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Current Projects |
Sol Blast
Member #9,655
April 2008
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Edgar Reynaldo said: I like the screenshot of your game! Will there be a demo out sometime?
In a few years, at this rate of work . Thanks though. |
gnolam
Member #2,030
March 2002
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{"name":"ocean_restarted.jpg","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/d\/0\/d066bf2aef467326b47ed29bef2e9278.jpg","w":640,"h":480,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/d\/0\/d066bf2aef467326b47ed29bef2e9278"} Haven't had the time or motivation (at the same time) to work on it for ages though. -- |
GullRaDriel
Member #3,861
September 2003
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Hey Sol that's kind of a good looking game !! "Code is like shit - it only smells if it is not yours" |
North~
Member #12,192
August 2010
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cgman24 said: I'm jealous. That sounds like a sweet club. I'm just glad I ended up in a charter school where there's more nerds like me instead of public school where I'm afraid to move around without getting shot |3 -------------------------------------------------- If this is possible if you don't correctly initialize memory, it should be a priority of the highest order. |
_Kronk_
Member #12,347
November 2010
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Awesome stuff guys! I feel inspired -------------------------------------------------- My blog: http://joshuadover.tumblr.com |
Neil Roy
Member #2,229
April 2002
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Took my little Pong game and used the same code to create a breakout style game, just for laughs... {"name":"603730","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/0\/7\/071d420c1ae8fa49e8d00f466fc635b2.png","w":800,"h":600,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/0\/7\/071d420c1ae8fa49e8d00f466fc635b2"} --- |
Mark Oates
Member #1,146
March 2001
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Cool. I still need to make a breakout game... -- |
LennyLen
Member #5,313
December 2004
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Mark Oates said: Cool. I still need to make a breakout game... I made mine using a 3D engine. I made the level editor with Allegro though.
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_Kronk_
Member #12,347
November 2010
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It got dark! Blenders are cool I'm just experimenting right now; hopefully I'll have a real lighting system to look at later. -------------------------------------------------- My blog: http://joshuadover.tumblr.com |
Tobias Dammers
Member #2,604
August 2002
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_Kronk_ said: It got dark! Cool. Add some fuzzy edges and it'll be great. --- |
William Labbett
Member #4,486
March 2004
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here's my project {"name":"603735","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/e\/0\/e04e24fd7d8ff3feafd28e42da6d963a.png","w":656,"h":496,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/e\/0\/e04e24fd7d8ff3feafd28e42da6d963a"} {"name":"603736","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/a\/5\/a5ebb35d8186649437b96d3f5fa90715.png","w":656,"h":496,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/a\/5\/a5ebb35d8186649437b96d3f5fa90715"}
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MiquelFire
Member #3,110
January 2003
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Sort on Y please, the tree is overlapping the chimney. --- |
William Labbett
Member #4,486
March 2004
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Obviously I'm not going to leave it that way!
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AMCerasoli
Member #11,955
May 2010
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Oh... Nevermind... isn't...
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William Labbett
Member #4,486
March 2004
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yeh, it's drawn with perspective taken into account so it looks 3D. Took ages to do. EDIT : I think Trent's looks best.
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Trent Gamblin
Member #261
April 2000
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Thanks William. I thought that house was rendered in 3d and then drawn as a sprite or tiles.
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Neil Roy
Member #2,229
April 2002
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Yeah, I love that house William, nice work. It really comes out at you. Now if you could render a few trees to look the same... it would be a kick ass scene. I'm playing around with a little OpenGL today (Dev-C++ with MinGW 3.4.2) (straight Windows code, no Allegro, no SDL). I may try and port it to Allegro 5 using MSVC. Should be fairly straight forward as it is all OpenGL. I have a working map editor for this as well. It's a 2D editor, you place the buildings and roads... nothing too complicated yet, but it works. I need to learn more about collision detection in 3D, I cheat in this and use 2D collision detection. {"name":"603738","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/e\/b\/eb3c7236b6228a1fd54662b61f90bc37.png","w":800,"h":600,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/e\/b\/eb3c7236b6228a1fd54662b61f90bc37"} --- |
_Kronk_
Member #12,347
November 2010
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Nice! I'd like to do a 3d game someday. Is this better Tobias? I might make the ring of light larger and more detailed later... -------------------------------------------------- My blog: http://joshuadover.tumblr.com |
Neil Roy
Member #2,229
April 2002
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I thought about some of the sage advice in these forums and decided to give another crack at CodeBlocks + MinGW 4.5.2. I managed to get several projects working with a lot of fiddling around. I loaded up another OpenGL 3D project I worked on in the past, the 3D project I listed in a previous post in here was pure OpenGL and windows code. This was one I had done before that using Glut. It's some terrain rendering from a greyscale heightmap I created using Terragen, I also created the skybox with Terragen and the terrain grassyness etc... you get the picture. I basically have added to this project every time I learn more about OpenGL. The last time I added to it was to add in real time shadows, although there is none for the basic trees I have yet. You can fly around this, walk, and swim in the water with sound effects, background ambience. No speed optimizations though, still learning that. Any collision detection is simple checking the heightmap and adjusting your height based on that, no REAL collision. I took some ideas from Battlefield 1942 game at the time, they extended the terrain you were on and copied it so if you flew off the map, you would simply fly over a copy of the map again, this way things seemed to go on forever (until you died for going too far). Well in my project here I copy the map in all directions (8) so it appears as though you can travel on forever when in fact you're walking to the edge of the map (which blends seamlessly with the other edge) and it moves you to the opposite edge of the map. Because there is a copy of the terrain, you don't notice and it appears like you go on forever, only with repeating terrain. Kinda kewl. I want to do more work on this and see where I can go with it. {"name":"603798","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/7\/e\/7ef30fa5f2f954dcd7c3ba29d47f95f4.jpg","w":1280,"h":1024,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/7\/e\/7ef30fa5f2f954dcd7c3ba29d47f95f4"} {"name":"603799","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/c\/3\/c31c3cfe99ee97f9fc5b53f2efb4e1e1.jpg","w":1280,"h":1024,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/c\/3\/c31c3cfe99ee97f9fc5b53f2efb4e1e1"} I also took the idea on how Battlefield 1942 done things and coloured the lower half of the skybox and the bottom the same as the fog so it blends nicely. The water is also animated when you play this. A simple animated series of textures. [EDIT] Just to note, this was all built with Dev-C++ and the latest MinGW, I ditched CodeSucks, too many problems with it. --- |
Erin Maus
Member #7,537
July 2006
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I've been working on a game-thing for a bit now. The few features I've implemented include vector graphics support (using a Lua-based file format), skeletal animations (again using Lua as the base file format), and a very generic event system. Here's the skeletal animation editor: {"name":"603820","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/2\/e\/2e74db50bd58cf09398954f812930f59.png","w":830,"h":604,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/2\/e\/2e74db50bd58cf09398954f812930f59"} And the aforementioned skeleton in the game: {"name":"603821","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/3\/2\/32a4ab7d4d469104f553e622e36d695b.png","w":966,"h":568,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/3\/2\/32a4ab7d4d469104f553e622e36d695b"} The file format for vector path data and skeletal animations is just using Lua tables, really. Works nice and allows me to import the data directly into Lua (which is the core scripting language if it's not obvious ) with no fuss at all! Too bad it's not a game yet. --- |
_Kronk_
Member #12,347
November 2010
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That looks cool! Vector graphics are pretty neat. -------------------------------------------------- My blog: http://joshuadover.tumblr.com |
Phrasz
Member #10,091
August 2008
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So I have been working on a few games here and there. More of proof of concept. Such as the CATAN-LIKE game I've been working on. I can spawn the game board, and keep stopping do to the multiple versions of allegro that keep coming out (-->4.2 {"name":"603839","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/7\/c\/7cfb0cfc0054b250f85cf3589b020efe.png","w":1200,"h":720,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/7\/c\/7cfb0cfc0054b250f85cf3589b020efe"} However, the one game that I've been working on game design/research/etc is IC:
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Neil Roy
Member #2,229
April 2002
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Not so much a project. Just basically playing around with different graphic styles using Tile Studio. I created a tile set that looks like the one used for 2D in the game Space Rogue. {"name":"603882","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/e\/b\/eb9d24e2f6199ac293c2da52b35165b5.jpg","w":460,"h":334,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/e\/b\/eb9d24e2f6199ac293c2da52b35165b5"} --- |
Neil Black
Member #7,867
October 2006
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Neil Roy said: In this zip is the game compiled up with a text file with instructions and ramblings as well as the source code and Code::Blocks project if you're interested. Much as it pains me to admit it, that source code is what finally helped me figure out how to do OOP in C++, despite knowing how to do it in Java for over a year now. Because I'm terrible at learning from tutorials and my lazy searches hadn't turned up any simple examples. I'm loving the 3D projects I'm seeing here. I toyed with 3D for a bit, but I could never figure out how to use a 3D modeler, or how to use the models in my programs. Probably for the same reasons as why I've just now figured out how to do OOP in C++.
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Mark Oates
Member #1,146
March 2001
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I'm kind of waiting for allegro to have a native 3D API before I dig into 3D. -- |
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