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Program Announcements / Retro Game in progress...

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Kale
17
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Joined: 8th Sep 2002
Location: United Kingdom
Posted: 10th Feb 2003 02:52
This is my effort so far for the retro compo! I need to add a load more stuff but keep running into bugs, grrrr... will patch 4 be out before the compo? if not i might not get it finished, there is stuff i want in, that is not possible in DBPro's current state.



What the flame does not consume, consumes the flame.
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AMD XP2100+, Geforce4Ti 4400, 512Mb DDR, Abit KX7, WinXP Home
Puffy
17
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Joined: 4th Sep 2002
Location: United States
Posted: 10th Feb 2003 03:18
Looks great... ^_^

AMD Athlon XP 2100+ OC to 3Ghz/1.5gigs ram/128mb ti4200/120gigs hd/19" monitor/Sound Blaster Audigy Platinum EX/3072kbs Sat Con... I joined in!
Matto
17
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Joined: 27th Aug 2002
Location:
Posted: 10th Feb 2003 03:47
yes very neat ... indeed!! (darn must work harder)

1ghz Cel,512 sdram 133,Gf2 MX 400 64,SBL 5.1,Win98
Best Upcoming MMOG - http://WWW.Atriarch.com
Project: Card Game with No Name
Richard Davey
Retired Moderator
18
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Joined: 30th Apr 2002
Location: On the Jupiter Probe
Posted: 10th Feb 2003 04:41
Very cool - am interested to know what the major bugs are that is preventing this from being finished though???

Cheers,

Rich

"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming
Morales
17
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Joined: 9th Feb 2003
Location: - Please Select -
Posted: 10th Feb 2003 05:56
now thats a game to put in the comp
Puffy
17
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Joined: 4th Sep 2002
Location: United States
Posted: 10th Feb 2003 06:08
Hey Kale to give the game a more uniform look you might want to make the ground cartoony too ^_^ just a suggestion... =P it would look awesome...

AMD Athlon XP 2100+ OC to 3Ghz/1.5gigs ram/128mb ti4200/120gigs hd/19" monitor/Sound Blaster Audigy Platinum EX/3072kbs Sat Con... I joined in!
Kale
17
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Joined: 8th Sep 2002
Location: United Kingdom
Posted: 10th Feb 2003 14:39
@Rich:
I'm having a problem using the ghost command with fade. i wanted a nice way to show the bunkers taking damage, and i thought have them fade out gradually with each hit by ghosting the object then decrementing the fade value using the strength variable of each bunker. I have set ambient light to '0' to use 'fade object' to make the objects vanish, and i have placed 4 'custom' lights using 'make light' to light the scene. but... when i try and use '`fade object bunkerObj, bunker(bunkerObj).strength'
everything goes black, including all the invaders and all bunkers, the matrix remains lit. Its a really simple piece of code, i have gone over and over it, trying to see if its a mistake i've made, but after a few hours i kinda, fell asleep

Another one is when the bullet from the players ground ship is released i have debug info that is printed to the screen when i press tab, this shows me the X and Y position of the bullet as it travels upwards. The bullet always stay on the same Z axis. When the bullet is nearly at the top invader it dissapears even though the debug info still reports it moving and it still collides with the top invaders. If i move the camera using a FPS style to watch the bullet move upwards, tracking it, i see it reach the top invader and move higher to where it should reach the cieling i've coded, so as to reach the saucer when it goes across. There seems to be an issue with the camera clipping the bullet but not the invaders, maybe because its a small (12poly object)? also even though these are very low poly models there is tremendous slow down, which i hear shall be rectified with patch 4

This is a sample of the kind of thing i found while doing it, i found a few things i thought to be bugs, i can't remember the others, i'll have another bash tonight and i'll make notes.

Its a shame because i want to make it look realy nice with particle effects and hugh bomb blasts when enemies are shot, *.xm music provided by bassmod.dll, nice starry backgrounds, camera tracking, etc..etc.. but i just seem to be redoing my code over and over trying to convince myself its not me whos made a mistake

@DarthPuff:
Yeah im gonna redo the ground to be a bit more in keeping with the 'feel' of space invaders

What the flame does not consume, consumes the flame.
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AMD XP2100+, Geforce4Ti 4400, 512Mb DDR, Abit KX7, WinXP Home
Puffy
17
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Joined: 4th Sep 2002
Location: United States
Posted: 10th Feb 2003 19:40
Set collision to poly's????

AMD Athlon XP 2100+ OC to 3Ghz/1.5gigs ram/128mb ti4200/120gigs hd/19" monitor/Sound Blaster Audigy Platinum EX/3072kbs Sat Con... I joined in!
Kale
17
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Joined: 8th Sep 2002
Location: United Kingdom
Posted: 10th Feb 2003 20:26
Quote: "Set collision to poly's????"


he he... thats another, if i use 'Set collision to polygons' it crashes as soon as collision occurs!

What the flame does not consume, consumes the flame.
------------------------------------------------------------------------
AMD XP2100+, Geforce4Ti 4400, 512Mb DDR, Abit KX7, WinXP Home
Puffy
17
Years of Service
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Joined: 4th Sep 2002
Location: United States
Posted: 10th Feb 2003 22:53
O_O Got yourself in a dilly of a pickle (I just ate a hotdog with relish =) )

AMD Athlon XP 2100+ OC to 3Ghz/1.5gigs ram/128mb ti4200/120gigs hd/19" monitor/Sound Blaster Audigy Platinum EX/3072kbs Sat Con... I joined in!
Benjamin
17
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Joined: 24th Nov 2002
Location: France
Posted: 11th Feb 2003 01:03
lol

xxxpetratxxx
B. R. W
Matto
17
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Joined: 27th Aug 2002
Location:
Posted: 11th Feb 2003 03:00
@Kale, I know your probably on top of this but.. You said you use your own 4 lights in this and ambient is set to 0?, with respect to the bullets going out of view is this to do with the position or angle of the lights shining on and around the game? just a thought that maybe they go out of light range or angle at the higher points?

1ghz Cel,512 sdram 133,Gf2 MX 400 64,SBL 5.1,Win98
Best Upcoming MMOG - http://WWW.Atriarch.com
Project: Card Game with No Name
Kale
17
Years of Service
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Joined: 8th Sep 2002
Location: United Kingdom
Posted: 11th Feb 2003 14:28
Very interesting Matto! that might be something i've over looked, i'll check!

What the flame does not consume, consumes the flame.
------------------------------------------------------------------------
AMD XP2100+, Geforce4Ti 4400, 512Mb DDR, Abit KX7, WinXP Home
Kangaroo2
17
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Joined: 26th Sep 2002
Location: United Kingdom
Posted: 11th Feb 2003 19:09
Wow Kale man those graphics look sweeeeet! Are you using toon shading for the out lining or simply texturing the black lines on? It looks great Not sure about the background tho...

Coming Soon! Kangaroo2 Studio... wait and quiver with anticipation! lol
samjones@kangaroo2.com - http://www.kangaroo2.com - If the apocalypse comes, email me
Kale
17
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Joined: 8th Sep 2002
Location: United Kingdom
Posted: 11th Feb 2003 19:55
@Matto:
Nah, its nothing to do with ambient light settings

@Kangaroo2:
There is no toon shading involved, just 'clever' texturing

What the flame does not consume, consumes the flame.
------------------------------------------------------------------------
AMD XP2100+, Geforce4Ti 4400, 512Mb DDR, Abit KX7, WinXP Home
NickIgoe
17
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Joined: 20th Oct 2002
Location: A bar somewhere
Posted: 11th Feb 2003 20:29
I love the look of this and wish I had had the idea, I hope you get it finished cos I can`t wait to play it. The very best of luck.

Dark Basic Pro drove me to drink, I really should E-mail them to say thanks.
Benjamin
17
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Joined: 24th Nov 2002
Location: France
Posted: 11th Feb 2003 20:58
looks cool!

xxxpetratxxx
B. R. W
Gu re gu
17
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Joined: 14th Dec 2002
Location: United Kingdom
Posted: 12th Feb 2003 14:49
looks great Kale!!

Daih Thel phae 'e, clann 'e phaen

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