Gamestudio Links
Zorro Links
Newest Posts
Data from CSV not parsed correctly
by EternallyCurious. 04/18/24 10:45
StartWeek not working as it should
by Zheka. 04/18/24 10:11
folder management functions
by VoroneTZ. 04/17/24 06:52
lookback setting performance issue
by 7th_zorro. 04/16/24 03:08
zorro 64bit command line support
by 7th_zorro. 04/15/24 09:36
Zorro FIX plugin - Experimental
by flink. 04/14/24 07:48
Zorro FIX plugin - Experimental
by flink. 04/14/24 07:46
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
3 registered members (MadJack, AndrewAMD, Quad), 540 guests, and 1 spider.
Key: Admin, Global Mod, Mod
Newest Members
EternallyCurious, 11honza11, ccorrea, sakolin, rajesh7827
19046 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 1 of 6 1 2 3 4 5 6
Oromur Legend : #410958
11/11/12 12:50
11/11/12 12:50
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
Expert
ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
It will a Retro Zelda like game.
With some non original ... story.
All will be Low poly, but done with love laugh

Gameplay, fun , diversity of items, special games, and simple cool story will be the main points.

---------------

The main features will be :

-Objets and Weapons gained throught story : Boomerang, Water Infinite jar,
Grappling Hook , Ice Climbing shoes etc ...
- Weapons will have their own special powerull power:
It will charge progressively as you strike, it will be long to charge , but devastating !
-Gems system with very simple equip system :
weapon / Shields / Bracelet, Rings
No more unidentified items ... why loosing time to identify ?
- Your class will be determined by your weapon and your gems and skills
Sword and shield + Health gems + regeneration skills = Templar : classic combat
Daggers (fast combat) + critical/speed gems + Fire skills (damage over time)= Thief of Fire : Fast attack each ennemie ,and let consume by fire
Iron Gloves + Streng gems + Ice skills (Slow each touched ennemy) = Monk of Ice : Slow ennemies core gameplay
Bow + dodge/counter gems + Wind skills (fast teleport, push ennemies away) = Thief of Wind : keep distance and throw away gameplay
Mechanic Robot + Hide/Health gems + Storm skill (Less attack and defense of ennemies for some time) :
Robot assist gameplay and sabotage
etc ...
There is just some examples, and you will be able to make really special combinations.

-Change gems as you want , nor more need to destroy Item or gems ...
-Hability to buy or find flying pets (each have unique hability : Attack power, steal gold from defeated ennemies etc ...)
- Vehicles on some zones ...with special vehicle quest and games (submarine, kart ...)
-Dodge ability
-Skill slots ( you can Choose 4 skills among powers and summons )
-varied worlds : Forest, jungle,desert, lava etc ...(zone loading system)
- Skills given by masters over the world (train or do some mission they give to you to gain the skill)
It will be hidden master you'll have to discover , or find by talking with some NPC giving some Clues laugh
(Active skills is given by master, passive skills can be gained by doing side quests or by NPC)
- Additionnal tree skill to unlock character unique skills : 4 branches
- different clothing to Wear any time (Clothes won't affect stats), like Phantasy Star 2, you'll gain clothes on some side quests, some will be available on shops, some will be hidden
- Mysteries on the world : Special places, with special things or actions to do.
(Clues will be found by talking with some NPC, or reading some book on some Shelve)
For example some NPC will give you a key for a door opening on some lake where you'll dive in and catch some shells.
Some statue that you'll have to activate with some special ations ...
These mysteries will reward you with special items : wearing masks, hats ... special weapon ...

So is pretty big, but making Low poly stuff , the creation of 3D models could go fast.
it's a list of all features and ideas that i would want to include but some perhaps some will be abandonned, depending on how much amount of work and time it costs.

Perhaps the game will turn in something lot more simple without gems and lot of skills, something more Zelda style.

---------------------------

It won't be so much gems and weapons, skills, wearings, accessories in the game :
I want to keep it simple !
So i target :
-5 weapons of each category, some hidden, some find during a side quest ...
-20 gems type (fire power, attack + , Def +, Faster Power charge etc ...)
-10 combat skills active, 20 passive skills
-10 different clothes
-10 accessories : Masks, hats
- 5 different pets

It seems low, but behind this is a big amount of work ...

Perhaps as the game progess i'll add stuff ?? (but dungeons, ennemies, NPC, quests etc ... is LOT LOT LOT OF WORK already)

Like Zelda games the game will focus on dungeons, puzzles/gameplay , fun NPC and dialogs , AND FUN ENTERTAINMENT !




Last edited by ratchet; 11/11/12 14:02.
Re: Oromur Legend : [Re: ratchet] #410959
11/11/12 12:50
11/11/12 12:50
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
Expert
ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
Let's begin with some WIP level :



Some basic trees textures, rady to make a forest laugh



For trees 3D tiles , i really would like some bounding box collision for the 3D tile,the problem is that the level is entirely made in Blender, and not 3D tiles glued at runtime by 3DGS.

There is 2 solutions for now :

- export world from Blender and use polygon collision (even for trees)
For optimisation : Make More little levels parts branching between them !
disadvantage : collision in 3DGS could eat too much CPU to manage collisions per polygon with all trees.
advantage : Fast trees 3D tile placement with Blender.

- Make trees as a separate MDL model with bounding box collision that i'll have to place in WED on the levels ?
disadvantage : working with WED is a pain and slow

-------------

I'll have to find a good texture style, something more improved like this trees : (even the grass have a good style i could use)


Stop level design, im' borred, next step :
- one bad ass
- one flying bird for the forest
- One weapon
- Artwork of one style of hero character


Last edited by ratchet; 11/11/12 22:16.
Re: Oromur Legend : [Re: ratchet] #410973
11/11/12 16:13
11/11/12 16:13
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
Expert
ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
fisrt bad ass :
Sculptris is great to quickly prototype and make your characters or mobs , you put the main shapes quickly before retopology.
That's the way i prefer instead of modeling low poly directy , it's lot more intuitive (Add/substract volume ,smooth etc ..)




Retopo finished, later texture painting and rigging animating !


This is working on the game i understand why a bunch of indie game makers take some retro way in graphics to concentrate on gameplay/features:
-Ultra low poly models
-2D sprites
-retro low res textures)
etc ...
(Or because they don't have skills to do realitic or good graphics some times also)

Last edited by ratchet; 11/11/12 21:28.
Re: Oromur Legend : [Re: ratchet] #411000
11/11/12 21:55
11/11/12 21:55
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
Expert
ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
Cartoon texturing.
Perhaps i'll keep this style to go fast ?

Last edited by ratchet; 11/11/12 22:13.
Re: Oromur Legend : [Re: ratchet] #411030
11/12/12 11:45
11/12/12 11:45
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
Serious User
Rackscha  Offline
Serious User

Joined: Dec 2008
Posts: 1,218
Germany
looks nice, though the line in the middle of the model is irritating(it seems its part of the mesh too?)


MY Website with news of my projects:
(for example my current
Muliplayer Bomberman,
GenesisPrecompiler for LiteC
and TileMaster, an easy to use Tile editor)
Sparetime-Development

Re: Oromur Legend : [Re: Rackscha] #411064
11/12/12 19:17
11/12/12 19:17
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
Expert
ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
The line is avery known texturing little problem.
To remove this visible seam, the solution is to paint some little over the original UV groups !

Re: Oromur Legend : [Re: ratchet] #411069
11/12/12 20:30
11/12/12 20:30
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
Serious User
Rackscha  Offline
Serious User

Joined: Dec 2008
Posts: 1,218
Germany
i mean the line on the non textured version, slightly noticeable but there. Looks like the axis wher a mirror modifier was used


MY Website with news of my projects:
(for example my current
Muliplayer Bomberman,
GenesisPrecompiler for LiteC
and TileMaster, an easy to use Tile editor)
Sparetime-Development

Re: Oromur Legend : [Re: Rackscha] #411079
11/12/12 21:37
11/12/12 21:37
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
Expert
ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
This the symmetry mode in Sculptris laugh
Nothing very strange or noticeable.

it's not a problem once retopology, there is no more seams, and you can always remove them by painting on the texture directly if needed like all people do !

----------

Trying some art direction prototypes for NPC :


I think i'll stick with the little model style , more cartoon !



Last edited by ratchet; 11/12/12 22:14.
Re: Oromur Legend : [Re: ratchet] #411086
11/12/12 22:19
11/12/12 22:19
Joined: Jul 2002
Posts: 3,208
Germany
Error014 Offline
Expert
Error014  Offline
Expert

Joined: Jul 2002
Posts: 3,208
Germany
Oh, hey, an isometric action rpg!

Looks nice! I like the simple, clear look. It reminds me a bit more of the DS Pokemon-games, rather than Zelda, though, but thats not necessarily a bad thing. Compared to Zelda, they are a bit less detailed, more plain and colorful, but that makes the active sprites "pop out" more. Examples 1 and 2.

Since you are creating all levels yourself here, you are a lot more flexible with the tiles and can do crazy stuff with them, and I'm happy you did that. Adding more polygons and depth and form to it is a good way to go, I think. Of course, if you overdo it, people will expect more than one kind of tree laugh


You're saying that you're aiming to keep it simple, but your feature list doesn't seem like it! grin
Let's discuss one example. The only Zelda games I know of that feature what could be called "Pets" are the Oracle Games*. They have three animals shared across two games. You want to have five! And thats just such a minor side issue!
Since it probably entails gameplay and controls different from the usual, I'd say keep that out of the picture for now, and concentrate on just a small, self-contained episode. Perhaps add a second, stronger sword, but let me tell ya, it's no fun creating dozens of weapons and making them interesting. We settled with randomly generated (and then adjusted) equipment for Dungeon Deities, and I guess that was the right decision for the kind of game that Dungeon Deities is. I don't think so for your game, though - yours is a single story, whereas DD is designed for repeated play in short bursts with new stuff to discover (mostly by many random and different things interacting). This leads to a less controlled experience, which does not fit your overall structure IMHO.
All that being said, of course you can keep these features in mind. I'm just saying, don't start with them. laugh

Try creating the typical Zelda-thing up until the first dungeon. It should give you a good idea what you need, both code- and artwise. laugh

Also, I love how you consistently call your enemies "bad ass". That's amazing. grin



* - Please do not discuss any of these issues:
a) whether or not talking boats constitute as "pet" (they don't)
b) what the heck midna actually was supposed to be (whatever it is, it wasn't a pet)
c) that gigantic bird in skyward sword (it gets lost in the first stupid minute, what kinda pet is that)


(Btw, I could have sworn that you were asking about certain details on how DungeonDeities handles things - but I can't find it anymore. Have I dreamed that, or have you edited those out? laugh In any case, if you want to know something, just ask and I'll try to reply)


Perhaps this post will get me points for originality at least.

Check out Dungeon Deities! It's amazing and will make you happy, successful and almost certainly more attractive! It might be true!
Re: Oromur Legend : [Re: Error014] #411088
11/12/12 22:40
11/12/12 22:40
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
Expert
ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
Thanks laugh

. It reminds me a bit more of the DS Pokemon-games, rather than Zelda
That's what i thought after making some beginning of level with rounded trees. And it wasn't what i wanted , even if good for a retro game.
The trees are placed in some squarre pattern, and they should put in some cross patterns instead to avoid seeing too much alignment !

Perhaps i'll make the trees as separate models i'll put in WED ?



So next step will be somewhat some more rounded , and colors like that :



One game that inspires me actually is one that have the NES retro look :



( More informations on this game here : Soldier of game )

I could go for characters and monster sprites also to go even more faster on creation ?
It would be a lot more retro direction laugh

----------------

I'd say keep that out of the picture for now, and concentrate on just a small, self-contained episode. Perhaps add a second, stronger sword, but let me tell ya, it's no fun creating dozens of weapons and making them interesting

I think you are rigtht about weapons, perhaps i sould stay away from RPG and go Full Zelda. With only gems to customize weapon powers (fire , ice ...) , gems you find, or gain finishing side quests ?

whereas DD is designed for repeated play in short bursts with new stuff to discover

I like that idea, and i think i'll try a way that will give replayability also one the game is finished.
It could be some new levels/quests/equipments,characters etc ... only one finished some of Three stroy endings for example.
In each slot save , it would be some stars and other stats showing how much you completed the game.
At 100% completition, special rewards and levels ?

---------------

One point i will keep, will be mini games in the game, but later once completed the main game enought !
(catapult to use in some level, ski race on another ... flying plane in some section or on rail action throught the sky or underwater ? etc ... )

--------------
I love how you consistently call your enemies "bad ass"
That's more fun talking than saying the boring word "ennemies" each time laugh

So yes i'll have to use better cartoon style , perhaps choose a more retro look or more varied and rounded models ...
And make a simple first area first!

Last edited by ratchet; 11/13/12 22:38.
Re: Oromur Legend : [Re: ratchet] #411461
11/16/12 21:12
11/16/12 21:12
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
Expert
ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
Trying other texture style :

Re: Oromur Legend : [Re: ratchet] #411462
11/16/12 21:34
11/16/12 21:34
Joined: Feb 2008
Posts: 85
Germany
Schloder87 Offline
Junior Member
Schloder87  Offline
Junior Member

Joined: Feb 2008
Posts: 85
Germany
definitely better than old! but try to make some sharper texture seams, kees simple style but make sharper edges like in following picture, this seems more up-to-date ;-)



Visit IGRAVISION at: http://www.igravision.com
_________________________
Re: Oromur Legend : [Re: Schloder87] #411468
11/16/12 22:39
11/16/12 22:39
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
Expert
ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
You mean like that :


For the grass of Zelda this is even mroe simple :
-noise Filter
-than drawing shapes
-than filling shapes with color and transparency


Last edited by ratchet; 11/16/12 22:41.
Re: Oromur Legend : [Re: ratchet] #411470
11/16/12 22:49
11/16/12 22:49
Joined: Feb 2008
Posts: 85
Germany
Schloder87 Offline
Junior Member
Schloder87  Offline
Junior Member

Joined: Feb 2008
Posts: 85
Germany
hm yes, looks good! only clean the seams between grass and rocks! :-)


Visit IGRAVISION at: http://www.igravision.com
_________________________
Re: Oromur Legend : [Re: Schloder87] #411473
11/16/12 23:07
11/16/12 23:07
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
Expert
ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
There are several possible styles :


The grass is no more precisely delimited in that village !

Re: Oromur Legend : [Re: ratchet] #411478
11/17/12 01:30
11/17/12 01:30
Joined: Feb 2008
Posts: 85
Germany
Schloder87 Offline
Junior Member
Schloder87  Offline
Junior Member

Joined: Feb 2008
Posts: 85
Germany
yes youre right! its just my personal taste :-) please keep us up to date with your project and if you need some help sometime, feel free to ask :-)


Visit IGRAVISION at: http://www.igravision.com
_________________________
Re: Oromur Legend : [Re: Schloder87] #411597
11/17/12 22:00
11/17/12 22:00
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
Expert
ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
Aarrrgrgggrrhhhhh ....
Someone already have my same idea : 3D Zelda style game with 3D tiles frown



And it runs very fine with good smooth animations :
OceanHorn

They use some sort of semi realistic textures or cartoon, but not simple plain colors patterns. I love a their style , it's also that toon style i go for, but not with detailled textures.

Well perhaps i'll switch from 3D tiles, to terrain ?
But 3DGS is not the engine at all for terrain based games.

And for textures, i'll try semi realistic or will do some detailled toon texture, but no more "Pokemon" like !

OR i'll have to go Full pixel retro like some NES game ?

----------

I have found some simple retro style :
Perhas a style i will follow ... ??

Pokemon retro style video


Last edited by ratchet; 11/18/12 15:37.
Re: Oromur Legend : [Re: ratchet] #411777
11/19/12 20:07
11/19/12 20:07
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
Expert
ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
Trying other painting styles before going further in 3D tiles making :



------------------


Does anyone knows if it is possible in 3DGS to merge vertices of two models by code ? than save the new resulting model as some MDL file ?

----------------------

I ask , caus i would want to make my own level editor to go fast instead of using Blender. And it would be a lot more fast and easy workflow to build levels just by drawing on some 2D map !

FPS Creator is one example , but their tool is very buggy as hell and not optimized at all, simple rooms eat so much power ?? And well i do'nt target an FPS game also but RPG.

Last edited by ratchet; 11/19/12 21:48.
Re: Oromur Legend : [Re: ratchet] #412215
11/24/12 02:04
11/24/12 02:04
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
Expert
ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
Trying 2.5D retro design (or 3D platform on front view)
Lot more easy tiles to make, very fast, levels are made faster caus two dimensions only (front view)



Perhaps special NES style graphics i'll take :





Last edited by ratchet; 11/24/12 02:07.
Re: Oromur Legend : [Re: ratchet] #412274
11/24/12 20:44
11/24/12 20:44
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
Expert
ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
new 3D tiles : outdoor dungeon

Last edited by ratchet; 11/24/12 20:45.
Re: Oromur Legend : [Re: ratchet] #412277
11/24/12 21:06
11/24/12 21:06
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
Expert
ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
Learning 3D tiles tips :




In the old system the 3D tiles containing rocks should have a texture of grass at bottom : to match with grass 3D tiles frown

With the new system , the rocks 3D Tiles can be put above any 3D tiles having any texture ( grass, lava etc ... ).
it's lot more adaptable laugh

Last edited by ratchet; 11/24/12 21:10.
Re: Oromur Legend : [Re: ratchet] #412319
11/25/12 18:35
11/25/12 18:35
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
Expert
ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
Some snapping problems , and center of rotated 3D tiles problems frown


Does anyone know , how on blender to reset the position of the gizmo on some (duplicated/rotated) object to his center ?

To avoid haveng the gizmo far away when selecting the object ?

For the level it's the kind and style i will keep now laugh

Last edited by ratchet; 11/25/12 18:36.
Re: Oromur Legend : [Re: ratchet] #412322
11/25/12 19:02
11/25/12 19:02
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
Expert
ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
Some progress and adjustments :



it looks squarry , but less than minecraft , and adding varied other 3D tiles and stuff should remove more that impression.


---------------

This is here i feel, i would need a rel 3D tiles editor , just to place the 3D tiles, instead of manipulating under Blender.
Some tool to paint 3D tile !

Last edited by ratchet; 11/25/12 19:37.
Re: Oromur Legend : [Re: ratchet] #412323
11/25/12 19:18
11/25/12 19:18
Joined: Apr 2005
Posts: 3,076
Germany, NRW
rvL_eXile Offline

3D Artist
rvL_eXile  Offline

3D Artist

Joined: Apr 2005
Posts: 3,076
Germany, NRW
hehe, know this problem... i take the same orgin on all my tiles to get on all tiles the same result, no matter if they rotated or what else...

#Example
Firstly select distinctive places (vertices)


Next, press SHIFT+S and hit "Cursor->Selection"


Leave Edit Mode and click on Center Cursor on the Editing Panel


For your Corner Ties its Important that this Tile has the same measurements like the normal cliff tiles!
For this type of tiles i use a small trick...
Copy an "normal" Tile to the same location as the Corner Tile, keep the normal tile selected, set the cursor to the orgin of it, select the corner tile and set the orgin to "Center Cursor".


Also you could move the tiles in an very comfortable way. Just copy paste some tiles, move the like you want...
Select the "Target"(the tile where another tile will be placed) Tile, Press "SHIFT+S", "Cursor->Selection", delete the Target Tile, select your Tile which will be on the place where the target Tile was, Press "SHIFT+S" and select "Selection->Cursor".
This Method fits really great with my tiles (Normal Straight Corridor / T Cross Tile / Cross Tile / Corner Tile / Jail Tile).


Hope i could help you laugh

regards Sebastian

EDIT:
The most important Part is to set all vertices straight.
Means all my Vertices are set to an round Value like 1.000.
If you take Values like 0.963 your models will not fit nicely together!
Made this Mistake at the beginning and after creating the second tile i was wondering why its not fitting correctly together...
If you do the work exactly in the beginning you dont have to do anything else on the Tiles anymore laugh

Last edited by rvL_eXile; 11/25/12 19:32.

Tutorials:
[Blender]Terrain creation ENG/GER
[Blender]Low Poly Tree Modeling
[GIMP]Create a Texture for Terrains
CLICK HERE


Re: Oromur Legend : [Re: rvL_eXile] #412326
11/25/12 19:46
11/25/12 19:46
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
Expert
ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
Thanks a lot laugh

thanks for the tips, i will re read your post as i encounter problems if needed.
Yes for 3D tiles i keep simple values, for example :
vertex side 0,20,20
vertex other side : 0,-20,-20
etc ....
Even the 3D tiles put above other are put in a hieght that have a simple value like 90 and not 87,557 ... caus SHIFT-S would be useless or lot moer complicated !

----------

if i could i would do some 3D tile editor , comparable to FPS Creator, but lot more optimized with functions like :
- a button like in Blender : Remove doubles (for neighboor vertexs)
- A button to save the whole level as one MDL mesh
I don't know if we can program that easily under 3DGS ?

------------

Some level test :

with some magic towers : very wip texturing.
They are too dark to match to the level colors and birghtness !



In game test, with Polygon collision, it runs fine, i'll test on laptop to see if performance is still here ?


Last edited by ratchet; 11/25/12 20:37.
Re: Oromur Legend : [Re: ratchet] #412332
11/25/12 23:25
11/25/12 23:25
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
Expert
ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
Using modular 3D pieces and changing some sizes :
This makes the level look less squarry; it will be some level map, houses and trees will be placed in MED.






It feels like imitating terrain with these 3D tiles and pieces.
Sometimes i feel i could instead make a big terrain , and using big cliff rocks instead of putting so much time on 3D tiles ???
I'll see if it's better to switch to terrain as the game progresses.

I can being on making 3D assets, some character and weapons for player now laugh

Last edited by ratchet; 11/25/12 23:32.
Re: Oromur Legend : [Re: ratchet] #412396
11/26/12 21:02
11/26/12 21:02
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
Expert
ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
some hero try (the hair was just testing and playing with push brush tool , haire will be suctomizable with attaching models ) :


Re: Oromur Legend : [Re: ratchet] #412469
11/27/12 18:23
11/27/12 18:23
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
Originally Posted By: ratchet
some hero try (the hair was just testing and playing with push brush tool , haire will be suctomizable with attaching models ) :


looking good, although you might want to zoom in with lazy on and the crease tool and sharpen up some of those lines.

Re: Oromur Legend : [Re: lostclimate] #412471
11/27/12 18:40
11/27/12 18:40
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
Expert
ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
You can use crease in a first pass, and if you need solid lines, using the pinch tool willl be better (just try it ) !

----------

Details need to be precise when the camera is near, and when it's realistic models.My game will be cartoon abstract !

No normal map on game :
1 ) sculptris to make the 3D model intuitively (no detail sculpt)
2 ) retopology
3) perhaps bake normal map ??
4) paint the character and add all details on texture

-------------

Some examples of what i would want :

(The good looking don't comes from some normal map , but from very good design laugh )



another good example i would like to make as good :



Last edited by ratchet; 11/27/12 18:48.
Re: Oromur Legend : [Re: ratchet] #412489
11/27/12 21:02
11/27/12 21:02
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
Expert
ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
Before going further some concept i made, but it was too modern for some Zelda :



That's a stage lot indie people avoid, but you gain lot of time when going with precise ideas.
And it's the rule on industry to have concept before going anywhere.

Re: Oromur Legend : [Re: ratchet] #412497
11/27/12 22:30
11/27/12 22:30
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
Serious User
Rackscha  Offline
Serious User

Joined: Dec 2008
Posts: 1,218
Germany
@Ratchet: The Tile-Terrain style has its own flavor. I like this retro tile style terrain in a 3d look. Reminds me of old tilebased RPG games and the RPGMaker scene wink.

The only thing you still seem to fight with, are those lines between tiles?

Greetings
Rackscha


MY Website with news of my projects:
(for example my current
Muliplayer Bomberman,
GenesisPrecompiler for LiteC
and TileMaster, an easy to use Tile editor)
Sparetime-Development

Re: Oromur Legend : [Re: Rackscha] #412499
11/27/12 23:23
11/27/12 23:23
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
Expert
ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
Yes 3D tiles remember some retro style, some simplification of complex world.

The lines comes from non perfect textures, and what you see in Blender is just 3D tiles snapped with SHIFT - S without removing double vertex.
On top view, you don't see the seams after oushing the button : remove doubles laugh

-----------

Making a big level on Blender this is LONG and TEDIOUS !
Only if i use some small rooms as Zelda from NES, i 'll continue Blender without custom editor.
For bigger worlds , you need some editor !

Re: Oromur Legend : [Re: ratchet] #412828
12/03/12 21:30
12/03/12 21:30
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
Expert
ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
I have 3D tiles positionning by code and UNLIT, so i can begin some 3D World editor.
I think if i succeed on some 3D Tile level editor i will give the base editor for free contribution laugh
Perhaps some people will pursue and make some 3D RPG Maker (for non programmers ??) ??

---------------

I begin to encounter programming questions newbbie :
- Can i declare some 2D array containing pointers to 3D tiles ?

I have that from manual :

VIEW* camera2_view =
{
layer = 0;
pos_x = 10;
pos_y = 10;
size_x = 64;
size_y = 48;
arc = 45;
aspect = 1;
ambient = 10;
fog = 10;
genius = NULL;
flags = SHOW;
}



But how to place it and create it from some called function or action ?
(i'll have to dig and search on Acknex Magazines !)

Or does some programmer have the solution already ?

----------------


- Can i make a second viewport on the right that would display the 3D tiles (and use Up / Down Arrow to scroll them to choose one to place ) ?

I think i found a solution :
Create at beginning of the editor all 3D tiles models very below surface : 0,0, -2000
Then just create and put them side by side and make that 2nd camera on left of the current editor view.
So this camera would just strafe to display 3 tiles , and the tile on the center would be the one tht you could place on the level !

----------

For level saving on a file is there some high level functions instead of character or string manipulations ?

I've seen some XML writer and reader, but it would take too much place ?
Does anyone know another solution ?
(If not i'll have simply to create my file system)


Last edited by ratchet; 12/03/12 21:34.
Re: Oromur Legend : [Re: ratchet] #412840
12/03/12 22:28
12/03/12 22:28
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
Expert
ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
After some searching on AUM magazines, Lite C help, and 3DGS manual i came out with all basic components i need for the editor laugh



- 2nd Viewport (for 3D tiles selection)
- File reader (for reading 3D tiles level files)
- Code to place 3D tiles perfectly

Now what i will need only be hard work laugh

I like a lot C script, so easy and all possibilities , and it's fun.

I don't know a lot about vectors, how to move the some 2nd camera view to this position :
x=0
y=0
z=-200

I tried with Vec_set and directly values on x,y,z of the entity view, but nothing ??




Last edited by ratchet; 12/03/12 23:31.
Re: Oromur Legend : [Re: ratchet] #412893
12/04/12 20:51
12/04/12 20:51
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
Expert
ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
A lot more simple solution :
display the level , than on top of screen just put a panel and display 3 3D tiles.
You push left or right, to strafe the 3D tiles on top like some rotative menu laugh
No need for a second view.

Re: Oromur Legend : [Re: ratchet] #413003
12/06/12 08:00
12/06/12 08:00
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
Expert
Helghast  Offline
Expert

Joined: Jan 2004
Posts: 3,023
The Netherlands
Dont know if you have seen this, but I submitted a tilemap generator, you can use that as editor laugh

Tilemap Generator (image based) in User Resources

regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: Oromur Legend : [Re: Helghast] #413008
12/06/12 08:55
12/06/12 08:55
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
yeah, and it is also easy in my editor if you use a flat terrain as a base laugh


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: Oromur Legend : [Re: sivan] #413445
12/13/12 23:32
12/13/12 23:32
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
Expert
ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
Thanks Helgast : but i prefer the editor to wrok in real time.
To view in real time what looks lile the level.

@Sivan :
I don't understand ? terrain is not 3D tiles ?

----------

Some bad ass soldier :

It's has just rought shapes, i'll retopology and put details , colors.

Last edited by ratchet; 12/13/12 23:32.
Re: Oromur Legend : [Re: ratchet] #413500
12/14/12 18:58
12/14/12 18:58
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
Expert
ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
Arrrgghhh : one more time Unity 3D have already what you can need in the asset store : A good tile 3D editor plugin !

editor plugin

But well i'll have to make my own using 3DGS.

Re: Oromur Legend : [Re: ratchet] #413629
12/16/12 00:47
12/16/12 00:47
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
Expert
ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
I've got the basic of my 3D Tiles editor laugh



Next steps :

1) manage in some 3 dimension array the 3D tiles.
Each 3D tile will have a number as identifier , this number will be stored in the array.

2) save and load array of 3D tiles

3) define using directories ? zip files ? some category system for 3D tiles ??
forest world 3D tiles, snow world 3D tiles etc ...
I think in sub folders containing each 3D tiles category ??
-> 3Dtiles folder
-> Forest folder
-> snow folder
-> etc ...
4) read 3D tiles available in a category in a file, and use them in the world editor

5) Button run/stop : test map with a character

Re: Oromur Legend : [Re: ratchet] #413643
12/16/12 02:16
12/16/12 02:16
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
Expert
ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
Some progress :


-Array management is done
-Camera switch system (press numbers to choose a camera : near, medium ,far)

Remaining steps :


2) save and load array of 3D tiles
3) define using directories ? zip files ? some category system for 3D tiles ??
forest world 3D tiles, snow world 3D tiles etc ...
I think in sub folders containing each 3D tiles category ??
-> 3Dtiles folder
-> Forest folder
-> snow folder
-> etc ...
4) read 3D tiles category in a , and use them in the world editor
5) Button run/stop : test map with a character

Last edited by ratchet; 12/16/12 02:18.
Re: Oromur Legend : [Re: ratchet] #413691
12/16/12 12:45
12/16/12 12:45
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
Expert
ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
i don't like C , i don't like Pointers ...
I love C# , VB.Net, or Javascript !

So coding too much C script just show to me that this is complicated, not so easy when you program more than simple Entities AI and player !

Even :
String test = "test" + "test2" + numberOfTiles ;
Is incredibly complicated in C-Script.

But well 3DGS is for programmers, so i think lot of people like C and C Script here laugh

---------------

To conclude i won't make some level editor.
It will take too much time to do , the editor is becoming incredibly complicated to program with all functionnality.
I would spend too much time on programming than creation.
I'm more a 3D artist wanting to make a game, and not tools !


Next i'll do a choice :
Keep 3D Tiles to make levels on Blender
or
Use modular Pieces like 3D platforms, bridges, rocks all
placed in rooms or outdoor in some terrain stage.
(this means to forget repetitive 3D tile system)


Last edited by ratchet; 12/16/12 13:11.
Re: Oromur Legend : [Re: ratchet] #413702
12/16/12 15:24
12/16/12 15:24
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
Senior Expert
3run  Offline
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
The video you've posted above, about the tile making plugin for Unity, inspired me to give it a try, so today (beside of my main project) I've started something very small, but maybe useful! Tile making (editor?), that reads the level from the .txt file and in near future, will save it back to it (.txt file). This is what I've done for couple of hours:

I've made only some basic stuff at the moment (camera movement etc), those tiles in the screen above are placed run-time from the map01.txt file. For now, it supports three different object types, background, wall and light, but it's really easy to add new objects. If I could make this save back to .txt file, it would be great! I'm thinking how to make that one atm.. or maybe, I'll read and save level from the image file (as I'm waiting for Helghast to reply my question). If this will come to the end, I could share it with you, if you need it. It's a side scroller oriented now (2D), but could be easily redone for top down 2D tile system.


Looking for free stuff?? Take a look here: http://badcom.at.ua
Support me on: https://boosty.to/3rung
Re: Oromur Legend : [Re: 3run] #413731
12/16/12 22:10
12/16/12 22:10
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
Expert
ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
That's looks great laugh

But for my game i use a 3 dimension array : X,Y,Z

Z , becaues it's 3D and i want to be able to put 3D tiles in eight also like Minecraft, but i don't target such cubic style ; more this one :



----------------

I made some progres :


I can switch from 3D tiles and paint the ones i need.
I used only 2 types , just to test.

Real serious level creation will come after i made the basic tiles :



Using the editor, is incredibly fast and easy to make a level compared to Blender manipulations indeed laugh

If 3DGS had direct Blender or Wavefront (obj) import without opening MED : some simple batch converter , you drag the Blender file on it to convert directly as MDL) it would be helpfull also !




Last edited by ratchet; 12/16/12 22:19.
Re: Oromur Legend : [Re: ratchet] #413735
12/16/12 23:41
12/16/12 23:41
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
Expert
ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
Some progress :



I just need to make the corner tiles, and i'll have my basic 3D tile editor.

I'll have to test a level , to see if there is no artifacts like apparent seams on textures, some little empty space alignments ?

Re: Oromur Legend : [Re: ratchet] #413779
12/17/12 20:03
12/17/12 20:03
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
Expert
ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
After playign i thought on :
HOW TO ADD ENNEMIES AND STUFF on the LEVEL ?

Because the generated level by reading a file can't exist in WED, i must push further my editor to place ennemies, and 3D objects.
It's like creating some complete level editor ...

Even creating some Good 3D Gizmo manipulator that you can adjust can take weeks of programming, like camera adjustments etc ...
TOO MUCH TIME AND CODE , I don't want to spend months or a year on it like lot of pople do.


---------

So i let down the editor, and i'll have to choose the best way.

1) use terrain instead of 3D tiles for the world (3DGS is not the best at all for terrain)


2) Make the 3D tiles worlds under Blender like i done already
(not as fast as Tile editor, but you can modify the 3D
Tiles of your level individualy by size, rotation etc ... ) and you use WED to place ennemies and
all standard stuff.


3) model all the level without 3D tiles : terrain parts, rooms etc ... It takes more time caus you can't re use lot fo stuff and each part you have to model it. Perhaps some parts can be re used ?



Because i plan lot of very little levels interconnected.
And because i wo'nt want to spend too much time on 3D tiles placing, i'll use premade 3D tiles types.

-------

This is a little indie game, not some top notch graphics, and i will perhaps port it to mobile someday, so i'll keep it simple as possible in graphics !


Last edited by ratchet; 12/17/12 20:07.
Re: Oromur Legend : [Re: ratchet] #413786
12/17/12 21:28
12/17/12 21:28
Joined: Dec 2000
Posts: 4,608
mk_1 Offline

Expert
mk_1  Offline

Expert

Joined: Dec 2000
Posts: 4,608
You should stick with what you already have. Writing some editor functions to place items shouldn't be that hard. You could then read the items' values from an xml file, which is faster than adding more ui to your editr. Keep up the good work


Follow me on twitter
Re: Oromur Legend : [Re: ratchet] #413789
12/17/12 21:50
12/17/12 21:50
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
Expert
ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
@mk1 :
I don't knwo , caus it's lot lot of programming stuff.
For now, i move to Blender 3D blocks instead of 3D tiles.
Perhaps i'll return back to editor if i don't get enought good results ?


Fisrt level :



I find it somewaht strange by using 3D repetitive blocks instead of 3D Tiles ?
I'll have to put assets like grass, trees, rocks to see if it turns better visually ?

Last edited by ratchet; 12/17/12 21:52.
Re: Oromur Legend : [Re: ratchet] #413796
12/17/12 22:17
12/17/12 22:17
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
Expert
ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
Trying another system :


Re: Oromur Legend : [Re: ratchet] #413797
12/18/12 00:06
12/18/12 00:06
Joined: Dec 2000
Posts: 4,608
mk_1 Offline

Expert
mk_1  Offline

Expert

Joined: Dec 2000
Posts: 4,608
Using blocks shouldn't hinder you from variation or tiling. It's a little programming work but I think the advantage of more or even random maps is worth the effort.


Follow me on twitter
Re: Oromur Legend : [Re: mk_1] #413802
12/18/12 08:48
12/18/12 08:48
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
hi

making an own editor is time consuming but can worth it as it is perfectly suited for your game, and making a lot of levels will be much easier finally. or making random levels.

however there is a chance to use my editor:
- you have to create a flat terrain as a base in MED, and put it to MapBuilder
- if you need water, set terrain height below zero in MED, and add water in MB
- you need to place your tile models to terrain_mdl folder within MapBuilder. there is snapping for terrain model placements due to actual tile size.
- tile size is adjustable between 16 and 100 quants by a slider at settings menu
- if your tile models are centered and levelled to zero in MED they should be placed well, even onto each other. c_trace is used on placement, terrain and terrain models surfaces are detected, terrain models origo will be the hit position

so in theory you can put some hundreds of models onto the terrain and onto each other within a few minutes. in next update that comes soon, model preview is available and shown at placement position.

then you can make notes of player placement positions, there is a window showing cursor and tile positions.


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: Oromur Legend : [Re: sivan] #413814
12/18/12 14:46
12/18/12 14:46
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
Quote:
16 and 100 quants

not 16 and 128?

Re: Oromur Legend : [Re: lostclimate] #413816
12/18/12 15:17
12/18/12 15:17
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
no, but really don't know why laugh I think it should be modified... maybe extended to 256, but one tile is supposed to be set to character size.


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: Oromur Legend : [Re: sivan] #413832
12/18/12 20:55
12/18/12 20:55
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
Expert
ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
Thanks Sivan; i'll check your level editor laugh

For now i continue experimenting last method of using re usable 3D models :

- Outdoor : terrain system with re used cliffs models
- Outdoor entirely modeled in a modeler with some re used 3D models
- For indoor dungeons : Interconnecting predefined Rooms of different size etc ...


My goal is to be able to make dungeons fast and levels fast also.
This last method can really work also instead of 3D tiles !

Re: Oromur Legend : [Re: ratchet] #414291
12/28/12 12:06
12/28/12 12:06
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
Expert
ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
Writing the editor in 3DGS will be painfull for me.
I just need some open source 3D engine working with C# and able to :
- Have a 3D viewport under some little windows aplication panel
- display 3D models with basic lightening on level
- wirting/reading files
- control some 3D model cursor
- control camera.

It will be lot more easy ot generate levels with C#and easy 3D engine, and save them as files.

3DGS will just have to read these Files and create the level, place entities.

Re: Oromur Legend : [Re: ratchet] #414293
12/28/12 12:53
12/28/12 12:53
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
Expert
MasterQ32  Offline
Expert

Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
what's about the C# Wrapper?
You can use all c# stuff combined with all 3dgs stuff.
Allows you a lot of stuff to do. I think coding your game in it would also be easier in c#


Visit my site: www.masterq32.de
Re: Oromur Legend : [Re: MasterQ32] #414299
12/28/12 13:55
12/28/12 13:55
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
Expert
ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
Thanks, i'll take a look at that solution, but :
Can you have 3DGS display inside some Windows Forms ?
Or it is only calling 3DGS functions ?

The SDK is from 2010, and not official , it don't contain samples... not easy, that's why i bet lot more for the editor on another engine using C# directly like Axiom or the abandonned TrueVision 3D.

--------------

That's some option i'm looking at.
if it is too much complicated i will use one of these options :
- only cubes and not using corners, the easy way !
- Use simple predefined rounded cubes ?
- Use detailled complex predefined models : corridor pieces, room pieces

Even TorchEd (TorchLight level editor) is not so easy, when you want to make mor ecomplicated stuff :
TorchED tutorial




Last edited by ratchet; 12/28/12 15:17.
Re: Oromur Legend : [Re: ratchet] #414304
12/28/12 15:17
12/28/12 15:17
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
imo C# is not easier than Lite-C, but definitely has some advantages over C, C++ and Lite-C. and than C# wrapper for 3dgs seems to be abandoned.


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: Oromur Legend : [Re: sivan] #414988
01/12/13 12:19
01/12/13 12:19
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
Expert
ratchet  Offline OP
Expert

Joined: Apr 2008
Posts: 2,488
I see someone has also done some Tile map level builder inside some editor :
level tile editor

Page 1 of 6 1 2 3 4 5 6

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1