If you set me a fairly easy task, I could probably do it..
I am completely new to Game programming, but simple forms
I am very good at...
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If you set me a fairly easy task, I could probably do it..
I am completely new to Game programming, but simple forms
I am very good at...
DAMN... IM gone for one weekend and this thing stops????? COME ON LETS KEEP IT GOING!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Ill assign my self a task... how about You design a login page or a sign up page flame...
sure no prob flame...
Ill do what ever u think I need to do!!!!!
DAMN IT STOP TALKING TO MY SELF!!!!!
NO U STOP TALKING TO ME MY SELF AND I!!!!!
I thought that I made a post on either the 8th or the 9th, cause I read your post on the 8th.
Well Well Well, Guys Guys Guys
I just read through this after being pointed here by /\/\isanThr0p.
First thought was what a shambles this is.
Credit to you guys for wanting to try something like this, im not taking anything away form you.
But...
... you're worrying about the name ! who cares ? stick it a working title and then give it something serious when u got something worth releasing.
... the graphics, yeah ok these need working on, but so does code, they work hand in hand and should be done at the same time.
You need to get some more code written !!! Glad to see some has been done (the tile enigne).
Keep it up !
Keep it organised !
P.s.
If ya need some help with networking then PM me or gimme a bell, i should be able to give ya some pointers.
K... if wee need you Ill be sure to ask for ur help... Appreciate the help........:D
hey you guys! have you done anything lately? if not I would recommend to take a look at those engines popping up here lately... that could be of great help for you. Fox just made a nice fully open source engine and Janus made something too.. (which I haven't looked at yet, but I guess it is pretty good too)
*cough*
http://www.vbforums.com/showthread.p...33#post1014433
Once i rework the code a little bit (clean up some of the older code, the old stuff is hard to read), I plan on open sourcing the game engine. The graphics engine will most likely stay closed-source, though.
K, i made the login page long time ago... just didnt put it up.. guess I forgot... sry :D
ok.. i just took alook at it and it aint done yet... i got a sign up screen but not a login one.. so here is the sign-up screen...
havent done ne thing with it... i was just bored when I made it, let me know hat u think... :p
I just checked out ur thing janus... the screen shots ne ways... and if its ok with gaming i dont mind incorporating it into our game...(those are some nice screen shots :D:p)
Well, unless you're just starting on your game, it probably wouldn't integrate very easily - It's a fully functional game engine. It has a flexible, fully scriptable graphics engine, along with some partially complete gameplay scripting stuff - Right now I'm working on some various sprite tweaks and improvements.
The graphics engine itself is a COM library, so you could easily integrate that, but it's not really all that useful by itself if you're using Direct3D. It's mainly a tool that lets you get special effects in GDI or DirectDraw without having to resort to lots of coding or hardware acceleration.
If you download the full setup (which, at this time, has a couple showstopper bugs I plan on fixing tonight), you can look at the source code to the sample game (in the /sully/ folder) and see what some of the scripts look like. The Editor, and last level of the demo, probably won't work, though, I think I botched the setup exe :)
If you're interested in using some but not all of my technology, I might be able to adapt my code into a seperate engine for your use - it's pretty well written for the most part, and very modular.
flame very nice login page.
Janus can it use winsock? And for the rest ull hve to talk to someone else.
Thanks :D ;) :p :cool: :)
That is a nice sign-up page.
I downloaded Januses engine, and attempted to run it. It didn't startup properly, and instead locked up, and now another app I wrote which uses DX always gives me an automation error during startup...
Delete the 'dx7vb.dll' from my app's folder, and then regsvr32 the copy you have in your system / system32 folder.
Wildcard: I don't see why not...
Edit: In fact, I'd appreciate it if you zip up and email me your dx7vb.dll. I'm guessing you might have some odd new version of it, or something. Send it to [email protected].
Its going to be more of a mid-evil game.
Ok cool, I'll get started on some buttons. Also, can you list a couple of types of buttons you're going to need? Such as: New Game, Quit, Save, Load... etc.
most likely more like:login,New Account, Quit on 1 screen on the another:Create char,del char, enter world etc
Thanks Gaming
Buttons Required:
New Charachter
Delete Charachter
Quit
Load World
Create
Exit
Cancel
Home
Weapons
Items
Alot more... but i cant think of em...
So here's what I've come up with... the buttons are kinda big but just let me know if you want them smaller. I'll have some more to choose from later tonight, just so ya know.
Edit - These buttons are meant for the login screen and stuff, not for the in-game buttons. Oops, the Up button is the Down and the Down button is the Up... I'm dumb :p
Pretty nice buttons. thank you for the help.
Janus: since you are not open scorceing your game engine can you add some tyoe of multplayer thing to it? Andif not can we add a winsock module? Or any other ideas on how to do it.
Actually, I'm planning on open sourcing my engine once it's more complete. The only reason I don't give the code away now is that it's somewhat messy in spots, and it still has too many interdependencies on my other libraries that I'm working to remove.
If you guys want I can write you your tile/sprite engines... I'm extremely good at writing fast tile renderers. Nary a man can read the code for the tile renderer for Fury² without losing his mind.
Edit: And no, the code isn't horrible, it's just insanely, insanely optimized C :P
I would really love to see that insane code :)
I have done a lot of tile engines, and I really got no clue how to make them any faster... The only thing I experienced was that nearly all tile engines run the fastest on my PI 266 with a Riva TNT II... (tried them on P2 450 TNT, Athlon 700 Geforce, Athlon 1400 Geforce II)
Here's a snippet:
It's kinda messy though, I need to rewrite it and fix up the variable names.Code:if(Tilemap->hasalpha == 0) {
if(Tilemap->alpha >= 255) {
for (currentY = Tilemap->y1; currentY < Tilemap->y2; currentY++) {
if (poweroftwo) {
for (currentX = Tilemap->x1; currentX < Tilemap->x2; currentX++) {
_asm ADD tilePointer, 2
currentValue = animTable[*tilePointer];
if ((currentValue == Tilemap->maskedtile) || (currentValue > Tilemap->lasttile) || (currentValue < 0)) {
} else {
destBlit.x1 = ((currentX-Tilemap->minX) << shiftx) - (Tilemap->cameraX);
destBlit.y1 = ((currentY-Tilemap->minY) << shifty) - (Tilemap->cameraY);
destBlit.x2 = destBlit.x1 + Tilemap->tilewidth;
destBlit.y2 = destBlit.y1 + Tilemap->tileheight;
if (currentValue != lastTile) {
tileX = (currentValue % Tilemap->tilesperrow) << shiftx;
tileY = (currentValue / Tilemap->tilesperrow) << shifty;
}
srcBlit.x1 = tileX;
srcBlit.y1 = tileY;
srcBlit.x2 = srcBlit.x1 + Tilemap->tilewidth;
srcBlit.y2 = srcBlit.y1 + Tilemap->tileheight;
lastTile = currentValue;
if (clipRectangles(&destBlit,&srcBlit,ClippingPlane)) {
if (((srcBlit.x2 - srcBlit.x1) <= 0) || ((srcBlit.y2 - srcBlit.y1) <= 0)) {} else {
rowOffsetD = destBlit.width - (destBlit.x2 - destBlit.x1);
rowOffsetS = srcBlit.width - (srcBlit.x2 - srcBlit.x1);
sPixel = (f2pixel *)srcBlit.lpStart + (srcBlit.y1 * srcBlit.width) + (srcBlit.x1);
dPixel = (f2pixel *)destBlit.lpStart + (destBlit.y1 * destBlit.width) + (destBlit.x1);
for (cY = srcBlit.y1; cY < srcBlit.y2; cY++) {
for (cX = srcBlit.x1; cX < srcBlit.x2; cX++) {
bMasked = (sPixel->value == Tilemap->maskcolor);
dPixel->value = (sPixel->value & (-(int)!(bMasked))) | (dPixel->value & (-(int)(bMasked)));
_asm {
add dPixel, 4
add sPixel, 4
}
}
sPixel += rowOffsetS;
dPixel += rowOffsetD;
}
}
}
}
}
tilePointer += rowOffsetT;
that does look kind of funny...
well I thought you'd be talking about vb... I took a brief look over it and I think there is nothing I could use for my engines, since most of them were much simpler so I could just draw them with two nested for loops and a few variables...
uhm do you draw every single pixel yourself??? I doubt that would be a good idea in VB...
*looks at code and faints*
Whats with those _asm blocks? Any decent compiler is going to optimize tilePointer+=2; down to add tilePointer, 2 =). Otherwise, it looks good =).
Z.
uhm, the site, i dont think you should do that html code get get rid of the adds, angelfire will remove the site, i used to use angelfire and it would remove my site for something that i didnt do, i hate angelfire. Anyway, could you tell me what kind of game this is? i might be able to help, but not with the coding since i am not good at that. (as in i can give some ideas)
is anyone still on this or do you think it would be best to get this thread deleted????
COME ON GUYS!!!
Im here and im learning stuff so i might be able to help in a while
where's flame and gaming though? I thought they would be the ones to get something going here...!!
I still read the thread regularly, but I've had much to else to do to get anything done here.
I should be able to do more work in around 2 weeks. This week is finals, next week I'm going to be gone on a camping trip. So both weeks I'm going to be busy.
Sorry I havent been here for awhile... (DAMN AOL) My ISP started saying web restricted... So I have to use my parents Name to get on...
Well.... Ill try to be more active...(DAMN AOL)
Is this still going or not?
Looks bad :(
tsk tsk tsk... You never should have left...
at least were back at school so we cant go on vaction or anything
so were stuck!!!!:eek: so start programing
I don't want to be a smartass or something and talk into your project but here some suggestions:
The first thing I think you should do is that everybody who wants to help and knows he has enough time posts and gives some of the following information (I haven't thought about that very long so I guess there might be things to leave out and there will be more things to add most likely)
-How much time he/she is able to spend on the project per week.
-A small self assassment
-some points where he want's to be involved (ie networking, graphics engine, story writing or whatever)
The next thing you should do is decide for a at least temporal project coordinator. Not to decide on all of the gameplay questions, but to assign jobs... than you might think about a more democratic way of leading the project, but I think it's a good thing if no more than 3 people have a tight grip on the project better less...
and than
-start programming little pieces to look at the technologies you want to use
-make some fakescreenshots
-make some little test artworks
-think about the gameplay (I think you allready have that part somewhat)
now make up some conventions for working better in the team and start putting things together...
Here here.
Yep, your TOW Neighbors have 2 manager people (Sas, and Jorj), and that has worked really well.
Z.
wildcard self-assement: time: allot Skill: bad
Will (try to) do: whatever yall tell me