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Work in Progress / Cube3 Arena

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flibX0r
21
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Joined: 14th Feb 2003
Location: Western Australia
Posted: 18th Aug 2004 21:46
This is my entry for the compo. find it at http://jellystudios.dbspot.com/, by going to flibble->Cube3 Arena

Will have screenshots and demos uploaded soon. Basic level engine is finished, now working on player control


http://www.jellystudios.tk
Current Project: Cube3 Arena (TGC Compo Entry)
ReD_eYe
21
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Joined: 9th Mar 2003
Location: United Kingdom
Posted: 18th Aug 2004 22:14
Sounds very nice, i'm not sure i can be bothered with the comp any more


DBP Fanboy is a Unregistered trademark of ReD_eYe uninteractive, no rights reserved.
http://redeye.dbspot.com/fanboy.html
flibX0r
21
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Joined: 14th Feb 2003
Location: Western Australia
Posted: 18th Aug 2004 22:56
yeah, i was feeling that way, with school and all, but i'm doing this in C++ and its turned out to be the easiest and fastest game I have written. becasue of the way in which the level is designed, sliding collision is sooo easy, and the physics is uber-simple

Also, any chance I can put a DBPro Fanboy reference in my game?


http://www.jellystudios.tk
Current Project: Cube3 Arena (TGC Compo Entry)
Hawkeye
21
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Joined: 19th Sep 2003
Location: SC, USA
Posted: 18th Aug 2004 23:24
Quote: "Sounds very nice, i'm not sure i can be bothered with the comp any more"

Same here. I've got a sort of tech demo of the "on-rails" thing, but there's no way I can finish it

Very nice idea, though, Mr Fibble! You've really got that "less-fancy-SFX-is-better-gameplay" down! Sounds like alot of fun... But I'm abit mistified as to this:
Quote: "but i'm doing this in C++ and its turned out to be the easiest and fastest game I have written."

Do you mean you're writing the game in C++ as a dll so you can call this in DBP
or... something else? Seems TCG kinda wants a game that showcases DBP's abality rather than the madz skilz of a VC++ programmer... But I probally misread your post.

Great idea, though, keep it up!

~Hawkeye
flibX0r
21
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Joined: 14th Feb 2003
Location: Western Australia
Posted: 19th Aug 2004 16:44
Quote: "Seems TCG kinda wants a game that showcases DBP's abality rather than the madz skilz of a VC++ programmer"


Well, its using IanM's interface library so it is using the DBPro engine. I could easily code this in DBPro, but i prefer to use C++


http://www.jellystudios.tk
Current Project: Cube3 Arena (TGC Compo Entry)
David T
Retired Moderator
22
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Joined: 27th Aug 2002
Location: England
Posted: 19th Aug 2004 17:38
Quote: "Seems TCG kinda wants a game that showcases DBP's abality rather than the madz skilz of a VC++ programmer... But I probally misread your post."


It's okay to code it in VC++.

Get 15 new commands, all the date / time commands left out of DBPro for free!
DOWNLOAD PLUGINS HERE: http://www.davidtattersall.me.uk/ and select "DarkBasic"
Hawkeye
21
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Location: SC, USA
Posted: 20th Aug 2004 10:08
I got it

Bring out the mercenary in you!
http://www.davidtattersall.me.uk
Mercenaries2 Community (not yet, anyway, but coming soon! right?)
PiratSS
21
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Joined: 18th Oct 2002
Location:
Posted: 20th Aug 2004 10:20
If the core of your game code resides inside a DLL, you will not be able to win any of the Bonus Points for source code unless the DLL source code is also provided.

also somewhere I read that your game can't just have "RunGame()" inside the dbpsourcode.

walaber
20
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Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 20th Aug 2004 12:23
sure it can, as long as you release the C/C++ source containing the real code.

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
flibX0r
21
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Joined: 14th Feb 2003
Location: Western Australia
Posted: 21st Aug 2004 01:20
Thats what my understanding is


http://www.jellystudios.tk
Current Project: Cube3 Arena (TGC Compo Entry)
walaber
20
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Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 21st Aug 2004 11:03
indeed. now how about some fancy screenshots?

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
flibX0r
21
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Location: Western Australia
Posted: 21st Aug 2004 13:16
nothing "fancy" yet, i'll post a render of the main character and the weapon later (i'm not on my computer, i'm on my dad's laptop), and probably a screenshot of the level so far


http://www.jellystudios.tk
Current Project: Cube3 Arena (TGC Compo Entry)
Powersoft
21
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Joined: 1st Aug 2003
Location: United Kingdom
Posted: 21st Aug 2004 17:15
appaerntly Scorched Earth remakes are really hard.... try snake instead....


lol

/me says "nice idea"


Scorched Turf --> Project Thread
flibX0r
21
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Location: Western Australia
Posted: 21st Aug 2004 18:58
thanks

okay, here's me main character:


And the alsways necessary matrix style pose:



http://www.jellystudios.tk
Current Project: Cube3 Arena (TGC Compo Entry)
David T
Retired Moderator
22
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Location: England
Posted: 21st Aug 2004 19:03
He's made from.. plasticine!

Get 15 new commands, all the date / time commands left out of DBPro for free!
DOWNLOAD PLUGINS HERE: http://www.davidtattersall.me.uk/ and select "DarkBasic"
flibX0r
21
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Joined: 14th Feb 2003
Location: Western Australia
Posted: 21st Aug 2004 21:25



http://www.jellystudios.tk
Current Project: Cube3 Arena (TGC Compo Entry)
walaber
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Location: Los Angeles, CA
Posted: 23rd Aug 2004 12:33
looks pretty high poly, what's the triangle count on that model?

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
flibX0r
21
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Location: Western Australia
Posted: 23rd Aug 2004 18:24
uh, well, its a lot more than in game. My model has MeshSmooth on, and the render iterations is higher than the real iterations, so it looks all smooth. Its actually about 1000 polys, so its not to bad.

I've almost finished animating him. It took me a while to get the skeleton right. Although it looks really easy, it was actually quite hard to stop it from "pinching" at the waist and knees. But its all good now


http://www.jellystudios.tk
Current Project: Cube3 Arena (TGC Compo Entry)
walaber
20
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Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 23rd Aug 2004 18:28
ah, I see. good call there. I like the character design, it's the kind of style I tend to go for myself... simple and clean

I'm still looking forward to some in-game screenshots though

Go Go Gadget DBPRO!

Athlon XP 2400+ || DDR-SDRAM 1GB || Nvidia GeForce 4 Ti4200 AGP 8x 128MB
flibX0r
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Location: Western Australia
Posted: 24th Aug 2004 17:41
will upload soonish

just doing lots of code work right now and i don't have much computer access at the moment, so its taking its time


http://www.jellystudios.tk
Current Project: Cube3 Arena (TGC Compo Entry)
flibX0r
21
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Location: Western Australia
Posted: 5th Sep 2004 02:13
Okay, heres a screenshot of my level system at the moment. I had a really nasty bug before, and has made me insane, but i fixed it, so now i can post this



http://www.jellystudios.tk
Current Project: Cube3 Arena (TGC Compo Entry)
Nack
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Posted: 5th Sep 2004 02:15
Oooo..nice
Did you use cartoon shading for it? its so smooth...haha

Snipa Masta
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Location: Bristol,UK
Posted: 5th Sep 2004 09:41
That player model looks sweet. And i really like the shading on those cubes...
flibX0r
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Location: Western Australia
Posted: 5th Sep 2004 16:40
No shading, just difuse colouring and a high specular level. Each box is actually 22 polys, so they're nice and smooth


http://www.jellystudios.tk
Current Project: Cube3 Arena (TGC Compo Entry)
flibX0r
21
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Location: Western Australia
Posted: 16th Oct 2004 21:25 Edited at: 16th Oct 2004 21:28
I thought I'd post a new screenie. The game engine is almost finished, just have to do the weapons. And then the gui, and then the sounds, music.




Current Project: Cube3 Arena (TGC Compo Entry)

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flibX0r
21
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Joined: 14th Feb 2003
Location: Western Australia
Posted: 18th Oct 2004 18:36
2 weeks to go, I don't know if I'll be able to finish it. Haven't got any sounds or music yet, particles are giving me the sh!ts and for some misterious reason my collision has stopped working

I'm gonna try though...


Current Project: Cube3 Arena (TGC Compo Entry)

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