something worth showing off.

Aside from that, I've done a little bit of writing lately. On another forum, I've been writing about the use of violence (and other material) as a mechanism in the art of game design. Elsewhere, I have written a few short stories. They're mostly pretty "out there," but there are some significant ideas under the surface.

A bit of this can be read on my blog: http://www.enterxianlee.tk There is an ad banner on the side thanks to the .tk domain, but you can easily click off of it. If you should feel like reading any of this and leaving feedback, I would appreciate it.

Hopefully, I'll have some solid game development material in the near-ish future.

Oh, and contrary to what some might think, I didn't die after PyWeek.

------------------
Portal with information on my programming projects and links to my other work

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
I am thankful for the Lord's blessing on the Darkening project which I have been working quite much lately after releasing the first public 0.3 version. So all thanks to Jesus! This project involves much praying and prayers are needed to make it a blessing.
Lately the grip map used for pathfing has been on focus again in order to be able to create more interesting levels. Here's a screen shot of new path blocker object that is used to prevent player from advancing futher in the game before he has completed some task or defeated an enemy:


------------------
Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

[This message has been edited by jari (edited May 10, 2007).]

CPUFreak91

Member

Posts: 2337
From:
Registered: 02-01-2005
I've been messing with Boo, looking for more topics to write about, and installing tools that will let me package the Bible Dave beta for several different operating systems.

------------------
All Your Base Are Belong To Us!!! chown -r us ./base
"After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2

"Oh, bother," said the Borg. "We've assimilated Pooh."

"Socialism works great... if there are no people involved." -- Pastor David Ginter, Union Church of Guatemala.

My Programming and Hacker/Geek related Blog

Faith_Warrior

Member

Posts: 490
From: So.Cal.
Registered: 09-05-2006
Eh making bugs. Err bug models that is. Now that I have support for directx bone animations Iím working some of my more newbie friendly level models such as wasp, mosquito, beetle, bee, scorpion, dragonfly and spider/s gotta love them spiders ewwww. I have most of my animal models but will add a few more after the bugsÖ bug models. Then Iíll move to monsters Iíll be using in the mini game (sort of mini) such as Nephilim, Sequatchie, Abominable Snowman etcÖ Still working on other things for the game, but focusing on bug models for some time as much as I can.

Iím still pretty content with the box art, it was my fourth attempt at box art for this and it seems to work this time. I still have plenty of time if I want to rehash it later though, the finished game is at least a year away (probably more) so I could change it by launchÖ itís not like Iím going to be using a real box anyway itís just for the website display that IĎm getting ready. This will be completely a free digital download, though I may use a company to print CD-R/DVDís (at their cost) that they mail out to customers; for those on like dial-up and donít want to download a 1.5 - 2.5 GB game.

Sorry, no real big details on the project yet, pretty soon though. At this point I just donít want to release any details until I have some up to date screen shots with the updated engine, so I havenít officially gone public with this yet. First impressions are often important, Iím sure you agree. Heh seems they always pass everything by until they say ďooooo look at the water! I wanna play!Ē

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
CPU: Boo is a language that I included as a scripting language for Mite -- from what I remember, that was a fun language to play with and integrate into that engine.

Faith: Sounds good -- looking forward to seeing some more screenshots.

I started my new job a few weeks ago, so while things have been pretty busy, I'm still keeping up on some of my projects.

Just yesterday I finished up a multi-line text edit widget for Pygame (using the PGU framework):

I've also started writing a game to help kids how to program. For the past couple of months, I've helped coaching a local home-school BotBall team. We went to regional competition last week (got 3rd place btw -- w00t!), and while we were there sitting in the auditorium, I came up with an idea to make a game to help kids learn how to program BotBall style robots.

The current working title is BotGal: Escape from Danger Island. Basically, the idea is that you control BotGal, and you give her programming instructions to help her get through certain puzzles. As you complete puzzle levels, you get awarded new programming instructions to use (such as if statements or loops or something), and you can also get money so that you can buy upgrades for your robot (faster motors, sensors, grippers, etc). Just a simple little episodic kind of puzzle game to help kids feel more confident taking the plunge into learning robotics and stuff. I've got a fairly functional demo working right now. I'll see about uploading the source code soon, but for now, here's a screenshot:

Cheers!

In Christ,
clint

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
HanClinto, that BotGal sounds like fun. First however I thought you were making a botbal game - that got my interest a bit. It would be free and you'd save your money to play that in computer. But I guess there are quite many different kinds of bot programming games out there.
Still looking forward for Botgal! By the way, have you seen Bots'n'Scouts ? It sounds similiar.

------------------
Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Just an update for everyone, I was working on the Ithia Engine pretty hardcore during spring break, but I've had to taper off because of the inconveinent mixture of school, church, work, and required family contribution . However, soon school will vanish (about 3/4 of a month) and I intend to start hitting the coding hard again. I've been working on some visual upgrades and artistic doodads that I can't wait to put it. I hope they'll add to the character and depth of the game, that is if I can find any time to put them in .

Cheers,
Ereon

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The time for speaking comes rarely, the time for being never departs.
George Macdonald

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
quote:
Originally posted by jari:
HanClinto, that BotGal sounds like fun. First however I thought you were making a botbal game - that got my interest a bit. It would be free and you'd save your money to play that in computer. But I guess there are quite many different kinds of bot programming games out there.


I suppose it's possible that BotGal could be extended into a full BotBall style game -- really, I'm trying to keep the game simple though. So many times, the "bot programming" games are quite extensive and flexible. However, while they do a good job of making a great simulation environment, they often have a steep learning curve, and they're not very welcoming to people new to programming. I imagine BotGal to be sortof a "gateway game" for kids to get interested in the real game of BotBall.

quote:
Originally posted by jari:
Still looking forward for Botgal! By the way, have you seen Bots'n'Scouts ? It sounds similiar.

It does sound similar, though that's a level or two lower than I was thinking for BotGal. That one is grid-based, while mine isn't grid based at all, and makes use of pixel-perfect collision and stuff. I'm also trying to get the programming language to be close to Interactive C, though I do like many of the things that BotsNScouts has done with the cards -- that might be a better way to go, I'm not sure.

Thanks for the link and the feedback!

--clint

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
Hey you are welcome Clint. Your plan sounds good and I encourage you to keep it that way. I did not realize that BotGal uses pixel perfect collisions, implementing that doesn't sound simple at all.

------------------
Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
quote:
Originally posted by jari:
I did not realize that BotGal uses pixel perfect collisions, implementing that doesn't sound simple at all.

Thanks for the encouragement -- yeah, thankfully, most of the hard framework is already done for BotGal. She can already be given a program and run it, turning on her left/right motors and guiding her around the map, picking up prizes/penalties, colliding with obstacles, etc. One of the tough things was creating my own pixel-perfect collision resolver, but it's pretty cool now. Basically, you can draw up a level in Windows Paint or something, and then load it into the game, and BotGal can interact with it on pixel-precision. This lets you have curved walls, or complex corridors, etc. It's kindof fun. Last night I got level-loading from files functional, and also made it so that you can pause/unpause the simulation. You can also control BotGal just from the keyboard, using keys to turn the motors on and off, and driving her around the map tank-style. It's fun and relaxing for me actually -- I was just playing last night and didn't even realize how long I had been playing until I noticed that I had collected over a hundred of the little green prize things.

I hope to have a playable version done by the end of this week for a party that our BotBall team is having on Saturday. In case anyone is interested in working on this project with me, feel free to e-mail me (hanclinto at gmail com) and we can talk.
Previous experience with Python and PGU would be a big plus, since GUI work and user interface design is most of what's left to implement. While I'm confident I can do this one solo, it's often fun to work with other people, and I know there are several people here who are interested in working on a small project that makes it to completion.

Cheers!

--clint

[This message has been edited by HanClinto (edited May 14, 2007).]

SSquared

Member

Posts: 654
From: Pacific Northwest
Registered: 03-22-2005
The last few weeks I've been learning and using OpenGL (I've posted questions in other threads). I've been focusing on bitmaps and texture mapping and also looking at code optimization. I am porting a large application from Borland to MFC/MSVC++ and the Borland graphics are actually significantly faster than the Microsoft version. I've already done some optimization to speed things up, but still have more to do. I'm flabbergasted at how slow things are in the MFC version.

My boss just purchased several OpenGL books from Amazon, so I've been reading through "Beginning OpenGL Game Programming" this week.

My previous posts in this thread have discussed some research I was doing on getting C++ to call C# code and C# code to call C++. This week I started adding some C# dialogs into the MFC (C++) application. I'm still amazed at the work Microsoft did to handle this situation. It's fairly easy to impelement and integrate.

As for C# calling C++ code, I am using that research to possibly create some new distributed system (C# and Remoting) to run our calculation DLLs (Fortran, but accessed like any other 'C' DLL) on separate servers.

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
In the last two days I managed to get the chat working. It wasn't as easy as thought but it works now (my initial estimate was a 2-3 hours to get it running) although there are still things that could use improvement.

Anyways here's some screenshots:


------------------
Check my C# libraries

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
The pathfinding is taking my time again because I want it to work with interiors:


Need to probably change the grid size for the stairs:


But I am thankful that Darkening has gone forward. It was blessed to include new teaching based story in the game. Maybe we will be able to play the new levels soon.

------------------
Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
Yay! More Darkening, more light, more game!

------------------
MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto

I reserve the full right to change my views/theories at any time.

Lazarus

Member

Posts: 1668
From: USA
Registered: 06-06-2006
Wow! A lot of updates.

Ereon, I hope you share another demo with us when you add that in to Ithia. Sounds cool.

The screenshots look nice, Calin and Jari.

In my own case, uh... haven't been making any updates because I haven't been doing much programming, because I haven't been on the computer as much, because of health reasons.

Xian_Lee

Member

Posts: 345
From:
Registered: 03-15-2006
Recently, most of my programming time has been going into developing things with C#.Net. I'm still not a fan of Visual development, but there are some nice things going for C#. I admit, I'm still a bigger fan of C++, but I definitely see some strong points to C#. I want to look into XNA in the near future.

I've also been doing some work in Torque Game Builder. GarageGames had a stroke of genius with TGB, and I love the toolset.

------------------
Portal with information on my programming projects and links to my other work

TwoBrothersSoftware

Member

Posts: 141
From: Janesville, Wi USA`
Registered: 08-05-2006
Ok here is my update - two weeks brain storming on how to lay out the mapping logic - problem was if someone owns a city they can move through it- others cannot - so I will do a map not counting anycities, a list of what cities are next to and build a real map for players each turn.

So two weeks of brainstorming not much code (some but not alot).

Mike

Xian_Lee

Member

Posts: 345
From:
Registered: 03-15-2006
Well, I don't have any screenshots to show, but my efforts in TGB have been coming along. Every little feature I learn about, and every little function that makes my life easier, makes TGB that much more awesome. If it meets the needs, it's worth every penny. Oh wait, this isn't a thread for advertisements. Oops.

Anyway, I haven't gotten to work with the XNA tools yet, but work in C# continues. For kicks, I'm going to build a resume generator in C# in the coming week. I'm sure such programs exist, but it should be nice. Now, to figure out if there's a way to "print to PDF" in that environment (XP and C#) like I can in OS X.

I'll try to get something significant (and visible) done this week to show off next week.

------------------
Portal with information on my programming projects and links to my other work

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
Other than gaming progress, my main progress has been in Math. I learned about Modulus.

------------------
MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto

I reserve the full right to change my views/theories at any time.

CPUFreak91

Member

Posts: 2337
From:
Registered: 02-01-2005
Bible Dave Beta is nearly done. It's been really delayed (because of my wrist and me transferring all my stuff from my Desktop to my new computer) and part of it was because the project needed a RPM/Deb packager. I prayed, and God gave me two! So expect to see BD Beta in a couple of weeks.

------------------
All Your Base Are Belong To Us!!! chown -r us ./base
"After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2

"Oh, bother," said the Borg. "We've assimilated Pooh."

"Socialism works great... if there are no people involved." -- Pastor David Ginter, Union Church of Guatemala.

My Programming and Hacker/Geek related Blog

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
That's really cool Joe! I hope all those bugs are fixed now in the mountain levels. It's not easy for you work on it alone.

------------------
Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

christo
Member

Posts: 75
From:
Registered: 07-12-2004
I haven't posted in a while but I am working on a Yu-Gi-Oh style Trading Card Game in VB.Net 2005 Express Edition and SharpDevelop(free .net IDE). The name of the game is LBD which is short for Light and Darkness separated by the Blood.

Been working on it for a few months while placing my RPG idea on hold. Currently I have the game in a working yet incomplete state with 3 card types, a few rules unimplemented, and a two player mode that requires 2 clients that must be run from the same directory,no 1 player mode yet. Due to the complexity of the game I have yet to play a complete game.It is too complex for paper, not all rules are implemented, and I don't have many people willing to play it with me. This of course hinders 1 player development.

This game only supports keyboard input and mouse input can cause the program to lose focus and it is a little complex to regain focus because it is a full screen application.

I will try to put up a alpha/beta or screen shot sometime today or tomorrow. And good luck understanding it as I haven't had time to write up a guide book just a list of basic controls. And the game requires the .net 2.0 framework.

Currently I am working on this project by myself unless if you count the few people I get to help me test it.

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
A sceenshot from the Nanostorm map editor I just started to work at.
Not much right now, just a Ogre window embedded into a C# form.

------------------
Check my C# libraries

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
Wow! Nanostorm is coming together!
christo: I have in the past wanted to make a card game somewhat like Yu-Gi-Oh, or the Star Wars Trading Card Game, but never could find the ability. I might now, but that's not the point. I might be interested in helping test, I would be interested in helping coding, but I don't know how to code in VB, nor do I have a compiler.

------------------
MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto

I reserve the full right to change my views/theories at any time.

christo
Member

Posts: 75
From:
Registered: 07-12-2004
here is a link to my latest working copy.
http://home.earthlink.net/~silentlightning/Version%2011%20Binnary.zip
I fixed the mouse click focus issue since my last post(easy fix).
And as mentioned in my last post this does require .net Framework 2.0.
Unzip to install.

Next Update:
I hope to make 2 player mode work with a single client.

To Mene-Mene:
Both of the IDEs I mentioned in my last post are completely free. The Express Edition one is from Microsoft and SharpDevelop is an open source alternative.

Microsoft's can be found at
http://msdn.microsoft.com/vstudio/express/downloads/

and SharpDevelop can be found at
http://www.icsharpcode.net/OpenSource/SD/

compilers install with the IDEs.
The install size of sharpdevelop is about 1/10 of microsoft's at around 40MB.

Can't help you learn VB.Net much ,but if you have worked in other languages it is pretty easy to pick up. If you want I could send you the code and you can see if you can understand it. I will warn you though, I have a bad habit of forgetting to comment my code. May go through and comment everything before my next release.

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
I'd like to take a look at the source if you don't mind, i'm installing .net framework right now.

------------------
MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto

I reserve the full right to change my views/theories at any time.

[This message has been edited by Mene-Mene (edited May 26, 2007).]

christo
Member

Posts: 75
From:
Registered: 07-12-2004
here is a link to the source code + binaries.

http://home.earthlink.net/~silentlightning/Version%2011.zip

To open it with an IDE use the .sln file, if you just want to look at the files in notepad look at the .vb files. If you use notepad and plan to use an IDE later I suggest opening a copy as I think the IDEs check if they were the last to access the file.


Most of the back-end type code is located in Movement.vb and the communication between clients is file based.

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
christo: I've got .net installed, I've got vb express installed, I open up 2 instances of the application, and nothing happens, it just waits for the other player.

------------------
MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto

I reserve the full right to change my views/theories at any time.

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
I've spent hours trying to build one OS RPG on windows and so far I have been actually making progress on that but phew it takes time to setup everything. But I have learned a lot new about the GNU and other OS libs on windows.

The actual idea behind this was to make RPG that is based on a story which is an allegory of some events from the Bible and essentially the Gospel. I have the story layed out, just a short three chapter story which still needs dialogs - which is the hardest part to write, especially for me as a non english.
Well just wanted to share this with you, I need to pray more so that Lord may show me what it's worth.

------------------
Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

SSquared

Member

Posts: 654
From: Pacific Northwest
Registered: 03-22-2005
Christo, and others interested, keep in mind that when using .NET languages, you don't necessarily need to all know the same language. So even though you are writing it in VB, if someone is more familiar with C#, they can use C#. You will need to set the C# project type to a library (DLL, also called assembly in .NET). Then, add that DLL as a reference in your VB project. Then you have complete access to any C# classes within the DLL. Please ask (perhaps on a separate thread) if you have any questions about this.

Calin, I am continually impressed with your work and progress. You definitely have your heart and excitement in it. Glad to see you using C#.

I am so excited!!! All of my previous research on C# calling into C is now coming to fruition. I wrote a client/server prototype yesterday using .NET Remoting and PInvoke. My C# client app (on Computer A) can now remotely call the C# server app (on Computer B) which in turn makes calls to a DLL written in Fortran . It can even receive data/information back from the Fortran DLL. I am totally blown away by the ease at which .NET allows for this. It probably took me less than an hour (and just a few lines of code) to write and get up and running.

Now that I am using our actual Fortran DLL for the prototype, I am realizing my research/testing application did not cover ANYTHING in regards to arrays or strings (dealing with char[128], char*, etc.) so I did more research and added more tests.

I hope to show the client/server prototype to my boss (and others) this week. One of our next big steps in our future product is to pull out all of the math calculations (the Fortran DLL) from our main application and put them in a server. I have had my own thoughts on how to accomplish this and have been working my way towards creating a prototype. Others are thinking of solutions as well. I am, of course, a big supporter of using .NET and Remoting, but others may focus on C++ and using sockets.

christo
Member

Posts: 75
From:
Registered: 07-12-2004
What you need to do Mene-Mene is
1.press H to hide the client that is waiting
2.click the other other client in the task bar
3.press H again to reveal non-waiting players client
4. go through any dialogs or play until the non-waiting client says it is waiting.
5.press H to hide the now waiting client
6.click the previously waiting client in the task bar
7.press H to reveal the previously waiting client.
8.the previously waiting client should now no longer be waiting.

Note you should hide the 1s't client with H before opening the second client.

This process won't be required in next version which I have have almost finished aside from adding a bunch of comments(which could take a while depending on how determined I get).

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Hey all!

So I've continued working on stuff with BotGal: Escape from Danger Island, and I've finally gotten it to a somewhat playable state, and I'm interested in getting some beta testers.

It's still extremely rough, but I'm looking forward to getting some feedback from people, and knowing if people are able to figure out how to play it.

The game has only just recently gotten playable -- there are 4 implemented commands for the robots:

ao()
sleep(time)
left(speed)
right(speed)


I also have 4 levels created, that the players can play around in, that have various goals and win/lose conditions. You can also just run the robot, and control the left/right motors with the left/right arrow keys.

It's still quite rough, but it finally has level loading, in-game instructions, some rudimentary control mechanisms, etc.

You can find the page (with more screenshots and downloads) here:
http://hanclinto.googlepages.com/botgal


I've also been working on a tool to help a friend of mine in his Bible study, where he is creating a harmony of the gospels. It's not game-related, but it's Christian coding, and it's getting to be pretty cool.

Cheers!

In Christ,
clint

Xian_Lee

Member

Posts: 345
From:
Registered: 03-15-2006
I barely met a deadline for my top secret project tonight, but I managed to do so. Unfortunately, I can't share much information on the project, so you'll just have to take my word for it.

Let me just say that I love Torque Game Builder.

------------------
Portal with information on my programming projects and links to my other work

TwoBrothersSoftware

Member

Posts: 141
From: Janesville, Wi USA`
Registered: 08-05-2006
Still working on Hex empire a turn based strategy game, laying down alot of ground work for AI starting with the ability for players to tell units to move to a location. I'm building some information on the map so it does not have to rethink the entire map each time it faces that decision.

My screen shot looks like my old screen shot

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
quote:
Originally posted by HanClinto:
Hey all!

So I've continued working on stuff with BotGal: Escape from Danger Island, and I've finally gotten it to a somewhat playable state, and I'm interested in getting some beta testers.

It's still extremely rough, but I'm looking forward to getting some feedback from people, and knowing if people are able to figure out how to play it.

The game has only just recently gotten playable -- there are 4 implemented commands for the robots:

ao()
sleep(time)
left(speed)
right(speed)


I also have 4 levels created, that the players can play around in, that have various goals and win/lose conditions. You can also just run the robot, and control the left/right motors with the left/right arrow keys.

It's still quite rough, but it finally has level loading, in-game instructions, some rudimentary control mechanisms, etc.

You can find the page (with more screenshots and downloads) here:
http://hanclinto.googlepages.com/botgal


You forgot to mention what do you need to install in order to run the game.


[Edit]

Ok I've just installed Python and Pygame and it still doesn't start. Actually I think it starts but the window gets displayed just a fraction of a second then disappears.
------------------
Check my C# libraries

[This message has been edited by Calin (edited May 28, 2007).]

kenman

Member

Posts: 518
From: Janesville WI
Registered: 08-31-2006
Well, after months of tossing coding aside and working on music, I have finished my CD. I just uploaded the tracks to the master and I should have the CD's in my hand within the next 30 days.

You can listen to the previews here
http://www.art.twobrotherssoftware.com/shspv.html

I have 21 songs for the CD, a few are presented the original way I recorded, but I re-recorded and re-mastered 18 of them. I have probably several hundred hours into this CD. http://www.art.twobrotherssoftware.com/shsabout.html relays information about the songs. At this point I am not sure if I want to continue to work on recording for a second project, or pick up a coding project.

SSquared

Member

Posts: 654
From: Pacific Northwest
Registered: 03-22-2005
Ken, love the guitar sound/effects. Very reminiscent of Tangerine Dream, but their guitar only made a few rare appearances. I've always admired their guitar sound.
samw3

Member

Posts: 542
From: Toccoa, GA, USA
Registered: 08-15-2006
Hey Guys,
Sorry I haven't been around for a while. I have been coding to the hilt..but its for work. I also met an old gentleman at church who is experienced in the stock market and he has been teaching me about it. I have also applied my programming skills to create a charting program. Here is an example of one of the charts.

God Bless!

------------------
Sam Washburn

jestermax

Member

Posts: 1064
From: Ontario, Canada
Registered: 06-21-2006
I've been pretty inactive lately, however I picked up some C++ and coded this nifty bit that manages multiple dynamic-length queues in a memory tight environment without using heap allocation. It was a complete blast!

Also, i was playing with some reflective surfaces in ogre using render-to-texture planes. so that was fun too.

------------------
Visit my portfolio (and check out my projects):
http://Jestermax.googlepages.com/

Lazarus

Member

Posts: 1668
From: USA
Registered: 06-06-2006
quote:
Originally posted by jestermax:
I've been pretty inactive lately, however I picked up some C++ and coded this nifty bit that manages multiple dynamic-length queues in a memory tight environment without using heap allocation. It was a complete blast!

I love that sentence. Completely incomprehensible to most people.

Mind if I borrow it, Jez?

jestermax

Member

Posts: 1064
From: Ontario, Canada
Registered: 06-21-2006
You can use it as a pickup line if you want.

Glossary:
C++: wicked-awesome programming language that is fun

nifty bit: some code i wrote

queues: A queue is a data structure similar to a line up in a store; first in- first out. People go to the end of the line and then are served in the order they joined.

dynamic-length queues: This is a queue that can hold any amount of data, limited by the computer's memory.

multiple dynamic-length queues: Theres more than one concurrent dynamic-length queues

memory tight environment: i was only allowed 2048 bytes in the form of a single char array for all queues

heap allocation: Where stuff is stored in a program when you call "malloc", etc. Note that the 'new' keyword uses the "Free-Store", but for this example i counted it as the same thing (aka, i didn't use it)

complete blast: I had fun doing it

------------------
Visit my portfolio (and check out my projects):
http://Jestermax.googlepages.com/

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
Looks like I have to some art work so I took wooden theme from freshmeat.net and made window for TGE from it:

Those are just the pieces... I recommned for anyone in need of GUI graphics for their programs to look for those free themes first.

------------------
Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

[This message has been edited by jari (edited May 29, 2007).]

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
So finally here's a screen shot of the new GUIs : http://dev.voiceofhisword.com/tiki-view_blog_post_image.php?imgId=29

Took lot of time to put that together, because I had to learn more image editing.

------------------
Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Wow, Jari -- that looks really good!

I've spent a fair bit of time mucking around with the Torque GUI template graphics, and so I certainly understand how tedious that can get at times. Way to push through -- those graphics look fantastic!

--clint

MastaLlama

Member

Posts: 671
From: Houston, TX USA
Registered: 08-10-2005
quote:
Originally posted by jestermax:
You can use it as a pickup line if you want.

Botgirl better look out! Laz is comin' to Danger Island and loaded with pick-up lines from Jester!!!!

CPUFreak91

Member

Posts: 2337
From:
Registered: 02-01-2005
I've been very, very busy this week. On Tuesday 15 used computers arrived at a local Christian highschool. The money for the computers was provided by churches in the states. Because they all had pirated copies of Windows XP Pro Spanish Edition on them, and the school could not afford 15 licenses, I installed Ubuntu 7.04 on them. I made it look similar to Windows (ie, only one menu bar with the Start button). So I lift up my glass to Canonical for such great software and an easy installer.

------------------
All Your Base Are Belong To Us!!! chown -r us ./base
"After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2

"Oh, bother," said the Borg. "We've assimilated Pooh."

"Socialism works great... if there are no people involved." -- Pastor David Ginter, Union Church of Guatemala.

My Programming and Hacker/Geek related Blog

jestermax

Member

Posts: 1064
From: Ontario, Canada
Registered: 06-21-2006
Apparently "C Drive" in Spanish is "Local Disco".

Kudos though

------------------
Visit my portfolio (and check out my projects):
http://Jestermax.googlepages.com/

christo
Member

Posts: 75
From:
Registered: 07-12-2004
I haven't been working on my game as much as I probably should have so my only real update is the one I completed Sunday which is here:

Version 12 Binaries
http://home.earthlink.net/~silentlightning/Version%2012%20Binnary.zip

Binaries + source
http://home.earthlink.net/~silentlightning/Version%2012.zip

Version 12 is single client 2 player mode only version, much simpler than the previous two client version that couldn't work like it was supposed to due to .net security being a pain(was supposed to allow playing through a shared folder(but was a failure)).

Version 13 forecast:
I am currently in the middle of an update that will allow 2 player over the internet using FTP. since that update is not really in a functional state right now so I won't be posting it yet. hopefully it will be ready for next week.

Any questions can be directed here:
http://www.christiancoders.com/cgi-bin/ubb-cgi/postdisplay.cgi?forum=Forum2&topic=001270

bwoogie

Member

Posts: 380
From: kansas usa
Registered: 03-12-2005
quote:
Originally posted by jestermax:
Apparently "C Drive" in Spanish is "Local Disco".

Kudos though


Well, it is friday night

------------------
~~~boogie woogie woogie~~~

kenman

Member

Posts: 518
From: Janesville WI
Registered: 08-31-2006
Hi everyone, well here is my weekly update. I have been taking part of another on-line contest for the KOTB thing guitar center put on a month ago. Well reminiscent of Code Monkey, I placed in the top 10 of some of the best guitar players in the USA and I am stoked. I have a chance to win a $3500 guitar and a VIP trip to cali (never been there). This just tells me I am better guitar player than coder
SSquared

Member

Posts: 654
From: Pacific Northwest
Registered: 03-22-2005
Congratulations! That is so GREAT to hear. I listened to many of your songs and have found your playing to be quite good and solid. Thanks for sharing.
jestermax

Member

Posts: 1064
From: Ontario, Canada
Registered: 06-21-2006
hmmm, i am at a moment of weakness. yet again i am very close to buying TGB. if i DID get it, it would take a while before i could make games again up to equal quality to my current ones (not that that is a high bar). but it's a bit more stable then my current framework that i made myself. but i DID just make a 2d map editor and a fancy chunk of code to load and manage the levels....and also GTGE is getting an upgrade soon...WITH a network layer as well! oy...
but TGB supports particle effects...good ones too...and also better sprite rotation...
man, i'm too impulsive sometimes...
somebody hit me to knock some sense into my head

------------------
Visit my portfolio (and check out my projects):
http://Jestermax.googlepages.com/

CPUFreak91

Member

Posts: 2337
From:
Registered: 02-01-2005
quote:
Originally posted by kenman:
I placed in the top 10 of some of the best guitar players in the USA and I am stoked. I have a chance to win a $3500 guitar and a VIP trip to cali (never been there).
Congrats, man!

[B][QUOTE]This just tells me I am better guitar player than coder



Everyone needs a hobby of some sort . I'm a better coder than I am a Violin and Clarinet player.

------------------
All Your Base Are Belong To Us!!! chown -r us ./base
"After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2

"Oh, bother," said the Borg. "We've assimilated Pooh."

"Socialism works great... if there are no people involved." -- Pastor David Ginter, Union Church of Guatemala.

My Programming and Hacker/Geek related Blog

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
HanClinto, that harmonics sounds great! Looks like you already have an working version of it, very good. May the Lord bless.
Did you know that e-Sword has this new Gospel harmony feature? It has list of topics but I'm not sure if it's editable.

------------------
Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

evdude

Member

Posts: 135
From: Earth Orbit
Registered: 03-14-2007
quote:
Originally posted by jestermax:

man, i'm too impulsive sometimes...

Hahaha! I know what you feel like!

Anyway, great thread idea Hanclinto, I'll be posting here some time in the near
future......

------------------
"trust in the lord with all your heart and lean not on your own understanding, in all your way's, acknowledge him and he will direct your path" proverbs 3:5-6

[This message has been edited by evdude (edited June 04, 2007).]

MastaLlama

Member

Posts: 671
From: Houston, TX USA
Registered: 08-10-2005
quote:
Originally posted by kenman:
Hi everyone, well here is my weekly update. I have been taking part of another on-line contest for the KOTB thing guitar center put on a month ago. Well reminiscent of Code Monkey, I placed in the top 10 of some of the best guitar players in the USA and I am stoked. I have a chance to win a $3500 guitar and a VIP trip to cali (never been there). This just tells me I am better guitar player than coder

DUDE!!!! THAT'S AWESOME!!!!!

My update: I got my recording studio about 95% done now. Check out my very first official recording at my band's myspace: Under The Blood on MySpace

Lazarus

Member

Posts: 1668
From: USA
Registered: 06-06-2006
I hit on a great(hopefully) idea for a game this afternoon, so went to work on a design doc for it.
T'will be fun if I get it completed.
Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
quote:
Originally posted by jestermax:
hmmm, i am at a moment of weakness. yet again i am very close to buying TGB. if i DID get it, it would take a while before i could make games again up to equal quality to my current ones (not that that is a high bar). but it's a bit more stable then my current framework that i made myself. but i DID just make a 2d map editor and a fancy chunk of code to load and manage the levels....and also GTGE is getting an upgrade soon...WITH a network layer as well! oy...
but TGB supports particle effects...good ones too...and also better sprite rotation...
man, i'm too impulsive sometimes...
somebody hit me to knock some sense into my head


Why would you buy TGB? I wouldnt if I'd knew GTGE like you do. TGB doesnt have networking...
I'm looking towards learning to code better using java, first by learn to use the build tools, because I'm tired of C++ and libraries... And I'm planning to focus more on OS engines which, I think, java also has. Instead of investing anymore money on those GG's "do it your self" products, which often seems same as using free OS engine.
But that is just my humble opinion, I havent done any comphrehensive research on the best solutions, I'm just an TGE (torque) user.

------------------
Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

[This message has been edited by jari (edited June 05, 2007).]

[This message has been edited by jari (edited June 05, 2007).]

AndyGeers

Member

Posts: 45
From: London, UK
Registered: 06-20-2005
Long time no post!
This weekend I've been working on my 3D point and click game engine to refactor the in-game editor so that it works off scene graphs like the main renderer - makes for a MUCH cleaner interface, and it's real sweet now.

http://www.geero.net/Projects/GRACE/

------------------
http://www.geero.net/

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
quote:
Originally posted by jari:
TGB doesnt have networking...


It does, but it's just not quite the same as TGE. For an (purely TorqueScript) example of networking in TGB, you can check out Matt Langley's example Fire and Healing.

Andy, I'm really glad to hear that you've gotten a good refactoring of your engine working -- that sounds very exciting!

Sorry for the shortness of this post -- wife and I have spent the past few days moving, and we're going out of town this weekend, so things are just a bit frazzled atm.

Cheers!

--clint

Xian_Lee

Member

Posts: 345
From:
Registered: 03-15-2006
Well. I've been a slacker as of late. That's a misstatement, but I haven't had time to get anything done in any projects I've mentioned here. I have pretty much had to start from scratch on rebuilding a major server, but that isn't really anything to write about. Hopefully, I will have something worth writing about next week.

I'm open to being chastised for my inability to get something up for showing. Starting some time next week, I hope to start over my roguelike. Not everything I was doing was bad, but there are much better ways for such things to be done.

------------------
Portal with information on my programming projects and links to my other work

Lazarus

Member

Posts: 1668
From: USA
Registered: 06-06-2006
Darn it, Xian - what's wrong with you?! You told us about all those projects you were working on and I was really looking forward to an update about them and - you blew it! You didn't work on 'em or anything!

Gotta tell you, I'm really disappointed - I mean really disappointed.

(Hey, you said you were open. )

I got the basic framework for a little program working last night - now to work on programming more than one level into it. (Never did that before.)

CPUFreak91

Member

Posts: 2337
From:
Registered: 02-01-2005
I plan to release a BD Beta Release Candidate next week. There are 2 heavily scripted levels, as well as several other new "regular" levels. The story line is being updated and the game will go back to a previous level if the player gets to the final level but doesn't have a certain amount of Bibles. The next thing to do is fix a few bugs, and make it so that when Dave dies, the player isn't sent back to the main menu. The options menu needs to be programmed again (it was programmed for a while, but I had to rewrite the menu code, making the options menu incompatible with the new code).

------------------
All Your Base Are Belong To Us!!! chown -r us ./base
"After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2

"Oh, bother," said the Borg. "We've assimilated Pooh."

"Socialism works great... if there are no people involved." -- Pastor David Ginter, Union Church of Guatemala.

My Programming and Hacker/Geek related Blog

[This message has been edited by CPUFreak91 (edited June 07, 2007).]

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
I have been working lately on two projects: Nanostorm and Game Blocks. I am moving towards combining the two since I thought it's better to have one big 'side project' than two. Basically it will be a game library which I will use to build my games in the (hopefully not so distant) future.
So far I have a mouse library, a keyboard library, a gui library, pathfinding library and a unit manager library which I figured will become a 'character library'. The character library will cover the player character/units, enemy units, NPCs, creeps, etc.
The things I plan to add are an environment library and an effects library. The environment library will serve to add terrain and 'non-character' objects in the game. The effects library is pretty much a particle effects utility. It will be possible to attach effects on characters and objects.
I might also add a networking library however it takes the bottom of the priority list.

------------------
Check my C# libraries

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
Interesting updates...

I have been working/planning the (spiritual) battle system for Darkening and it turns out to actually quite hard to make it like I had imagined at first with all the features and special effects. So I need to turn to God in prayer for the right direction on this and stop imagining of my own.
Oh but I almost forgot to say that the game has gone forward, things are being polished, bugs fixed and few new simple features have been added. I am thankful for this while I try to keep things simple for the next version that has few more levels to play in and hopefully a decent challange, which games typically have.

As for VoHW the progress has been blessed and I am of course thankful. Please take a look at my blog for more info, even it's not the smartest development blog because it's more of devotion blog.

And today I learned new about God's great love. What I learned expresses the already known fact that God doesn't require any work from us but musters us to love. To His very great love. And I am thankful for all of you and your faith He has given. Thank you Jesus!

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Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

[This message has been edited by jari (edited June 07, 2007).]

christo
Member

Posts: 75
From:
Registered: 07-12-2004
well I have a lot of the bugs worked out of my 2 player FTP communications. still have a problem because I changed the decks over to a system where they are named by what player they belong to instead of the original system where the second player deck was always that of the opponent. This was quite useful for one client mode but I never updated the code for 2 client mode to handle the revision. So that will be my project until next update along with changing servers(Currently using ISP's) which will require some minor code changes.
evdude

Member

Posts: 135
From: Earth Orbit
Registered: 03-14-2007
All right, here's my first update.
I'm working on a 2D side scroller called cut-2.

here a description:

quote:

Cut-2 is a warrior from the 8th dimension, like his twin brother, Cut-1.
When Cut-1 mysteriously disapears, Cut-2 is sent out on a Quest to stop
the Evil Warlord from the 18th dimension as he send's his Evil forces
out to take over ALL the Dimensions.

My brother and a friend made it up, and since they can't program, I'm making it.
so far Ive got a program where you can walk cut2 around but I'm having trouble with tiles for the side scrolling part.

got to go, more later......................

EDIT: I fixed the tile problem

------------------
"trust in the lord with all your heart and lean not on your own understanding, in all your way's, acknowledge him and he will direct your path" proverbs 3:5-6

[This message has been edited by evdude (edited June 12, 2007).]

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
This new feature in VoHW was cool in my opinion; you can use flaming torch to scare of the wild animals:
screen shot in the gallery

The game is coming alone alright but TGE's bugs bother from time to time and I may have introduced one memory leak my self which is really hard to locate. Shouldn't trust that staff of that broken reed.

And darkening should have finished levels soon, if I just finish them, with God's blessing.
And it will be a blessing. Thanks to Jesus!


------------------
Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

[This message has been edited by jari (edited June 15, 2007).]

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
Cool! The fire looks a bit unrealistic. I know that that's what it comes with, but it does look a bit unrealistic.

------------------
MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto

I reserve the full right to change my views/theories at any time.

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
Hmmm, thanks Mene-Mene, I'm not sure did that fire (particle effect) come with the engine or did I make it. It's all so unpolished, and I don't have much time for details.

------------------
Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

jestermax

Member

Posts: 1064
From: Ontario, Canada
Registered: 06-21-2006
Ok, so here's my updates (i don't think i posted any of them here...). So a short while ago i entered a game design competition. Well, it turns out somebody liked my idea and I'm a semi-finalist with this thing and I've giving a presentation on it in front of a bunch of judges/potential investors next wednesday...
I'm not really expecting to go too far with it as I'm against videogame design students that are actually trained to give these presentations. Not that i don't have faith in my idea (i'm actually looking forward to creating it someday now), I'm just worried i won't be "business" enough for them or something. Anyways, pray for me please. I gotta design some business cards to give out to people as well...i've got some work ahead of me.

Oh yeah, also I went and bought a domain name which I updated my signature here with so check it out .

------------------
Visit my portfolio (and check out my projects):
www.JestermaxStudios.com

christo
Member

Posts: 75
From:
Registered: 07-12-2004
Spent a while trying to work out bugs in my card game's FTP code. think part of the problems may be due to the free server I am using.Need to find one that allows for simultaneous connections with the same log-in(not sure if my current one(ftp.drivehq.com) does or not). If you know of one please send me a PM.

The last 4 days I have been working on a project idea that has been on the back burner for a while. The idea was for a compression program and so far I getting close to developing a dictionary for it. I anticipate that the first working version should be able to reduce a file's size by about 1/6 on the first pass.

And congratulations jestermax on getting into the semi-finals and good luck.

CPUFreak91

Member

Posts: 2337
From:
Registered: 02-01-2005
Just installed Kubuntu 7.04 on my laptop it's amazing!.

Now I can get back to coding (InsanePoet, I haven't abandoned Midnight!)
and not have to fight with my OS over some stupid configuration problem. I love Gentoo, but it requires a ton of work to get configured properly before you don't have to touch it again. When Gentoo works, I'd choose it over any other Distro. But I don't have the time to make it work as my main OS any more (Virtual Machine's baby!). More updates to come in a week when I get back from a short summer camp.

------------------
All Your Base Are Belong To Us!!! chown -r us ./base
"After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2

"Oh, bother," said the Borg. "We've assimilated Pooh."

"Socialism works great... if there are no people involved." -- Pastor David Ginter, Union Church of Guatemala.

My Programming and Hacker/Geek related Blog

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
I'm starting work on a < 24 hour project of doing something I've never done before. See my Screensaver help thread for more details. Basically its a fathers day gift, where it creates somewhat of a matrix type thing, but it goes from 2 directions. It however will have only one theme, and much less bells and whistles due to time frame.

Jari: I said it came with it, because I got it in the demo I downloaded it with.

------------------
MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto

I reserve the full right to change my views/theories at any time.

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
Thanks Mene-Mene, for clarifying. I thought you had that info from what was said earlier about the fire effects, in this thread (way back).

------------------
Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
I got very far, but not quite done with the project yet, I'm past deadline, but I was given some more time.

------------------
MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto

I reserve the full right to change my views/theories at any time.

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
A screenshot from my game editor. That's a mockup level from my future 3d pacman game. The orange boxes are used to mark the path on which the player and monsters can walk.

Jake: Good luck with your presentation. Show those other guys who they're up against.

Mene^2 let us see your screensaver when you have it finished.


[This message has been edited by Calin (edited June 18, 2007).]

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Alrighty guys, I released the next update for my project (temporarily named the Ithia Engine) today. I added some placeholder baddies and set up an attack/navigation system for them. I'm going to work on making it so they don't bunch up so much, and after that I'm going to start going back through my code, cleaning it up, and optimzing it. It's a mortal mess right now. Anyway, tell me what you think, I look forward to reading your observations.

Ereon

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

The time for speaking comes rarely, the time for being never departs.
George Macdonald

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
I'm trying to finish the couple new levels for darkening and balance the game's challange. But thanks to lord for biblegateway.com which I'm using to display verses if user clicks a link in the game's story dialog in order to read more scripture. Here's a screen shot of what I'm talking about: scripture lookup

------------------
Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] - Truedisciple (mp3)

christo
Member

Posts: 75
From:
Registered: 07-12-2004
Haven't made much progress on the card game except thinking about converting it to ASP.Net to solve the internet multi-player problem. still supports single client two player. Still on version 12.

I made a large amount of progress on the encoding portion of my compression program just dealing with how to store some boolean values to disk after which decoding the files should be easier.

compression ratio will probably be worse than I wanted because I had to change algorithms. The original algorithm was taking way too much hard disk space and wasn't showing much promise in tests. Guess problems like this are to be expected when trying to do something the first time(first compression program).

SumGI
Member

Posts: 29
From: *Western* Montana (Oh yeah we have computers!), USA
Registered: 09-16-2006
Remember me?
Restarting learning C++ at the BEGINNING of this summer.
When I finally get a final handle on it I'll work on blender (mabey during the school year) and try experimenting with irrlicht. During the semester transition (right after December, and I'm also a highschool junior, well no, a senior now...you know) I transfered to a different school so I could take the programming course there. Unknown to me, my computer science teacher (the programming course, which was Java) was an evangelical Christian! He was the first one I had met at a school. Next year's all set, Physics, Pre-Calc, Computer Science (But now it's open-ender, I can work on C++, irrlicht, etc.), 3D Modelling and Animation, then the required classes like English 4, and U.S. Government, and another class I just can't remember. You all have some really good projects going by the way!

On a sort-of side note:
Due to God's guiding hand he has led me towards evangelism. Three things make me believe this. He brought several Christians into my life. The church I go to housed an evangelism class (which was based off of The Way of the Master). By the end of the course I mustered the strength to witness to someone, but it quickly fell off as I worried more and more about my problems, which mostly were, and still are, pathetic. I ordered some gospel tracks and reluctantly gave them out to people, and after a few days of really trying I managed to talk to a rather...as he said "devout Catholic". If you look through the material on The Way of the Master website, you can get the basic pattern of what I said. After much running around and confusion he asked me to get to the point. I aked him, "If you died today, would you go to Heaven or Hell." He responded, "Heaven." I asked him why. He said, "Because of who I am." He had been sitting in his truck during this conversation, and he seamed to be steaming in his seat. He left in his truck and I gave a friendly goodbye.

The second point, just simply my computer science teacher.

Thirdly, my conviction to evangelize, and the various convictions of sin in my life.

That was a sort of periodic update for you all.

~SumGI

...It took me a while to remember my password. I made it really weird for this forum.

------------------
Maybe I'll make an avatar. Smiley it will be.

[This message has been edited by SumGI (edited June 23, 2007).]

MastaLlama

Member

Posts: 671
From: Houston, TX USA
Registered: 08-10-2005
No details to be divulged yet but I've got an idea. This will help me learn the framework of the engine I'm using for Andwynn Online as well as turn into a very fun project that could make a little money.
Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
Wow that's great to hear SumGI! Hopefully that man will think what you said and ask Jesus to be his Lord.


About progress with the Darkening, it's been alright and I am of course thankful. Just that past days has been sort of strugling, trying to brake spiritual barriers of my own and failing. So I havent been able to work on it as I wanted to and have been almost with motivation.

Still working on game's battle system.


------------------
Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] (Contact) - Truedisciple (mp3)

[This message has been edited by jari (edited June 26, 2007).]

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
I've got a little suggestion there Jari. Provided you could do it, floating numbers as to damage and attacks would be pretty cool!

------------------
MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto

I reserve the full right to change my views/theories at any time.

evdude

Member

Posts: 135
From: Earth Orbit
Registered: 03-14-2007

Cut-2 is coming along very well and I've made a whole level. so far he can run and jump. I to, jari, am working on an attack system.


------------------
"trust in the lord with all your heart and lean not on your own understanding, in all your way's, acknowledge him and he will direct your path" proverbs 3:5-6

bwoogie

Member

Posts: 380
From: kansas usa
Registered: 03-12-2005
instead of me making a new thread for this... rate this glass:

please tell me how it looks, be honest. does it look good. And please tell me how to fix it.

------------------
~~~boogie woogie woogie~~~

[This message has been edited by bwoogie (edited June 26, 2007).]

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
quote:
Originally posted by Mene-Mene:
I've got a little suggestion there Jari. Provided you could do it, floating numbers as to damage and attacks would be pretty cool!


That's commonly used in game's isn't it? I thought about it but ended up using flash to indicate that something is happening. Maybe that effect wasn't yet in the last version.
But as new thing I thought about putting floating words like "Amen", when the brothers preach and the evil has to "shut it's mouth" (Psa 107:42).

------------------
Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] (Contact) - Truedisciple (mp3)

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
quote:
Originally posted by bwoogie:
instead of me making a new thread for this... rate this glass:

please tell me how it looks, be honest. does it look good. And please tell me how to fix it.



At first glance it looked like a metal ball. But I think it goes as a glass ball. Actually it's like an pearl. So maybe making it more transparent would make it look more like glass.
But I think think it's good for any purpose, no need to focus on details.


------------------
Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] (Contact) - Truedisciple (mp3)

[This message has been edited by jari (edited June 27, 2007).]

[This message has been edited by jari (edited June 27, 2007).]

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
Looks like Mac's logo to be honest. Looks cool though, Jari's right, it does look like a pearl.

------------------
MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto

I reserve the full right to change my views/theories at any time.

bwoogie

Member

Posts: 380
From: kansas usa
Registered: 03-12-2005
Thanks for the input guys!

------------------
~~~boogie woogie woogie~~~

CPUFreak91

Member

Posts: 2337
From:
Registered: 02-01-2005
Just finished writing about 50 lines of code in Bible Dave. After I finish a few more levels and fix a bug it will be ready for Beta.

The music in Bible Dave has been updated. If you really want to see what the game will be like with the music, you can grab a copy of the svn.
(svn co https://bibledave.svn.sourceforge.net/svnroot/bibledave bibledave/trunk)

------------------
All Your Base Are Belong To Us!!! chown -r us ./base
"After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2

"Oh, bother," said the Borg. "We've assimilated Pooh."

"Socialism works great... if there are no people involved." -- Pastor David Ginter, Union Church of Guatemala.

My Programming and Hacker/Geek related Blog

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
quote:
Originally posted by CPUFreak91:
The music in Bible Dave has been updated.

Whoa, the new music is really good! I especially like the opening menu music -- that's great. Where did you get it? I know Penny did the excellent Jungle theme -- did Penny also do the music for the menu, cave, temple and mountain?

In case anyone else is interested in listening to the new music but don't want (or know how) to check the latest out from SVN, you can download the files here:
Menu music
Cave theme
Jungle theme
Mountian theme
Temple theme

CPUFreak91

Member

Posts: 2337
From:
Registered: 02-01-2005
quote:
Originally posted by HanClinto:
Whoa, the new music is really good! I especially like the opening menu music -- that's great. Where did you get it?[/URL]


I got it from the Elephant's Dream Soundtrack by Jan Morgenstern. It's called Typewriter Dance.

The Jungle theme was done by Penny and the rest were done by GuateGeek and a friend of his (for their own project). GuateGeek gave me permission to use some of his music and the music he has rights to.

------------------
All Your Base Are Belong To Us!!! chown -r us ./base
"After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2

"Oh, bother," said the Borg. "We've assimilated Pooh."

"Socialism works great... if there are no people involved." -- Pastor David Ginter, Union Church of Guatemala.

My Programming and Hacker/Geek related Blog

MastaLlama

Member

Posts: 671
From: Houston, TX USA
Registered: 08-10-2005
Ok, my ORPG is on hold until further notice of engine stability. Per LAVA's suggestion I looked into Blitz3D this morning. I've been playing with it all day and I just bought my license. Here's a pic of my playin' with the 2D stuff (full source code behind it):

It writes a log file with the x,y coords of both the black box and the white box as the black box chases the user controlled white box.

And a pic of me playin' with the 3D stuff (just changed the camera controls and set a cool position for the screenie of one of the tuts):

We'll see what comes of this...

[This message has been edited by mastallama (edited June 30, 2007).]

christo
Member

Posts: 75
From:
Registered: 07-12-2004
I have gotten my card game partially converted to asp.net since last time. The version 12 code base is converting fairly well but of course there were several issues due to limitations in asp.net vs vb.net. Still a lot left to go before I can consider it playable. Think I may resume work again on the windows version for this week since it may be easier to market. my budget for game development so far has been 0$ so it would be great for me if I can get a limited early release out just to help pay the bills.
kenman

Member

Posts: 518
From: Janesville WI
Registered: 08-31-2006
This week I spent alot of time working on music and taking breaks jamming. I did update a website and get some minor bugs fixed in an SQL database. Just routine stuff for me. I just cant get a good game idea in my head right now.

Also, anyone who can find a ram's horn I can sample wins a prize. They just don't exist!

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
quote:
Originally posted by kenman:
Also, anyone who can find a ram's horn I can sample wins a prize. They just don't exist!


It might help knowing that there is a Jewish type of musical ram's horn that is called a "shofar" -- that helped make my searches go faster. The best one I found was here, though if you feel like ploughing through more links on an alltheweb search, then you might find something better.

--clint

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
Working on VoHW and Darkening. And God is working on me. Thanks for His blessing, I think new version of Darkening could be soon available for testing. But I must not be lazy.

A logo I just made:

Not too pretty, it reminds too much of a poolball. But the idea is there... Holy shining of the cross, in darkness (Joh 1:5).

Then this function list that pop's up for script objects in torque console should be a great help in future scripting:

I have been also pondering should I work seriously on some new scripting tools for TGE. Like new document generator for the scripts because I have already started at modding TIDE.
But maybe it would take too much time.

However I need your prayers that VoHW and Darkening would become according to God's will. Then they will be a blessing to all of us, thanks to Lord.
(Hallelujah)

Thanks to Jesus for everything.


------------------
Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] (Contact) - Truedisciple (mp3)

[This message has been edited by jari (edited July 02, 2007).]

[This message has been edited by jari (edited July 02, 2007).]

MastaLlama

Member

Posts: 671
From: Houston, TX USA
Registered: 08-10-2005
quote:
Originally posted by kenman:
Also, anyone who can find a ram's horn I can sample wins a prize. They just don't exist!

My dad's got one...I even played it once during an Easter service (I played trumpet in highschool and college and it was the same basic principle)

kenman

Member

Posts: 518
From: Janesville WI
Registered: 08-31-2006
quote:
Originally posted by HanClinto:
[QUOTE]Originally posted by kenman:
[b]Also, anyone who can find a ram's horn I can sample wins a prize. They just don't exist!


It might help knowing that there is a Jewish type of musical ram's horn that is called a "shofar" -- that helped make my searches go faster. The best one I found was here, though if you feel like ploughing through more links on an alltheweb search, then you might find something better.

--clint[/B][/QUOTE]


I'll check that out later. I spaced out I am supposed to get a ram's horn introduction completed for someone until I was reminded this weekend.

Oh well, I am better suited to guitar rock. . .

MastaLlama

Member

Posts: 671
From: Houston, TX USA
Registered: 08-10-2005
quote:
Originally posted by kenman:

I am supposed to get a ram's horn introduction completed for someone. . .

Dude, you need me to record my dad's Ram horn? I also have 2 conch shells that could be simulated into ram's horn sounds...lol

CPUFreak91

Member

Posts: 2337
From:
Registered: 02-01-2005
Bible Dave is picking up speed now. I'm pretty sure I can release a beta release candidate (if not a complete Beta) by the end of the week so long as I have the time to package a MacOS and Windows binary.

Here's the updates so far:
Improved some levels by:
1) Adding hidden paths to a cave level and a jungle level to a visible but otherwise inaccessible (from where it's visible) location where you can find several bibles.

2) Some levels were dad-blamed hard for even me, the creator to complete. When I started getting really mad, I made it easier.

3) Added some more environment stuff (trees, bumpier looking caves) to several levels

4) Made it so that in most cave levels you can backtrack completely if you find 1 or more forks in the road. This means that you can collect every bible on the map.

On the software side of things:
Previous 0.6 and 0.7 versions let you cheat if you're clever enough to notice that the Bible and Banana count didn't reset if you died on a level. You could essentially pick up 4 bibles on a level, die, and pick those bibles up again to have a total of 8.

There's a pretty Congrats you beat the game! Message once you do beat the game.

If you don't have enough bibles to beat the game and the game sends you back to some previous levels (Did I mention I implemented that in my last update?) and you pick up enough or more than enough bibles at the end of the level, the game will automatically take you to the end so that you can finally beat the beastie (no it's not that hard ).

I'm really eager to see what you guys think of the game once I get some binaries out (I will work on Windows Vista support too), especially those who have played the game before.

------------------
All Your Base Are Belong To Us!!! chown -r us ./base
"After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2

"Oh, bother," said the Borg. "We've assimilated Pooh."

"Socialism works great... if there are no people involved." -- Pastor David Ginter, Union Church of Guatemala.

My Programming and Hacker/Geek related Blog

Brandon

Member

Posts: 594
From: Kansas City, Mo, USA
Registered: 02-02-2004
Sorry about my long absence! Here's a picture of one of the hero's who will star in our (God willing) "fantasy" RPG that is in the works. Should have some in game screenshots soon. I'll try to make my updates weekly and not every 2 months

A HUGE thanks goes to Mack for helping with the design of this project! Also to Simon Templar (Josh), who's awesome story telling and writing skills have helped tremendously to mold the backstory of this game (which has finally entered the development stages.)

[This message has been edited by brandon (edited July 05, 2007).]

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
The Well of Bethlehem finally has an update. God and I defeated 2 of my bugs! Now i'm stuck on a new one, such is the life. You can however look at it if you want. I'll probably post it on the internet soon.

Brandon:
Looks pretty good. Not sure where you're going with the Oriental look. I kinda like how the fire is affecting his hand. His legs look fat though.

------------------
MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto

I reserve the full right to change my views/theories at any time.

MastaLlama

Member

Posts: 671
From: Houston, TX USA
Registered: 08-10-2005
eh...I don't think his legs are fat, he's just wearing baggy pants. His hair and eyes do kind of look asian.
Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
A screenshot showing the terrain textured.

[This message has been edited by Calin (edited July 06, 2007).]

[This message has been edited by Calin (edited July 06, 2007).]

Brandon

Member

Posts: 594
From: Kansas City, Mo, USA
Registered: 02-02-2004
Nice terrain there Calin! I haven't read everything here.. but what were you using to design your game editor?

Hey guys, thanks for the comments As planned right now, the game will have different races of people within the main character party. So it should be more diverse in that regard than the traditional RPG out there. He may look a little stubby though yes, he's supposed to he a 14 year old warrior prince

Anyways, back to work!

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They will know that we are Christians by our love.

Sparkling

Member

Posts: 36
From: Oregon
Registered: 11-06-2006
Hi, sorry I kinda forgot about this thread. I have been SOOOOOO Busy! We've been crunching hard for both the Intel Game Demo Contest, AND for CGDC. The Intel Game Demo Contest is in 3 phases so it keeps us hopping, one thing after another! We just got our videos and document page uploaded. Check out the new powerpoint presentation and videos!

http://softwarecommunity.intel.com/gamecontest/EntryDetails.aspx?entryID=132

Also, would appreciate your votes!

And next up on the roster is CGDC coming up in just 12 days!!! We're trying to push the demo to a playable level so that there will be something to do when we present it in the demo room at CGDC. I also still have to figure out what goes into a Press Kit and get those put together and all that other fun stuff.

Here's a token screenshot for you. This is a developer skyview shot over the area of A'Lmon village.

And no, this screenshot is not in any of the videos or presentations.

Blessings to you!
-Sparkling

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Visions is a 3D graphics MMORPG set in the 2nd century holy land being developed with a volunteer team. We're seeking programmers, artists, musicians, researchers, and writers. Apply online at http://www.visionsgame.com

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
The editor is built with Windows Forms, the rendering in the editor and game is done with Mogre.

------------------
Check my C# libraries

CPUFreak91

Member

Posts: 2337
From:
Registered: 02-01-2005
It's taken longer than expected but Bible Dave version 0.8 (the Beta release) is out!

I will be releasing packages for various Linux distros and other OSes within the month. A Windows EXE Binary is scheduled to be released next week.

The source code has been tested on Mac OSX 10.4, Windows XP, and over 6 Linux distributions and works flawlessly on every OS. To run the source Python 2.4 or higher and Pygame 1.7.1 or higher is required.

I have also recorded a video of the game play (although it's a bit choppy).

To download the video or source go to http://bibledave.sourceforge.net or http://sourceforge.net/projects/bibledave

------------------
All Your Base Are Belong To Us!!! chown -r us ./base
"After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2

"Oh, bother," said the Borg. "We've assimilated Pooh."

"Socialism works great... if there are no people involved." -- Pastor David Ginter, Union Church of Guatemala.

My Programming and Hacker/Geek related Blog

[This message has been edited by CPUFreak91 (edited July 06, 2007).]

christo
Member

Posts: 75
From:
Registered: 07-12-2004
Nice image brandon, kinda makes me think he is casual, calm, and angry all at once. The only thing that throws me off a little is the hair. But still very high grade work from my perspective.

On my projects I have made some progress on my Card Game. I have fixed a bug that made it so you could not progress through the game if you put a mod card on the board without a battle card also being on the board. I also added a feature that can tell what values the cards will have if nothing changes on the board for a given number of turns. The new feature is activated by pressing the "C" key on the keyboard. I completely removed all 2 client mode code from this version as this will hopefully be taken care of by the web version.

Here is the link to the latest binary:
http://home.earthlink.net/~silentlightning/Version13Sbin.zip

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
I have been working a lot on Darkening to get the next version released. It has been nice to work on the game even it at times feels like too much work, or more of too much testing. But I am thankful to God and I believe it would have all gone even better if I had prayed more and avoided much unnesessary work on small things.
The pathfinding is difficult to make perfect and I'm going to leave it so for the next version that nothing gets stuck and it doesnt lag.
Well, I hope that next time you can download the game.
But thanks to God in Jesus name for all the blessing! I need to grow a lot my self and He does that greatly. And your prayers are needed.

I'm also still writing to my blog about VoHW. Today I made one new quest and I try to finish few more and maybe then it's time for playable demo.

------------------
Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] (Contact) - Truedisciple (mp3)

christo
Member

Posts: 75
From:
Registered: 07-12-2004
I am looking forward to your demo of VoHW jari.


I converted my card game to dll this week so it could be included in other games. Right now it has only one known minor bug and I still have to reduce and refine the public interface as almost everything is public when only about 3-6 things need to be(may solve this with a second dll to provide the interface). Not sure really where I am going from here, I may fix these problems, work on game play or make the card system to be more dynamic.

CPUFreak91

Member

Posts: 2337
From:
Registered: 02-01-2005
Bible Dave 0.8 has a Windows installer now that requires zero dependencies! Just download, install, and run.

It's been tested on 32-bit Windows XP. I don't know if it works on Windows 9x or Vista. I also don't know if it runs on 64-bit XP.

Download Bible Dave 0.8 for Windows.

------------------
All Your Base Are Belong To Us!!! chown -r us ./base
"After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2

"Oh, bother," said the Borg. "We've assimilated Pooh."

"Socialism works great... if there are no people involved." -- Pastor David Ginter, Union Church of Guatemala.

My Programming and Hacker/Geek related Blog

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
Thanks to Jesus! Darkening beta is available for download now. I feel that the Lord has blessed, now that lot of work is behind with the game.

The Darkening version 0.4 (beta) download is available through the VoHW site. Please read more from the site's news.

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Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] (Contact) - Truedisciple (mp3)

evdude

Member

Posts: 135
From: Earth Orbit
Registered: 03-14-2007
Cut-2 development is stopped for a while, because my Dad wants me to make a problem solving game.

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-Evdude

"trust in the lord with all your heart and lean not on your own understanding, in all your way's, acknowledge him and he will direct your path" proverbs 3:5-6

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
Just wanted to show you this new ring effect which is quite cool in my opinion:



Took quite many hours to figure the particle system out and mod the engine but thanks to Lord that it didnt took the whole day!


------------------
Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] (Contact) - Truedisciple (mp3)

[This message has been edited by jari (edited July 21, 2007).]

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
A while I thought that after Darkening 0.4 I could take a break on it and focus on VoHW but the game has so much potential in my opinion that I believe it's going to be a blessing especially to young Christians who can learn some basics of following Jesus from it. So I have prayed about this and feel like I should continue on it and that's just what I have been doing lately.

So one of the next important steps is to provide decent docs for playing the game and I have worked on in game tutorial that guides the player to the game's features. So far so good (Thanks to Lord!), the basics of the tutorial system/code should be covered and working.

(That's a screen shot from church under construction and the tutorial)


.. Wow the game has gone far from a small side project and all thanks to God in Jesus name for that!
I must not get too exited and remember to pray and your prayers are needed.


------------------
Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] (Contact) - Truedisciple (mp3)

[This message has been edited by jari (edited July 31, 2007).]

christo
Member

Posts: 75
From:
Registered: 07-12-2004
I have been distracted by various things and I haven't gotten much more work done on my card game over the past weeks. I worked a little on it yesterday and eliminated some of it's dependence on the screen's resolution. in the past it required that the display be set at 1024 by 768, now it can handle resolutions above that but not below that. it is currently set up to place the application in the top left corner of the screen when the resolution is above 1024 by 768.I also put in a resolution check to keep the game from running at lower resolutions.

Lastly I have tested this on xp and vista.

Here are the Binaries:
http://home.earthlink.net/~silentlightning/Version14Bin.zip

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
A couple of new screenshots from our RTS game.


------------------
Nanostorm

Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
Calin that looks too awesome, it looks like you got a good project on your hands
Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Calin, you da man. That map looks like first class RTS material to me, good work. It fits together very well. Keep us posted, I can't wait to see what you end up it.

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The time for speaking comes rarely, the time for being never departs.
George Macdonald

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
Thanks guys. It doesn't have fighting or economy, what you see is pretty much an 'empty box' still.

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Nanostorm

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
But a very good looking empty box . One question though, what is the pink edging and such that's visible on the buildings?

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

The time for speaking comes rarely, the time for being never departs.
George Macdonald

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
I'm not sure it's either Ogre doing something wrong or me exporting the model improperly.

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Nanostorm

[This message has been edited by Calin (edited August 10, 2007).]

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
I looks like a trasnparency color. Have you tried searching your texture files to see if you can find or, or searching your models to see if there are any untextured or inverted polys?

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The time for speaking comes rarely, the time for being never departs.
George Macdonald

Brandon

Member

Posts: 594
From: Kansas City, Mo, USA
Registered: 02-02-2004
Looks really good Calin. Ogre is definitely the way to go!

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They will know that we are Christians by our love.

SSquared

Member

Posts: 654
From: Pacific Northwest
Registered: 03-22-2005
Calin, your progress and screenshots are always really encouraging. It is really a treat to see your progress. Looks quite nice.
Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
quote:
Originally posted by Ereon:
I looks like a trasnparency color. Have you tried searching your texture files to see if you can find or, or searching your models to see if there are any untextured or inverted polys?



The houses are place-holders I found on the Internet. I don't have pink in my models so I'm really not going to bother figuring out what's wrong with those.

@brandon, ssquared:

Thanks for your encouraging words.

P.S: I hope you're not getting put off by the fights and the projectiles flying everywhere when they're into the game =]
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Nanostorm

[This message has been edited by Calin (edited August 11, 2007).]

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
Calin, I think such fireworks could indeed shake the balance of the town under construction (in those pretty screen shots, of your game). (jk )

But as for balance of this thread, some not so pretty screen shots:

New circle wall effect
new serpent, enemy

Link to the gallery

The progress has been nice, thanks to Lord!

Wish I just had more feedback.


------------------
Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] (Contact) - Truedisciple (mp3)

[This message has been edited by jari (edited August 12, 2007).]

[This message has been edited by jari (edited August 12, 2007).]

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
quote:
Originally posted by jari:
Calin, I think such fireworks could indeed shake the balance of the town under construction (in those pretty screen shots, of your game). (jk )

It's a Christian game, I'm bailed out (=P)


On a serious note, your screenshots aren't bad.


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Nanostorm: Man against the Machine

[This message has been edited by Calin (edited August 12, 2007).]

MastaLlama

Member

Posts: 671
From: Houston, TX USA
Registered: 08-10-2005
Calin, this is all looking great! I have 1 question...what's the deal with the little green worm-looking face smiling at you in the middle of your map editor?
Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
quote:
Originally posted by mastallama:
Calin, this is all looking great! I have 1 question...what's the deal with the little green worm-looking face smiling at you in the middle of your map editor?

Ha ha, it's just the open button for the dialog at the center of the screen (game entity editor).

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Nanostorm: Man against the Machine

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
Thanks Calin, even that is enouraging.
Today I made first test on items that are left after you defeat evil spirit. They should leave scriptures and it becomes bit of memorization because you have to actually know are those scriptures real or not, and you get the hint to that from the preaching while battling the evil spirit.
That's not fully designed yet but thanks to Lord, I believe it will turn out great, just need to pray.

------------------
Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] (Contact) - Truedisciple (mp3)

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
resource collectors and 'resource gathering points'

Don't zoom on the soldiers unless you want to see how bad my animation and modeling skills are.

Jari, your project looks ok. I don't know what to say, maybe you'd get more feedback if you'd work/talk a bit more about the fun things in your game, after all it is a game.


[EDIT]
I've got a better grip on the story line praise the Lord.
The conflict revolves around the battle between the Humans and the Machine.
Long time ago the people put all their faith in Machines, shortly after that the machines got a will of their own and started to fight against their creators. You are in charge with a group of people who never put their faith solely on machines and manage to survive.

The game starts when the majority of men are defeated and you and your people and the only ones still able to face the machine.
------------------
Nanostorm: Man against the Machine

[This message has been edited by Calin (edited August 22, 2007).]

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
Another update: Resource Manager

Ogre has a very versatile material system however those materials are stored inside text files which makes it difficult to joggle with them when you have a large number or objects and materials. The Resource Manger will spare us from hand editing the resource files, it also helps add meshes and textures easier. The only thing you need to now is where on the disk those resources are (not where they should go to make the game 'see' them). Once you point the path to those resources they get copied to the right locations)

Calin

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Nanostorm: Machine Siege

[This message has been edited by Calin (edited August 22, 2007).]

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
Some news about Darkening, from the site:
quote:

The game has gone forward alright! Now there's new game play features and I adding stats to the game. Also one new enemy is added and new levels are planned.
Those are just the visible changes and I am happy for the progress and thankful to Lord of course. God's blessing makes this project grow and most importantly go in right direction, which is why your prayers are welcome.

For those who have linux; the next version should be released also for linux and not to any specific distro. So far I have run Darkening on kubuntu.

------------------
Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] (Contact) - Truedisciple (mp3)

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
I finished the Nanostorm logo:


------------------
Nanostorm: Machine Uprise

[This message has been edited by Calin (edited August 26, 2007).]

crazyishone

Member

Posts: 1685
From:
Registered: 08-25-2004
Calin, that looks excellent.

Jari, glad to hear you're making progress

I missed this post from way back in June, but you said
"This new feature in VoHW was cool in my opinion; you can use flaming torch to scare of the wild animals:
screen shot in the gallery"

Thats an interesting feature. Very nice

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

TwoBrothersSoftware

Member

Posts: 141
From: Janesville, Wi USA`
Registered: 08-05-2006
My week - working on something that will require writing a cell phone app. Have a development environment set up , (that was easy) read a 400+ page book on J2ME - wrote a "Hello World" program and have it running on MY cell phone.

Long way to go but not a bad week (actually weekend)

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
Cool I have gathered midi music which suits well even in some game such as Darkening. Lord is good! I'm feeling like praising.

Here's the current midi listing that you can try out and listen:

allthing
hesreturning
icouldsing
igiveyoumyheart
iloveyourgrace
knockingonthedoorofh
lightthefireagain


Please comment if you wish.

------------------
Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] (Contact) - Truedisciple (mp3)

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
Jari, your report has me wondering when the next release is so i can play the new features. I"m excited to play.

------------------
MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto
I reserve the full right to change my views/theories at any time.

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
Thanks for asking mene-mene, I'm looking forward for the next release too. But it's still going to take some time and I really poor saying how long. Maybe week, month or more.
I try to work on it everyday and not forget to pray and all thanks to Jesus then when the next release is ready. Because I dont yet know how good it will be but the vision is promising.

It's good if you can remember this project in your prayers so that it would become a blessing to us.


------------------
Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] (Contact) - Truedisciple (mp3)

[This message has been edited by jari (edited August 31, 2007).]

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
Hi again, more info about Darkening. I'm focusing on the story and new levels at the moment. Here's screen shot of church interior where you (the player) visit:



(It's mainly for story)


There's now feature in the game where you have to pickup the right scripture from dropped one's by the evil spirits, in order to gain some points (more about this later):

Here's screen shot of picking up right scripture scrolls and wrong ones - those turn into dust.


------------------
Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] (Contact) - Truedisciple (mp3)

[This message has been edited by jari (edited September 02, 2007).]

TwoBrothersSoftware

Member

Posts: 141
From: Janesville, Wi USA`
Registered: 08-05-2006
Doing more cell phone programming.

Hope to have something to show everyone soon.

I almost had to say it but j2me is a fun programming enviroment.

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
I have to say thanks to Lord for this new particle effect for Darkening. It's flying notes that represent singing or praising.

Here's a screen shot:


Thanks to Jesus for everything! It's good to be able to work on this project and your prayers are welcome!


------------------
Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] (Contact) - Truedisciple (mp3)

[This message has been edited by jari (edited September 16, 2007).]

SSquared

Member

Posts: 654
From: Pacific Northwest
Registered: 03-22-2005
Neat Jari. That looks good.
AndyGeers

Member

Posts: 45
From: London, UK
Registered: 06-20-2005
Sorry for the long absence everyone, I've been somewhat busy with other stuff lately. But good news: God has graciously enabled me to go down to a four day week at work in order to free up more time for my Bible-teaching computer games project and other stuff like maintaining a few church websites, maybe reading the Bible one-to-one with a student from church, stuff like that.

Yesterday I woke up to the fact that the big critical path stopping me making further progress is my struggle to get animations exported out of Blender and into a readable .X file, so I decided I've have to get my hands dirty and get into the Python source code of the exporter I'm using. Turns out it's really buggy, and has virtually no comments whatsoever to help me figure out what it does. Anyway, step one is to sort that out, and then I intend to send it back to the author!

------------------
http://www.geero.net/

[This message has been edited by andygeers (edited September 22, 2007).]

TwoBrothersSoftware

Member

Posts: 141
From: Janesville, Wi USA`
Registered: 08-05-2006
Still programming in J2Me and branching a little into Java, as my 'mystery' project will involve the two talking to each other via blue tooth.

My next goal is to learn how to get a Java App on the PC to talk to a cell phone.

Also thinking about some little usefull Java2 app for the cell phone to improve my skills.

Was thinking of the following calculator type programs

Wind Chill Calculator
Temperature Heat Index Calculator
Temp convertor (my three year old is good at switching the thermometer while we are taking his temp)
Program to track MPG for you vehicle
and ETA program that take miles, MPH shows ETA and how much time it would take to drive 5MPH slower, (safer and uses less gas)

Anyone have any other ideas for a little program they would like to have on thier cell phone.

JeTSpice
Member

Posts: 433
From: La Crosse, Wisconsin, USA
Registered: 06-10-2006
Those cell phone apps sound cool. I especially like the driving one. Mapquest is so off-base when calculating driving times. An interactive cell phone with GPS (or bluetoothing onstar to the cell phone) could be really cool. "In 20 minutes, you'll be coming up on highway 244 to Mount Rushmore. It's 44 miles round trip off your charted course."

I've been working on an RPG/adventure-style game since April. It uses stationary maps (like Balder's Gate) with a blend of arcade-style action (kindof like Diablo). It's a Christian game within a medieval fantasy setting with lots of quirky self-deprecating voice-overs akin to Python's Holy Grail.

This week, I gave the NPC's and PC's weight values so they recoil differently when they collide. Also, thorny plants give damage and flying NPC's don't collide with ground NPC's or objects.

There's my report.

AndyGeers

Member

Posts: 45
From: London, UK
Registered: 06-20-2005
Another successful day at home: today I finally managed to sift through enough of the bugs/assumptions in the Blender .X exporter I'm using to successfully get an animated mesh into my game. If anybody else is trying to do the same, do let me know, and I'll send you the changes I've made.

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http://www.geero.net/

TwoBrothersSoftware

Member

Posts: 141
From: Janesville, Wi USA`
Registered: 08-05-2006
quote:
Originally posted by JeTSpice:
Those cell phone apps sound cool. I especially like the driving one. Mapquest is so off-base when calculating driving times. An interactive cell phone with GPS (or bluetoothing onstar to the cell phone) could be really cool. "In 20 minutes, you'll be coming up on highway 244 to Mount Rushmore. It's 44 miles round trip off your charted course."

I suspect GPS API's for java vary by phone, but if I can get onstar and a GPS phone would be a worthwhile project

bwoogie

Member

Posts: 380
From: kansas usa
Registered: 03-12-2005
Totally off topic.. but reading that post just gave me an idea. Wouldn't it be cool to play a game that uses GPS and somehow where you would be in the game is determined by where you are in real life? Like, maybe if you were at a real life store, you would also then be in a store in the game where you could buy items. Ooh! And then at the beginning of the game you would set your home address, and so when you go to a store or where-ever in another town you would be able to find rare items, and the farther you are the rarer the items.

What if the map was made up of your actual town. The game engine would build the map based off the data in the GPS map. And monsters or whatever would pop up at random (or not so random) locations for you to fight. And the only way to move in the game is to move in real life.. And If you were in range with someone else (in real life) who was playing the game, you could exchange items and stuff.

ok, getting a little carried away.. but it's fun to get carried away, right?

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~~~boogie woogie woogie~~~

CPUFreak91

Member

Posts: 2337
From:
Registered: 02-01-2005
Wow, it's been a while since I posted here. I'm working with a few people on Bible Dave 1.0, compiling and installing my own builds of Rockbox on my iPod Nano, and learning Unity (really looking forward to version 2.0 later this year!).

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All Your Base Are Belong To Us!!! chown -r us ./base
"After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2

"Oh, bother," said the Borg. "We've assimilated Pooh."

Open source, open mind.

My Programming and Hacker/Geek related Blog

kenman

Member

Posts: 518
From: Janesville WI
Registered: 08-31-2006
Well, not much happening coding lately. I have made it to the semi-finals on our stage http://www.ourstage.com/music/channel/28-blues with a blues tune I did. Having issues with some php and cms websites I am debugging, other than that keepin on

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Howdy all! Check out http://art.twobrotherssoftware.com/shs.html, my latest CD.

If you ain't in the forums, you in the againstums :)

SSquared

Member

Posts: 654
From: Pacific Northwest
Registered: 03-22-2005
Been a super long time since I posted an update.

Personally, I've been spending time with the Torque engines the last month. I posted elsewhere on the site about my plans for October with Torque. I've also been spending a bit more time with music.

At work, I've been laying down a bunch of framework code this last month and a half. Merging in code from a previous branch. Breaking apart our main application into DLLs. Just a bunch of stuff to help us as we move forward.

Our application is currently built using Borland and I got hired to move us into newer technology (MFC and C#). I just spent this week laying the foundation for a .NET dialog server to serve up (display) C# dialogs inside the Borland application. I am having a total blast working on this. XML data containing a class name, a method name, and arguments is passed across via sockets and the .NET server parses the XML. Using Reflection, I have the code automatically call the specified method on the specific class and display the dialog.

The prior week I had tried a more direct route. I originally linked in a DLL to the Borland application so I could make direct calls to a function, but this solution worked on some machines, and caused strange crashes on others. I spent the whole week attempting various solutions. Made one update which would then work on yet another machine, but would still crash on others. Eventually, I concluded this just won't work reliably within the Borland application process space, so I needed to create a separate server process for the .NET code.

We now have a double approach to our problem. On one hand, we will maintain our Borland application and convert certain dialogs to C# over time. At the same time, we are also working within a completely ported Microsoft branch using the same C# dialog DLLs. Rather than making a complete and immediate switch to Microsoft technology, the server approach let's us integrate the new C# technology into the current Borland product over time and eventually we will release the complete Microsoft solution.

JeTSpice
Member

Posts: 433
From: La Crosse, Wisconsin, USA
Registered: 06-10-2006
Three posts about music in recent days from CNN. Perhaps we should start a music topic? I've been playing for a couple decades and would love to share what I know.

This last week, I made a list of all the animated non-NPC graphics, like traps, containers, fx, props, etc., for the sake of programming something that will take care of all of them without having too many special cases. Sometimes traps and things like tornadoes are best treated like an NPC with certain limitations. I'll probably end up treating all the traps, containers, and fx this way for sort-order sake.

However, as a little bit of trivia, sometimes the fastest way to render is to have no sort order, but to check each asset that is drawn for assets that exist underneath it. Like in a forest, where you have 100's of trees, it's terribly slowing to draw all the characters and trees every refresh cycle. It's better to check underneath each character to see if there is a tree there, and redraw the part of the tree that is supposed to be in front of the character. So you're only drawing trees that are directly in front of a character. All the rest of the trees are just part of a background plate.

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
New trees in my rts project:

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Every algorithm has a creator

MastaLlama

Member

Posts: 671
From: Houston, TX USA
Registered: 08-10-2005
quote:
Originally posted by Calin:
New trees in my rts project:


oh man! that's sweet!

christo
Member

Posts: 75
From:
Registered: 07-12-2004
I got distracted again for a while but I made some progress on my TCG LBD recently. started to implement the last game rule which will allow attacks to be countered with hidden mod cards and those counters countered and so on. I also found a glitch in the battle system(that fortunately doesn't cause the game to crash just exhibit an incorrect behavior). Until the last rule is implemented and this glitch is fixed I will not have a demo to show as this is a somewhat large change to the code and if I released it as it is now the game would reach a point where you could do nothing(not crashing just no logic to continue). might have some more done for next week.
Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
Lookin' sweet Calin!

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Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
That's just the good ol' Ogre, all I did was the models

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Every algorithm has a creator

AndyGeers

Member

Posts: 45
From: London, UK
Registered: 06-20-2005
Today on my day off I added a feature to Ben Omari's .X exporter for Blender so that it can save Shape Keys (morph targets) as well as armature based animations. As of yet I don't have a .X importer for C++ that supports my new templates, but it shouldn't be too hard to write.

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http://www.geero.net/

CPUFreak91

Member

Posts: 2337
From:
Registered: 02-01-2005
quote:
Originally posted by andygeers:
Today on my day off I added a feature to Ben Omari's .X exporter for Blender so that it can save Shape Keys (morph targets) as well as armature based animations.


Sweet! Nice work!

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All Your Base Are Belong To Us!!! chown -r us ./base
"After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2

"Oh, bother," said the Borg. "We've assimilated Pooh."

Any fool can know, the point is to understand. -- Albert Einstein

My Programming and Hacker/Geek related Blog

CPUFreak91

Member

Posts: 2337
From:
Registered: 02-01-2005
Calin: Did the latest screenshot you posted evolve from this one?

------------------
All Your Base Are Belong To Us!!! chown -r us ./base
"After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2

"Oh, bother," said the Borg. "We've assimilated Pooh."

Any fool can know, the point is to understand. -- Albert Einstein

My Programming and Hacker/Geek related Blog

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
Yeah, that's where I was few month ago. However it's not like I'm making my own engine, I'm just learning Ogre, a ready made engine you can 'plug and run' without too much headache.

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Every algorithm has a creator

[This message has been edited by Calin (edited October 05, 2007).]

MastaLlama

Member

Posts: 671
From: Houston, TX USA
Registered: 08-10-2005
quote:
Originally posted by Calin:
Yeah, that's where I was few month ago. However it's not like I'm making my own engine, I'm just learning Ogre, a ready made engine you can 'plug and run' without too much headache.



I played a bit with Ogre and C++. It wasn't too hard but there was a learning curve there. Did you ever look at Ogre and C++ or did you just jump straight to Ogre and C#? Do you think Ogre and C# is easier than C++?

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
quote:
Originally posted by mastallama:

I played a bit with Ogre and C++. It wasn't too hard but there was a learning curve there. Did you ever look at Ogre and C++ or did you just jump straight to Ogre and C#? Do you think Ogre and C# is easier than C++?

If you want my biased opinion, yeah Ogre and C# is easier =]. I did try C++ and Irrlicht a while ago however with Ogre I went with C# from the beginning.

Setting up Ogre on your system is always identical since you need native ogre dlls even is you use C#. However after the initial stages I think with C# it's easier.
For instance if you want to display a mesh (or do something else for that matter ) all you need to do is copy-cut this code into your IDE: http://www.ogre3d.org/wiki/index.php/Mogre_Basic_Tutorial_5_Source ,
add the needed references and build the project.
You will need of course Ogre configuration files (media.cfg, resources.cfg, terrean.cfg) at the right place to get the executable running.

Anyways, getting where I am now took a while. I don't want to leave anyone with the impression that with C# you'll get your game spinning in a matter of hours.

[This message has been edited by Calin (edited October 05, 2007).]

MastaLlama

Member

Posts: 671
From: Houston, TX USA
Registered: 08-10-2005
quote:

Anyways, getting where I am now took a while. I don't want to leave anyone with the impression that with C# you'll get your game spinning in a matter of hours.

Oh no, I didn't intend to sound that way You're doing some really good work here! keep it up!

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
Thx

------------------
There's a programmer behind every algorithm

JeTSpice
Member

Posts: 433
From: La Crosse, Wisconsin, USA
Registered: 06-10-2006
This week, I finished the list of particle effects, traps, coffins, chests, barricades, and stuff. Here's a screen shot. If someone can show me the proper code to type in to get it to show up, that'd be great.

Okay, it works. Thanks.

[This message has been edited by JeTSpice (edited October 06, 2007).]

[This message has been edited by JeTSpice (edited October 06, 2007).]

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006

It appears to be a broken link, normally you use the [IMG][/IMG] tags to display images.

P.S. It might be that my space won't let you hotlink images.
------------------
There's a programmer behind every algorithm

[This message has been edited by Calin (edited October 06, 2007).]

CPUFreak91

Member

Posts: 2337
From:
Registered: 02-01-2005
WordPress 2.3 came out, and I like the code changes so I've been updating my CMS (which is based on WP 2.2) to the new code.

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All Your Base Are Belong To Us!!! chown -r us ./base
"After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2

"Oh, bother," said the Borg. "We've assimilated Pooh."

Any fool can know, the point is to understand. -- Albert Einstein

My Programming and Hacker/Geek related Blog

Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
JetSpice, I think for the link to work you need to take out that beginning / before the http part and put the last / before the last IMG, so like [/IMG].
JeTSpice
Member

Posts: 433
From: La Crosse, Wisconsin, USA
Registered: 06-10-2006
Thanks, guys. I've got the right code, but now I need a site that will allow hotlinks. Any suggestions?
MastaLlama

Member

Posts: 671
From: Houston, TX USA
Registered: 08-10-2005
CCN-Downloader.com will allow you to upload images and hotlink them. I'm trying to finishing things up there this weekend.
Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
As I mentioned on the other thread there's PhotoBucket and ImageShack. I like Photobucket better because it gives you more control over your images.
CPUFreak91

Member

Posts: 2337
From:
Registered: 02-01-2005
quote:
Originally posted by mastallama:
CCN-Downloader.com will allow you to upload images and hotlink them. I'm trying to finishing things up there this weekend.


I would have joined but you haven't uploaded the Terms of Use or Privacy Policy

------------------
All Your Base Are Belong To Us!!! chown -r us ./base
"After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2

"Oh, bother," said the Borg. "We've assimilated Pooh."

Any fool can know, the point is to understand. -- Albert Einstein

My Programming and Hacker/Geek related Blog

MastaLlama

Member

Posts: 671
From: Houston, TX USA
Registered: 08-10-2005
quote:
Originally posted by CPUFreak91:
I would have joined but you haven't uploaded the Terms of Use or Privacy Policy


Thanks for reminding me! I totally forgot about those. They're up and runnin'! I'm going to post an announcement tomorrow to let everyone know when they can actually create their accounts and start using the site.

TwoBrothersSoftware

Member

Posts: 141
From: Janesville, Wi USA`
Registered: 08-05-2006
Hello,

My update - I can code java for the PC - java for the cell, and have the basics running for bluetooth and the PC. It's time for me to work on my next subproject -in route to my big project.

A windows installer for java bluetooth cell phones. You download the java program - as windows program - run it and select "install on phones" and it looks for bluetooth devices to install it on.

BTW Quentin (my son at 3 1/2) says Hi

CPUFreak91

Member

Posts: 2337
From:
Registered: 02-01-2005
quote:
Originally posted by TwoBrothersSoftware:
A windows installer for java bluetooth cell phones. You download the java program - as windows program - run it and select "install on phones" and it looks for bluetooth devices to install it on.


That's pretty schnazy. It sounds handy!


------------------
All Your Base Are Belong To Us!!! chown -r us ./base
"After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2

"Oh, bother," said the Borg. "We've assimilated Pooh."

Any fool can know, the point is to understand. -- Albert Einstein

My Programming and Hacker/Geek related Blog

[This message has been edited by CPUFreak91 (edited October 07, 2007).]

SSquared

Member

Posts: 654
From: Pacific Northwest
Registered: 03-22-2005
I've been doing my TGB October Challenge. If you didn't read my post elsewhere, that means I am spending time with Torque Game Builder every day this month and focusing on learning at least one new concept a day. In reality, I am learning several concepts a day. So far, the challenge is working out great. I am beginning to really get the feel for it and familiarize myself with everything. I've recently been working with the scripting language.

When I'm done, I hope to spend some more time with TGB and write some helpful scripts (more specifically, Behaviors) for the community. I'd also like to continue working with Torque Game Engine. I have a friend who will make some 3D models so I can place them in a game. He actually worked for Dynamix for awhile. I'd like to maybe use TGE for next year's game contest.

At work, I'm back to porting dialogs from Borland to MFC. I also had some frustration this week as I need to merge in about two month's worth of changes from an older release. I spent one day doing it, got frustrated and will finish it up this week. I really dislike merging code and to make it worse, I am merging code written for Borland C++ into a release for Microsoft C++. So it's more than just merging in code, I actually have to make changes and get it working in Microsoftland.

SSquared

Member

Posts: 654
From: Pacific Northwest
Registered: 03-22-2005
Calin and JeTSpice, looking nice.

It is so cool to actually see everyone's continual updates and to have work getting done.

JeTSpice
Member

Posts: 433
From: La Crosse, Wisconsin, USA
Registered: 06-10-2006
Ssquared, making Behaviors is a super-cool idea! When they came out with the concept, it was exciting-- you could see the future of it. But the current behaviors were just a few simple ones. Do they have a huge bank of them, yet? A great one would be a walk cycle for RTS/RPG type games, where the player pushes the arrow keys, and the character steers toward that point, avoiding other obstacles, and rotating through a walk cycle animation.
MastaLlama

Member

Posts: 671
From: Houston, TX USA
Registered: 08-10-2005
Well, due to a few "This is SQL Server 2005 Express Edition and I don't want to play nice like the regular version" problems, I don't have an announcement just yet for CCN-Downloader.com, but it will be soon!
Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
Looking sweet Jet!

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SSquared

Member

Posts: 654
From: Pacific Northwest
Registered: 03-22-2005
JeTSpice, I wouldn't say there is a huge number of them. They are listed here. Most of them are the ones which come standard with TGB and tend to be rather basic. They are still quite usable and I am finding them to be good starting points and examples.

Like I said, I hope to be working on some myself, although they will most likely fall into the 'rather simple' category. I just don't know enough about the scripting language yet to do anything complicated.

And to stay on topic -- I created a behavior to mount a camera and limit the view to a selected item's world view. This way, you simply mount the camera to a player and the camera will not leave the player's world. I did not like seeing the black space outside my tilemap. Man I was excited to get this figured out!

I am attempting to work on one which will trigger the next level when you collide with it. I am having big problems with it as I just can't figure out how to load a new level. Plus, somehow my data turns to garbage after I make a function call. I check it before the call and it's fine. But as soon as I make the call, the data is garbled.

Until yesterday (when I read over the list of available Behavior callbacks), I had NO clue Behaviors can actually do very powerful things. It really opened my mind to a new realm of possibilities.

I would have expected the community to be pumping these things out, but that does not seem to be the case.

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
In case any one is wondering how's Darkening doing, it's has gone forward thanks to God's blessing.
I'm looking forward to test through the game levels and balance the game difficulty before releasing the next version 0.5.

Random screen shot of the player model:

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Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] (Contact) - Truedisciple (mp3)

[This message has been edited by jari (edited October 08, 2007).]

CPUFreak91

Member

Posts: 2337
From:
Registered: 02-01-2005
Unity 2.0 just came out a few hours ago! I bought a license . The download is going to eat up my bandwidth (even through it's only 280MB) so I've scheduled it for after I go to bed. Tomorrow's going to fun interesting .

Here's some of the cool new (and improved) features:
http://unity3d.com/unity/

[This message has been edited by Mack (edited November 05, 2007).]

christo
Member

Posts: 75
From:
Registered: 07-12-2004
made some progress on my TCG LBD since last week. Got the new rule implemented and the battle system glitch fixed that I mentioned last time. Unfortunately while implementing and fixing these I created a new glitch that causes the game to crash about every time a battle takes place so still no release.
The data at the problem area is supposed to be swapped around(can happen once or multiple times) and modified then returned to its original position with the modifications in place then continuing like nothing special happened.Because of this it may take a while to fix.
JeTSpice
Member

Posts: 433
From: La Crosse, Wisconsin, USA
Registered: 06-10-2006
That's cool, Christo. What is TCG LBD?

This week, it was a lot of working on traps, containers, and particle effects. Little coding and lots of graphics. I'm not sure whether to treat these things like characters and take advantage of the Y-sorting code and other code already implemented, or to create brand new code.

No screenie this week, but here's a vid of our house we moved into:

http://www.youtube.com/watch?v=ILlCjEZoZAQ

[This message has been edited by JeTSpice (edited October 14, 2007).]

CPUFreak91

Member

Posts: 2337
From:
Registered: 02-01-2005
We've set up a domain for OutCast magazine and are working on some more behind-the-scenes-server-stuff, planning, and plotting to take over the world.

If you'd like to help us take over the world see this thread. (Actually, by taking over the world I mean looking for people who'd like to write articles :P)

------------------
All Your Base Are Belong To Us!!! chown -r us ./base
"After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2

"Oh, bother," said the Borg. "We've assimilated Pooh."

Any fool can know, the point is to understand. -- Albert Einstein

My Programming and Hacker/Geek related Blog

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
quote:

No screenie this week, but here's a vid of our house we moved into:

http://www.youtube.com/watch?v=ILlCjEZoZAQ


Why is your wife translating, you should have learned Russian by now =].

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There's a programmer behind every algorithm

JeTSpice
Member

Posts: 433
From: La Crosse, Wisconsin, USA
Registered: 06-10-2006
*shrugs, smirks*

Ya gavareet Paruski choot choot. When we have kids, I'll Have to learn it.

Calin

Member

Posts: 358
From: Moldova
Registered: 12-04-2006
quote:
Originally posted by JeTSpice:
Ya gavareet Paruski choot choot.

Nu ata horoso konesno =]


------------------
There's a programmer behind every algorithm

christo
Member

Posts: 75
From:
Registered: 07-12-2004
TCG stands for Trading Card Game
LBD stands for Light and Darkness separated by the Blood(the game's title)

Since my last post I fixed all the problems I mentioned(the last one was a outdated variable name which was valid in some but not all cases). I also made a major update to the tutorial.This game still lacks features but hopefully all that are implemented are functioning properly.All the features required to play a game with the original rules should be in place. I may open a thread later to get some feedback so I can fix any bugs that remain.

Some things I forgot to put in the tutorial:

there is a modifier when attacking a card of the opposite color(100 points in favor of the attacker)

all battles are comparing the attack of the attacker to the def of the one being attacked. The attacking player can be hurt if his card's attack isn't strong enough.

Players' HP is hurt not the cards.cards can only be destroyed.

Here is the executable. Just unzip into the desired directory. Requires the .net 2.0 framework.
http://home.earthlink.net/~silentlightning/Version15Bin.zip

bwoogie

Member

Posts: 380
From: kansas usa
Registered: 03-12-2005
Not a game, but I thought I'd share with you guys what I've been up to lately. I've been making videos for my church, Currently working on a new rules video for one of the children's classes. Here is a snapshot.

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~~~boogie woogie woogie~~~

AndyGeers

Member

Posts: 45
From: London, UK
Registered: 06-20-2005
Well, today wasn't quite so productive as previous days off - I got stuck with a bug in Microsoft's D3DX code that caused it to crash when loading my .X file. In the end I managed to discover what was causing it, and traced it to a little bug in the Blender .X exporter, which I was able to fix very simply. Every week that goes by seems to confirm my decision to start digging into that code more and more.

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http://www.geero.net/

JeTSpice
Member

Posts: 433
From: La Crosse, Wisconsin, USA
Registered: 06-10-2006
Andy, what uses .x is that a directx format?
AndyGeers

Member

Posts: 45
From: London, UK
Registered: 06-20-2005
quote:
Originally posted by JeTSpice:
Andy, what uses .x is that a directx format?

It is, but it's supported by other things like Irrlicht and it's pretty extensible which means that it's quite handy the purposes for which I need it. The exporter is proving to be rather buggier than I'd imagined, but being a Microsoft format the loading API on the DirectX side is nice and fast and simple to use.

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http://www.geero.net/

Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001

[This message has been edited by Mack (edited October 20, 2007).]

TwoBrothersSoftware

Member

Posts: 141
From: Janesville, Wi USA`
Registered: 08-05-2006
Pretty Impressive

I can't show much that has wow factor.

Although I think I have bluetooth service code worked out for PC and J2ME

Need to work on file transfer - as I'm still building the to bluetooth based installer.

Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
Uploaded a larger image. I've been getting questions if they're 3d models or concept art pieces. They are infact 3d models.
JeTSpice
Member

Posts: 433
From: La Crosse, Wisconsin, USA
Registered: 06-10-2006
That's some really cool-looking stuff.

This week was spent organizing all the graphics for traps, chests, stuff...143 animated objects. I'm using Reiner's Sprites to save time, but they are individual files and not compiled sheets. So, it was a week. Next is coding them in so they work right.

Nice on the bluetooth, Twobros.

JeTSpice
Member

Posts: 433
From: La Crosse, Wisconsin, USA
Registered: 06-10-2006
Bumpity bump. How come this thread slips off the main page?

This week, I typed in the data for all the objects of my game. ...and worked 2 days on BibleDavidLancaster.

Here's some vids of my week:
http://youtube.com/watch?v=r0qltIOui_I
http://youtube.com/watch?v=zyH6wGwxzrk

Hope it encourages you all to get crackin.

SSquared

Member

Posts: 654
From: Pacific Northwest
Registered: 03-22-2005
JeTSpice, those old newspapers...how cool!!!!
christo
Member

Posts: 75
From:
Registered: 07-12-2004
I haven't posted in a little while. I have been distracted from working on my trading card game by yet another program(and some other non-programming related things). This time it is a accounting application to fill in some general ledger pages I made in Excel(for an accounting class I am taking). This accounting project is about 70-80% complete, when it is done I will probably return to my trading card game once I test what I have done so far. Testing could take some time since I have no one willing to help at home and it is a 2 player game.
PFC

Member

Posts: 29
From: Canada
Registered: 10-16-2007
well this is my first post here...
I am currently working on a 3d mmorpg game engine
in the past I have used blender, then moved to Opengl/SDL with python while
using the dos window for all text input/output
this was working... accounts could be created, multiple users... basically
a simple 3d world that people could walk through with three types of objects:
static(like a tree or wall),maptiles and dynamic(moving objects).
I had added some animation support when moving around. the networking and
server worked.
This brings me to where I am now, I started a complete rewrite of the game
engine about a week ago. Since then, I have only worked on the graphics/IO
parts of the client.
here are the things I have done so far in the rewrite:
-function to do all the windows settings/view-port control
-function to add 3d objects to the world
-adding text support (has been a two week headache...)

to do in the next week:
-add mouse support(hover-over for text, picking for objects/map)
-create an export script for blender-to my object formats
-fix alpha overlap problems between fonts(*shakes head*)
-add subwindows(used for chat, character stats, etc.)
--also add some content for these windows such as status bar, text, buttons...

so I have a week worth of work... though the object picking and text alpha problems are going to take the longest to do...

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Heart of a Warrior

[This message has been edited by PFC (edited October 28, 2007).]

MastaLlama

Member

Posts: 671
From: Houston, TX USA
Registered: 08-10-2005
I've started a side project and putting everything else on hold for a bit so I can take a breather. This side project is a board game (that I may translate into a computer version at a later date...who knows, maybe the community here could get involved there).

Working Title: Hexawar (a new title WILL be chosen)

The board is setup in a hexagon style and is 15 hexagons wide by 10 hexagons tall. There are 4 different types of terrain (water, grass, forest and road) causing different defense and speed modifiers for the units. So far I have 5 different types of units (2 are "hero" units) with varying attack styles and attributes. Once I get all the rules lined out I'll post my "manual" here and get some feedback on the mechanics of the game-play. I know the unit attributes will take some time to make things balanced, but that will be part of the fun...running different scenarios. I've already been thinking about 2 ranger type heroes against 100 archers, let the hilarity ensue! I've also worked out about 3 different modes of play, Total Annihilation, Town Assault and Warring Castles.

Anyway, I hope this can get my mind off of things for a bit while not being too difficult or time consuming.

Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
Some more work on United Soul:

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MastaLlama

Member

Posts: 671
From: Houston, TX USA
Registered: 08-10-2005
@Mack - Wow! Those are some sweet images!

After talking with (awe inspiring) David Lancaster for a bit, he produced a very likable name for my board game: "Glorious Warfare". Here is the mock-up logo I made

I'm going to the Texas Renaissance Festival this weekend and hope to get some pictures that could go well with this game.

Here's a picture from a few years ago (I'm the white guy in the middle wearing black)

I've still got the same costume for this year

[This message has been edited by mastallama (edited October 30, 2007).]

JeTSpice
Member

Posts: 433
From: La Crosse, Wisconsin, USA
Registered: 06-10-2006
MastaLlama, that is really sweet! I wish I had a suit of armor. I made one once out of PVC and sports equipment.

It's not really a weekly update... maybe a few years ago it was. The guys in my game are blue, so I guess it's on topic.

MastaLlama

Member

Posts: 671
From: Houston, TX USA
Registered: 08-10-2005
Oh man! That's an awesome suit of armor!

I started working on the Game Rules and Manual v0.1 tonight as well. I'm translating all my notes to the doc and then it's time to play test through a few turns with the dice. I think my biggest trouble spot is making each of the different units balance out accordingly.

christo
Member

Posts: 75
From:
Registered: 07-12-2004
Still distracted by homework so no updates really.

The accounting project I got sidetrack by is done for now.

The trading card game project LBD I think is about due to be donated.

Next project after I catch up my homework would probably be learning a 3D engine(so far looks like it would be irrlict) and maybe some 3D modeling software.

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
I made this video from blender render where a sword that represents the word of God strikes a "Lie".

click to see the video.


I was thinking that something like this could be used in game.

------------------
Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] (Contact) - Truedisciple (mp3)

SSquared

Member

Posts: 654
From: Pacific Northwest
Registered: 03-22-2005
Jari, that looks really neat.

My Update:

I've been trying to get some new music out but am getting stumped.

I had a terrific learning project over October where I focused on learning Torque Game Builder (TGB). It was a really great time and I feel very comfortable with TGB now.

I am now converting my CCN speedgame entry over to TGB and it is moving along nicely. I plan to do improvements and clean up.

I am in the early stages of designing a game to help promote some missionaries at our church. They are a young family who are currently in training and preparing for lifelong missionary work. I am trying to come up with puzzles and mini-games which will have good replayability factor to them. I am gearing this towards school aged children, but would like it accessible to adults as well.

And yesterday a new game popped into my head. Basically a kid's puzzle game where you follow the story of Jesus' birth. I don't have much time to complete it, so I may not do anything with this one.

You can probably see a common theme of children's games. Well, I have two kids of my own and see the types of games they play. I notice certain patterns of playing, what they find difficult, what they play over and over...hopefully I can take what I observe and put that to use. I have even learned a lot from watching them play my Speedgame from this year's contest.

Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
I'm trying to get the Horrors fire to look good while animating. Right now I'm testing a static alpha map with a animated diffuse but I think I might go to an animated alpha and animated diffuse.

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PFC

Member

Posts: 29
From: Canada
Registered: 10-16-2007
well I finally finished last weeks to-do list (one day behind due to laptop being dead for two days...)
turns out that the text picking was the hardest... but finally got it working
so this week I'm focusing on animation and multi-threading...

the multi-threading will be used for keeping animations going while I update other parts of the 3d world and so that I can do my networking
I am actually considering creating lightweight-threads(making my own threading system) as opposed to system threads(require allot of memory)
this would allow me to have precise control over what gets how much cpu time(and in what order)
this would also make it allot easier to make every part of the game thread safe... (os threads are a random mess.....)

also up this week:
-make simple animation (per object animation)
-make mesh deformation animation (per vertex animation)
-adding texture support for all 3d objects
-clean up code, comment code
-add proper resource management for animations (free any memory that isn't being used anymore, this is a new concept to a python programmer like me ^-^)
-make blender export scripts for for mesh deformation animations...

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Heart of a Warrior

Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
very cool PFC

So I decided that I'm going to get the Marlin Studios FireCD set for the Horror head. Yes, I'm going to spend $120 for a stupid skull head, but at least it has other cool fire stuff I can use for various things. Marlin makes sweet texture stuff (I have 3 CDs right now from them) and I plan on picking up the new TreeFarm CD when it comes out.

Since the Horror animations are complete we've moved onto the Teneb, here's a shot from the walk cycle:

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JeTSpice
Member

Posts: 433
From: La Crosse, Wisconsin, USA
Registered: 06-10-2006
It's so sweeeet! I'll totally buy this. I hope we can get a new computer with graphics card to take it all in.

This week I labored on traps, containers, and effects. They all go through the same system of code. Some of them are collidable, keyable, attackable, or none. They cycle endlessly, once and die, or have AI. So, it's taking awhile to sort it all out.

Here's a screencast. It's squashed for some reason, and has a big watermark on it. (I'm a super big advocate of keeping your computer free from pirated software. So, I'll buy this program when I have the $20 sometime soon.)

http://www.youtube.com/watch?v=v3FmYbD5XVw

And here's a screenie. It's great to see all the updates (though lots of it is over my head.)

MastaLlama

Member

Posts: 671
From: Houston, TX USA
Registered: 08-10-2005
quote:
Originally posted by JeTSpice:
[BThis week I labored on traps, containers, and effects. They all go through the same system of code. Some of them are collidable, keyable, attackable, or none. They cycle endlessly, once and die, or have AI. So, it's taking awhile to sort it all out.

Here's a screencast. It's squashed for some reason, and has a big watermark on it. (I'm a super big advocate of keeping your computer free from pirated software. So, I'll buy this program when I have the $20 sometime soon.)

http://www.youtube.com/watch?v=v3FmYbD5XVw

And here's a screenie. It's great to see all the updates (though lots of it is over my head.)

[/B]


Dude, that's sooo sweet! Are you using TGB?

Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
Very cool Jet! What's your game about?

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JeTSpice
Member

Posts: 433
From: La Crosse, Wisconsin, USA
Registered: 06-10-2006
Thanks, guys.

I really wanted to ask who posted "Run from the blue guys. Ruuuuuun!" Because that is distinctly high-larious, and mostly the attitude of the game. I can't find it anymore.

This is a Christian RPG. It's a normal RPG, with a couple of exceptions. The characters quote scripture for war cries and victories and going into different settings:

Knight (in a voice like "The Tick"): "Though I walk through the valley of the shadow of death..."
...as he approaches a canyon where skeletons and the literal death character await.

The main characters will also quip alot like Monty Python:
Hood: "I thought you said we should be going north."
Knight: "I never said that. You said that."
Hood: "I never said that. Why for the love of the green earth are we going north?"
Knight: "I don't know. I don't know why I'm doing anything."
Hood: "I don't either! I go where I go, so there! I shoot things, and I go places. And I have a lot a lot of gold."

There's a story that goes along with it. Zombies have taken over the whole world and you need to find the source of it all and destroy it. It has a happy ending, not just that all the monsters die. There might be a couple of musical numbers in it, no joke.

I'm using BASIC, not TGB. TGB would have been perfect for this project, but I can't OOP. I'll port it to the PC using DarkBasic, and for the mac, it's MetaL BASIC. If it's good enough for the CD project (and I'm giving every effort to present a polished product) then a demo of it can surely go on there.

AndyGeers

Member

Posts: 45
From: London, UK
Registered: 06-20-2005
Woooo!! It's taken me long enough, but I've finally got morph target animations working in my game engine

Bible-teaching Computer Games

This is good news. Next on my list is some decent Inverse Kinematics.

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http://www.geero.net/

Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
JeTSpice: DarkBASIC! Woo! Finally, another DBer

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Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001

Playing with fire; making the image more visable, playing with the colours, playing with various setting to see what works the best.

Also been doing some documentation work, more detailing on the games levels and the users experiance.

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Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Not bad fire Mack. Has kind of a neato hand-painted look to it. Fire==cool regardless.

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christo
Member

Posts: 75
From:
Registered: 07-12-2004
Completed my translation of the Irrlicht.NET CP Tutorials from C# to VB.Net.

Next Projects:
getting more of my stuff on the new wiki.
planning and learning things related to the game idea I posted on the wiki here:
http://www.hanclinto.com/mediawiki/index.php/Babelution

Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
Thanks Ereon, I tried to make a gif of the animation but it looked like crap.

More weapons are meshed up:

Sword


Retribution

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Ereon

Member

Posts: 1018
From: Ohio, United States
Registered: 04-12-2005
Nice! Love the shotgun Mack. That's top class design work right there. It looks bad to the bone and also looks like it could actually work.

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David Lancaster

Member

Posts: 276
From: Adelaide, Australia
Registered: 05-22-2006
Here's something small I achieved, managed to get meshes lightmapped in Gile[s] then using a plugin used a 2nd uv set to lightmap the level in 3DGS:

You can see the difference by comparing the following images, you have to tactfully switch between them and take careful notice of the detail:

http://www.churness.com/axys/NoLightMap.jpg
http://www.churness.com/axys/WithLightMap.jpg

and another:

http://www.churness.com/axys/boxnoL.jpg
http://www.churness.com/axys/boxwithL.jpg

JeTSpice
Member

Posts: 433
From: La Crosse, Wisconsin, USA
Registered: 06-10-2006
Sweet, David. That's going to be a great game.

Mack, is the fire made with a special fire application? Does it make real-time fire effects in a 3d engine, or animate fire over a mesh... Is it a 2D fire animator?

dartsman

Member

Posts: 484
From: Queensland, Australia
Registered: 03-16-2006
twobrothers,

I'd really like to get in contact with you to chat about what your doing with the Bluetooth connection project. I've sent you a PM and emailed you at mike@twob*.com


thanks

------------------
jonwarner.net

Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
David always makes great stuff.

quote:
Originally posted by JeTSpice:
Mack, is the fire made with a special fire application? Does it make real-time fire effects in a 3d engine, or animate fire over a mesh... Is it a 2D fire animator?

Actually it's a frame from the FireCD I picked up that I talked about previously. I was editing the colours and the alpha maps for each frame, it's about a 90 frame animation. It's not too bad but I don't think it's worth it's full price tag (of $200) so I'm glad I picked it up on sale for $100 (thanks strong Canadian dollar). We'll probably mix some particles and I'll play with the frames some more to liven it up some more.

None of the stuff I've been showing for the last 2 months is for Nightmares. It's for the episodic platformer I've been talking about in a few other threads. For Nightmares we have some nice physics based particle goodness going on.

The Passive Dweller is fully animated now. Pose from the walk animation.

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MastaLlama

Member

Posts: 671
From: Houston, TX USA
Registered: 08-10-2005
quote:

http://www.churness.com/axys/NoLightMap.jpg
http://www.churness.com/axys/WithLightMap.jpg

and another:

http://www.churness.com/axys/boxnoL.jpg
http://www.churness.com/axys/boxwithL.jpg


Dude! Those are beautiful! Really nice, high quality work you're doing there David!

JeTSpice
Member

Posts: 433
From: La Crosse, Wisconsin, USA
Registered: 06-10-2006
This week was spent coding AI for traps for my adventure/RPG game. Here's a few of them: Scanning Eyes, Leafstorm, Key Column, Chests, Coffins, Pods, Flags, Jewel...

[This message has been edited by JeTSpice (edited November 12, 2007).]

Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
Sweet stuff Jet! Hope I can beta test.

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Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
You guys make good looking graphics.

Putting some light effect in the game:

(Joh 5:35) He was a burning and a shining light: and ye were willing for a season to rejoice in his light.

That verse comes in mind where Jesus speaks about John the babtists light. How great is light Jesus can shine though us who believe in Him.


------------------
Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] (Contact) - Truedisciple (mp3)

[This message has been edited by Mack (edited November 14, 2007).]

[This message has been edited by jari (edited November 15, 2007).]

Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
Thanks Jari

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crazyishone

Member

Posts: 1685
From:
Registered: 08-25-2004
David, the light map makes such a huge difference. Great Job

Jari, nice to see more progress.

Mack, those models look excellent.

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Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
quote:
Originally posted by crazyishone:
Mack, those models look excellent.

Thanks Crazy

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Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
Darkening now has 3D graphics for the full armour of God:



(Eph 6:13) Wherefore take unto you the whole armour of God, that ye may be able to withstand in the evil day, and having done all, to stand.


Thanks to JetSpice for making the 2D graphics for the armour.


Praise the Lord this is actually coming together!

------------------
Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] (Contact) - Truedisciple (mp3)


[This message has been edited by jari (edited November 16, 2007).]

[This message has been edited by jari (edited November 16, 2007).]

SSquared

Member

Posts: 654
From: Pacific Northwest
Registered: 03-22-2005
That looks neat Jari.
Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
Cool stuff Jari

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JeTSpice
Member

Posts: 433
From: La Crosse, Wisconsin, USA
Registered: 06-10-2006
Jari, that looks soooo cool!
PFC

Member

Posts: 29
From: Canada
Registered: 10-16-2007
Jari: Nice!

well I've been really slow for the last two weeks... (between being sick and having my laptop crash...)
so I reset one of my home computers as a development computer and fixed my laptop...

as for multithreading, I decided to go the light-weight thread way, since not everything is thread-safe when using PyOpenGL... though this also opened the door for the option of giving specific or groups of lw-threads(that are thread-safe, so anything but per-frame graphics thread) there own system threads for systems that have more than one cpu cores

hopefully by the end of this upcoming week I can get some screenshots up

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Heart of a Warrior

Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
Teneb animations are all done, yay!

Still from one of attack animations:

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JeTSpice
Member

Posts: 433
From: La Crosse, Wisconsin, USA
Registered: 06-10-2006
This week the traps *almost* got done for my RPG/adventure. Sprites work, and spawning. Next week will be incorporating keys for keyable objects, and special AI for collision with traps.
AndyGeers

Member

Posts: 45
From: London, UK
Registered: 06-20-2005
This weekend I've been performing major surgery on my Bible-teaching computer games to make my datafile system allow me to address assets by name rather than by number. In hindsight it was a really bad design decision two years ago to number things, since it makes far more sense to talk about Luke and Darth Vader than it does to talk about Actor 2 and Actor 17. Amazingly, it all seems to be working again now, and it's MUCH nicer to work with!

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http://www.geero.net/

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
andygeers: Indeed because lukey and Darthie vader are so lovable! jk...

Well I've gotten alot done in WoB that needed to be done, setting up the enemy mostly, collision detection, learning some pathfinding, all that stuff nobody sees, but is vital. My biggest thing I'm working on is figuring out A* and pathfinding.

Aside from that I've been going through a wikibook on Blender Noob to Pro, and some pondering on stories. I've been thinking of Blender as a potential game engine (until I get TGE, which will likely be TGE 2 by the time I get enough money) for Star Wars Republic Strife 3d, or for Rinoh Conquest.

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MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto
I reserve the full right to change my views/theories at any time.

christo
Member

Posts: 75
From:
Registered: 07-12-2004
I have started working on the Blender Noob to Pro wikibook as well. Still thinking about what storyline and mechanics to use on "Baby-lution" ("Babel-ution" is being delayed until I get more experience). Since last time I have also looked at a couple of 3D engines but haven't really decided if I am going to use any one in particular yet.
Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
Facial animation test for the dialog window:

Going to add in the face paint, hair and other details now.

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dartsman

Member

Posts: 484
From: Queensland, Australia
Registered: 03-16-2006
sweet mack

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jonwarner.net

Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
Thanks Darts

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JeTSpice
Member

Posts: 433
From: La Crosse, Wisconsin, USA
Registered: 06-10-2006
That's cool Mack! Is it a cartoon of 3d render? Or did you draw it? And how do you get an animation to play in these forums?
Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
quote:
Originally posted by JeTSpice:
That's cool Mack! Is it a cartoon of 3d render? Or did you draw it? And how do you get an animation to play in these forums?

Thanks Jet. It's a cartoon. I didn't draw it. It's an animated gif image.

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Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
Thanks!

I have been adding lyrics and code to display them in the Darkening game while the midi music is playing.
Midi is good option because the files take very little space. (And then you can sing along...)

Here's one new song, just found it today :
http://www.geocities.com/SunsetStrip/Cabaret/6134/368mylifeisinyou.mid

Then I have to put the lyrics in this format to be read in to the game and displayed:


0:06 My life is in You, Lord
0:07 My strength is in You, Lord
0:10 My hope is in You, Lord
0:12 In You, it's in You
0:15 My life is in You, Lord
0:16 My strength is in You, Lord
0:18 My hope is in You, Lord
0:21 In You, it's in You

0:22 I will praise You with all of my life
0:26 I will praise You with all of my strength
0:30 With all of my life
0:33 With all of my strength
0:36 All of my hope is in You

Check this thread for more updates.


------------------
Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] (Contact) - Truedisciple (mp3)

JeTSpice
Member

Posts: 433
From: La Crosse, Wisconsin, USA
Registered: 06-10-2006
Jari, that's totally sweet! It would be really easy to put the music into other languages.
JeTSpice
Member

Posts: 433
From: La Crosse, Wisconsin, USA
Registered: 06-10-2006
This week, the traps are done. They have a chain reaction effect at times--traps triggering other things, lowering barracades, turning switches, etc. Coffins and containers spawn things. Gettin closer to gettin done.
christo
Member

Posts: 75
From:
Registered: 07-12-2004
On the blender Noob to Pro wikibook I did all the modeling tutorials through Landscape Modeling I: Basic Terrain. Stopped working on this temporarily to work on the project below.

Started work on a turn based battle system framework(for future inclusion in the Baby-lution and Babel-ution projects or any other game that wants to use it). Currently working on defining a character class(around 80% complete). Nothing else has been implemented at this point. Will eventually put up a wiki page for this once it is more complete.

Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
Other than boring documentation, development planning and other crap people don't care about:

'Jumpy' Dweller is all animated up.

Also, did some more story work.

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Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
Oh and yes its tounge wags a lot during animation

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JeTSpice
Member

Posts: 433
From: La Crosse, Wisconsin, USA
Registered: 06-10-2006
Sweet. What do you use to animate?
Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
The artist mainly use 3dsmax for mesh and animation.

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jestermax

Member

Posts: 1064
From: Ontario, Canada
Registered: 06-21-2006
So i've been pretty much taken up with school now. *sigh* school has gotten to be somewhat useless... it would have been fine if this was my first time around and advanced calculus was still interesting to me but what can you do...
Anyway, Sir Lancaster has convinced me to check out 3d game studio which i've now decided to invest in (so far only time, not cash). The rendering quality isn't actually that bad; i've been checking out some of the shaders that other people have written and it's pretty impressive but still not up to Ogre standards. You can do some really neat stuff with it though so i wanna get in on that; pretty sick of having to write so much boilerplate code

*end transmission*

------------------
Visit my portfolio (and check out my projects):
www.JestermaxStudios.com

Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
I want to see some updates from some other people! Calin how's your editor working out? Evdude how's your project working out? Mastallama have you had any luck since your switch? CPU how's Bible Dave coming? Mene-Mene how's Well of Bethlehem?

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Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
Hair, face paint and ear ring added

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JeTSpice
Member

Posts: 433
From: La Crosse, Wisconsin, USA
Registered: 06-10-2006
Yeah, Jester, I'm seriously looking at 3dgs, too. Maybe other programs are better, but a.) I know David, b.) it's the only engine where somebody that I know has made a complete game, and c.) I saw the screenshots of his current project. And he's the sole developer, like I would be. Maybe other engines are better, but it might take a team of experts to run or something.

Back on topic, Yeah, guys! Watcha been doing?

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
Thanks for the concern Mack, it really means something to me to have someone care about something I do. Anyway, to be truthful, I've done nothing in WoB since I've last spoken. I've thought, but not much. What I have done is taken a look at JeTSpice's code, and started Literal Translation 1... (I first literally translate it into BlitzMax, then I rewrite it usually. ) If anyone is looking to help, I could use a dialogue writer for Adino, Eleazar, Shammah, and David. David will have a very low key role, and will basically quote the Bible, however, I hope to have little Dialogue cut scenes to add interest and a goal to shoot for.

------------------
MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto
I reserve the full right to change my views/theories at any time.

Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
The only problem with the net is the lack of translation of actual emotion to messages. So I don't want to sound fake; I am really interested in what you (Mene) and everyone else is working on.

I want to see more updates Mene, I want to play WoB!

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

PFC

Member

Posts: 29
From: Canada
Registered: 10-16-2007
well I finally got a screen-shot up...
currently need to work on the networking (it currently logs on, updates, moves)
the server isn't very stable since I'm not finished implementing the light weight threads around the receive operations..
also, something messed up in my exporter/importer for objects... gonna go fix that also....

------------------
Heart of a Warrior

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
I'm thinking about when I get it done offering a sizable discount to members of CCN for all the help they've given.... But I've got to finish it first. Once I get pathfinding done, I'd like to redesign the demo level, then I should be able to release it. It won't have near the graphics I expect, but it will be a cute lil' demo.

PFC, If you don't mind me asking, what are you working on again?

Jestermax, I kinda feel the same way. But I'm thinking about learning Blender instead. While perhaps 3ds Game studio might be superior, (I'm not saying it is) I'm not willing to spend $50 on it.

------------------
MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto
I reserve the full right to change my views/theories at any time.

[This message has been edited by Mene-Mene (edited November 28, 2007).]

Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
Lets see some screens Mene! I want to play it!

I believe PFC is working on a 3d MMO engine, correct me if I'm wrong.

I didn't have much time last night but I started editting the 144 frames of the Mike profile face animation. I've been clearing out the grey, flipping the image and pasting it on a nice multi-blue background. Much better than the grey I think:

73 more frames to go! Hope to get it all done tonight.

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

MastaLlama

Member

Posts: 671
From: Houston, TX USA
Registered: 08-10-2005
Hey Mack, thanks for the concern it has been a while since I've posted something with meat in this thread.

I got my SQL Server 2005 Express Edition problems worked out and will be finishing up CCN-Downloader.com soon. The way work is going (major over-time and working on weekends) and if I'm being completely honestly with myself, I'm probably looking at a January 1st launch.

As for the board game, things have gone pretty good there. I did a complete revision of all the different unit stats and played a few games with my wife, father-in-law and against myself. I won every game, but it's all down to what the dice say... (I guess I lost the games against myself too though).

Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
Cool stuff, you should take a picture of a game in progress so we can see what it's like. I'm also looking forward to the downloader site going live.

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

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
Here's a little screenshot. (Thanks clintipedia for the hosting ) I'm working on pathfinding.

------------------
MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto
I reserve the full right to change my views/theories at any time.

evdude

Member

Posts: 135
From: Earth Orbit
Registered: 03-14-2007
quote:
Originally posted by Mack:
Evdude how's your project working out?

Expect some screen shots tonight or tomorrow morning.

quote:




wouldn't it be hard to walk with his legs backward like that?

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dudey calls...

"Never try to sneak up on someone who knows Martial Arts, is a Jedi, a Narnian Knight, and is standing in front of a mirror. Especially the last part." -Mene Mene

[This message has been edited by evdude (edited November 28, 2007).]

Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
I'll see if I can post an animation tonight of it walking.

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

Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
Here's the walk animation:

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

Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
quote:
Originally posted by Mack:
73 more frames to go! Hope to get it all done tonight.

All done

jestermax

Member

Posts: 1064
From: Ontario, Canada
Registered: 06-21-2006
that's pretty stylish Mack-Attack. Good work...looks like someone i used to know...

------------------
Visit my portfolio (and check out my projects):
www.JestermaxStudios.com

JeTSpice
Member

Posts: 433
From: La Crosse, Wisconsin, USA
Registered: 06-10-2006
Very cool!
Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
Thanks guys

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

evdude

Member

Posts: 135
From: Earth Orbit
Registered: 03-14-2007
Ah! Thats cool!
I cant post the screen shot this morning because I'm having trouble with my flash drive. they will be here tonight.

------------------
dudey calls...

"Never try to sneak up on someone who knows Martial Arts, is a Jedi, a Narnian Knight, and is standing in front of a mirror. Especially the last part." -Mene Mene

Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
I look forward to it Dude

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

evdude

Member

Posts: 135
From: Earth Orbit
Registered: 03-14-2007
Alright, The problem with the flash drive is fixed.
I've been very busy with school(just started algebra) and was programming anouther game for a cousin. the cousin doesn't care about it any more, so I can continue with the game I was making for my dad.


that is just a doodle, but it will look like that.
the story is something like this:
the main character(Bob) works a factory that makes wonder balls. he finds out that his boss is going to try to desroy the world or something. Boss thinks that Bob knows to much and fires him. Boss then releases all the wonder balls to kill Bob on his way out. So, the player controlls Bob as he trys to escape and warn the world.

Most of the art is finished, so I hope to have some coding done soon.


------------------
dudey calls...

"Never try to sneak up on someone who knows Martial Arts, is a Jedi, a Narnian Knight, and is standing in front of a mirror. Especially the last part." -Mene Mene

Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
*mezmerized by the wonder ball avi*

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

evdude

Member

Posts: 135
From: Earth Orbit
Registered: 03-14-2007
Thanks Mack!!

------------------
dudey calls...

"Never try to sneak up on someone who knows Martial Arts, is a Jedi, a Narnian Knight, and is standing in front of a mirror. Especially the last part." -Mene Mene

CPUFreak91

Member

Posts: 2337
From:
Registered: 02-01-2005
I've been visiting colleges and friends and supporters (my parents are missionaries) and have been away from the internet for days at a time. But in the midst of my travels I got to meet our HanClinto and his wife! (Hopefully I'll get a picture up soon). We met and chatted for about an hour before he had to get back to work.

------------------
All Your Base Are Belong To Us!!! chown -r us ./base
"After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2

"Oh, bother," said the Borg. "We've assimilated Pooh."

Any fool can know, the point is to understand. -- Albert Einstein

My Programming and Hacker/Geek related Blog

JeTSpice
Member

Posts: 433
From: La Crosse, Wisconsin, USA
Registered: 06-10-2006
EV, that's a fun idea! I want to play it.
blendenzo

Junior Member

Posts: 9
From: MI, USA
Registered: 11-25-2007
Another Blender user (who goes by Clean3D) and I have been working on a 3D implementation of the classic Sokoban puzzle game. Currently I'm doing the programming and he's making the tilesets and enviroments for the different themes.

I made a lot of progress this week. I finished up some work on the way map data is handled, allowing the player to restart a level if they've jumbled it up too bad. Also, I had an undo feature coded for player moves, but this week I added undo for the crates, too.

Next week I plan to add score tracking, a menu system, and maybe a texture detail level setting (to speed things up on older machines like mine...)

Here's a screenshot of the desert tileset that Clean is currently working on:

He's planning to finish up some of the environment models and texture them this week.

------------------
The Life is in the Blood.

(Find Blender Game Engine tutorials at blendenzo.com.)

CPUFreak91

Member

Posts: 2337
From:
Registered: 02-01-2005
quote:
Originally posted by Mack:
CPU how's Bible Dave coming? Mene-Mene how's Well of Bethlehem?


I've written down some major bugs that need to be fixed in the latest issue. While I'm traveling I'm working on improving the story line's content that will be displayed on the HUD. Haven't gotten a chance to do much.

------------------
All Your Base Are Belong To Us!!! chown -r us ./base
"After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2

"Oh, bother," said the Borg. "We've assimilated Pooh."

Any fool can know, the point is to understand. -- Albert Einstein

My Programming and Hacker/Geek related Blog

jestermax

Member

Posts: 1064
From: Ontario, Canada
Registered: 06-21-2006
that looks awesome blendenzo. I really like the stylized look

------------------
Visit my portfolio (and check out my projects):
www.JestermaxStudios.com

christo
Member

Posts: 75
From:
Registered: 07-12-2004
3D
No Progress

Turn Based Framework
Wasn't as close to 80% done on my character class as I hoped in my last post, how much more depends on how many more revisions I have to make to my design.

I did get a string formula evaluator made. Most work right now is trying to get equipment in/out of the inventory and tweaking various item related restrictions.

Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
Nice models Blend! Good to hear news on BibleDave CPU, hope to hear some more very soon!

Necromancer is all animated up, here's a render of it in an attack pose, no particles, no ingame, just out of editor like the others:

And here's a shot with a flameball I've been messing with that I pasted in as a test:

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

TwoBrothersSoftware

Member

Posts: 141
From: Janesville, Wi USA`
Registered: 08-05-2006
I have my first cell phone app up.

Still working on my big project - but fell into a common trap starting a large project in a new environment and then getting overwhelmed.

Dice roller for Cell phones

http://www.max.twobrotherssoftware.com/maxcell.html

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
That looks awesome, how do you install it?

------------------
MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto
I reserve the full right to change my views/theories at any time.

TwoBrothersSoftware

Member

Posts: 141
From: Janesville, Wi USA`
Registered: 08-05-2006
Copy the jar file to your cell phone - if you connect by blue tooth or by usb cable (or IR) it should be simple.

Don't have sending it via the net figured out yet.

JeTSpice
Member

Posts: 433
From: La Crosse, Wisconsin, USA
Registered: 06-10-2006
Alright! Good to see all the updates. This is one thread that needs to grow!

http://www.youtube.com/watch?v=9cShxzjXaD4

"I saw the plague first-hand. It spreads quickly. As quicky as... a bad idea. The villagers were gathered at the town well awaiting the crier. They didn't see their countryman emerge from the trees, his clothes in tatters, rabid bloodshot eyes. He staggered toward the crowd and bit into the nearest human morsel. The chain reaction was underway before I could unsheath my sword. I circled around the well in hopes of ambushing the growing horde, but their feeding frenzy was over, and they turned toward me, intent on dessert. They poured over me like an ocean wave. But teeth and nails are no match for finely-smithed plate armour. I cut them down, swath after swath, until they were no more, and then turned my attention to ponder the source of this great calamity. I must find the monk."

[This message has been edited by JeTSpice (edited December 03, 2007).]

samw3

Member

Posts: 542
From: Toccoa, GA, USA
Registered: 08-15-2006
@JetSpice, oh! the humanity!

------------------
Sam Washburn

Check out my CCN SpeedGame 2 Blog

MastaLlama

Member

Posts: 671
From: Houston, TX USA
Registered: 08-10-2005
@Mack:
Lookin' awesome!

@JeTSpice:
That was crazy!

@twobrotherssoftware:
I tried, but I can only connect ot my phone via the phone's software and it doesn't let me get into the applications directory (just images and videos). Looks like a sweet program though!

As for my update, I've been learning ASP.NET and C# due to work requirements and I must say I'm having tons of fun with it! Things are so much easier than they were in Classic ASP and intellisense is my friend again :cheer: Our head programmer started learning .NET 3 months ago and now the rest of us are moving over, but with using our new tools and language, he said "It feels like I'm really programming again!" We're going to slowly migrate our *HUGE* webapp over to .NET over the next few months while updating (and even completely reinventing) several sections of it. I've made a total of 3 ASP.NET pages so far:
[1] a new options menu for customer accounts using a viewstate and checkboxlist (built from data returned from my stored procedure on the SQL Server 2005 database)
[2] a page to transfer needed Classic ASP sessions into ASP.NET sessions (major easy but huge step!)
[3] an advanced menu system comprised on 1 single .NET page...that took the place of 12 Classic ASP pages!

All in all it's been fun so far, but this is just day 3 and I know there's tons more to learn!

[This message has been edited by mastallama (edited December 04, 2007).]

Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
Heh, awesome video Jet! Run away zombie plauge!

Wish I could try the software out twobros, my phone is locked down more than fort knox. I like seeing the updates however!

Glad your having a blast Masta!

We're almost done animating all the models I posted previously so we're having to pump out some more models and concepts and putting them in the que.

Here's Kaleb, the teen you're trying to help in the game:

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

evdude

Member

Posts: 135
From: Earth Orbit
Registered: 03-14-2007
his pants are falling of!!!

------------------
dudey calls...

"Never try to sneak up on someone who knows Martial Arts, is a Jedi, a Narnian Knight, and is standing in front of a mirror. Especially the last part." -Mene Mene

Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
quote:
Originally posted by evdude:
his pants are falling off!!!

You seen the way some guys were thier pants?

jestermax

Member

Posts: 1064
From: Ontario, Canada
Registered: 06-21-2006
real men wear kilts...just sayin'...

------------------
Visit my portfolio (and check out my projects):
www.JestermaxStudios.com

Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
quote:
Originally posted by jestermax:
real men wear kilts...just sayin'...

real men wear pink, right zook?

Another model done, here's everyones favorite Sin Doll:

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

Lazarus

Member

Posts: 1668
From: USA
Registered: 06-06-2006
Man, my parents would freak if they saw someone playing this game...

Looks nice, Mack.

Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
Thanks Laz
David Lancaster

Member

Posts: 276
From: Adelaide, Australia
Registered: 05-22-2006
See Mack look what happens to Kaleb's pants when you don't give him strafing animations???
Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
Many updates there.. Wish I could have better picture of JetSpice's video, the text thing was kinda in the way. But looks advanced though!


I made this video while practicing movie making in blender. Its short and far from perfect:
http://www.voiceofhisword.com/upimages/0001_0166.avi

PS. First man didnt wear pants at all.....


------------------
Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] (Contact) - Truedisciple (mp3)

[This message has been edited by jari (edited December 09, 2007).]

JeTSpice
Member

Posts: 433
From: La Crosse, Wisconsin, USA
Registered: 06-10-2006
Yes, I'm sheepishly sorry for the big text blob. I thought by now I'd have purchased the screen capture demo. It's only $20, but we just had to get a whole new oven so I'm kindof waiting.

Jari, that looks fun. When you had the screenie of the little armor on the guy, I could see where you were going with it. It looks kindof like legos. Go Nordics!

Mack, very impressive. These are for a platformer?

Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
quote:
Originally posted by JeTSpice:
Mack, very impressive. These are for a platformer?

Yeah. It's played as a action/beat 'em up platformer in vien of Golden Axe, Aliens vs Predator Arcade, Double Dragon and Teenage Mutant Ninga Turtles Arcade. We're also going to focus on the more pure action element of the gameplay like Contra and Metal Slug series while mixing in some special move stylings ala Devil May Cry. I've been playing the fore mentioned titles for the last couple of months now to death. Picking them apart to see what makes them tick. Hopefully we'll pull off a really stylish action packed adventure.

All the art I've been showing is really a lot larger than it'll show in the actual game. This way you guys can get a good look at the models and give me feedback if you have any.

Enough boring talk, here's a concept for another of our main characters; Raquel:

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

Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
quote:
Originally posted by David Lancaster:
See Mack look what happens to Kaleb's pants when you don't give him strafing animations???

Hahaha :P
(inside joke)

CPUFreak91

Member

Posts: 2337
From:
Registered: 02-01-2005
Haven't had a chance to work on any of my projects yet I've just finished copying all the settings and files from my mother's old laptop to her new one. Earlier this week I found out that my Macbook Pro's battery was swelling and I'm expecting a replacement battery from Apple today.

------------------
All Your Base Are Belong To Us!!! chown -r us ./base
"After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2

"Oh, bother," said the Borg. "We've assimilated Pooh."

Any fool can know, the point is to understand. -- Albert Einstein

My Programming and Hacker/Geek related Blog

Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
Glad to hear you found out before the laptop got damaged CPU. Hopefully you'll get the battery today and we'll be able to see some sweet sweet updates.

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

JeTSpice
Member

Posts: 433
From: La Crosse, Wisconsin, USA
Registered: 06-10-2006
This week, I put in a GUI to show inventory and stats, and made a way to include/disclude characters to/from the party. It was a total struggle this week. Christmas, sickness, snow shovelling, broken oven. The code must go on.
Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
I finally thought of an adequate Christmas thing. I'm thinking about a space snow mix, I've created a parallaxing thing with 6 layers, the only reason I stopped there was because I ran out of star layers. I would distribute it, but I don't know if there is any interest.

Document is here: http://www.hanclinto.com/mediawiki/index.php/A_Snow_Adventure

------------------
MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto
I reserve the full right to change my views/theories at any time.

[This message has been edited by mene-mene (edited December 10, 2007).]

JeTSpice
Member

Posts: 433
From: La Crosse, Wisconsin, USA
Registered: 06-10-2006
Cool idea. Does it come *at* you or is it for a side-scroller?

Is this for a game?

Game ideas: Deer Dodge '08 -- weave to and fro on an icy road, avoiding cars and deer.

Snow ball fight platformer -- throw snow balls at bullies. Build a snow fort to spawn friends. Roll up snowmen and put a magic hat on them as rapid-fire snowball sentries. Get to Moms for a hot-chocolate health-up. Watch out for "Old Man Jensen" and his snow-blower. Boss bullies throw ice-balls. Upgrade to "sledders" to wipe out crowds of bullies.

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
Yes it is. But I have to finish it before Christmas. So it'll be exciting like a Speedgame comp. Lets hope I get no hardware, or compiler problems.

------------------
MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto
I reserve the full right to change my views/theories at any time.

CPUFreak91

Member

Posts: 2337
From:
Registered: 02-01-2005
quote:
Originally posted by Mack:
Glad to hear you found out before the laptop got damaged CPU. Hopefully you'll get the battery today and we'll be able to see some sweet sweet updates.


I got the new battery but I'm having my laptop checked out by the Apple servants because of a sticky trackpad (meaning I won't get any work done since I'll have to leave my computer there).

------------------
All Your Base Are Belong To Us!!! chown -r us ./base
"After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2

"Oh, bother," said the Borg. "We've assimilated Pooh."

Any fool can know, the point is to understand. -- Albert Einstein

My Programming and Hacker/Geek related Blog

Jari

Member

Posts: 1471
From: Helsinki, Finland
Registered: 03-11-2005
quote:
Originally posted by JeTSpice:

Jari, that looks fun. When you had the screenie of the little armor on the guy, I could see where you were going with it. It looks kindof like legos. Go Nordics!

Well im not working for the Nordics but this was the simples way to model using my skills. (Alright, I admit I liked legos.)

------------------
Psa 32:5 I acknowledged my sin unto thee, and mine iniquity have I not hid. I said, I will confess my transgressions unto the LORD; and thou forgavest the iniquity of my sin. Selah.

[VoHW] (Help needed) [Blog] (Contact) - Truedisciple (mp3)

[This message has been edited by jari (edited December 11, 2007).]

CPUFreak91

Member

Posts: 2337
From:
Registered: 02-01-2005
Got my lappy back. I didn't have to leave it afterall. The button sticks just a wee bit, but I hardly notice it so I'm not going to complain.

------------------
All Your Base Are Belong To Us!!! chown -r us ./base
"After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2

"Oh, bother," said the Borg. "We've assimilated Pooh."

Any fool can know, the point is to understand. -- Albert Einstein

My Programming and Hacker/Geek related Blog

Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
I demand an update!

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

CPUFreak91

Member

Posts: 2337
From:
Registered: 02-01-2005
quote:
Originally posted by Mack:
I demand an update!

Ok here's another. After 3 hours of being "fixed" the touchpad button is now worse than it used to be. I called apple and will have to mail them my computer for repair. ETA for their box to come here so that I can mail them my computer: 5 days. ETA for computer to be sent back: 1 week.

------------------
All Your Base Are Belong To Us!!! chown -r us ./base
"After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2

"Oh, bother," said the Borg. "We've assimilated Pooh."

Any fool can know, the point is to understand. -- Albert Einstein

My Programming and Hacker/Geek related Blog

Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
Boo! That sucks!
TwoBrothersSoftware

Member

Posts: 141
From: Janesville, Wi USA`
Registered: 08-05-2006
Still learning java - made a standard mistake tackling too big of a project, so I stepped back dice roller for the cell phone, updating the PC based dice roller.

Then I may take another shot at the bluetooth based installer.

Netbeans 6.0 - has me very impressed. - They finally allow you to custom code the gui elements they used to lock.

Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
Update:

Mene-Mene

Member

Posts: 1398
From: Fort Wayne, IN, USA
Registered: 10-23-2006
THATS ABSOLUTELY AMAZING LAVA!!!!!!!!!!!! Did you make that in Human Maker, or is that hand done? 5.5 Stars!

------------------
MM out-
Thought travels much faster than sound, it is better to think something twice, and say it once, than to think something once, and have to say it twice.
"Frogs and Fauns! The tournament!" - Professor Winneynoodle/HanClinto
I reserve the full right to change my views/theories at any time.

Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
yay Lava!

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

Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
Thank you Mene!!

It was modeled in Wings3D by hand.

Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
What's it for again?

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

Brandon

Member

Posts: 594
From: Kansas City, Mo, USA
Registered: 02-02-2004
Looking good guys!

Hey Blendenzo, it's good to see you here buddy! ^_^

------------------
They will know that we are Christians by our love.

JeTSpice
Member

Posts: 433
From: La Crosse, Wisconsin, USA
Registered: 06-10-2006
Wings? Cool. Is it an export-able model? Does Wings do rigging or animating?
Lava
Member

Posts: 1905
From:
Registered: 01-26-2005
Mack: It's the main character model for a fantasy action adventure game I am making (slowly but surely). Here is a screen I posted a while ago on this thread, it's from the same project:

Other Screen

JeTSpice: It is an exportable model. Wings unfortunately does not do animation (yet they say), however I do have Milkshape3D which can import my models, and it does do animation. So when I get him animated I'll show you guys.

[This message has been edited by Lava (edited December 12, 2007).]

Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
Cool Lava, I look forward to seeing more!

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evdude

Member

Posts: 135
From: Earth Orbit
Registered: 03-14-2007
Wow Lava, That looks great!

Update(sorry if its been two weeks):

I got most of the basics done, and all thats left is levels, animation, main menu, and the HUD.

here are some screen shots:


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dudey calls...

"Never try to sneak up on someone who knows Martial Arts, is a Jedi, a Narnian Knight, and is standing in front of a mirror. Especially the last part." -Mene Mene

JeTSpice
Member

Posts: 433
From: La Crosse, Wisconsin, USA
Registered: 06-10-2006
Alright! I'm going to play it. Do you have to get to the plan and then to the exit without the glowing rainbow spheres frying you?
MastaLlama

Member

Posts: 671
From: Houston, TX USA
Registered: 08-10-2005
All amazing updates!

I've been doing more with .NET and have whipped out some pretty cool stuff (all work related and not really interesting outside of context though).

Ken, I found a sweet band name for us!!!!

quote:

glowing rainbow spheres


Thanks JeTSpice!!!!
evdude

Member

Posts: 135
From: Earth Orbit
Registered: 03-14-2007
quote:
Originally posted by JeTSpice:
Do you have to get to the plan and then to the exit without the glowing rainbow spheres frying you?

The 'plan' is just for points(as is the floppie). the switch opens the door. otherwise correct.


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dudey calls...

"Never try to sneak up on someone who knows Martial Arts, is a Jedi, a Narnian Knight, and is standing in front of a mirror. Especially the last part." -Mene Mene

[This message has been edited by evdude (edited December 13, 2007).]

CPUFreak91

Member

Posts: 2337
From:
Registered: 02-01-2005
After 2 days of not using the touchpad button it seems to work ok again. I'll keep using it heavily for a few days and if it doesn't start acting up, I won't send it in!

Possible cause for automagical repair: When a Macbook Pro's battery swells it pushes agains the touchpad button. After a while the touchpad button should return to it's normal state. Which it didn't a few hours after a Genius Bar guy fixed it.

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All Your Base Are Belong To Us!!! chown -r us ./base
"After three days without programming, life becomes meaningless.'' -- Tao of Programming Book 2

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My Programming and Hacker/Geek related Blog

JeTSpice
Member

Posts: 433
From: La Crosse, Wisconsin, USA
Registered: 06-10-2006
interesting about swelling battery. I'm a mac guy, so thanks for the heads up.
Mack

Administrator

Posts: 2779
From:
Registered: 01-20-2001
Nice shots Ev! Glad to hear you're back up and running CPU!

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MastaLlama

Member

Posts: 671
From: Houston, TX USA
Registered: 08-10-2005
quote:
Originally posted by JeTSpice:
interesting about swelling battery. I'm a mac guy, so thanks for the heads up.

i knew there was something kinda funny about you JeT! :P

JeTSpice
Member

Posts: 433
From: La Crosse, Wisconsin, USA
Registered: 06-10-2006
ha!