[ Login | Register ]

The Shining Source

« previous next »
Pages: 1 2 3 [4] 5 6 ... 10 Print
Dark Resurrection 3D   (Read 249196 times)
Old Post May 17, 2004, 07:45:16 am
#46
Shining Something *

Posts: 143

Logged
Dark Resurrection 3D
Any news from this project recently?

hining Odyssey under devlopment: http://mapage.noos.fr/zylokh


Old Post May 19, 2004, 10:42:00 am
#47
Moderator
Shining Something *

Posts: 142

Logged
Dark Resurrection 3D
Yes, there is ,actually. Cheesy

There is mucho progress. I was very busy with implementing the item-shop.
When the code was completed (finally :S ), I had this nagging feeling that something was not right.

You see, when buying an item, gold is deducted, then you must select the character, and then select an empty inventory-slot from that character.

Now, what to do when you discover that all the characters don't have one single empty inventory-spot to put that !@#$% item in?   Sad

Two observations:

One: You've already paid for it, and there are no refunds (WTF) Huh?!!!  
Two: You cannot exit the itemshop because the program is still waiting until the item is assigned to an empty-slot. Sad

Sooo, I had to reprogram it. And not only the BUY-section, also SELL,REPAIR and DEALS had to reprogrammed.
And,.. finally after two weeks of tinkering, testing, and what have you not,.....it's done!

Yes, it is now possible to toggle back and forth between all options.(using [SPACE] to select and [ALT] to de-select)    
I can now safely say that everything works "B-E-A-utiful" (the most importantly being that GOLD, used to buy an item, is deducted after you've assigned it to an empty slot).

So let's say that you've chosen to buy an angel-wing , and selected SARAH to give it to her (the angel-wing, that is.   :wink:  )
and at the last moment you've changed your mind, press [ALT] and go back to character-selection, select BOWIE (oh no, not him again Cheesy ), and give the wing to him, all that is now possible.

And now I shall STFU about items, yes?

Okaaay, what's more to to tell....

Oh yeah,.. MAPS. No, not S.P.A.M. spelled backwards, but maps as in: battlemaps,townmaps,dungeonmaps.

There is one map, as part of the overworld, it's designed in such a way, that it can be used for 2 battles (maybe 3).
This map also contains a few spots that are perfect for an ambush (heh heh heh).

The map for the second town is almost complete. Only the linking to other maps needs to be done.
And finally, I have a few dungeon-maps. These are done for about 33 percent. Tiles for these maps are WIP.  

As for the tiles:

I was not happy with some of the tiles. They seemed to be ...umm... out of place.... in relation to other tiles.
And so I went back to the drawing-board. Suffice to say that I ended up with a lot more tiles than I anticipated.
But that can only be a good thing. yes? Smiley

I'm also busy with changing the appearance of the roofs.
Some of the roofs "have a bad relationship" with the house that's under it.
Also, some of the colo(u)rs don't mix with the environment.
They have a washed-out feeling, and look a bit blurry. So, I'll have to change that too.

Erm... did I mention that, when I'm finished with a tile-set (be it town/world/dungeon/other),
I'm going to donate these to the Shining Source. So, as Devlyn has put it, you don't have to re-invent the wheel. Cheesy Cheesy

And another thing i'm working on, is a mini-game called "Shining Memory".
It's a deck of 50 cards (that's 25 pairs, fact-fans)and it has the talking-icons (?!) as a theme.
It's one-player for now, but i'm thinking of making it two-player.

And... maybe more themes would be great too, whaddaya think?

I'm sure you all know how MEMORY works, so I'm not going to explain, ok? Smiley

Apart from implementing Shining Memory in Dark-Res , I'll make a stand-alone version for The Shining Source.

Well, that's it from me so far.

(Sorry for the lack of updates, but, as you can see, I've been quite busy) I'm ashamed of myself

Love is Grand , Divorce ..... a hundred Grand


Old Post May 19, 2004, 07:52:50 pm
#48
Global Moderator
Shining Spammer *

Posts: 1,096

Logged
Dark Resurrection 3D
Quote from: "Peter van Dalen"
 
I can now safely say that everything works "B-E-A-utiful" (the most importantly being that GOLD, used to buy an item, is deducted after you've assigned it to an empty slot


I was halfway through posting an essay suggesting that when I read you'd already worked it out Tongue Good job I saved myself some embarrassment, there!

From the sounds of it the project's going really smoothly, so congratulations are due there Smiley Could it be we're finally going to get a finished SF fangame? :shock: I wonder what the developer of the first complete fangame should get? Maybe a visit from the metal pipe =P

Just general musings. Glad everything's going well, and keep up the good work Cheesy


Old Post May 20, 2004, 09:34:45 am
#49
Administrator
Shining Spammer *

Posts: 1,208

Logged
Dark Resurrection 3D
Thi is very good news! I'll be sure to post some of it on the front page to hype things a little Tongue.

Edit: actually I posted the whole story as a worklog entry instead. That's what the worklogs are for anyway Smiley

Devlyn

Great news for Shining fangame developers! Wink

Correcting your non-working <img> tags since 1982 Wink


Old Post May 24, 2004, 09:26:27 am
#50
Moderator
Shining Something *

Posts: 142

Logged
Shining Memory progress
* drumroll * Shining Memory is almost finished...... Yay.

I've made some modifications in the stand-alone version.
There's a credit section (who did what). Aaaand there's a highscore-table.
Actually there are two highscore-tables.

You see, when playing the game, the program keeps track of the number of tries you took to finish it.
Also, there's a timer running (in secs only) to show you how long you took.

Now when the game is complete, it checks if you have, OR the best time OR the least number of tries.
In case of both, that's no problem. You just get to input your name (up to 15 characters) twice. Neat huh?

You can review the highscores at the main menu, and toggle between them.

There's also an option to adjust the number of seconds you need to look at the (turned) cards
(between 1 and 6 secs).

I hope I get to finish this "sucka" at the end of the week.

Love is Grand , Divorce ..... a hundred Grand


Old Post June 01, 2004, 11:12:47 am
#51
Moderator
Shining Something *

Posts: 142

Logged
Dark Resurrection 3D
Booyah, Shining Memory is finished. I've sent it to Devlyn, so he can upload it.
Please note that it is a DOS-game, but with a screen-size of 320x240 it is possible to run it in XP.

And don't forget, when DIV-DX is released (DIV for Windows),
I will change the games (Dark Resurrection AND Shining Memory) to Windows.

And now an update for Dark Res.:

I am busy programming the intro.
So far, the text is complete and dumped into a TXT.file

Next up is the director-process. This process will "direct" a preset number of characters
and move them around the screen, showing the text at a certain time, move another character
..... ad infinitum et nauseum.

I've programmed it as described above, to save valuable space (in terms of memory).

It is an array that contains data about:

1) total number of characters to move around
2) type for each character (woman,cat,old man,dog,chicken (YES, chicken Cheesy  ),boy,girl etc
3) x-coordinate for each character
4) y-coordinate for each character
5) startnumber of textline for each character
6) total number of textline for each character

In DIV it's going to be something like this:

Code:
STRUCT direct
txt.file      // name of txt.file to use
dat.file      // name of dat.file to use
gopher_n;     // no. of chars
gopher_t[5];  // type of char
gopher_x[5];  // x coord.
gopher_y[5];  // y-coord.
gopher_sl[5]; // start line
gopher_tl[5]; // total lines
END


For this thingamabob to work, I need to program some sort of "conversation"-editor that controls all of these things
All the data for a single conversation is put into a DAT.file. If I do it this way, then I can use it for all conversations
with a minimum of fuss. Next update will feature the definite code. Stay tuned

Love is Grand , Divorce ..... a hundred Grand


Old Post June 04, 2004, 12:32:44 pm
#52
Moderator
Shining Something *

Posts: 142

Logged
Dark Resurrection 3D
Hi All,

Just a very quick update.  Smiley
I fiddled with the code (the code mentioned in the previous post)
and i've added some actual code

 
Code:
FROM z 0 to 10
    gopher[z]=0;
END
gopher_n=0;
WHILE (id2=get_id(type gopher))
    gopher_n++;
END
reel=0;
LOOP
    p=0;
    check_gopher=0;
    WHILE (p<gopher_n+1)
        IF (gopher[p].x==direct[reel].gopher_x AND
             gopher[p].y==direct[reel].gopher_y AND
             gopher[p].direction==direct[reel].gopher_d)
             check_gopher++;
        END
        p++;
    END
    IF (check_gopher==gopher_n)
        reel++;
    END
    FRAME;
END  


Okaaay, what does this blurb do?  :roll:
I'll explain:

The gopher-type are character-processes in an ... erm.."automated" environment .  :oops:

If you want 5 different gophers, then you can call them like this:

Code:
gopher[0]=walker(100,100,north,soldier)
gopher[1]=walker(100,130,south,man)
gopher[2]=walker(50,300,east,girl)
gopher[3]=walker(300,75,west,dog)
gopher[4]=walker(25,350,east,cat)


The walkers are the actual processes you see onscreen, and the parameters are (x-coordinate,y-coordinate,direction the character is facing, type of character)

Ok. The gopher[] -waffle is a GLOBAL variable, and each time a variable is initialized, it's automatically set to 0 (zero). But when coupled with a call to a process (in this case, the walker  process), the variable is changed into the processnumber.

(are you still there?)

All processnumbers are always greater than zero. So, first you'll have to reset the whole caboodle

Code:
FROM z 0 to 10
    gopher[z]=0;
END


now call all the necessary processes, in the main loop, like this

Code:
gopher[0]=walker(100,100,north,soldier)
gopher[1]=walker(100,130,south,man)
gopher[2]=walker(50,300,east,girl)
gopher[3]=walker(300,75,west,dog)
gopher[4]=walker(25,350,east,cat)


Now let the director-program check how many gophers are walking around
like this:

Code:
gopher_n=0;
WHILE (id2=get_id(type gopher))
    gopher_n++;
END


Now comes the fun part (all the above was fun too, (well, at least I think it's fun  :lol:  ) but this is more fun  :lol: )

The director-program will check the position (x,y) and the direction of each gopher.

Code:
LOOP
    p=0;
    check_gopher=0;
    WHILE (p<gopher_n+1)
        IF (gopher[p].x==direct[reel].gopher_x AND
             gopher[p].y==direct[reel].gopher_y AND
             gopher[p].direction==direct[reel].gopher_d)
             check_gopher++;
        END
        p++;
    END
    IF (check_gopher==gopher_n)
        reel++;
    END
    FRAME;
END  



So, even if one gopher is not at the predetermined destination, the director will refuse to move to the next set of instructions in the DIRECT[p]-array

Simple huh?  (demonice cackle    :twisted: )

"But where's the data, needed to move these guys?", you may think.
Well, that comes in the form of a DAT-file . The data is entered via a  special editor that I programmed to handle all the things I mentioned earlier.  


Pfffff. This is an update, but it's not a quick one.  Tongue
Coming weekend I'll try to make everything work.

Bye all.

Love is Grand , Divorce ..... a hundred Grand


Old Post June 14, 2004, 08:55:04 am
#53
Moderator
Shining Something *

Posts: 142

Logged
Dark Resurrection 3D
I've finally managed to get my editor (for cutscenes) up and running.
It has room for 5 different persons and each person can have up to 100 different instructions.
Also, there's an option to put some text onscreen.

Putting the editor together was really easy.
The conditions for checking -if everyone is at their designated position- was not THAT difficult either.

However, the total bummer was the saving of data.
Instead of saving the data NEXT to each other, it was saved ON TOP of each other.
So, save a set of instructions, and it gets deleted by saving the next set of instructions. Go figure :roll:

To make a long story short, it took me a full day to realize what I had done wrong (jeez what a klutz  :lol:  )  

When this editor is 100% complete, I can put some serious (and/or wacky) cutscenes together. Cheesy

And now for some more bug-related malarkey.

There is (or rather "was") an irritating bug in the minigame "shining memory".    
When there are no cards left on the playing field, you're kicked out of the program.
Something to do with too much "writing instructions".

But that is solved now, and I've taken the liberty to modify some options.
Well, at least 'some' good has come out of it.

I'll mail the new version of the mini-game to Devlyn a.s.a.p.    Kthx

Stay tuned Peeps!

Love is Grand , Divorce ..... a hundred Grand


Old Post June 21, 2004, 02:10:39 pm
#54
Moderator
Shining Something *

Posts: 142

Logged
Dark Resurrection 3D
Right, Shining Memory has been uploaded (thanks Dev Cheesy ),
my conversation-editor is 100% complete,
my intro is complete too,(have you seen the screenies?)

erm.. what next?

Oh yeah, I wanna have a front-end! (load game - copy game - delete game - new game - credits - intro)

Next up, is the extension for the item-shop.
Yes, I know, I already have an item-shop, but instead of cranking out new code for the weapon-shop
I'll make an extension. This way, I only have 25% more code instead of the projected 200%. Niiiiiiiiice. Cheesy Cheesy

When THAT is complete, I'll move on to the priest(options)

I'm not sure whether I'll succeed making the deadline for releasing the demo in july.
However I'm doing the best I can.

Love is Grand , Divorce ..... a hundred Grand


Old Post September 20, 2004, 10:21:44 am
#55
Moderator
Shining Something *

Posts: 142

Logged
Dark Resurrection goes 3D!
Finally an update!

Here goes: after a long vacation, I decided it was time to buy a new PC. Here are the specs.

RAM: 1024 MB
Intel Pentium 4 processor 3,4 Ghz
Ati Radeon 256 MB graphics card
DVD writer/re-writer
Canon scanner
Creative I-trigue 2.1 speaker set

It's "Da Bomb", yes?

And yes, it's has Windows XP. .... So here's the bad news: I CAN'T RUN DIV GAMES STUDIO, even in Windows 95/98 mode.
That sucks.

So, I was forced to wait for the end of the year, when (supposedly) DIV for Windows will be released.
Now, waiting for December, (when it's still july/august) is a long time. So, I thought "let's fool around with the code in Blitz", just to keep my mind into programming.

And then it hit me. (ouch!) Why not make a 3D version? I have Blitz, I have Maplet, I have Photoshop, and I have my eye on Gamespace 1.5 (and maybe Truespace )

Also on the cards are: Ultimate Unwrap, Quill3d, Terragen,Cartography Shop 4 and a few others

Right now, I am very proficient in Maplet: I can make levels,bridges,houses,stairs,ramps etc. in the blink of an eye.

Learning Gamespace light (which is exacty like Gamespace 1.5, except you can't make large models) comes slowly but surely.
(there's a huge amount of buttons 0_o !)

I can understand Blitz3D a lot better than a few months, except for "Types" and Collisions. I'm reading a lot of tutorials
on how Types work and the effects of collisions.

So.. yes.. Dark Resurrection goes 3D (erm.. finally?)

Not all work from the DIV version is lost though. I already have ported all the data over to Blitz, and it gives me
the chance to catch up on issues I really should have fixed a long time ago. (for instance: the maximum_damage still
was being worked on, the sound system still needed a few tweaks here and there,)

One big improvement is, that Blitz3d can play Mp3's, so I can use Devlyn MP3's (If he has them around somewhere, that is.)

Sorry if I can't show anything right now, but I will correct this (very) soon ok?

That's all guys, for now. Smiley

Love is Grand , Divorce ..... a hundred Grand


Old Post September 20, 2004, 12:46:17 pm
#56
Ty
Administrator
Shining Sideburns *

Posts: 837

Logged
Dark Resurrection 3D
Types are similar to structs. Just a nice way of grouping information. The hardest part for me was understanding lists of types, because it's not implemented the best way. I couldn't understand it, so I wrote own list handler Tongue If you're interested I can post some samples Smiley


Old Post September 21, 2004, 10:57:07 am
#57
Moderator
Shining Something *

Posts: 142

Logged
Dark Resurrection 3D
Ty,

That would awesome Cheesy , any information about Types is greatly appreciated. I'm looking forward to it.

Thanks in advance Smiley

Love is Grand , Divorce ..... a hundred Grand


Old Post September 22, 2004, 10:46:21 am
#58
Blahian *

Posts: 1

Logged
Dark Resurrection 3D
Well I am glad to hear you are willing to undergo such a task as making it 3-d. I emailed you Peter and again sorry for my absence.


Old Post December 03, 2004, 11:25:51 am
#59
Moderator
Shining Something *

Posts: 142

Logged
Dark Resurrection 3D
Hi everyone,

Yesterday I finished constructing my very first map for DarkRes (bring out the champagne Cheesy )

The map is made in Geoscape3D. I can save the map in Geo's own format so I can work on it later.
And I can export the map in quite a number of ways. As a mesh, or texture or heightmap, you name it.

For Blitz (and DarkRes) I've decided on the heightmap export and the texture export
Then, in Blitz I can load them with LoadTerrain (for the heightmap) and
LoadTexture (for ..erm.. loading the *cough* texture *cough* )  

If time permits, I'll try to make a few screenshots this weekend (don't hold your breath though)

Another reason to joyously hop around like a frog on crack, is that I managed to construct my first tree (oh boy Cheesy )

I have this tree-editor (Yes, boys and girls, these really exist!) and is perfectly suited for this kind game.
The editor is very easy to work with.
Each tree is made of leaves,branches & bark and you really can make these trees anyway you like.

So yeah, I have a tree......., now what?

Well, put 'em in Blitz of course.

I've made a TYPE named Tree (how original Smiley )
It has 3 fields: x,y,entity

Now, to call a tree in B3D, I'll do this
Code:

MasterTree=LoadMesh ( "D:\shiny4ce\environ\tree002.b3d")
HideEntity MasterTree

And if you want 100 trees, you simply do this

Code:
For T = 0 to 99
U.Tree = New Tree
U\entity = CopyEntity ( MasterTree )
PositionEntity U\Entity,rnd(0,100),0,rnd(0,100)
Next

Of course, I want loads of trees, although NOT in a random fashion.
The example mentioned above just goes to show that it is possible to call lots of trees in just a few lines.

Things to do for now:

1) Placement of trees,player,level

2) Working out the best TerrainDetail for the level

3) Working out how ScaleEntity works and how it affects other entities

4) Making a second map, and trying to think of a way to move between two maps (including a smooth screen-transition)

As you can see I have my work cut out for me Cheesy Cheesy

Well, that's all for now, peeps.

Love is Grand , Divorce ..... a hundred Grand


Old Post December 04, 2004, 10:10:28 am
#60
Administrator
Shining Spammer *

Posts: 1,208

Logged
Dark Resurrection 3D
Hmm... just wondering. Do you happen to have any renderings of trees? I'm starting to get rather interested in them now Wink.

Devlyn

Great news for Shining fangame developers! Wink

Correcting your non-working <img> tags since 1982 Wink


Pages: 1 2 3 [4] 5 6 ... 10 Print 
« previous next »
Jump to:  

Powered by SMF 1.1.21 | SMF © 2013, Simple Machines