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MikeDX
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This just gets better and better
you should push these updates to github though dom, makes my life a bit easier
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dom cook
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Quote: Originally posted by MikeDX | This just gets better and better
you should push these updates to github though dom, makes my life a bit easier
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Git hubs up to date.
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MikeDX
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have you forgotten to do git push? (or forgotten to add the new prgs?)
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dom cook
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I think I've succeeded in putting it up on github now. The prg is DTA.
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dom cook
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MikeDX
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Very cool Dom! You must be close to completion now.
I've made progress on the web netplay too, so we can discuss that soon!
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dom cook
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Thanks Mike,
I feel like I'm getting close. All the pieces are finally in place now. I just need to tie it all together; hunt down a few bugs and wrap it up
within a game-cycle.
Good effort with the net play. It's going to be a massive plus for DIV.
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dom cook
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here's a bit of background
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MikeDX
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Beautiful
This ia going to look amazing in the new div showreel video
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dom cook
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Just let me finish it first. Almost there! (as Red Leader would say)
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MikeDX
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Oh don't worry I'm waiting until you're done and it's up in game over
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dom cook
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I've decided to simplify things a bit.
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MikeDX
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haha brilliant
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dom cook
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MikeDX
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You're having way too much fun with this now. Can't wait to start on star wars
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dom cook
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OK I haven't gone yet but I'm on my way out the door now.
I've managed to do some work on the instructions but I'm afraid I got a bit carried away. But you're dead right about it being fun.
Catch you in a couple of weeks. In the meantime keep up the good work.
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iWizard
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Good lord sweet jesus blessed allah!
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BreadCaster
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So what's the stopping point going to be on this then, Dom? What you've done so far is absolutely amazing (I played it in browser and it's seriously
cool) but do you have any plans for other games made with the game engine afterwards?
If you can't get colours or texture mapping between the vertices (and I mean, that's quite a tall order) and you were to stick to wireframe, have you
considered making something a bit like a 3D version of CAPSULE or perhaps Duskers? If you go for that old, grimy low-fi 80s tech aesthetic that seems to be so popular at the moment, you might even be able to squeeze a
commercial game out of this code. Imagine that!
~*~ Princess of Pies and Pastries ~*~
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dom cook
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Quote: Originally posted by BreadCaster | So what's the stopping point going to be on this then, Dom? [/url]? If you go for that old, grimy low-fi 80s tech aesthetic that seems to be so
popular at the moment, you might even be able to squeeze a commercial game out of this code. Imagine that! |
Well, in terms of content it is finished. I'll get on with finishing the wrapping when I get back in a couple of days then It's job done. I've
enjoyed making it and I think that doing it in DIV has encouraged a degree of creativity which wouldn't have happened if I'd used another development
tool. Mike mentioned developing a mode V for DIV. I think I'd like to work with him on that next. For me the vector scan style stands up as a game
style in itself much as pixel art does.
However, I wouldn't reuse this Engine. As a first attempt it is very make-shift so it would need an overhaul and I also anticipate that when DIV gets
32 bit colour a lot of code would need to be rewritten.
As far as a commercial game goes, I like the idea of doing something in collaboration with other DIV users here, a sort of long distance DIV games
studio. For the greater glory of DIV and maybe to help finance Mike in his efforts.
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MikeDX
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A future version of DIV, as well as having 32 bit support will have built in chat and github style code sharing.
This should make it fairly easy for groups to collaborate on a project, with a project leader (or leaders) managing the merges in the code when there
are conflicts.
Mode V should be awesome, will start it off as a "DLL" and then merge it into the main codebase once we are happy (netplay and mode8 both started this
way)
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BreadCaster
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If Mode V would be able to load polygonal models, do you think it's possible we'd be able to load polygonal models into a Mode 8 space? Because I've
started making a different game (survival horror/FPS/adventure game set in a spaceship) in Mode 8 and I wonder if i should hold out on making
sprites/animating sprites when I could be using models at a later date. Currently I'm just testing features like crouching, camera bob, ducking under
pipes/barriers, flickering lights etc but when DIVDX acquires the 32 bit colour capabilities I'll be making a proper start on it - I really can't do
decent textures and objects in 256 :p
~*~ Princess of Pies and Pastries ~*~
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dom cook
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Quote: Originally posted by BreadCaster | If Mode V would be able to load polygonal models, do you think it's possible we'd be able to load polygonal models into a Mode 8 space?
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I would have thought so one way or another. One possible approach to this would be to superimpose the modes by matching their view parameters and
then piggybacking the 3d model on an empty mode 8 process. Z-depth occlusion might complicate things a bit though. A code snippet that does
something like this (at least in mode 7) is somewhere on my to do list.
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BreadCaster
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Ahhh that would be great. I'm trying to make this game sort of a retro throwback style game but sprites just never looked that good, except possibly
as particle effects - it'd be great to be able to include some low poly 3d models in Mode 8 could make it look like Jdoom! I'm probably going to be keeping the prebaked in sector by sector lighting effects and just applying an
overlay to sprites/models in those sectors. Will be great if 3D assets could be used
~*~ Princess of Pies and Pastries ~*~
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dom cook
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Back on the case. Now where the heck was I?
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gregos
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I think you were about to make it so that if one person lost their tank, and the other person let their tank get captured by the enemy, they would get
twice as many points if they still managed to win (?)
(BTW - case sensitive CAPTCHAs... please don't use those!)
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