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Winter 2017 Contest Entries Ready
#465124
04/03/17 13:41
04/03/17 13:41
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Joined: Aug 2003
Posts: 2,011 Bucharest, Romania
George
OP
Expert
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OP
Expert
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
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Dear friends, Please post a message here if you have submitted a contest entry and you don't see it in the list below. The seven contest entries are now uploaded to Acknex Unlimited's demo page: contest demo page Please download them all, test them and then vote the best one. The poll will start accepting your votes in about 48 hours; I want to make sure that everything is OK. Have a great day! George
Project Aum by Ayumi
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53%, 10 Votes
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Snombie by Gearboxhans
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11%, 2 Votes
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Panzer simulator by Koeck
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5%, 1 Votes
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Project Painkiller by Painkiller
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16%, 3 Votes
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Cubic World by Realspawn
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5%, 1 Votes
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Endless by Realspawn
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0%, 0 Votes
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Pixelit by Realspawn
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11%, 2 Votes
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Re: Winter 2017 Contest Entries Ready
[Re: George]
#465151
04/06/17 08:56
04/06/17 08:56
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Joined: Jul 2001
Posts: 4,801 netherlands
Realspawn
Expert
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Expert
Joined: Jul 2001
Posts: 4,801
netherlands
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May the best win I voted Project Aum by Ayumi this is something 3dgs should have done from the beginning. Where are all the people that told the forum to enter next contest ? is 3dgs slowly sinking away ?
Last edited by Realspawn; 04/06/17 08:59.
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Re: Winter 2017 Contest Entries Ready
[Re: Realspawn]
#465152
04/06/17 10:12
04/06/17 10:12
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Joined: Aug 2009
Posts: 1,438 Spain
painkiller
Serious User
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Serious User
Joined: Aug 2009
Posts: 1,438
Spain
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May the best win I voted Project Aum by Ayumi this is something 3dgs should have done from the beginning. Where are all the people that told the forum to enter next contest ? is 3dgs slowly sinking away ? Also voted for Project Aum. Probably there aren't much active users nowadays and some of them don't have enough free time to make an entry, I miss the old times with lots of entries .
Last edited by painkiller; 04/06/17 10:14.
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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Re: Winter 2017 Contest Entries Ready
[Re: gearboxhans]
#465163
04/06/17 21:43
04/06/17 21:43
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Joined: Jul 2001
Posts: 4,801 netherlands
Realspawn
Expert
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Expert
Joined: Jul 2001
Posts: 4,801
netherlands
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Agreed the contests does not stand out or attract somehow enough people. I still think 3dgs serves it's purpose and can be used to create awesome games. Perhaps to many users run to the other engines cause time is no issue for skilled coders they can create simple yet fun games (Also to learn from) in short time. Could it be that the price to be won is not interested ? To many people think pro is less worth then other engines or no interest in spending vouchers in a shop where they can't buy what they really need ? Perhaps a cash price would make it more apealing since every one needs cash I to miss the old days to where people actually created stuff together but as the creators of 3dgs lack to promote and extend the use of it it's also the harcore users that abandon it and make it sink I say it's time for a 3DGS Revival !
Last edited by Realspawn; 04/06/17 21:45.
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Re: Winter 2017 Contest Entries Ready
[Re: Realspawn]
#465224
04/13/17 07:49
04/13/17 07:49
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
Expert
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Expert
Joined: Mar 2011
Posts: 3,150
Budapest
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I tested them all, my opinion:
cubic world: simple as hell but well done, I spent some minutes with it and enjoyed, I like its simple graphics. it could be easily improved to have more types of enemies and different environments... should be a mobile game! (unfortunately not possible by 3dgs)
endless: the same concept with spaceships, but immediately crashing into an obstacle after start is not a good game experience. works, but the graphics style is outdated.
snombie: something very similar again, now against zombie snowmen. without an environment it gets boring very soon. it could be improved by a farer camera view and some walls or obstacles to move around and maybe to add a target location to reach... just a few simple things. the control is strange (imo it should be relative to character orientation), it is better in the above mentioned 2 projects.
panzer simulator: its overall appearance is a time travel to the 90-s, very simplistic, but playable. it was hard to shoot precisely, while enemy shoots fine, team color and minimap would help a lot to identify what is the target... with 1 day work it could be a good game. the wrs file means it was made with a pro edition, where a much better lighting and shadowmapping and terrain multitexturing is available, you could use trees, water (rivers, lakes) and rock and buildings in the environment (free stuff available).
painkiller: nice for the 1st look, but the animation and movement speeds are not in harmony, character movement and fight is very simple, the lift is really should not be there, stairs would be better, the environment could be much better with a little work, enemy AI is not really fine tuned, and after entering the big yard with more enemies it crashed here...
pixelit: maybe a practice project, but works.
project aum: good idea until the database is maintained, but unfortunately unfinished, imo today it is better to have similar things online. in this form I cannot really use.
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Re: Winter 2017 Contest Entries Ready
[Re: Ayumi]
#465231
04/13/17 11:16
04/13/17 11:16
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Joined: Jul 2001
Posts: 4,801 netherlands
Realspawn
Expert
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Expert
Joined: Jul 2001
Posts: 4,801
netherlands
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@sivan thats the way to do it. I to tried all the other projects. It's a way of keeping 3DGS alive these projects show that 3dgs still can do stuff depending on what group of users you target. criticism is needed to make a clear vote and reason why I hate it to learn a new system to create android games but 3DGS gives me a clean basic start. Instead of letting it sink away i really hope they will update and renew 3DGamestudio.Stuff i see done with Unity can be done with 3dgs to it needs some updates and some improvement on working area (Still think unity is complicated to work with from scratch and the tutorials are all for people that have experience) One thing i like is this community from day one where i found people willing to create and explain the most simple basic stuff so i could move on from there. These days its sad to see people want to make big money and work only on those things that could improve any profit I still create because it's fun and let me use creativity even with the most simplest games.
Last edited by Realspawn; 04/13/17 11:18.
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Re: Winter 2017 Contest Entries Ready
[Re: Reconnoiter]
#465238
04/13/17 20:17
04/13/17 20:17
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
Expert
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Expert
Joined: Mar 2011
Posts: 3,150
Budapest
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sorry if I have been too strict, I just wanted to note how simple it would be to improve all the projects significantly. please continue to develop them! with 3dgs you can make much nicer terrain + some vegetation easily, there are many free examples, models, textures, and shaders available in this forum, and even one or two usable pathfinding systems for enemy AI... and @Realspawn: please never use that hand shaped mouse cursor again
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Re: Winter 2017 Contest Entries Ready
[Re: Realspawn]
#465239
04/13/17 20:25
04/13/17 20:25
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
Serious User
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Serious User
Joined: Dec 2011
Posts: 1,823
Netherlands
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@Reconnoiter Thanks. Hehe, you are right. texdepth = bits of texture In the manual, go to -> WED -> Guidelines -> Textures ..read the text, or type it in SED. , ty, I played a bit with d3d_texdepth and when doing d3d_texdepth = 16; it saves me around 25% video memory without any noticeable loss it seems @Reconnoiter that is weird I work with NVIDIA GeForCE GT 745A and all works herE? Perhaps you can start it with compatible modus and choose win7 ? , I tried only win7 and only vista too but it still doesn't work. Could perhaps post your resolution/video initialization code here? Do you use A8 or A7? I am thinking that it could perhaps be that windows 10 has conflicts with .wrs/resources files but I am not sure? (Since both your uploads and that Panzer game uses .wrs/resources files but snombie dont and my own projects in SED also run fine)
Last edited by Reconnoiter; 04/13/17 20:35.
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Re: Winter 2017 Contest Entries Ready
[Re: Reconnoiter]
#465244
04/13/17 21:03
04/13/17 21:03
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Joined: Jul 2001
Posts: 4,801 netherlands
Realspawn
Expert
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Expert
Joined: Jul 2001
Posts: 4,801
netherlands
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this is the main function i used in all of my projects.
video_set(1024,768,32,0);
video_window(vector(0,0,0),vector(1024,768,0), 16+32, "Cubic-World by RP-Interactive, René Pol");
sky_color.red = 0;
sky_color.green = 0;
sky_color.blue = 0;
soundtrack_handle = media_loop("ingame.mp3",NULL,100);
level_load("cubic-world.WMB");
info_pan.alpha =100;
Last edited by Realspawn; 04/13/17 21:04.
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Re: Winter 2017 Contest Entries Ready
[Re: Realspawn]
#465249
04/14/17 10:27
04/14/17 10:27
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
Serious User
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Serious User
Joined: Dec 2011
Posts: 1,823
Netherlands
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Tnx, I found this the problem. Its this line: video_window(vector(0,0,0),vector(1024,768,0), 16+32, "Cubic-World by RP-Interactive, René Pol");
Change it to: video_window(NULL,NULL, 16+32, "Cubic-World by RP-Interactive, René Pol");
I am not sure why that was the problem, maybe because you change the resolution twice in the same frame or something like that.
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Re: Winter 2017 Contest Entries Ready
[Re: Reconnoiter]
#465256
04/14/17 15:28
04/14/17 15:28
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Joined: Aug 2009
Posts: 1,438 Spain
painkiller
Serious User
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Serious User
Joined: Aug 2009
Posts: 1,438
Spain
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Too bad the game is crashing. I had some of them on the initial release but I thought I fixed them on the second one, at least it worked fine on the tests I made. Not sure if George uploaded the initial release to AU or that the fixed version still crashes on some PCs. Here is the link for the fixed version I put originally on the entry post in case some of the people having issues want to try it again: https://drive.google.com/file/d/0B3spY6Uo78flbkh0ZjJHSVFMX0U/view?usp=sharingIf it crashes in the beginning you are missing the most interesting parts, like the traps or the final boss
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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Re: Winter 2017 Contest Entries Ready
[Re: Ayumi]
#465279
04/14/17 22:22
04/14/17 22:22
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Joined: Oct 2008
Posts: 679 Germany
Ayumi
User
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User
Joined: Oct 2008
Posts: 679
Germany
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I have voted too, now. My favourite one is PixelIt, because it s not a Game und and maybe useful for anyone to make 2D Art Games.
All other entries, are nice too. I like the different styles. Everyone can learn from everyone.
Last edited by Ayumi; 04/14/17 22:22.
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Re: Winter 2017 Contest Entries Ready
[Re: Realspawn]
#465291
04/15/17 19:47
04/15/17 19:47
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
Serious User
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Serious User
Joined: Dec 2011
Posts: 1,823
Netherlands
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@Painkiller, I indeed think George uploaded the old version since the one you uploaded is a bit more stable. I still got some funny errors, e.g. when being stuck to the side of a platform I jumped and got thrown in the sky : A bit annoying was that after I landed from this huge jump I got errors in the enemy script so I could not respawn (had to quit the game). Another bug was near the elevator, where I jumped on it while it was rising and for some reason the player didn't land properly and a few seconds later I was dead (bugged gravity code?, I have some similar issues with that in my own physx game). I also suck at platforming so I didn't finish your game. Bugs aside though, it is a good base for a minigame and what is there looks pretty good and there is also physics which is helpful for who want to use that. Gameplay wise it misses something like blocking/parry (if I overlooked a key please correct me) or some alternate attack and map could use some crates or other obstacles. I voted for project aum and painkiller would be second (note that I could not test 4 projects). @Reconnoiter So it's is a video card problem ? , could be, to be on the safe side I would recommend people here doing the changes I showed if they want to release a game commercially on steam or whatever store.
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Re: Winter 2017 Contest Entries Ready
[Re: sivan]
#465293
04/15/17 21:02
04/15/17 21:02
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Joined: Mar 2017
Posts: 5
gearboxhans
Newbie
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Newbie
Joined: Mar 2017
Posts: 5
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without an environment it gets boring very soon.
Thank you for feedback. I totally agree with that. I originally planned to make a small open world style map with some interactable objects like buttons, doors, keys and powerups. But due to exams I had to make this game within two weeks. no time for pathfinding/obstacle avoiding AI which would have been implied with just placing some obstacles ): the control is strange (imo it should be relative to character orientation)
It´s a regular top down shooter control using a mouse. Moving like a car would not be very humanlike Whatever, I hope the source helps someone who wants to make a top down shooter (:
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Re: Winter 2017 Contest Entries Ready
[Re: Reconnoiter]
#465301
04/16/17 12:14
04/16/17 12:14
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Joined: Aug 2009
Posts: 1,438 Spain
painkiller
Serious User
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Serious User
Joined: Aug 2009
Posts: 1,438
Spain
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@Painkiller, I indeed think George uploaded the old version since the one you uploaded is a bit more stable. I still got some funny errors, e.g. when being stuck to the side of a platform I jumped and got thrown in the sky : A bit annoying was that after I landed from this huge jump I got errors in the enemy script so I could not respawn (had to quit the game). Another bug was near the elevator, where I jumped on it while it was rising and for some reason the player didn't land properly and a few seconds later I was dead (bugged gravity code?, I have some similar issues with that in my own physx game). I also suck at platforming so I didn't finish your game. Bugs aside though, it is a good base for a minigame and what is there looks pretty good and there is also physics which is helpful for who want to use that. Gameplay wise it misses something like blocking/parry (if I overlooked a key please correct me) or some alternate attack and map could use some crates or other obstacles. I voted for project aum and painkiller would be second (note that I could not test 4 projects). I didn't have enough time for a deep testing so probably there are more funny bugs out there I use different damping settings when player is on the ground or in mid-air so maybe that's causing the issues. For falling damage I use a time counter so probably when not falling properly it thinks you are falling from a big distance It's a bit tricky setting all the parameters when using physics. The main idea was making a mini-game that serves as an example of how to code an action game using physics so I hope it helps on that There are three different attacks: lmb+w (up to down attack), lmb+s (attack behind) and just lmb (normal attack, if you press if several times it will make a three hit combo) I planned adding blocking but as the character models I was using didn't have an animation for blocking I decided not to add it as I didn't have enoguh time to make the animations myself Thanks for taking your time to test it!
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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Re: Winter 2017 Contest Entries Ready
[Re: Realspawn]
#465304
04/16/17 13:56
04/16/17 13:56
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
Serious User
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Serious User
Joined: Dec 2011
Posts: 1,823
Netherlands
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There are three different attacks: lmb+w (up to down attack), lmb+s (attack behind) and just lmb (normal attack, if you press if several times it will make a three hit combo) I planned adding blocking but as the character models I was using didn't have an animation for blocking I decided not to add it as I didn't have enoguh time to make the animations myself Thanks for taking your time to test it! , oh that is cool, didn't know there were different attacks and a combo. And yeah for me its handy to check if I did the physx part correct in my own project.
Last edited by Reconnoiter; 04/16/17 21:16.
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