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Work in Progress / Iron Infantry aka TankGame

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jason p sage
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Posted: 31st Aug 2007 14:15
I have a Pentium 4, 2.26gHz, 1 Gig of Ram and NVidia GEForce FX 5500. I don't remember how much video ram, it MIGHT be 256 megs of ram, but I'm not sure AT ALL.

Squelchy Tom
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Posted: 31st Aug 2007 18:41
Then you are a legend for making a game that runs on those specs :/
Roxas
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Posted: 31st Aug 2007 18:51
Wow really.. I Suggest remaking whole thin again.. Thats some perfomance that you shouldnt have.. Make it run on slower machines really.

[center]
jason p sage
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Posted: 1st Sep 2007 01:27
I had to ask online like you! I'll post a clip:



Note, that's not a complete "Solution" and I'm hoping the code is readable.

Someone gave me some C++ code and I ported it to DarkBasic. What is happening is that I Basically start at the tank's 0,0,0 position, and rotate it right 0-360 degrees (whatever way its facing). then I measure the ground height in front of the tank, and then in back.

FrontHeight#=GroundHeight([in front of tank])
BackHeight#=GroundHeight([in back of tank])

Then I return to center (0,0,0) then I move to left of tank....
LeftHeight#=GroundHeight([Left side of tank])
RightHeight#=GroundHeight([Right side of tank])

Then baciscally the Atanfull stuff looks at the FrontHeight# and BackHeight# as well as the distance between them (length of tank) and pitches the tank that way... the same is repeated for the left and right and the tank is rolled. This is how it can be done without a physics engine.

Does that help a bit? You should try to figure it out. It feels really good when you see it Tilt the wrong way, then rotate the wrong way... you stare and repair and it finally hugs the terrain...not perfect perfect but dam well something to be proud of! Its a blast!

jason p sage
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Posted: 1st Sep 2007 01:28
[p.s.] sorry for second post... The code where I save oldpitch and old roll is how I do this thing where I compare HOW much it rolled - then make a thud sound if its a big change and I change the pitch of the "Ground bump" according to tank speed for a good effect kinda

jason p sage
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Posted: 1st Sep 2007 01:34
@kaedroho - Not sure when it'll be done - there is so much to do - and already with frame rates what they are - I'm THINKING about porting it to DarkGDK. Not sure yet.

jason p sage
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Posted: 1st Sep 2007 01:37
@Squelchy Tom - Thankx! that's the best compliment Yet! I don't know how I missed it! I saw it just now and was like WHOA! That is cool! Thank you. That made my night!

jason p sage
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Posted: 1st Sep 2007 01:55
@Roxas - You really think its too slow for those specs? Perhaps it is. I've tried to write the code as tight as is reasonable.

Also, you haven't seen it "in life" - there are alot of details I've tried to work in... like the treads moving, the sounds, the various camera angles, the ability to go from vehicle to vehicle.

I really don't know how to gague the "speed" other than I know faster is better but I think my video card is rather lowend compared to what I see others using here. Guys with 200 fps as a norm.

GatorHex
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Posted: 1st Sep 2007 07:09 Edited at: 1st Sep 2007 07:11
Your 19fps don't seem too bad for P4 + 5500 its a pretty old machine. What resolution are you running at? I bet if u run at 640x480 youd be above 30fps.

Some of the killers on FPS are things like rnd,3d sound,point,text

Release a demo plx it looks realy nice

DinoHunter (still no nVidia compo voucher!), CPU/GPU Benchmark, DarkFish Encryption DLL, War MMOG (WIP), 3D Model Viewer
jason p sage
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Posted: 1st Sep 2007 14:27
@GatorHex - Thanx for the tips. Demo? I will when its more game like - What I mean is I don't have "missions" "Waypoints" "true ai" or anything yet. So far its a "virtual world" of sorts but there are a ton of details yet to sort out. (Apache doesn't shoot missiles yet... so tanks are like bosses unless you have another tank for example.) Not to mention the AI is random at this point just so I can make sure everything "works" together... so I can see multiple things happening all at the same time, and can shoot down flying helicopters to watch how they fall etc.

Unfortunately for the time suckers - I use random alot, 3d sound alot, point, and 2d commands, and so far I only use "print" (not sure if that's as bad as "text" though.

Resolution? I have a 19" LCD and like the 1400x1050x32 mode.

Frame Rates? I get as many as 30-60fps if I severly change the terrain to either non-existant or extremely scalled so I have "sharp" edges - so it looks like a low poly matrix or something. Smooth looking hills kill it (But I love em) Plus, because there is a heli - I really need to give a flight sim'ish horizon whee you can see pretty far. If I trim it to much down - you don't get that realistic looking upside down bowl effect (with fog etc) that you see in real aircraft on less than perfect visibility. Humidity (fog) is your friend in darkbasic. Fog does help make far stuff more managable via "illusion".

I'm getting T.Ed. in the next few days which implies a total change to how I load and use terrain and static versus non static objects.

T.Ed. Lets you place objects in a level and then you have to make a loading routine (there is sample source but I know I'm going to have to tweak it and integrate it to work so I can get the most out of it)

Additionally - I think I'm going to need to rethink how I set up the load/clone for my objects. Now I have a "max" and load all and use accordingly. I may need to have AI for offscreen and what I use now only when the object is within LOD range so I can have 100 tanks strewn through out the level but use a dynamic cloning system to make only what I need and delete those I don't as I go or some sort of recycling business (to limit excessive CREATE/DELETE... like maybe make a Tank if I need it, just hide em until I need him again) or something like this.

I need to do some JOB work this weekend so unfortunately I won't be able to code the whole weekend on it like I wanted to but - as soon as I finish my work stuff - I'll jump in and see what I can do!

Red Ocktober
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Posted: 1st Sep 2007 15:09
for your character animating... take a look here... http://www.goddysey.com/

this one is extremely easy to use, and i think they still have a demo up for you to test out...

it costs $24.50... and support is top shelf... written by an indie coder, so he knows the deal...

--Mike
Libervurto
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Posted: 1st Sep 2007 16:55
Are you using Set FOV to zoom?

Your signature has been erased by a mod because it was rubbish.
Mr Tank
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Posted: 1st Sep 2007 19:36
Hi. About the "cloning"- what i do and which made my game run MUCH faster is, for each type of object, load a single object and instance from that.
Making and deleting objects on the fly is normally too slow, but if you use instanced objects, it's viable. Each time i update the display, i work out which of these will be seen, and instance the required number.
Instancing does give difficulties in that your limb orientations can't be different and stuff- so you'd need separate turret and body objects for your tanks for example.

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jason p sage
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Posted: 4th Sep 2007 06:54
@Obese87 - FOV to Zoom? Yes. Gave best results - my initial idea was moving the camera - but this attempt - as with most things I learn on the PC - taught me how NOT to do it. FOV has a limited "zoom" factor - but for me - and this game its enough. I'm not trying to make a Jet at 20,000 feet zoom a computer controlled cam on ground targets 5 miles off... though If I wanted to - I would mix both the FOV and the camera moving thing - and making a point to keep the "listener" in the jet.

@Mr. Tank. Thinking. I've been thinking about this stuff for awhile and I have played with instancing - unfortunantely, breaking up my models into separate objects - being DarkMatter and me not being the ace on the modeler programs yet - is out of the question. I have seen how instancing works with limbs - basically you move one - you move them all! They seem to share one set of limb info for rotation angles etc.

I've been crash coursing C# for work and as much as I like C++ speed - if there is a lot of people using it and they so far claim its almost as fast as C++ and way faster than DarkBasic - I may jump ship to go full rewrite in C#. I'm reluctant - as it would set bme back alot but that might be what I have to do to realize this game in full.

I do use instancing for static stuff, and I do find LOD as being the best one can do for speed - (low poly far away and off screen when too far) Cloning does help - but I think I need to make a system of reusing a small number of models to try and get the effect of ALOT going on - Like a combination of screen culling, LOD, and priorities - like stuff closer has priority if the "threshhold" has been met - so that the nearest action stay with ya but other stuff doesn't... At least until you kill the next baddy freeing up a "close thing" slot. I need to get more DarkMatter stuff, the C# version of GDK and the BIGGIE is T.Ed. for landscape. My engine works decent but I think to get a better look I need to rethink lanscape, and models in general and comeup with something faster and leaner - and then roll out the artillary

Also - there is that consideration that someone mentioned earlier in the thread - my machine is quite dated and I bet as is on a decent box and card it will fly. But that being said - FarCry runs awesome on my box - SO SHOULD MY GAME!

I haven't given up - besides all the solid logic in DarkBasic will always carry over to other languages if you port it correctly. Its Not EXACTLY rewriting the wheel.

Butter fingers
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Posted: 4th Sep 2007 11:46
I feel you! I think making large open-ended areas in darkbasic can be pretty straining on the CPU, especially in something where there is alot going on, as opposed to say... an RPG.

As a point, you could make pretty decent terrain using Milkshape's Terrain generator, as opposed to T.ed. I bought T.ed a while back and I've never used it.

Feel free to kick me for this, but have you thought about using darkAI? I was doing all my AI through DBpro native commands, and I cut down the amount of AI code massively when I switched to DarkAI. The manual mode gives you enough flexibility to do tanks and so on.

Out of interest, how are you doing LOD? Are you actually replacing distant high poly stuff with billboards, or is there some native code I'm not seeing?

Best of luck with this, it's looking great.
Butters

jason p sage
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Posted: 4th Sep 2007 23:59
@Butter Fingers - Enjoyed your comments/questions. Thanx for the compliment too.

Cheap Distance Culling: I have a max distance, if an object is
past that distance from cam - I hide it.

I have been pondering adding the ONSCREEN/OFFSCREEN culling thing,
but I want to avoid big loops checking things and I don't like those HIDEOUS culling routines where you're walking along and a tree just appears in front of you because it finally got its turn in a "timesliced" cull checking loop!

LOD - If I have a Highpoly and a low poly version of a model - I set an arbitray "LOD" distance for that model - if closer to cam - show MAIN (high poly), otherwise Show LowPoly. (Note I always keep them synced together - just only one displays. Believe it or not - its the drawing (on screen) that hits the FPS hard. Not moving the hidden object along with the diplayed one. (could be wrong - because I don't have figures - but seems to help alot using this cheap LOD) No - there aren't any secret DB commands for this (That I know of )

I'm not using billboards - tanks and heli's are a bit hard for that when you consider they tilt with terrain (or in air ) and have moving parts... lining up heli shooting missiles via billboard is beyond me! But I probably could do billboards for the soldgiers that tend to stand upright. In fact... that is a GREAT idea... now I got to buy that tool that turns your models into "sprite frames" all angles and animation positions... hmmm....

THANX DUDE! (Just kidding) Billboarding soldgiers would probably help alot... though when I add trees its terrible.

Like I said - I'm still trying to work it all out because I love how its coming out but I'm near or at a "ceiling" where everything I do just slows it down pitifully.

Gotta run.
Jason P Sage

jason p sage
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Posted: 8th Sep 2007 06:28
Appendum. I've bought T.Ed and for the style game I have with Heli flying and tanks etc - I'm not sure using Direct.x meshes (T.Ed. pretty much is that - with many features like placing "props" etc - but I'm just not sure about using it because of the size terrains I would need and the fact that advanced terrain seems to handle poly reduction in the distance for you. I may have to figure out a way to use advanced terrains AND T.ED together - for detailed areas and for making light mapped advanced terrain somehow.


Also I'm definately switch to DarkGDK (Which I have the C++ version) as I turned of vsync on my video - and dead "things" don't seem to slow me down framerate wise but alive things do - the polys are similiar - which leaves the actual processing of how the models behave so I thnk DarkGDK will help speed up these kinds of things.

I kill everything - then I get 40-50 fps with the big terrain and FAR camera range - so - yes poly counts are damaging - but I think speeding up game processing will make room for more "stuff" going on and hopefully more things like trees and buildings

Mr Tank
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Posted: 8th Sep 2007 07:13
How smart are you being with "game processes"? In my experience, the rendering takes massively more time than the calculations in the code. You can see how much time is taken by processes by sandwiching them between timer() calls and seeing what time has elapsed.
Since timer() only measures time in milliseconds, use curvevalue as well. Do this and you can figure out which parts of your code take the longest, and what you should concentrate on improving.

Back when i started my current project, i was getting a lot of slowdown with a large number of objects because i was using a very simple collision system, whereby i checked collisions between all pairs of objects, and so the number of collision checks went as the number of objects squared. Even with an extremely simple collision routine. (distance check), this produced massive slowdown.

Consequently, i used a system whereby space is divided into a grid, and only collisions between things in the same or neighbouring grid squares are checked, and it runs faster than a greased whippet. I'd say work out what parts are slow and see if you can improve them before going over to a different language.

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jason p sage
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Posted: 8th Sep 2007 13:24
@Mr Tank. Good suggestions. There very well may be a problem with the way collision is are done. I like the grid idea - and not just for collision but for possibly rendering mesh based terrain as well.

Currently I do group collisions - then if a group is hit - I loop through my list of .. say tanks .. to see which tank just got collided with. I like the Grid collision checking though as any "simple" if statements that can reduce iterations are awesome.

I'll tell you what made my final decision to language hop, get set back, and try again though! Last night I turned off my video card's "Vertical Sync" (It has a way to just force it off and I never used it before).

Iron Infantry's fastest frame rate (with just the chopper) reached 52 FPS. Other tests in dbpro reached a max of 202 frames per second. (Just a box, and a loop showing FPS)

The "Just a box" test in C++ gave me 340 frames per second. Same exact code translated. Though one function added to convert integer to string. (To see the FPS)

340-202 = 138 frames per second of wiggle room. That is a significant increase in speed one I'd like to cash in on.

I agree with you though - and I appreciate the intelligent response - but I need to learn C++ (or at least should know it better than I do... I've studied it but never really used it heavily) and I'd really like to see if I can tighten up structures with classes and such to make the game more manageable via inheritance etc. I except a very hard time but mark my words "I'm going to give it a shot!"

Best Regards,
Jason P Sage

jason p sage
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Posted: 8th Sep 2007 14:56 Edited at: 1st Oct 2007 02:27
[edit] I had a link here to a DBPro final Movie - but it was just to big to be worth the download.[/edit]

jason p sage
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Posted: 1st Oct 2007 02:32
Hi all - major/complete rwrite in switching to DarkGDK - but the fun has begun - well... not really FUN FUN yet - but the work has begun - that's for sure.

Currently - I'm working on a world loader tailored around the T.Ed Terrain editor sold here on TGC. There is is a DBPro example loader - and I'm using that as a reference so that I have a good chance of getting WYSIWYG. In Short - I want to be able to make "Worlds" for Iron Infantry and have them look they way I designed them when playing the game. T.Ed (Terrain editor software program) comes with a sample world named "Ice Demo", and the code I'm writing is starting to show promise. Here is the loader - compelte except for the MESH routine. Handles the SkyBox, Camera Settings, Fog Settings, Source "Props" and making cloned instance in the same size, scale as saved with the editor.

Here is the ICE DEMO "World" so far:

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jason p sage
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Posted: 1st Oct 2007 14:58
Terrain loading is now working - Making the Terrain kinda work like advanced terrain (Automatically culling etc to improve frame rates) is next!

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jason p sage
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Posted: 11th Oct 2007 04:43
Finally - My Own Terrain - Loader Working good - Frame Rates Decent (For my really slow vid card) and Poly's fairly low - almost time to port the "Game Play" I'm having a blast at this rewrite in DarkGDK - Harder - but I like the results so far.



FullSize
http://www.jasonpetersage.com/img/TankGame29TedTerrainWIP.JPG

jason p sage
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Posted: 14th Oct 2007 18:48
The Latest ...

Finally - the new Iron Infantry Project (DarkGDK C++) is starting to take shape.

Latest efforts are making integrating T.Ed3 Terrain Editor Export File Format into the heart of the media loading for Iron Infantry.

I've got some new screen shots that show the first level - using a little system that currently allows(unlimited but so far I have) 80 skybox and Water Shader combinations! With moving clouds! Also I have been adding the ability to turn off the frame rate killers like the shaders, and clouds so that the user can "turn on" what their system can handle!

Here are two samples:


Full Size:
http://www.jasonpetersage.com/img/TankGame30TedTerrainWIP.JPG


Full Size:
http://www.jasonpetersage.com/img/TankGame31TedTerrainWIP.JPG

The new link for the Iron Infantry stuff on my web page is here http://www.jasonpetersage.com/?PAGE=ironinfantry&SECTION=ironinfantry
(Has a Straight up picture Gallery now for quick browsing)

Deathead
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Posted: 14th Oct 2007 19:44
Nice dude!

-Go onto the forums its nice! Join now!
Jimpo
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Posted: 14th Oct 2007 20:04
That second screenshot looks really impressive. Keep up the good work jason.

Alquerian
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Posted: 15th Oct 2007 21:02
Jason - got your email! This is looking fantastic You using Bryce for your skies? On the snow terrain, how did you achieve your 2-texture effect found in this image: http://forum.thegamecreators.com/xt/xt_apollo_pic.php?i=1311662 ??

It looks very nice, hope to see a demo soon.

Visit the Wip!
jason p sage
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Posted: 16th Oct 2007 01:17
THANX Alquerian - From you - that means ALOT - but I need to clear something up right away - sorry for the confusion.

The SNOW scene is not my own creation - media wise - that pic shows the progress of my T.Ed. EPR file format Terrain loader - the first part I did was make it place the "Object Instances" - that is ONE screenie. The one with the snow having GROUND - is another shot after I was able to get the terrain meshs to load. That snow scene is available from the T.Ed. Website as the DarkBasic Sample Loader. I started translating it to DarkGDK verbatum - but after I became more intimate with the file format - I basically Scraped the Demo Code - but used it to learn what some settings mean - (Because T.Ed. was originally designed for BlitzBasic - so some flags are more BlitzBasic oriented and worded - so it took some work to get most of it so it looked the same in DarkGDK.


That Texture effect is done using Alpha blending in the T.Ed. There are only "7 Textures" you may use per terrain - however - the author used this in a very smart way. tile one is BASE MESH - Solid. the others are "Transparent" kinda in that as you paint - what was transparent become opaque - allowing some neat blending.

Then - because DarkBasic/DarkGDK don't (AFAIK) have a way to really apply the Alpha Mapped "Results" T.Ed. Terrain Editor has an option called Super Texture - Where it basically Renders each layer into one Bitmap - then the same is done for the light map (Shadow Map - whatever). Then I simply load the Mesh - Done Deal.

The SkyBoxes I have are a special "FREE" treat - that I'm GLAD I spent Hours on when I found it - This guy, Alis I forget, had a Site called VaxWar which is now MIA. But he had 80 SkyBoxes - for free - for whatever. Unfortunately - his SkyBox DirectX had a flipped tile - so I edited it - not prob - PERFECT - In DARKBASIC. Totally WHACK in DarkGDK - So I load the images, and make the Skybox "In House" so to speak - but this is not as DEAD ON SEAMLESS as the DirectX Skybox - Real Shame its all hosed in DarkGDK.

So this answers the Two Texture Effect I think - BTW - I did find somewhere on this forum a while back - never got to using it - BUT it emulates Alpha Mapping using the Same Technique that the T.Ed. "SuperTexture" Util does. Someone from here wrote a script that loads BitMap - then loads another - and Merges them - Quite Sweet in my opinion.

I still hope you like the other terrains I DID DO - or your compliment is now null and void to my chagrin.

I AM honored that you took a look though. Oh, another thing. 1: The Meshs have an Angly (triangle) look. If I increase them - my Video Card goes on strike. "ObjectInScreen" doesn't work right on Big Objects. (If you rely on it - and try to cull using it - you be more than half way acroos a tile and it disappears - WAY to early) Anyway - that plus the satisfactory look and frame rate of "Advanced Terrain" has me ready to try a test to see if I can't get the Object Placement benefits and the texturing/height map export for T.Ed. and combine it to get WYSIWYG via Advanced terrain - I'm hoping I can as it might look better - and might have better frame rates tdue to the limb and LOD nature of Advanced Terrain. Need to REALLY watch FPS

Hope to hear from you soon!

jason p sage
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Posted: 28th Dec 2007 16:44
Greetings - ITs been awhile - but Iron Infantry Development has not ceased. Here's how the new Terrain is starting to look:


Fullsize:http://www.jasonpetersage.com/img/TankGame43TerrainBlending.png

and closer


Fullsize:http://www.jasonpetersage.com/img/TankGame42TerrainBlending.png

Coder#05
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Posted: 28th Dec 2007 17:29
Nice.

Hope you can keep the speed of the game up (FPS)

easy comes easy goes
jason p sage
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Posted: 17th Feb 2008 13:55 Edited at: 17th Mar 2008 03:53
Greetings - ITs been awhile - but Iron Infantry Development has not ceased.

Iron Infantry is Currently Being Developed in DarkGDK! I Have decided that I will let the general public have what I consider a treat!

Have Fun DarkBasic Professional Users - (Or anyone) If you have DBPro - You'll enjoy the source Code! Exe provided BUT -
COMPILE WITH CODE SURGE - Not DarkBasic Pro Editor!!! if you want to compile it yourself. Need Sparky's Collision DLL. And BTW - Its not a finished product - but its fun to play with anyways. Try it. Feedback encouraged.
RECOMMENDED Mirror:http://code.google.com/p/ironinfantrydbpro/
http://www.ironinfantry.com/downloads/IronInfantry_DBPro_Source_Jason_P_Sage.zip


The new link for the Iron Infantry stuff on my web page is here http://www.jasonpetersage.com/?PAGE=ironinfantry&SECTION=ironinfantry
(Has a Straight up picture Gallery now for quick browsing)

(Forgive the Reprint)

jason p sage
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Posted: 26th Feb 2008 03:50 Edited at: 17th Mar 2008 03:57
Sorry - I didn't mean to squash this post.. All it said was "I bought Dark Physics and Dark AI" (Lost track of thread I was editting )

Paul08
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Posted: 26th Feb 2008 13:53
18kb/sec download rate on a 36mb file - think i will leave it for today
jason p sage
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Posted: 26th Feb 2008 13:57 Edited at: 26th Feb 2008 15:46
I Suspect its getting downloaded quite a bit at the moment Or Just let it cook minimized or something Visigoth DL'd it last night and it took 5 minutes I think.

As for Why you must compile with codesurge - its because Dark Basic Pro Editor complains of an error on a perfectly good line of code. I had to switch Editors early on as I outgrew Dark Basic Pro Editor Quickly. codeSurge handled the job.

[edit]
RECOMMENDED Mirror:http://code.google.com/p/ironinfantrydbpro/
[/edit]

jason p sage
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Posted: 26th Feb 2008 15:49
So people following this thread get notified - The DBPro source code/exe/media Demo is now available here (Hopefully faster downloads)

RECOMMENDED Mirror:http://code.google.com/p/ironinfantrydbpro/

david w
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Posted: 27th Feb 2008 00:10
I just downloaded it.
kaedroho
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Posted: 1st Mar 2008 22:13
Media 2 wont fully download for some reason

jason p sage
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kaedroho
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Posted: 2nd Mar 2008 18:35
12 min download. its worth the wait too!

jason p sage
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Posted: 17th Mar 2008 03:55 Edited at: 17th Mar 2008 03:55
Thanx! Glad you liked it! Here are some New Screenies Over the last few months.. Need to do multiple posts so they can be hosted here.



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jason p sage
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Posted: 17th Mar 2008 03:59 Edited at: 17th Mar 2008 03:59
This is the Same Menu with media I think I'm going to stay with - it looks much more like I was envisioning - a Tank Tread Menu



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jason p sage
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Posted: 17th Mar 2008 04:02 Edited at: 17th Mar 2008 04:04

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jason p sage
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Posted: 17th Mar 2008 04:03 Edited at: 17th Mar 2008 04:10
Nice Scene with some water going - My one and only Shader LOL


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jason p sage
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Posted: 19th Mar 2008 13:36 Edited at: 19th Mar 2008 13:37
But Wait - I stared at a bunch of pictures and thought this makes for a nicer looking tread menu - any thoughts? Agree/Disagree?



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Jimpo
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Posted: 20th Mar 2008 00:36
It's a cool effect, but it could use some more work before looking right. Maybe if all the pieces connected? Something just seems off.

jason p sage
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Posted: 20th Mar 2008 04:10
I REALLY appreciate the feed back - ..hmmm.. I see your point too!

One thing I've tried is the perspective where you're OUTSIDE the tread... (Above your kind of in the treads ... strange .. but looks worse outside.....)

I like your suggestion even though it means alot more work.. because now I'm thinking fully connected and close to believable "links".

You know how hard it is to get up close tread shots? LOL... some look kinda whack... (Like literally "ROCK TREAD" ... neat but not recognizable... in a game.. you'd be like Huh?)

I THINK the "evolution" of this menu so far is getting closer to "really cool" ... now its just "kinda cool" LOL - don't get me wrong - I like it, and watching it animate and everything - its smooth......

I need to figure out how I can connect it now - I like the suggestion... has merit

Thanx
Jason

Doug Hamilton
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Posted: 20th Mar 2008 04:45
This project is looking very good, I really like your menu idea. It looks good, but I agree with Jimpo, it would look even better if the pieces were linked. I'll definitely try out the demo soon.
zapakitul
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Posted: 20th Mar 2008 08:44
Haha good to see progress dude ! Gluck working on it !

Roxas
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Posted: 20th Mar 2008 14:27
How about connect the squares together what are on corners of those things and then let it go like this directory / not like this | or this -

Im bad explaining lol Just make it so that the squares are connected and let the thing go side directional "/"

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jason p sage
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Posted: 22nd Mar 2008 18:08 Edited at: 22nd Mar 2008 18:09
Thanx guys for the Suggestions - Note your suggestions didn't fall on deaf ears! - I spent another 6 Hours - testing, changing gfx, tweaking code, and finally gathered mouse coordinates for both 800x600 and 1024x768 so Mouse Click, Mouse Wheel, Tab, Shift+Tab and the Arrow Keys can all be used to navigate!

The REsult? The Tread Menu Corners are now connected, and the "Perspective" has change slightly.

Thanx For The HELP Jimbo, Doug, and Roxas - and of course - Greets to Zapakitul just because!



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