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NVIDIA Competition 2008 / Gerbil Crazy - DBP entry by Jammy

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Jammy
21
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Joined: 15th Jan 2003
Location: Scotland
Posted: 6th Dec 2006 23:51 Edited at: 7th Dec 2006 00:28
Screen Shots
Will be posted here – Click the Thumbnail to access album

Jammy
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Posted: 6th Dec 2006 23:54
Intro

Here I will be posting information, code which I think others may benefit from and screenshots from my entry called Gerbil Crazy. I am late in starting this thread, as, I only just looked at the rules and point distribution system and found out about the 10 bonus points available.
Jammy
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Posted: 6th Dec 2006 23:57
My Background

I have owned computers since about 1983 and have always programmed games for fun on them in the BASIC language. I have never had any formal computer training. (I am a nurse). Here is an idea of my programming experience-

ZX81 (16k with memory expansion) - due to keyboard and strange many function keys very hard to program.

Oric 1 Computer (48k) – Fantastic computer to learn BASIC , It used a modified version of BBC basic and had many custom commands like – Explode – which made an explosion sound.

C64 (48k)– Terrible BASIC language. Could hardly do anything without using Peek and Poke – which DBP now supports – but I have never really understood direct memory access.

Amiga A1200 (2MB) –Amos pro Basic language – Great , As I understand it DB is based and has built upon Amos and its predecessor STos.

PC 1GB – DB and DBP which you all know and love – I could never have dreamed such things would be possible using basic.
Jammy
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Posted: 7th Dec 2006 00:18
Previous Competition Submissions

Dark Darts - Can’t remember the exact competition but think it was on the old American DB forum.

Gerballs - http://www.thegamecreators.com/?gf=2004compo_view&i=27

Gerball - http://developer.thegamecreators.com/?f=physx_07

I have never won a major prize, but have always been happy with the results.
Jammy
21
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Posted: 7th Dec 2006 00:27
Tools

Language – Dark Basic Pro.
3d Modelling – 3ds max, Student Version
Drawing – Paint shop pro.
Sound – Nero Wav editor
Music – Hopefully my pal Syrath will make me some. You can hear his examples here -
http://www.soundclick.com/bands/pagemusic.cfm?bandID=460862
Cian Rice
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Posted: 7th Dec 2006 00:45
First off all, 5 posts in the span of such little time is concerning. You should've put it all in the first post. And some more information on the game would be nice.

Xenocythe
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Posted: 7th Dec 2006 01:26
I like the screen shots! The textures look good on the models

But yeah, thats a few too many posts.

Keep it up.

-Mansoor Siddiquie

Jammy
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Posted: 7th Dec 2006 05:01
I have never used the forums much and this is the first thread I have started, so any comments about the game, or my failure of forum etiquette are greatly appreciated. I am poor at English and write in word then copy to the forum and was using each post as a new subject much like a new paragraph. Obviously wrongly .

Glad you like the textures Xenocythe.

The Game Idea emerges

The physics compo showed my lack of 3d modelling tools, apart from the gerbil which was modelled for the 2004 compo using a demo of Milkshape, the rest of the game was made using DBP created objects. Through the years I have tried many demos of modelling tools and decided I liked 3ds max the best. Spent a lot of money (even for the student version which only has a 2 year licence) then found a total lack of inspiration.

According to authors you should write about what you know. Artists say you should paint what you see. So after the physics compo and this one was announced, I decided the best place to start was at home. I could measure things to get proper perspective and my trusty digital camera can provide the textures. The occupants (me, the wife, the 3 cats and 4 gerbils) can become the hero`s and villain`s.

Concept

You play a young, eager to please, gerbil and have to perform many missions about the house. These missions will form a story. So far I have a few mission ideas like -

Cats – Cats are showing an unhealthy interest in the gerbilanium – so you must put cats off by pelting them with stones from the fire and then get the humans to keep them away by causing damage and blaming it on them.

Party - Collect Food, Drink, Disco Lights, funny hats, Start Music etc.

Robots - destroy the new robotic security system.

These are just ideas at the moment and may not be implemented.


You can help by posting any ideas for missions.


Progress so far

Most of my time so far has been creating 3d objects. I have modelled most of the house, Living room, Bedroom, Hall, Bathroom, PC room, Kitchen, Poolroom. I have tried to make Cats but they looked so bad. I found a much better model than I could make at the moment, with a licence which only asks if the maker can be credited, which will suit my purposes well.

Most of the models so far are static – walls, t.v. etc but have a few dynamic ones – stones, ornaments and books.

I have produced code for basic control of the gerbil using dark physics. I found realistic Jumping quite hard and will post my code here once I am happier with it along with the 3ds to DBO conversion tool i am using.
Jammy
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Posted: 15th Dec 2006 13:37
Well seems quieter about here than I would like.

Since my last post, I have been continuing to refine the models I have now finished the main static structures in all the rooms and have started adding more dynamic things like pool balls and doors.

New Screenshots available at the link in first post

As I suspected early on in my development. I will unfortunately be unable to load the whole house and get the level of graphical detail I want. If this was not a very visual comp – I would reduce detail to increase performance and decrease intrusive loading times. But this has got to look as good as I can make it.

My solution is to load the hall – it gives access to every other room and make one other room current at a time. Will need to think of something to keep the users interest while each location loads other than “Loading Please Wait” – Perhaps interesting Gerbil Facts.

Looking at other threads – there is some very good looking stuff - I especially like the look of Overdroid`s GUTS it was a concept I had in mind for a while – wish you would all stop it and make some rubbish – I started this with high hopes – now an honourable mention is about the best I will get.

Still Looking for any Mission Ideas You may have. Please post any thoughts, comments or ideas.

So I know I am not talking to myself.
Jammy
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Posted: 15th Dec 2006 14:03 Edited at: 15th Dec 2006 14:31
One of the main problems I had so far was how to jump realistically using the dark physics character controller. I found the code here [href]null[/href]http://forum.thegamecreators.com/?m=forum_view&t=87787&b=30 to be very helpful – though it made the character fly more than jump.

Here is an example showing how I have solved the problem. You will need the dark physics plug-in to run this. no media used



I have added the executable for download also – you will need the physx drivers to run that.

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Jammy
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Posted: 23rd Dec 2006 18:26
Still quiet about here – oh well

This week has been wasted a bit.

I have tried to incorporate Light & shadow maps which have been baked in 3dsmax with no success.

I purchased dark lights – which I am sure would be good if I could get it working properly, unfortunately I have spent quite a lot of time on it and when I render something complicated, it gives me the windows error – “this program has caused an error and needs to be shut down.”

This is the worst kind of error, because, I don’t know for what is causing it and cannot replicate it on a small scale. My guesses to the problem are memory management (either graphics card or system) or a problem with individual models. Either way the time to benefit ratio of getting it working, I have decided it is not worth it. I want to start soon on game play elements.

I have added 40 hidden sunflowers to be collected as a bonus - plan to have about 100 in the game.

I have tweaked picking up and chucking objects.

I have refined some of the game textures.

So I suppose the whole week has not been lost ( just most of it )

More Screen Shots available.







Van B
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Posted: 23rd Dec 2006 18:40
Hehe looks great!

I like these sorts of games, ever since Toy Commander on the dreamcast. There's so much scope, hamsterballs to get around quicker, wheels to open doors maybe, have you got plans for this stuff? - tell us more about your gameplay plans.

''Stick that in your text and scroll it!.''
Jammy
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Posted: 23rd Dec 2006 19:23 Edited at: 23rd Dec 2006 19:26
Hi van B,
I always liked the miniature character in a big world too –Slicks, Micro Machines, De-Rats –in counterstrike etc.

I plan the game play mostly on missions – Collect, defend, attack, escort etc… With cats and humans as the bad guys.

There will be a working pool table (almost completed ), Darts and Table tennis (models have been made but not implemented yet as mini games.

Also had plans for a race in balls around the garden – but this will depend very much on time constraints. I’m staying indoors at the moment where I have 6 separate, distinctive locations and a connecting hallway to play with.

eek
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Posted: 23rd Dec 2006 22:19
Sounds like a fun game. The concept is better than many in this compo.
Overdroid
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Posted: 3rd Jan 2007 11:37
This game looks very cool. I really like the idea of a small creature in a big world myself. I noticed you mention me, I hope I live up to expectations. I just want to put together a complete game that runs well. For earlier competitions I didn't get enough done in time, and the work I produced showed it.

I also had a commadore 64 (and a Vic 20 before that). I programmed all sorts of games on that thing and even started working in assembler. I miss that old machine.

If you need some one to test your game let me know.

Jammy
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Posted: 8th Jan 2007 23:55 Edited at: 8th Jan 2007 23:57
Thanks for the comments eek and Overdroid, Glad you like the concept and hope I can deliver with some game play. If I have time to put the game out for Testing I will keep you in mind, a very kind offer, but time is running out and I have much to add.
Over the festive period I, Unfortunately, have been very busy at work and because my better half was on holiday, My days off were not used constructively on Gerbil Crazy but on more social events.

I have added 2 humans and 3 cats as bad guys and used DARK AI to move them about.

My main problem has been that within one area e.g. Living room I wanted the cats to be able to go under tables etc where the humans could not. This meant setting up 2 separate AI Boundary areas, which works well.

Now my problem is that the gerbil can only occupy one area at a time and only gets attacked by either cats or humans – have a few ideas to sort this and will need some time to see what works the best.

Have also made the TV able to be turned on or off.

Well time to go now – my allotted ½ hour on the pc is up. Thanks for the feedback again.

More screen shots are available.






RickV
TGC Development Director
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Posted: 9th Jan 2007 22:34 Edited at: 9th Jan 2007 22:35
Please post your best in game images to the TGC Gallery.


http://www.thegamecreators.com/?m=gallery_upload

Rick

Financial Director
TGC Team
[Check out Jed McKenna - http://www.wisefoolpress.com/]
Jammy
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Posted: 13th Jan 2007 12:17
Well this week has been much more productive.

Have implemented a heath system.
Have included fall damage.
Have refined cat movement and now they pounce chase and attack.
Refined pool physics – though it is still not perfect and would take too long to sort out for a sub game, so it will have to do.
Have outlined the first 4 missions.
Have made working Fire and Stereo.
Made loading screens, including random gerbil info.

This week’s problems -

Getting a “supplied NxActorDesc is not valid. CreateActor returns NULL” error. – Posted the problem in the dark AI/Physics forum and Cash Curtis II (Geisha House) has been very helpful – though the problem is not yet solved.

Wanted to get “hands on dark basic pro books” and got vouchers for Waterstones for Christmas – but they can’t order them as they would not make enough profit and were very unhelpful. I cant afford the £70 yet – so no books though I found out that they are published in a one pub village about 10 miles from me.

Was hoping Dark Shader would be out by now.

Posted a screen shot on the TGC Gallery but no new screen shots
this week as not much change to the visuals.

HTF
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Posted: 14th Jan 2007 03:45
It's looking good dude. Thanks for the code for the jumping.
Jammy
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Posted: 24th Jan 2007 05:28
Thanks HTF – Good to know my jumping code is helping some peeps (see above for code). It took me a while to figure out and like many problems has a simple solution.

Like the “supplied NxActorDesc is not valid. CreateActor returns NULL” Error I have been getting.

See screenshot



Because I am using Dark AI to control Baddies but want to use dark physics collision, I have been creating character controllers just before “physics update” for collision then deleting them to allow AI to move the baddie. Rigid bodies, static and dynamic messed up movement.

Unfortunately, for some reason dark AI causes the “Object Position x( )” Command to return “-1#IND” instead of proper x co-ordinate (the same happens with z coordinate) – See top left of the screen shot - these are cat xyz co-ordinates.

This only happens when the gerbil jumps straight up and is getting attacked by a cat.

So when I create the character controller it is using “-1IND” as a coordinate and causing an error and declaring it as a physics error – even though It originates in AI.

This has now been fixed by a very simple solution – If new Coordinates are going to give the error – just use the old ones. Took a long time to figure this out and although my solution is not Pretty, it is effective.

Again thanks to Cash Curtis II (Geisha House) who has been very helpful.

Also this week have Created a HUD and started to implement some missions Though I am way behind schedule due to error above, work has been extremely busy and because I am playing too much counter-strike.

I stated early in this thread I would release my 3ds to dbo convertor – but there are much better ones available in the forums. Like this one here

http://http://forum.thegamecreators.com/?m=forum_view&t=22599&b=5

Jammy
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Posted: 6th Feb 2007 08:04 Edited at: 6th Feb 2007 08:06
Just about 10 days to go now. Things are not progressing as well as I had hoped – Have implemented 5 missions now – though mission 3 still needs some work. Got a couple of Shaders working – and am happy with how the bathroom mirror has turned out.

In the last short while I still need to –

Put in Back and front doors - Had left them out so far because I thought I may want to make an outdoor area.

Put in a front end – including some sort of continue campaign (either will be password or save file.)

Put in sounds – I got music but have not put in any sound effects yet.

Sort out Mission three.

I would like to put in more missions – I got ideas for about another 10 and have outlined about 3 of them so far – so we will see how many I have time for.

Some More Screenshots – though they don’t look much different but show the bathroom mirror and The HUD working TV and Fire and Background outside the windows.

[href][/href]

[href][/href]



Slide Show here
http://entertainment.webshots.com/slideshow/556255847DSkKxR

Jammy
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Posted: 17th Feb 2007 01:11
Well that’s it Deadline over and Game Submitted…..

Managed to put in a front end I quite like – Will make and post a screenshot later.

Put in Some sounds – Not Very happy with them – but time became short.

Sorted out the mission 3 and found and sorted a problem with the continuum of the missions.

Never had time to add more missions – Will if I get enough favourable feedback.

Will Sum up how I felt the game development went later – but for now it is time for bed.

I count about 25 Games to be submitted – nearly all look great.

Good luck to everyone and thanks to TGC and nvidia because I wouldn’t complete any projects if it was not for theses compos.

Jammy
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Posted: 20th Feb 2007 05:42
Outro

I have been to ambitious with this compo – think that the prospect of 4 months development time and 250MB limit went to my head and I forgot one of the first rules – KEEP IT SIMPLE.
I have learnt a bit about shaders which were always a mystery to me. Graphically this is the best game I have ever made – though I wish I could have got baked textures to work –however without them It gives a very Bright in your face cartoon look, which I quite like.

The game is not finished – but hopefully there are enough missions to keep the judges busy. I may finish it later depending on the feedback I get.

Here if my final screenshot – of the frontend.



Future ?

Was going to give OMEGA basic a go next as my better half wants a small program to work out WW points for her mobile. But I see TGC have stopped supporting Omega for some reason.

Going to try and put a game in to the red nose thing – don’t want to commit myself yet as busy catching up with many things put on hold for this compo.

I will enter any future compos that TGC make as I love doing it. I would be surprised though if they have more than one or two for DBP as they will need to concentrate on DBX10 and I will not be able to afford a new PC until 2008 – but I will purchase DBX10 as soon as I have a PC that can run Direct X10.

Well TaTa for now until the results are released.

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