|
Welcome! The Trek BBS is the number one place to chat about Star Trek with like-minded fans. Please login to see our full range of forums as well as the ability to send and receive private messages, track your favourite topics and of course join in the discussions. If you are a new visitor, join us for free. If you are an existing member please login below. Note: for members who joined under our old messageboard system, please login with your display name not your login name. |
|
|||||||
| Gaming Non-Star Trek Gaming |
![]() |
|
|
Thread Tools |
|
|
#61 |
|
on holiday
Location: England
|
Re: My Dungeon Game [work in progress]
Here is my first particle emitter, that creates a fire effect wherever it is positioned. This one has a three second life. ![]() Particle emitters can be statically planted in the gameworld, or can be attached to moving objects, like projectiles. So a wizard's fireball might have a particle emitter attached to it while it is in flight, so adding low level detail to that projectile. ![]() also, imageshack no longer accepts animated gifs? ... bye-bye imageshack. hello tinypic.
|
|
|
|
|
|
#62 |
|
Cherry Chassis
|
Re: My Dungeon Game [work in progress]
__________________
Your crash was, like, spectacular! My world simulation project! Also: Women and Men: Self-Image and Rape Culture |
|
|
|
|
#63 |
|
on holiday
Location: England
|
Re: My Dungeon Game [work in progress]
Game programming is just a pastime for me ~ a reward in itself. It's complex enough to be mentally stimulating and creative enough to be enjoyable, but I don't consider myself to be skilled enough to produce games of salable quality. From a couple of my past games, friends have told me that I should put them on steam. I did join the indiegamer forums (which is a networking forum for many of the people who author games for steam and bigfishgames) but wading through the elitism and bitterness there, the message I kind of got was that most independent games make peanuts. The only games to reliably make more than peanuts are match-3 games. Only very rarely does a game do well, and for no rational/imitable reason, it's popularity then grows exponentially and it goes global, like minecraft is doing now and plants vs zombies and world of goo did before it. Last edited by Jadzia; March 26 2011 at 02:54 AM. |
|
|
|
|
|
#64 |
|
on holiday
Location: England
|
Re: My Dungeon Game [work in progress]
My particle emitters can now also be formed from particle emitter types (eg pre-defined fire effect), so avoiding the need to specify all of an emitter's variables each time one is spawned. So now let me see what I've got... Particles Particle-Types Particle-Emitters Particle-Emitter-Types ![]() Next step is allowing particle emitters to be attached to things.
|
|
|
|
|
|
#65 |
|
on holiday
Location: England
|
Re: My Dungeon Game [work in progress]
I was a bit undecided how I was going do them last week: As emitters/units/missiles are destroyed, emitters have to be updated so that they stay attached to the correct things. I thought this would involve an increase in computational complexity to process that extra subroutine loop, but I've managed to do it with some clever cross referencing, and keep the complexity the same, so am happy. A wizard's fireball ![]() Sorry for the choppy animation (I can't be bothered grabbing a proper video), but it illustrates the effect. - First emitter is created with the missile, and is attached to the missile, adding a fire/trail effect. - Second emitter is created when the missile is destroyed, and is attached to the ground, adding a blast effect. //edit: I've changed the emitter slightly so that particles take the motion of their owner missile into consideration, making less of a fire-trail and more of a fire-ball. It looks ten times better. The fireball feels cohesive, making it seem hotter, and feels quite fluidic and sloshy because it splashes up against the walls on collision. You'll have to wait for the beta to see it
Last edited by Jadzia; April 3 2011 at 01:07 AM. |
|
|
|
|
|
#66 |
|
on holiday
Location: England
|
Re: My Dungeon Game [work in progress]
Here is a variation of the previous emitter, seen here emitting a user defined particle-type. Again, sorry I have no proper video. ![]() It's perfectly okay to attach multiple emitters to the same object, say if we want to combine this new emitter and the previous emitter as one effect.
__________________
. |
|
|
|
|
|
#67 |
|
on holiday
Location: England
|
Re: My Dungeon Game [work in progress]
I've posted an image already showing monsters in the game, albeit with a placeholder graphic. First thing I did yesterday was to begin writing the AI routine for the monsters. Here you can see an acquisition behaviour, where the monsters move to intercept the player, while respecting collision detection with one another and with respect to the maze walls. ![]() Image #1: Attack of the mutant jello moulds. Here is the same behaviour after I added monster sprite sheets instead of a placeholder graphic. These are animated. ![]() Image #2: Red Wizard is about to die. After slowing the monsters down to sensible speeds, here you can see Red Wizard shooting a fireball towards one of the Blue Wizard mobs. Now that the particle system is done, it's easier to refine the appearances of things. I feel this is a better looking fireball than those I've posted previously. ![]() ![]() Image #3: I've not seen such bravery!
__________________
. |
|
|
|
|
|
#68 |
|
Cherry Chassis
|
Re: My Dungeon Game [work in progress]
Crazy swarming!
|
|
|
|
|
#69 |
|
Fleet Captain
|
Re: My Dungeon Game [work in progress]
Looking good so far, and I can see a lot of work going into the fundamentals of the gameplay and engine. It looks like it's all paying off nicely too. I'm making my own little game right now. A 2.5D platformer (actual 3D graphics, not 2D sprites), in a program called Unity, designed specifically for 3D games, and the base version is completely free. I might publish my game on the App Store at some point, although at the moment I'm just messing around with it as a PC game. |
|
|
|
|
#70 |
|
Commodore
Location: Shufflin', shufflin', shufflin'...
|
Re: My Dungeon Game [work in progress]
![]() I've decided to learn Python and eventually move up to PyGame. Seeing what you've accomplished has inspired me quite a bit. Good luck!
__________________
"Good grief. You guys sure know how to make something out of nothing. And then take sides about whether or not it's nothing, and then change your minds and discuss why you thought it was something." - Kestra |
|
|
|
|
#71 |
|
Cherry Chassis
|
Re: My Dungeon Game [work in progress]
Save yourself some trouble and make sure you learn how to use surface/pixel arrays rather than directly manipulating a surface with get/set calls (which are very slow.) |
|
|
|
|
#72 |
|
Commodore
Location: Shufflin', shufflin', shufflin'...
|
Re: My Dungeon Game [work in progress]
I'm still learning how to set up a global variable! Lord help me when I get to the stuff you're talking about!
__________________
"Good grief. You guys sure know how to make something out of nothing. And then take sides about whether or not it's nothing, and then change your minds and discuss why you thought it was something." - Kestra |
|
|
|
|
#73 |
|
Cherry Chassis
|
Re: My Dungeon Game [work in progress]
|
|
|
|
|
#74 | |
|
on holiday
Location: England
|
Re: My Dungeon Game [work in progress]
![]() I haven't had much exposure to python, but I believe Basic has always been the easiest language to learn. As for games, you really need to be able to program before you can make games, as it's an order of magnitude more complex. Computer games are mostly mathematics, physics, logic, and drawing. - The mathematics is usually no more complex than school geometry, algebra, a bit of calculus, and a bit of numerical analysis. - The physics is of the classical mechanics variety. You can often make this as complex as you want to, or as simple as you want to, and will determine how advanced your game engine is. You'll probably find this part straight forward if you have a science background. - The logic in games is almost always quite involved. You can rack your brain trying to work out what is needed, and making it fit nicely with the rest of your project. This is a programming skill that you learn over time, and it can take many years to get good at it. - Also, without keeping your project organized the logic can easily get messy and you can lose track of how it all fits together. It's hard to explain what this being organized is, but it may involve keeping functions pure and resisting temptations to kill two birds with one stone. I personally find it the most tedious part of programming.
__________________
. Last edited by Jadzia; April 11 2011 at 05:31 PM. |
|
|
|
|
|
|
#75 | ||
|
on holiday
Location: England
|
Re: My Dungeon Game [work in progress]
![]()
I've always felt that feeling is as important as function, so I'm prone to scrapping ideas and changing my plans if I don't like the feel of how something is turning out. The end result can be quite different from my initial design. ![]()
Good luck with your game. You'll have to show us some snapshots sometime.
__________________
. |
||
|
|
|
![]() |
| Bookmarks |
| Tags |
| games, programming |
«
Previous Thread
|
Next Thread
»
| Thread Tools | |
|
|
All times are GMT +1. The time now is 03:27 AM.
Powered by vBulletin® Version 3.8.6
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
FireFox 2+ or Internet Explorer 7+ highly recommended.
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
FireFox 2+ or Internet Explorer 7+ highly recommended.












... bye-bye imageshack. hello tinypic.








I was a bit undecided how I was going do them last week: As emitters/units/missiles are destroyed, emitters have to be updated so that they stay attached to the correct things. I thought this would involve an increase in computational complexity to process that extra subroutine loop, but I've managed to do it with some clever cross referencing, and keep the complexity the same, so am happy. 




Crazy swarming!






