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DarkBASIC Discussion / check out my demo guys

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devastation
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Posted: 16th Oct 2005 01:04 Edited at: 16th Oct 2005 01:07
here's a demo I made to test an AI theory I had, though it turned out to become the first project I ever finished. Hope you like it, happy early halloween.

lemme know what you think




heres teh download link

http://www.verydevastating.com/dmhunt.zip

verydevastating.com
UFO
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Posted: 16th Oct 2005 01:36
uh, how are you supposed to kill it? I shot it a few times once, but it didn't die.

devastation
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Posted: 16th Oct 2005 03:55 Edited at: 16th Oct 2005 03:58
shoot it 6 times. once the bright red blood spots appear, you only need to hit it once. you have 8 shots to hit it 6 times, kinda makes it more intense i guess. there's a cheat code mentioned on the title screen to get more ammo....

please post feedback

verydevastating.com
blanky
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Posted: 16th Oct 2005 14:18 Edited at: 16th Oct 2005 14:20
God, that's mean; Quitting after it hits you once.. I mean, by the time I saw it come through the door and was getting ready to shoot it had already ran into me

But that's just me.

Not half-bad general FPS gameplay, and something we don't see enough of in these forums. WE NEED MORE ACTUAL GAMES BEING MADE!

Great job, keep up the good work ^^.
UFO
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Posted: 16th Oct 2005 16:10
6 times!!!! How do you do that before it kills you! I tried running backwards and shooting it, but I ran into a wall and it killed me.

devastation
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Posted: 16th Oct 2005 17:42 Edited at: 16th Oct 2005 17:46
DARKMATTER HUNTING IS NOW EASIER!!! WOOOOOOooooooooo...........

and it didn't kill you after one hit, it subtracts random thru fifteen from ur health each loop that it's hitbox is touching you. You can survive quite a few brushes with this guy.

I'm gonna upload a new version that kills it after 3 hits for all u noobs (jk). The emphasis was more on the gun kick, the waterfall, the footsteps, the pathfinding, etc., all of which I figured out by myself tho bazillions probly already did it. But then again it was probly hard to notice when my homie
h-alien-mutant.x was in ur face. the new version will be under the same name in the same link, so all 4 of you that downloaded it, you now have a rare copy of a game =D. That'll be cool when I get famous from the JAck Thomson game I ditched this one for.

here's teh link again
http://www.verydevastating.com/dmhunt.zip

verydevastating.com
blanky
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Posted: 16th Oct 2005 21:33
Quote: "and it didn't kill you after one hit"


It killed me after one hit.

I dunno, though. Maybe you've put something like 'After you're hurt once you can't be hurt for another 60 frames' and my framerate is a helluva lot higher than yours...

KEEP UP TEH WORK, MAKE A 1337 PROPER FPS ALREADY.
devastation
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Posted: 16th Oct 2005 21:59
sync rate is locked at 35, but it's made off a brutally modiefied x level demo from toggy, and I left in the thing wehre you can toggle the sync rate from 0 to 35 with the enter key.

and it subtracts a random number from 1 to 15 from ur hp each loop that you're touching mr darkmatter. Maybe I'll make this into something cool when I finish the game I jsut started.

verydevastating.com
s0l1dsnak3123
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Posted: 5th Nov 2005 17:30
WOW that was scary - got the fright of ma life
you should try to make some kinda warning system that doesnt always work - that would be creepy

HWT
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Posted: 7th Nov 2005 23:10
Hi there

That's a great demo. Though, I don't mean to sound rude, when I played it, the alien just tried going through the wall.

Also, some good lighting effects will get this game really scary.

Excellent work

HelloWorld Tommorrow
Red Ocktober
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Posted: 8th Nov 2005 00:18 Edited at: 8th Nov 2005 00:19
tat was fun... i got that lil bugger on the fourth try... i just kept moving backwards and shooting...

moved back into the water then up unto the raised floor and kept backing up allt eh time...

i had three shells left... so if we started with eight like i think it said on the title screen, it only takes five to kill the baddy...

and yes, HWT is right... he did seem to want to go through part of the wall... but that only made me mad and wanna kill him even more

also... nice mini level... nice water effect and sound...

--Mike
Captain America
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Posted: 8th Nov 2005 06:11
dude you need to expand this demo into a full game!
i will help you in anyway possible, but it looks like you dont need anyone's help!
You did a great job on this demo, the blood on the alien when you kill him is awsome looks very real!
Keep this up man!

-Captain-


Cheers,
Capt. America
Oddmind
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Posted: 8th Nov 2005 06:39
damn haha, now that my pulse has returned to normal!! haha got him on the 3rd try. that was pretty fun, i agree that lighting would make this game freakin awesome. also a little more chance of survival.

formerly KrazyJimmy

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HWT
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Posted: 8th Nov 2005 23:36
I agree with Captain America - I will love to help too - my e-mail is [email protected]

Cheers

HelloWorld Tommorrow
Dark Lord
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Posted: 13th Nov 2005 00:49
That demo is really awsome. If it is possible can you please make the source code avaliable I would like to see how you programmed the AI and the waterfall effects.
devastation
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Posted: 16th Nov 2005 02:42 Edited at: 16th Nov 2005 02:46
havent checked this forum in a while, what a lovely suprise!

I'll upload the source code tomorrow or so probably.

until then: I wrote a function to determine if the monster is near a point, then got coordinates for waypoints by the doors and in the corner of the cave. Then I did some good old if-thens to see if the player or monster is in the cave and gave the monster a waypoint accordingly. (teh waypoint at the door is the reason he likes waving at you through the wall; he goes from teh corner of caev to right inside the door and then he faces you and charges)

the waterfall is just two otehr objects from Cshop and a matrix at the bottom for the splash (yes, a use for matrixes atlast!), then it just randomizes the matrix and scrolls the texture in the loop.

as for the lighting... this is DBC . I did my best and the ambient light is set at 15, but oddly teh grass and river still glows. I have a yellow muzzleflash and a blue point lght inside the cave to give the crappy illusion of light coming in off the water.

Quote: "also a little more chance of survival."


If I do make this into a full game, I'll probably have seveal of those guys that you can kill with one shot each per level.

Quote: "WOW that was scary - got the fright of ma life
you should try to make some kinda warning system that doesnt always work - that would be creepy
"


wow that would be insanely awesome. maybe it could be like in the woods at night for the game, and for the warning: like windsheild wipesr on the car go on or the headlights go off. we could use some stuff from the flashlight demo a couple hundred threads back and make the game in almost complete darkness aside from the car headlights and flashlight. OR BETTER YET: all lights would go off for a few seconds, then maybe you hear some rustling in bushes, then they start flicker slowly and randomly on and off while you try to figure out if there's an enemy there! it would be like in haunted houses where they have the strobe lights. Scarey!

now I'm all excited about this. I'll put up a WIP thread in a while. Meet me there HWT and America if you'd still like to help. I could use it as I've been trying some other things including integrating a car demo I made a couple days ago that hasn't been going all too smoothly. Thanks for your feedback.

edit:

if you'd like to try my car thing, it's at http://www.verydevastating.com/driving.zip


not eye candy but it does have a powerslide feature


verydevastating.com
DB newbie
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Posted: 20th Nov 2005 23:02
you should make it so there is some dim lights and make the alien go slow while its walking tward you and when there is 2 shots left to kill it it will charge you how about that!

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devastation
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Posted: 21st Nov 2005 01:53
that would be cool! but the lightnig in dbc sucks. The ambient light is set to 15 for that demo, but teh ground glows . I gotta have that guy move fast because otehrwise he bounces alot due to my positioning and gravity code for him. the slow would be awesome for a big bulky monster that takes tons of hits to kill. God that would be freaky to run out of bullets and be cornered by a monster the size of manhattan and then he walks at you faster adn faster....

and the monster goes at 12 points per instant if you're out of bullets ni the demo thats up now instead of 7.6. Adn you go 8, so he kinda does already.

verydevastating.com
devastation
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Posted: 22nd Nov 2005 22:19 Edited at: 22nd Nov 2005 22:21
here's the source code for it. enjoy.

http://www.verydevastating.com/dmhsource.zip

verydevastating.com
Xenocythe
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Posted: 22nd Nov 2005 23:08
I thought this was actually a nice demo, though I died rather quick. I couldn't beat it, I couldn't even shoot it once!
Dodic
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Posted: 23rd Nov 2005 00:55
yeah , nice , BUT you could make the models with LITTLE more polygons.

http://dodica.proboards75.com/index.cgi
first 20 are mods. i have 9 sofar.
devastation
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Posted: 23rd Nov 2005 02:33
no.

verydevastating.com
blanky
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Posted: 23rd Nov 2005 17:24
I personally like the look of it... quick 'n' dirty FPs, like I said, we need more of 'em.

More, I say!!

16-colour PNGs pwn.
HWT
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Posted: 24th Nov 2005 23:26 Edited at: 25th Nov 2005 09:54
Sorry for being away for a long time - been busy with my exams and my projects

Glad to be able to help by the way

P.S. Please put the link of the new thread here when you make it - thanks

EDIT: Just checked out the racing demo - not bad at all. Needs a little work but I think we can fix it easily.

HelloWorld Tommorrow
gamesmad
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Posted: 25th Nov 2005 21:55 Edited at: 25th Nov 2005 21:56
Wow, Im loving that demo, I was actually scared by a game made in DB for the first time ever. I like the way you get a harsh violin noise when he is close, its really really good, Ill help aswell if you need help with anything, Im a modeller

EDIT: And BTW, I got the monster the 2nd time I tried

Will

Team leader of Games Mad! and 3D designer, modeller and animator for Cyrain Studios.
devastation
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Posted: 28th Nov 2005 02:29 Edited at: 28th Nov 2005 02:30
Quote: "And BTW, I got the monster the 2nd time I tried "


thats the best yet! have a healthy treat for your glorious victory

Now for the official business:

Gamesmad, that would be freakin awesome if you could model for us. As much as I think we all love darkmatter, some real models would be great! We need something that's about the same posture and stuff as the darkmatter one in there, but use you're imagination. It should be atleast as scary as the following:





and I emailed you back HWT.

As for everyone else: I've made the game so theres acceleration when you move, gun lag, cocking the shotgun, crouching, etc. I'm going to rebuild the game soon to have some better pathfinding. I'll be using plains over the ground with the intersect object commands to decide the kind of footstep sounds and stuff, as well as special kidn of terrain like sliding on ice. I'll add ladders too as an object that when you intersect while walking, you move up instead of forward. It will be nice I think. I am going to get alot of it done before i post a WIP so it doesn't get locked as a team request, so look there in a couple of weeks.

verydevastating.com
gamesmad
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Posted: 28th Nov 2005 08:15
OK, pleased Im in and able to help, tell me what to do here, or contact me on MSN [email protected]. I specialise in anything thats not trees

Will

Team leader of Games Mad! and 3D designer, modeller and animator for Cyrain Studios.
HWT
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Posted: 29th Nov 2005 11:12
Sent you e-mail back devastation - just to say good luck with the project and all.

(I was just kidding about the not starting without me bit )

HelloWorld Tommorrow
devastation
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Posted: 29th Nov 2005 22:30 Edited at: 29th Nov 2005 22:42
lol. Thanks, and I'm glad to hear that I can keep going.

edit

and gamesmad, not sure where we're gonna try to go with this one yet... I know atleast now that we'll need a nice flashlight but other than that not sure.

verydevastating.com
Captain America
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Posted: 30th Nov 2005 06:05
Hey guys,

I can sorta model im not super good or anything, but i can model some simple stuff, i just cant texture.
anyways goodluck on ur game!

-Captain-


Cheers,
Capt. America
Captain America
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Posted: 30th Nov 2005 06:06 Edited at: 1st Dec 2005 06:29
[EDIT] sorry


Cheers,
Capt. America
General Sephiro
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Posted: 30th Nov 2005 06:19
The shootm up game was quiet short... but enjoyable non the less. I'd suggest progressing further on this project, i'm sure there's a few die hard fans out there now

Suggestions:
Radar, so you can see where the aliens are coming from even thought there is only 1 atm...
More ammo, rapid fire, more aliens, bigger level

When you die, does it really have to close the game down, instead of returning to a menu?

Maybe some more guns?

Good luck with the game, thats if you're going to continue the shoot'm up?

gamesmad
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Posted: 30th Nov 2005 15:32
Ill model the flashlight when I get home, Ill email it to you as an attachemnt when its done.

Will

Team leader of Games Mad! and 3D designer, modeller and animator for Cyrain Studios.
devastation
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Posted: 1st Dec 2005 00:15
instead of radar, I was thinking of modelling some leet bushes and have a 3d rustling sound whenever the player or monster intersects them.

And I'll put in a menu sooner or later. Right now i just need to start working more on it so I can get a WIP goin on.

I'm still trying to figure out a more dynamic AI pathfinding routine that isn't based on cave and not-in-cave.

Does anyone know how to keep certain surfaces from glowing? The ambient light in that demo is 15 and the ground looks like midafternoon as does the water. I know it's not just my code because the keyboard glows in the flashlight demo I'm hoping to encorperate.Anyone know how to fix this, or will I have to darken some textures.

That'd be great if you'd model for us Cap'n but I'm still not sure what all we're gonna need.

Any suggestions for like... oh, the setting? I think it will be somethign to do with woods but where should we go with this?

And cap'n, you've done the worlds fastest double post! a one second difference! I'm sure the mods will take mercy on you.

---Jeff

verydevastating.com
General Sephiro
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Posted: 1st Dec 2005 02:37
2 years of studien AI I might be able to help.

Hint, instead of the monster just running for you there is other ways you can do this.

I would suggest something like this:
Behaviours / status of Monster

3 different behaviours
A.)
1.) Search - follows a certain path of waypoints until it see's the player then changing to hunt mode
2.) Hunt - If player gets too far out of sight, return to search mode else keep running after player.
3.) Hide - If low health run away into bush's etc.. until healed thats if the monster can regenerate health


B.) if the player shoots automatically turn the monster to hunt mode for about 5 seconds getting the monster closer to the player. It gives a more realistic feel to the game that the monster can "hear" the player.

Hope that helps. I might help with the rest later on and edit this post, but "Cheers" is on

devastation
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Posted: 1st Dec 2005 03:19
thats a good idea! Teh rustling in the bushes could also attract them but alot closer than the gunshot, and the player could hunt down injured ones by that sound, but it might not be an injured one they find... This will be saweeet! pathfindings still gonna suck tho unless I could make an astar dll. Thanks for your help! and ty gamesmad.

verydevastating.com
Captain America
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Posted: 1st Dec 2005 06:28
hahaha!
ya i clicked the post button, and then my browser froze, so i clicked it again. then when i went back to look at my posts i noticed that i double posted! oops!

do you guys want me to start making a test level for the game?
i can make it like on a spaceship, and there are a bunch of tunnels that you can walk around. Or something else, just tell me what you want!
later!

-Cap'n-


Cheers,
Capt. America
Dark Lord
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Posted: 3rd Dec 2005 05:58
Thanks for posting the source. What did you use to make the level?
Dodic
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Posted: 3rd Dec 2005 13:43
yeah , your demo looks cool !

http://dodica.proboards75.com/index.cgi
first 20 are mods. i have 9 sofar.
devastation
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Posted: 3rd Dec 2005 22:32
I'm back! for a lil bit...

@cap'n

I want to have teh game set in a forest so A) pathfinding will be easier to program and B) the bushes won't look out of place

I've got cartography shop but as you can see, the output of my mapping skills is about en par with something from Duke Nukem 3D. If you (or anyone for that matter) can make trees or decent SIMPLE buildings, please tell me. And do you have cartography shop or 3dws or whatever else, because some terrain would be nice for this game . You can start making a level for the game if you want, just try to keep it simple for speed and pathfinding's sake. And make it eeerie if you do

@dark lord

Your very welcome, I hope it helps alot of people

I used cartography shop.

@dodic

glad you like it. and about your post earlier, that's just darkmatter (teh $40 dollar, now free content pack for DBC and P) which will hopefully get replaced eventually.

and I just read your last post in teh thread about your compiler you're making. You ought to use Open GL. It's not quite as spectacular as DirectX, but it's cross platform and it's easier to use.

Well, Aeon flux calls.
And thanks for teh feedback again!

---Jeff

verydevastating.com
Lukas W
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Posted: 3rd Dec 2005 22:50
great demo. had me jumping

i love it how when you die there is a black screen and the game ends.
it's like you see something and you dont realise what it is until secounds after. once again great demo

Zombie Hunter DBPro Open Source Project:
editor: 14% | survive mode: 30% | multiplayer: 0% | story mode: 0% | DEMO: 18%
devastation
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Posted: 4th Dec 2005 02:33
AEON FLUX SUCKS EVERYONE!!!!!!!!!!!!!

I realized something else: this game should be Monster Hunt 2!!! Brilliant. It'll probly end up open source anyway.

and thanks for the compliments lukas!

Off to get my butt whooped in bowling

---Jeff

verydevastating.com
DB newbie
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Posted: 4th Dec 2005 05:15
hey um devistation can you post the source code on here i want to study the AI

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Captain America
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Posted: 4th Dec 2005 08:15
OK ill start working on a forest level right now, ill try to make it as dark as I can. The Bushes and trees will probably look sorta bad, but ill try my best!
later!

-Captain-


Cheers,
Capt. America
devastation
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Posted: 4th Dec 2005 19:36
Hi DB newbie!

I already did!

http://www.verydevastating.com/dmhsource.zip

hope it helps!

verydevastating.com
DB newbie
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Posted: 5th Dec 2005 00:03
ok ty

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devastation
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Posted: 5th Dec 2005 00:14
np

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UFO
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Posted: 5th Dec 2005 00:32 Edited at: 5th Dec 2005 00:33
When I saw the link for the source, I downloaded it and thought I would be able to learn from it...
but then with I ran it, I remembered that I downloaded the enhanced demo before, but didn't know it was just a demo. I never even used it, and now I can't use it anymore. Hm...maybe I can get it for Christmas...

Thanks for posting the source! I can't wait until I get the enhanced version!
devastation
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Posted: 5th Dec 2005 01:02
back up all your projects and uninstall DB, then install it again with the enhancements

or uninstall the enhanced demo version or whatever

i'll put in a good word for you to santa!

and only one more post until this thread is HOT!!! YES!!!

verydevastating.com
blanky
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Posted: 5th Dec 2005 08:11


Happy early Christmas.

16-colour PNGs pwn.

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