Ereon Member Posts: 1018 From: Ohio, United States Registered: 04-12-2005 |
Alrighty gents, after some teething problems and a few bumps in the road I finally have a graphics/tech demo for my new game engine. It's based on my competition engine, with a few notable changes (Can you say shader support?) and a little bit of pizazz. It will form the skeleton for an full mini game that I'm now working on (This is the graphics and movement, gameplay still needs to be added) and look forward to releasing sometime soon if all goes well. It requires the absolute newest version of DirectX 9.0 as well as a graphics card that can support pixel shaders version 1.4 and vertex shader version 1.1 . If you can get it to run halfway decent please check it out and let me know what you think of it, and drop me any suggestions that you have. I look forward to your comments. Ereon http://pilgrimsjourney.bluegillweb.com/IthiaEngine.zip ------------------ |
Mack Administrator Posts: 2779 From: Registered: 01-20-2001 |
Nicely done, the test map is fairly dark (lighting wise) you could probably crank it a few notches and it'd still look great. |
Lazarus Member Posts: 1668 From: USA Registered: 06-06-2006 |
Hey, that's cool Ereon. I got lost in that maze of pillars though... About the movement controls(WASD) - you might want to change them so if you are holding the W or S key down, and you hit A or D to go slightly to the left or right, you don't have to then press W or S to go forward again. |
Ereon Member Posts: 1018 From: Ohio, United States Registered: 04-12-2005 |
Mack: I was considering that. The only reason its so dark is to hide the fact that the camera clips off very close (a required necessity due to the fact that it only run at 23 frames per second on my parent's computer). I'm working on lowering the poly count to ameliorate the situation (and also to add some more artistic use of the bumpmapping effect). Laz: Glad you liked it, I'll work on a solution to the problem right away. ------------------ |
Calin Member Posts: 358 From: Moldova Registered: 12-04-2006 |
I tried to run it but I'm getting a "MFC71.DLL was not found" |
Ereon Member Posts: 1018 From: Ohio, United States Registered: 04-12-2005 |
What version of Windows and such do you have Calin? It appears you have a .dll missing. ------------------ |
Ereon Member Posts: 1018 From: Ohio, United States Registered: 04-12-2005 |
BTW, I plan on releasing a new version either tonight or tomorrow, though that may be extended if all these errors keep popping up (Calin got one, and Lava got one also). ------------------ |
Calin Member Posts: 358 From: Moldova Registered: 12-04-2006 |
I have Windows XP SP2 [EDIT] It doesn't run on any of my two computers. [This message has been edited by calin (edited February 26, 2007).] |
Jari Member Posts: 1471 From: Helsinki, Finland Registered: 03-11-2005 |
Hmm it's all black in here. Must be because I dont have the latest direct X... Has the same issue last time. ------------------ [VoHW] (Help needed) [Blog] - Truedisciple (mp3) |
Ereon Member Posts: 1018 From: Ohio, United States Registered: 04-12-2005 |
Well. It's a rather dark game at the moment so it may just be too dark . Try walking around and see if you run into anything. ------------------ |
Jari Member Posts: 1471 From: Helsinki, Finland Registered: 03-11-2005 |
Haha, ok I see now! Everything is little bit darker than normal with my graphics settings but I could see the pillars and walk around after turning the brightness higher. It looks good, well done with the shaders or whatever you used to make those texture effects. ------------------ [VoHW] (Help needed) [Blog] - Truedisciple (mp3) |
Ereon Member Posts: 1018 From: Ohio, United States Registered: 04-12-2005 |
Calin: Try your Windows Update. I can't verify yet, but I have a suspicion that it has something to do with the .Net framework for XP. The dll is says your missing has also to do with .Net, and I'm getting the same error on my laptop, which doesn't have the new .Net Framework installed yet. It could be something else, and until my battery is recharged I won't be able to verify, but I have a suspicion that updating might fix the problem. P.S. After I fix Laz's suggestion I'll be releasing either a patched .exe or the full version. Not sure which yet. Stay tuned for more info, same Ereon time, same Ereon channel . ------------------ |
Ereon Member Posts: 1018 From: Ohio, United States Registered: 04-12-2005 |
Alright gents. Here is the patched .exe for my program. It adds limits to the mouse look, increases the brightness (with a few changes to enhance speed as well), and hopefully fixes a small bug Lava was having with the program. I didn't have time to add Laz's bug fix but I'll do that tomorrow (should be doable in about 5-6 lines with a little experimentation) and also redo a bit of the program to fix Calin's compatibility problem. Anyhoo, here's the new .exe, just copy and paste it into the game folder and run it instead of the other .exe. Let me know about any bugs you find or and suggestions you might have to improve it. http://pilgrimsjourney.bluegillweb.com/IthiaEngine.exe Ereon P.S. Calin, google MFC71.DLL, download a copy of it, and place it into your C:/Windows/System32 and C:/Windows/System folders. It should eliminate your problem completely until I can get around to change the sound to have the echo built into the recorded as opposed to an EAX effect. ------------------ |
Mack Administrator Posts: 2779 From: Registered: 01-20-2001 |
Cool stuff, I'll check it out later on tonight. Are you planning on doing a tech demo with the engine? |
Lazarus Member Posts: 1668 From: USA Registered: 06-06-2006 |
Yep, the lighting is better. I have one suggestion - if you could add weapons and enemies and... j/k |
Ereon Member Posts: 1018 From: Ohio, United States Registered: 04-12-2005 |
Mack: I'm planning on making at least a miniature game with 2 play modes. So far I've got AI almost ready, so Laz won't have too long to wait. I'm also going to add an interation of my combat idea that I've toyed with (contexual behavior/animation) as well as a special easter egg that will be available in the next full release (which will hopefully be by next Saturday if I can get the sword and arm animated properly and the combat behaving nice) Laz: Don't worry, they're coming along. Here's a preview of what you'll be fighting against.
Couple that with creepy atmosphere, a flaming sword, and screaming, unseen banshees and you can't lose right? ------------------ |
jestermax Member Posts: 1064 From: Ontario, Canada Registered: 06-21-2006 |
that's crazy-awesome! did you create that mesh yourself? i should really get going on my 3D game engine coding. i'm stuck between 2D and 3D so right now i'm doing neither but the notebooks of ideas keep on building regardless. Maybe i should just use your engine to create "Descent into Darkness" (working title to a game design) |
Ereon Member Posts: 1018 From: Ohio, United States Registered: 04-12-2005 |
No, the mesh came with my coding language. It's actually rather lame when you get close to it, so I'll need to redo one (with lots more detail hopefully) it's just the lighting that I'm using makes to look really good. ------------------ |
Lazarus Member Posts: 1668 From: USA Registered: 06-06-2006 |
quote: You sure can't! |
jestermax Member Posts: 1064 From: Ontario, Canada Registered: 06-21-2006 |
generally meshes look junky without fancy effects anyways, seeing that screenshot with the skeleton and atmosphere just reminded me of a game design i've been working on for a while. It has a creepy/horror atmosphere but everything in it is biblically-based and it has a christian theme. Anyways, enough babbling, keep up the good work |
Ereon Member Posts: 1018 From: Ohio, United States Registered: 04-12-2005 |
The one thing I'm really excited about is the contextual combat system. Depending on the enemies' location and such the block will be different, and the animations will be different. It will, hopefully, make the game much more dynamic and realistic in appearance. There will also be a "rage" mode, for lack of a better term, so as you fight the sound of your heartbeat will become more intense, and once it reaches a certain point, it will explode into rage mode where you score one shot kills and all kinds of other goodies (that's where the flaming sword comes in). Unlike other hack n' slashes your rage points won't go down over time, but they will go down if you try blocking without actually blocking anything, or your swing a sword without hitting anything. This, hopefully, will require the player to become more adept and lethally accurate with their moves as opposed to having the whole thing decompose into helpless button-mashing. BTW Jest, is there a possibility that your computer could run the game? I just updated the full download with the newest source code, and I'd like to get your opinion on the actually running game itself. If you have Windows XP I'd also like to see if it gives the same error that keeps coming up (not the one Calin gave, another one). ------------------ [This message has been edited by Ereon (edited March 01, 2007).] |
samw3 Member Posts: 542 From: Toccoa, GA, USA Registered: 08-15-2006 |
Well there goes my play strategy. Helpless button-mashing is my best strategy! .. well .. honestly, its my only strategy. :P I guess I'll just have to get my tail kicked again by my little brothers Anyhoo. Looks great! Keep up the good work! ------------------ [This message has been edited by samw3 (edited March 01, 2007).] |
Ereon Member Posts: 1018 From: Ohio, United States Registered: 04-12-2005 |
Well guys, it's been a while, but I've finally gotten around to working on this project again. I released the newest version in the Showcase, and the link in the first post of this thread still works. I'd dearly appreciate any and all input I can possibly get. If you have a chance please take a minute and just walk around, the skeletons will chase you, but I promise they won't bite.....yet. BTW, the absolute newest version of DirectX is still required, as well as the newest available version of the .NET framework (for the EAX effects) though I'm looking at eliminating the .NET dependency in the next version. Right now everything is rather messy because I had to quit work on mid swing, so I'm going to finish dressing up the navigation system (I need to get the enemies set up so they don't bunch up so bad) and then I'm going to clean the code out, revamp it to a more stable and easy to read set up, and get cracking on art. So, the next things on the todo list are. 1. Fix the navigation to prevent bunching up. 2. Smooth off enemy movements so they don't whip around so quickly and unnaturally when they see you around the side of the pillar 3. Per Laz's suggestion fix the WSAD so that you can travel two directions at once without having to change keys. Let me know what you think, I look forward to it. Ereon ------------------ [This message has been edited by Ereon (edited June 20, 2007).] |