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rayp's "Ultra arcade" topdown shooter DEAD TASTE :D
#460893
07/20/16 00:31
07/20/16 00:31
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Joined: Jul 2008
Posts: 2,107 Germany
rayp
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Hi. Started to work on a topdown shooter. Enemys are pre-rendered sprites ( from models in Acknex with ShadeC evo ). With this trick a massive amount of enemys is possible. The player movement is pretty far. For now it features jumping, walking, sidewalking, running, walking and shooting, sidewalking and shooting, running and shooting. The enemy controller already features a first complete enemy. Level is "not small" and ive taken it from my zombie-fps ( see "Projects" ) For the cycle+ file i use my Editor "CED" ( see "3rd Party Tools" ) then importing it into Photoshop to create the alpha channel and doing further edits. Good alphachannel is a must have when dealing with sprites btw. The most basic and simple way is something like this ( did not test this one just wrote it ) if youre not confirm with rendering directly into "canvas/bitmaps" in Acknex. Sure not the best way, but will lead to some good results.
//add include's...etc be4 launching
//...
STRING* str_render_anm = "walk"; // anm2 render / save
action PreRenderEnt(){
//my.material = shadeC or whatelse
//set (my, SHADOW); // when using shadeC this looks better
vec_set (camera.x, my.x); // bring cam into topdown position
camera.pan = my.pan;
camera.z += 100; // adjust cam height here
camera.tilt = -90;
my.skill1 = 0;
var counternr = 0;
wait (-5); // better wait for level_load etc...did not test at 2:20 o clock
while (my.skill1 < 100){
my.skill1 += 4; // less = more frames
ent_animate (me, str_render_anm, my.skill1, NULL);
counternr += 1;
file_for_screen ("anmframe_", counternr);
wait (-1);
}
wait (-2); // time to save last shot again not tested if necessary here
sys_exit ("done!");
}
function main(){
...
vec_set (sky_color, vector (255, 255, 255)); // white background in sprite images on hd
//vec_set (ambient_color...);
//vec_set (sun_color....);
...
ent_create ("yourmodel.mdl", vector (0, 0, 0), PreRenderEnt);
...
ent_create (NULL, vector (x,y,z), Your_Light_Source);
}
Videos and more information will follow as soon ive time again. Btw, the realtime graphic is pure Acknex mtlView.c. No normal maps and stuff like that only std (hdr) and blur ( for some movement effects )...not that bad at all! Iam planning to use SSAO from HeelX here. Cool thing in topdown, my camera.view_far is 500 mhhhhh Greets
Last edited by rayp; 07/02/18 19:55. Reason: project name
Acknex umgibt uns...zwischen Dir, mir, dem Stein dort... "Hey Griswold ... where u gonna put a tree that big ?" 1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected rayp.flags |= UNTOUCHABLE;
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Re: rayp's "Ultra arcade" topdown shooter :D
[Re: rayp]
#460916
07/20/16 16:23
07/20/16 16:23
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Joined: Jul 2008
Posts: 2,107 Germany
rayp
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Just started to work on gore. Need to rewrite a lot of blood stuff, cause it was made to work with models ^^ But i love working with sprites. In 5 minutes u can paint very cool things. Some first dead body for the streets. ...ohhh it will be bloody for sure... Theres nearly no limitation for enemy- and sprite variations / amount. Greets
Last edited by rayp; 07/20/16 16:26.
Acknex umgibt uns...zwischen Dir, mir, dem Stein dort... "Hey Griswold ... where u gonna put a tree that big ?" 1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected rayp.flags |= UNTOUCHABLE;
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Re: rayp's "Ultra arcade" topdown shooter :D
[Re: Dooley]
#460923
07/20/16 18:07
07/20/16 18:07
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Joined: Jul 2008
Posts: 2,107 Germany
rayp
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Thanks alot! Iam working to build a demo. Hope i can show some stuff soon, maybe already playable then. Let me say so, i planed to finish a demo First realtime gore and the dead body from above in "action". The blood leak becomes bigger ( like those days in Resident Evil ^^ ). Maybe ill add blood - foot - prints when Walking through leaks. edit: Have to rework the alphachannel of the deadbody btw. edit2: Later i floodfill the border of sprites with black, ill explain when done why. Yesterday before falling asleep at 4 o clock in the morning i had a really cool "ingame cutsczene" idea with a new enemy type. A mutated Zombie dog btw. edit: SSAO doesnt match the look just tryed and removed again. And ull have small "graphic artifacts" with particles ( white borders etc ).
Last edited by rayp; 07/20/16 20:11.
Acknex umgibt uns...zwischen Dir, mir, dem Stein dort... "Hey Griswold ... where u gonna put a tree that big ?" 1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected rayp.flags |= UNTOUCHABLE;
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Re: rayp's "Ultra arcade" topdown shooter :D
[Re: rayp]
#460932
07/20/16 21:35
07/20/16 21:35
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Joined: Jul 2008
Posts: 2,107 Germany
rayp
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Creating the Alpha channel is tricky ^^. Starts with the right Background color. First i do the body alpha channel. When done i add blood and stuff. Blood splats value is not the same as the bodys value as u can see, and every pixel is looking good ingame ^^ update Howdy!
Last edited by rayp; 07/21/16 19:19.
Acknex umgibt uns...zwischen Dir, mir, dem Stein dort... "Hey Griswold ... where u gonna put a tree that big ?" 1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected rayp.flags |= UNTOUCHABLE;
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Re: rayp's "Ultra arcade" topdown shooter :D
[Re: rayp]
#460979
07/21/16 22:08
07/21/16 22:08
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Joined: Oct 2007
Posts: 5,210 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
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Is map 3d or it is it rendered to 2d background too?
3333333333
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Re: rayp's "Ultra arcade" topdown shooter :D
[Re: Quad]
#461050
07/23/16 20:42
07/23/16 20:42
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Joined: Jul 2008
Posts: 2,107 Germany
rayp
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Hi, thanks for your interest. 3d, but i like your idea. Already limited moving ents down to keep the 50-60 fps but still enough action ^^ ...and already two different enemy types. Making a enemy now takes about 1 hour. And with every done they gettin better. update ( now three enemys ) edit: Good thing is, Ghostbusters I+II are running in TV. Bad thing is, ive forgotten my Pizza in the oven damn! Cheers
Acknex umgibt uns...zwischen Dir, mir, dem Stein dort... "Hey Griswold ... where u gonna put a tree that big ?" 1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected rayp.flags |= UNTOUCHABLE;
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Re: rayp's "Ultra arcade" topdown shooter :D
[Re: rayp]
#461053
07/24/16 03:51
07/24/16 03:51
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Malice
Unregistered
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Malice
Unregistered
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rayp - I really like it. and so I hate to give constructive crit. Check out the edge line on you sprite bodies. A graded buffer alpha or blur can fix that. Just saying it looks great, but that on thing pops out to me...
Great work!
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Re: rayp's "Ultra arcade" topdown shooter :D
[Re: ]
#461061
07/24/16 09:00
07/24/16 09:00
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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yeah looks really cool! Already limited moving ents down to keep the 50-60 fps frown Are you using alphablending for your sprites? Because all the overdraw from the piled up corpse- and blood-sprites might have a bad impact on performance.
POTATO-MAN saves the day! - Random
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Re: rayp's "Ultra arcade" topdown shooter :D
[Re: Kartoffel]
#461406
08/03/16 22:59
08/03/16 22:59
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Joined: Jul 2008
Posts: 2,107 Germany
rayp
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I tryed again and found a way for much more enemys. Thanks 3run for the tip and the example of mass-ai. I made a single while that controlls all enemys. Enemys are stored in a array. First i thought it makes no difference. But this is the trick, real Speed boost (almost like NOS)! Note: Only collision models without sprites shown in the shot for now but already using pathfinding. 60fps again. That really rocks! update with sprites: update2: random movement and Animation Speed for each Only problem, i need to rewrite my enemy script from scratch now. Need to think about how exactly iam doing this. A bit tricky with sprites in the array.Basics already done. Greets
Last edited by rayp; 08/04/16 01:24.
Acknex umgibt uns...zwischen Dir, mir, dem Stein dort... "Hey Griswold ... where u gonna put a tree that big ?" 1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected rayp.flags |= UNTOUCHABLE;
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Re: rayp's "Ultra arcade" topdown shooter :D
[Re: rayp]
#461497
08/08/16 13:51
08/08/16 13:51
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Joined: Jul 2008
Posts: 2,107 Germany
rayp
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Posts: 2,107
Germany
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Everything is running nice till now. I did a lot of detail work in the AI controller. Started to work on a HUD ( the heart is animated btw. less energy means faster heart beats ) and added money. Some dead bodys leave money to collect. New "mass-AI-Controller" already features two enemys. ( please ignore the not 100% correct placed street models, ill move them later to fit ) Worked on a menusystem. Not much to see but game restart/reset ( means levelchange too ) already perfect working ( took a big part of the weekend btw ). The "tech" is working in the background. Now i must do some gamedesign like quests and moneysystem. Then ill add further enemy types. But iam lazy... edit: just implemented explosion fire and smoke effect. Looks ok in Motion Next step is enemys checking for explosions for a bloody dead. Greets
Last edited by rayp; 08/08/16 18:24.
Acknex umgibt uns...zwischen Dir, mir, dem Stein dort... "Hey Griswold ... where u gonna put a tree that big ?" 1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected rayp.flags |= UNTOUCHABLE;
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Re: rayp's "Ultra arcade" topdown shooter :D
[Re: rayp]
#473346
06/30/18 11:39
06/30/18 11:39
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Joined: Jul 2008
Posts: 2,107 Germany
rayp
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Update! Rewrote all from scratch!Working hard on this project for weeks now. Too much new stuff build in to count here But a few things to say. North of map Random Scene from map Progress is getting close to a playable demo version. Still all WIP of course. If player walks over corpses hes leaving bloody foot steps. Added three typed of sprite gore body deformations (critical hits for example without head and one leg etc). Menu working. Features game load. Game can be saved at cell phones. But only if they have electricity. So if Player wants to save his first quest is to find power supply of the town. Once town is powered again Player can save on every cellphone around in the town. If town is powered some lights and other objects/doors also start to work. Toxic areas added. Player can find gasmask to enter those places. GUI in first useable beta state ( some simple Player dialogs, info boxes etc ). Main menu working with cool first screen / menu background. Two guns ready ( machinegun + shotgun ). Can be updated in Speed, firepower and bullet type ( for cash or with Bonus items found ). Nearly every object can be searched for items ( like cars, trash cans etc ). Player looks at item. If he can interact, it starts to blink red. Explosions and fire implemented. If zombie is Close to fire he starts burning. 4 fully ready pre rendered Zombies done ( using new Version of my Editor CED for making the anm sprites btw ). Every animation scene using 25 frames, this way looking very smooth. Animated faked shadows for the sprites. Scene/Map now features shadows off every 3d model.Game runs most time with 60fps ( frames limited ). A single while is used in the complete game. Max. 0.3-0.5ms for the functions. Game starts with player crashing the car. Mainmenu background is in the car. When new game is clicked Player starts on the streets ( shot Shows WIP street Piece ) Its going to be a mini open world realtime arcade adventure More shots and infos will follow soon. Greets
Acknex umgibt uns...zwischen Dir, mir, dem Stein dort... "Hey Griswold ... where u gonna put a tree that big ?" 1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected rayp.flags |= UNTOUCHABLE;
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Re: rayp's "Ultra arcade" topdown shooter :D
[Re: 3run]
#473374
07/01/18 22:37
07/01/18 22:37
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Joined: Jul 2008
Posts: 2,107 Germany
rayp
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Thank you man for your nice words! Hope u stay in this Project Topic First Version of the logo screen in game Greets edit: @txesmi below Thank you very much.
Last edited by rayp; 07/02/18 19:54.
Acknex umgibt uns...zwischen Dir, mir, dem Stein dort... "Hey Griswold ... where u gonna put a tree that big ?" 1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected rayp.flags |= UNTOUCHABLE;
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Re: rayp's "Ultra arcade" topdown shooter :D
[Re: Superku]
#473422
07/04/18 12:26
07/04/18 12:26
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Joined: Jul 2008
Posts: 2,107 Germany
rayp
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Hi. Thanks for your feedback guys! Yes all is pre rendered ...this way i can floodfill streets with enemys. And i always liked sprites...this works good together Its a dark Setup yes, but not that dark ( around 45 in ambient and sunlight ). I switched my monitor yesterday. And on the new one its even brighter Maybe i add a slider is. You mean a simple slider pan that controls ambient light yes ? That could be done. About Video...iam working on a playable demo. But i can say it looks really good in Motion if you trust me edit: Make the vids if more progress is done, like more Zombies. The logo is a first try in a few minutes. Most Panel stuff is done in hurry while Scripting. Some ill redo some will stay. But your idea sounds pretty good i have to say. Small progress Added Special fat Zombie. This Special one can kill other Zombies on its way. Preloading sprite ents now via script ( preload_mode helped but not 100% ). edit: Another Zombie (female) rendered and implemented The new CED Editor Windows ( hard beta but working and saving time ) Greets
Last edited by rayp; 07/05/18 08:36. Reason: pics + ced pics
Acknex umgibt uns...zwischen Dir, mir, dem Stein dort... "Hey Griswold ... where u gonna put a tree that big ?" 1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected rayp.flags |= UNTOUCHABLE;
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Re: rayp's "Ultra arcade" topdown shooter :D
[Re: rayp]
#473437
07/06/18 01:59
07/06/18 01:59
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Joined: Jul 2008
Posts: 2,107 Germany
rayp
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Germany
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After some video memory trouble i cleaned up all resources. Decreased Nexus to 220mb ( all stuff in game together [for now] ). Was not funny to find out what caused the problem(sprite size limit) Rendered two new female Zombies ( not in the pic below ). Finally i can start now to work more on the details of the streets for example. That part that makes fun (sometimes). For some days i wanted to fill the gap in between with some bush stuff: Tomorrow i will render another Zombie. Greets
Acknex umgibt uns...zwischen Dir, mir, dem Stein dort... "Hey Griswold ... where u gonna put a tree that big ?" 1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected rayp.flags |= UNTOUCHABLE;
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