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Author Topic: [WIP] Super Slugs Deathmatch Game  (Read 9220 times)
skatehead
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Posts: 44


« on: April 19, 2005, 06:43:06 AM »

Hey, Im skatehead,

Im new to coding and delphi and tv (only been playing with delphi for a few months)
Ive been working it all out by myself with the help of demo files/tuts etc, and ive started on a school project which is, 'code whatever you want'

so im doing a simple 2 player deathmatch game with tanks (metal slugs) using the tv3d engine

this is what ive got so far:
-Menu Screen with options etc
-Actual game runs Full Screen Splitscreen
-Basic movement with Following cameras
-Jump
-Collisions between tanks
-Aligning the X and Z rotation of the tank to the landscape (dammit that took ages to work out)
-3d Model with Animations (only test model atm, still working on metal slug model, and still working out a good method to change between animations etc)
-Landscape, skybox and all that jazz

And this is what im still working on and may need help with
-Good particle effects that has size relative to world rather than screen size
-Shadows? possible on landscape?
-Calculated machine gun shooting (should be right with that)
-Main tank fire (should be right with that)
-Need help with animation ids etc
-more stuff when i think of it

Visually, the game isnt great at the moment, im still working out all the truevision 3d aspects, after thats done, i work on designing maps and gameplay
and if you want to see any of my code just tell me what part

cheers -Skatehead

edit: heres a screenshot, cos i know how boring threads are without any pics, even if it is early stages test map



Full Size Image
http://img260.echo.cx/img260/5655/superslugs017hu.jpg
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Frost
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Posts: 153


« Reply #1 on: April 19, 2005, 09:02:12 AM »

looks good, keep up the good work... btw you already mentioned this stuff in your pics but i thought i should post em anyway..

-Need better textures  :wink:
-Better Models

 Cheesy
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skatehead
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Posts: 44


« Reply #2 on: April 19, 2005, 10:00:14 AM »

thanks man

the model was just to test animations, and the landscape is just to test movement, high res stuff coming soon  Smiley
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Anti-Gremlin
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Posts: 862


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« Reply #3 on: April 19, 2005, 10:59:40 AM »

Nice work so far!

Good to finally see someone getting the basics done without posting on the forums every 2 seconds about something.. (sorry ranting about other people here)
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Project: It's a secret..
Progress: <secret progress>
TV3D Chat: http://www.voidzero.com/chat/chatter.cgi?channel=tviug
TV3D Wiki Doc: http://wiki.truevision3d.com/
TV3D TVDN: http://www.truevision3d.com/tvdna/
JeffWeber
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« Reply #4 on: April 19, 2005, 11:40:58 AM »

Looks good, but you might want to put a detail texture on your landscape.
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""Space is deep, Man is small and Time is his relentless enemy" --Orson Scott Card
Megaman
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Posts: 32


« Reply #5 on: April 19, 2005, 11:58:37 AM »

I think this is great. I'm glad to see a project where someone takes the time to develop the game first before getting caught up in all the aesthetics. If the gameplay is fun with simple tanks, then it will be fun with better models. No point in wasting time making great hi-poly tanks and hi-res textures before making sure the gameplay and code is all good. Great looking models/textures do not make a great game. That stuff can be added at the end easily enough anyway.

I think this project has a lot of potential. I hope you have some good artists to polish this up when you are finished. I look forward to seeing more progress shots. Great job so far. Good luck.
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Frost
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Posts: 153


!!
« Reply #6 on: April 19, 2005, 01:23:30 PM »

Quote from: "Anti-Gremlin"

Good to finally see someone getting the basics done without posting on the forums every 2 seconds about something.. (sorry ranting about other people here)


hes talking about me  :oops:   :lol:
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Anti-Gremlin
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« Reply #7 on: April 19, 2005, 04:52:21 PM »

Quote from: "Megaman"
I think this is great. I'm glad to see a project where someone takes the time to develop the game first before getting caught up in all the aesthetics. If the gameplay is fun with simple tanks, then it will be fun with better models. No point in wasting time making great hi-poly tanks and hi-res textures before making sure the gameplay and code is all good. Great looking models/textures do not make a great game. That stuff can be added at the end easily enough anyway.

I think this project has a lot of potential. I hope you have some good artists to polish this up when you are finished. I look forward to seeing more progress shots. Great job so far. Good luck.


Amen to that!!
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Project: It's a secret..
Progress: <secret progress>
TV3D Chat: http://www.voidzero.com/chat/chatter.cgi?channel=tviug
TV3D Wiki Doc: http://wiki.truevision3d.com/
TV3D TVDN: http://www.truevision3d.com/tvdna/
skatehead
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Posts: 44


« Reply #8 on: April 19, 2005, 05:55:58 PM »

@AntiGremlin: Thanks man, i had a few troubles and alot of things took me a while to work out, but  i know what its  like having to answer hundred of the same questions from noobs who just arent smart enough to look at sample code and tutorials(not saying that about anyone here), so i didnt post until i at least had the base of the game set up  :wink:  

@JeffWeber: Lol, i know...  :lol:

@Megaman: Thanks man, and youre right about gameplay, some of the funnest games ive ever played were from the day when it wasnt even possible to have aesthetics incorporated into your game  :lol:
and as for the artist to polish it up, im kinda an all rounder, coder, modeller, mapper, etc etc, kinda a solo project Smiley

ill post renders of my models as i make them Smiley

thanks for the feedback guys, really helpful  Cheesy

edit: btw is there any way to get stencil shadows cast onto the landscape? i tred setting up shadows like in the shadow demo, but it doesnt work, thx
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GoodVillain
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Posts: 1631


« Reply #9 on: April 19, 2005, 08:27:07 PM »

Reminds me of a Java project a friend and me made about 5 years ago. Except our project was IP/TCP network play instead of 2 player offline. This is great though, I love these types of games.
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Rynus_Rein
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Posts: 1008


« Reply #10 on: April 20, 2005, 03:16:53 AM »

hmmm, i'd like to play it, it would be so much fun, i think.
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Rynus Rein
Current Project: MapX Live, Society3D
BYTE-Smasher
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vaporware makes baby jesus cry


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« Reply #11 on: April 20, 2005, 06:11:06 AM »

roflmfao@"OMFG PWNAGE FPS, TV3D PWNZ JOO ALL!"

looks cool so far man... as for the shadow issue, if you're using actors for the tanks, you'll have you use a hack of some sort to get shadows... the easiest of which would be using a low poly dummy model in place of the tank to render stencil shadows... other methods include using blobs of decals on the landscape (prolly would look sh**e for this), or using another tank actor that's flattened, and textured black (works best on flat surfaces, but shadows are detailed, and animated)
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skatehead
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Posts: 44


« Reply #12 on: April 20, 2005, 08:00:22 AM »

@GV: yeah i originally wanted to make it ip/tcp network play, but i figured it wasnt worth trying to work all that out when i had some beautiful fullscreen splitscreen action happening  :lol: lol

@R_R: its not quite fun yet, should be when shooting is implemented Smiley

@BYTE-Smasher (BS lol): Thanks man, i already have a low poly dummy in place for the collisions cos i was having trouble with actor2 collisions so im using a mesh, but i couldnt get that to cast shadows either  :?
i did the whole, set up sun and stuff then, render models, render shadows, finalize shadows, render to screen, but nothing  :?

thanks for all the feedback
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BYTE-Smasher
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vaporware makes baby jesus cry


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« Reply #13 on: April 20, 2005, 09:10:38 AM »

heheh... don't need the "sun".... just need a light source Wink]
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skatehead
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« Reply #14 on: April 20, 2005, 04:27:22 PM »

lol you know what i mean  Cheesy
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skatehead
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« Reply #15 on: April 26, 2005, 09:04:58 AM »

Update kinda

Still working on gameplay and level design, still havent made high res landscape textures  :wink:

umm i got some trees loaded using an array, i was so proud of myself when i worked out how to use arrays  :lol:

annnnnd screenshot
(bad quality, saved in paint instead of ps)

trees are for positioning purposes only, high res models, textures etc etc coming after gameplay and level design

if anyone can help with anything mentioned in the first post, that would be great,thx  :lol:
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[Alvaron]
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Posts: 256


« Reply #16 on: April 26, 2005, 01:54:47 PM »

Nice screenshots... personaly... i would also make a version with this kind of graphics... i like it Cheesy ... it has a fun factor...
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newborn
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« Reply #17 on: April 26, 2005, 02:48:35 PM »

I really really like the graphics. It reminds me of N64/GameCube games like super Mario: they keep the graphs simple, so you can concentrate more on the gameplay.
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Rynus_Rein
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Posts: 1008


« Reply #18 on: April 26, 2005, 03:05:37 PM »

and great speed performances =)
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Rynus Rein
Current Project: MapX Live, Society3D
Frost
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Posts: 153


« Reply #19 on: April 26, 2005, 03:34:34 PM »

keep the screens comin dude  Cheesy
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