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Re: What are you working on? [Re: Kartoffel] #452567
06/16/15 22:25
06/16/15 22:25

M
Malice
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Looks Awesome...!

Re: What are you working on? [Re: ] #452573
06/17/15 11:04
06/17/15 11:04
Joined: Jul 2001
Posts: 4,801
netherlands
Realspawn Offline

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Realspawn  Offline

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Joined: Jul 2001
Posts: 4,801
netherlands
Working on a tutorial based on the one Unity has :the space shooter laugh I was like hey i can do that with 3DGS as well grin so no 2D scroller but using real 3D models and all laugh

it's almost done and will be there for download soon laugh

it will contain :

- Window size
- Scrolling background
- Player movement
- Blasting astroids and enemies
- Score
- Random wave of astroids and enemies
- Particle ship engine flames
- Explosions/animates sprites + FX
- Restart game
- Show sign at borders space
- Enemy fire

When game is done full documentation will come with it so it can
be easy used as a tempplate for scrolling shooter games laugh





clip can be seen here : https://youtu.be/55pxGvQXEsw

Last edited by Realspawn; 06/17/15 15:10.

Find all my tutorials & Workshops at : www.rp-interactive.nl

Creativity starts in the brain
Re: What are you working on? [Re: Realspawn] #452593
06/18/15 12:01
06/18/15 12:01
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
@^: nice little shooter game laugh

I've made some improvements to my font-to-bmap script featuring colors now:


It only supports bmap-fonts, I had to hardcode the width for all 256 characters and I think I've written the worst if-comparison of my life but somehow it works.

However, although Alibaba showed me a workaround on how to create sprites from bmaps I'm still having scale problems with these sprites in my interface.
..so I'm thinking about switching to a draw_quad-base approach.

Edit: I just managed to fix the scaling problem laugh

Last edited by Kartoffel; 06/18/15 12:57.

POTATO-MAN saves the day! - Random
Re: What are you working on? [Re: Kartoffel] #452595
06/18/15 13:12
06/18/15 13:12
Joined: Oct 2011
Posts: 1,082
Germany
C
Ch40zzC0d3r Offline
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Ch40zzC0d3r  Offline
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Joined: Oct 2011
Posts: 1,082
Germany
Looks awesome!
Never use draw_ commands, they make the engine even slower then it is already.

Re: What are you working on? [Re: Ch40zzC0d3r] #452596
06/18/15 13:33
06/18/15 13:33
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Thanks for the advice laugh

(But im actually using draw_quad as a gpu-based approach to draw the text into a bmap... still better than bmap_blit lol)


POTATO-MAN saves the day! - Random
Re: What are you working on? [Re: Kartoffel] #452601
06/18/15 17:49
06/18/15 17:49
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Using draw_... commands is perfectly fine (I use them all the time). They, as well as regular true type fonts, used to be super slow in the past but aren't that slow anymore.

I like the lighting and the bloom in your screenshots!


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: What are you working on? [Re: Superku] #452604
06/19/15 06:08
06/19/15 06:08
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
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txesmi  Offline
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Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
I also use 'draw_' commands a lot, but not every frame. I usually draw bitmaps to show every frame.

Re: What are you working on? [Re: txesmi] #452605
06/19/15 09:38
06/19/15 09:38
Joined: Oct 2011
Posts: 1,082
Germany
C
Ch40zzC0d3r Offline
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Ch40zzC0d3r  Offline
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Joined: Oct 2011
Posts: 1,082
Germany
Guys, Ive used the draw_text command and draw_quad command for my playerlist, and the FPS for arround 32 players suddenly gone down from 60 to 20.
I replaced them with a normal TEXT object and there was no FPS decrease at all.

Re: What are you working on? [Re: Ch40zzC0d3r] #452606
06/19/15 10:08
06/19/15 10:08
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Well, thanks for the info, chaos but since I'm using draw_quad calls only once (when creating a text-bmap) it shouldn't be a big deal.

Another update:


pathfinding and the first type of enemies: deadly, vicious potatos D:

[Edit] Also, not seen in the screenshot:
Better text handling with optional custom color palette, wordwrap and some vertex position fixes.

([Edit2] And yes, I am totally aware that the potato texture looks like poop)

Last edited by Kartoffel; 06/19/15 14:25.

POTATO-MAN saves the day! - Random
Re: What are you working on? [Re: Kartoffel] #452610
06/19/15 10:28
06/19/15 10:28
Joined: Sep 2003
Posts: 9,859
F
FBL Offline
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FBL  Offline
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Joined: Sep 2003
Posts: 9,859


Still trying to finish this little bit oversized AckCon project...

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