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Work in Progress / the final frontier

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lilgamz
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Posted: 2nd Apr 2006 22:35 Edited at: 2nd Apr 2006 22:37
Ok so here is the space shooter I am working on, based loosly on the old school star trek ships.

Take it look and see if you can help with some of the problems.

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lilgamz
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Posted: 2nd Apr 2006 22:40
And a screen shot

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Silvester
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Joined: 7th Dec 2005
Location: Netherlands
Posted: 2nd Apr 2006 23:53
Star Trek!!!!

YAY!

[href]www.freewebs.com/edromeproductions[/href]
look there for all my model packs latest updtes and other stuff!
(its not old yet)
Lucka
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Posted: 3rd Apr 2006 00:19
ok, what you intend for problems?
Wich kind of modification or help you'd like first?
Glad to help, if possible!

Lucka - gawteam coder - www.gawgames.com
lilgamz
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Posted: 3rd Apr 2006 07:20 Edited at: 3rd Apr 2006 07:21
Well theres a few problems. One: Space runs out.

I tried simply "wrapping" it around so the ship leaves the matrix and comes back on the other side, but this caused the klingons to simply disappear. (As they were all teleported to the other side of the galaxy)

Should I make a wall at the edge of the galaxy? that seems crappy too.

Suggestions?
Pincho Paxton
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Posted: 3rd Apr 2006 09:37
You need some sort of jigsaw pieces that join together, end to end. Then you keep swapping the end one, and deleting the front one as it goes off screen.

Lucka
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Posted: 10th Apr 2006 01:09
Matrix?
Are you using a matrix as the starfield (space) around the ship?
Why not simply "save" the relative position of the Klingon in the moment you "wrap" on the matrix a restore it after your movement?

Or maybe use a geosphere (centered on the camera position) to visualize the space around you?

Lucka - gawteam coder - www.gawgames.com
lilgamz
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Posted: 11th Apr 2006 23:28
yeah im actually using 2 matrixes for the stars.

As for the wrapping problem I just wound up sending eveyone accross the universe. Not pretty but it seems to work.

Here is a new screen shot. Ive added planets. What should I add next guys in red shirts to beam down to certain death?

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Jack
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Location: [Germany]
Posted: 12th Apr 2006 00:02 Edited at: 12th Apr 2006 00:02
omg! Try to use 8 matrixes. For the stars
No, dont use any matrixes cause they are killing your
fps. just make some plains point them to the camera
position and texture them with a star texture.


[/center]
lilgamz
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Posted: 12th Apr 2006 22:52
so making all those stars is faster than the 2 matrixes. Ill check it out. Thanks for the tip.

Im new and I mostly just redid the caverun tutorial.

In my experience the game slows down when I start adding objects, especially moving objects.But like I said, Im new.
lilgamz
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Posted: 13th Apr 2006 00:01
here is the newer version with the wrap around, but still with the matrii

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lilgamz
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Posted: 18th Apr 2006 22:03 Edited at: 18th Apr 2006 22:07
and a just about finished one available to download...



[href]www.littlegamz.net/thefinalfrontier.rar[href][/u]
Tachyon
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Posted: 19th Apr 2006 17:03
Why not to make an ordinary sky box/sphere, When you travel from mars to earth, I dont think the stars are scrolling. If you travel about across this galaxy, then the stars are scrolling (and it takes about 100 000 years when you travel fastest speed possible) Anyway, if you make a wrap thing to wrap from this place to other when stars have to scroll, why not to make a simple 2d effect. Just an idea.

(2b)||C!(2b) (It's C++) vs. TO B OR NOT TO B (It's DarkBasic!)
Heckno
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Posted: 19th Apr 2006 22:07
heck worry about the star field later, get the important stuff done first...
lilgamz
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Posted: 19th Apr 2006 22:54
I know the scrolling starfield isnt accurate, but I want it look more or less like the old tv show and on the show the stars scrolled. Maybe its better to think of it as space dust. The planet distances are wildly inacurrate as well.

Heckno what are the most important things that should get fixed up?

Im open for suggestions.
Pricey
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Posted: 6th May 2006 14:56
use a sky sphere and scroll the texutre?

:: 3Ghz Pentium 4 / Hyper Threading, 1024mb RAM, 250GB HDD, 256mb Radeon 9600XT Graphics ::


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