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oldschool fps project
#469640
11/26/17 17:26
11/26/17 17:26
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Joined: May 2009
Posts: 5,370 Caucasus
3run
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UPDATE! This project aims to recreate wolf3d style/feeling (oldschool fps). It will have basic map editor to create game levels and chapter editor, to link up to 10 levels together, in order to create custom stories/chapters. Currently all main game mechanics were remade! Next step is editor + levels. Project will be published free for free and commercial use. Mostly all resources used in project are selfmade! But some were taken from free resources: Sprite credits: - Explosion sprite created by Luis Zuno (ansimuz.itch.io) - NPC sprites by elihaun (elihaun.itch.io) (animated by me) - bullet impact sprites made by ZappedCow (zappedcow.itch.io) - props sprites made by Kenney Vleugels for Kenney ( www.kenney.nl) Project uses one function to update/handle all game logic, and thus doesn't use any wait pattern (thanks to MasterQ32 and Superku). It doesn't use any pathfinding, but obstacle avoidance for AI. I tried to keep things as simple and clean, as it was possible for me to write. Also, project doesn't use any shaders (almost.. I had to use simple one, in order to fix z failing on sprites with alpha channel, if you know a better way, please tell me), so it's possible to compile it with free version of Acknex. Screenshots: Video on youtube: I would like to thank all of community members for helping till this day! Few of them I would like to mention: Felix Queißner aka MasterQ32 (thank you for teaching me and just for being as awesome as you are bro!) Rene Pol aka Realspawn (thank you for providing me with pro version of Acknex bro!) Jose Miguel aka txesmi (thank you for your awesome shader pipeline bro!) Felix Pohl aka Superku (thank you for your awesome pathfinding and tip of the week series bro!) EvilSOB (thank you for helping me when I was starting! sadly, I don't know your name bro) EVO (thank you for offering your help with map editor!) Best regards.
Last edited by 3run; 08/27/19 19:02. Reason: updated project info
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Re: oldschool fps project
[Re: NeoDumont]
#469686
12/02/17 02:32
12/02/17 02:32
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Joined: Jul 2008
Posts: 2,107 Germany
rayp
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Its great. Feels mega smooth. Would say the best of your movements codes for now! Cant wait for a weapon demo. I would say this movement is so good it needs Blood/DN3D like grahpics What i like to see is a bit of smooth camera bobbing if Player idles in water. Would be great. If you are bored some day you could add diving maybe. Nice!
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: oldschool fps project
[Re: 3run]
#469768
12/07/17 00:53
12/07/17 00:53
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Joined: May 2009
Posts: 5,370 Caucasus
3run
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Today I finally got some spare time for my project! I guess I won't use my own sprites in this project Reason is cause they won't fit such effects: Explosion effect WIP#01 (and I'm up to create more of those) Tell me what you think guys! Best regards!
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Re: oldschool fps project
[Re: 3run]
#469852
12/11/17 15:36
12/11/17 15:36
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Joined: May 2009
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3run
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More exoskeletons! Also a quick question, do I need to manually remove all parent entities? Or do they get removed by themselves on level_load ? Greets!
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Re: oldschool fps project
[Re: 3run]
#469854
12/11/17 15:44
12/11/17 15:44
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
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I think they get removed? But don't take my word for it, using the debug panel should give you some insight.
As for the game, looks cool! When it comes to 3d retro games I prefer 3d models, though. (Except for first person weapons. Sprites are fine in that case since the perspective doesn't change)
POTATO-MAN saves the day! - Random
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Re: oldschool fps project
[Re: Kartoffel]
#469856
12/11/17 17:08
12/11/17 17:08
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Joined: May 2009
Posts: 5,370 Caucasus
3run
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I think they get removed? But don't take my word for it, using the debug panel should give you some insight. Debug panel doesn't really show me anything, values are kept the same on each level load (tried loading new level over and over again for like 10-15 times). I'm afraid that values are too small to affect those values on the panel, and maybe if I'll load new level about 200 times, some values may change For now to keep it (kinda) safe, before loading new level, I cycle through all entities, check if they do have parent, and if yes - safe_remove(my->parent). But it would be really great to know, do I need to do that or not. As for the game, looks cool! When it comes to 3d retro games I prefer 3d models, though. (Except for first person weapons. Sprites are fine in that case since the perspective doesn't change) Thank you for your kind words! I would like to use models, but it will be cheaper to keep it with sprites + I do actually love visual style with sprites (I would prefer to use them only for characters + weapons + fx, and low models for props). I'll probably hire some artist to make sprites and stuff in future, for now everything is a placeholder (I'm paying too much attention to the sprites I'm using right now and to visuals in general, that's not a good thing to do ). Greets!
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Re: oldschool fps project
[Re: 3run]
#469906
12/13/17 09:40
12/13/17 09:40
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
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I'm paying too much attention to the sprites I'm using right now and to visuals in general, that's not a good thing to do Story of my life, lol.
Last edited by Kartoffel; 12/15/17 10:15. Reason: forum put the wrong user in the quote tag?
POTATO-MAN saves the day! - Random
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Re: oldschool fps project
[Re: Kartoffel]
#469922
12/13/17 20:05
12/13/17 20:05
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Joined: Jul 2008
Posts: 2,107 Germany
rayp
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Isnt the exoskelett from wolfenstein 3d? Great progress so far mate! Really like the pixel look
Last edited by rayp; 12/13/17 20:06.
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: oldschool fps project
[Re: Kartoffel]
#469924
12/13/17 22:11
12/13/17 22:11
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Joined: May 2009
Posts: 5,370 Caucasus
3run
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I'm paying too much attention to the sprites I'm using right now and to visuals in general, that's not a good thing to do Story of my life, lol. Then you feel my pain Isnt the exoskelett from wolfenstein 3d? It is Thank you all for your kind words! Best regards!
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Re: oldschool fps project
[Re: jumpman]
#469952
12/15/17 18:45
12/15/17 18:45
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Joined: May 2009
Posts: 5,370 Caucasus
3run
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any updates 3run? would love to see the weapons shooting and stuff Hey! Yes! I'm gonna upload a video today (hopefully in next few hours), pretty sure you gonna like it Greets!
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Re: oldschool fps project
[Re: 3run]
#469954
12/16/17 00:35
12/16/17 00:35
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Joined: May 2009
Posts: 5,370 Caucasus
3run
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I thought that only a video won't be enough, so here is a demo! Download linkAnd a video for those who are too lazy (this took some time, any advices on how to convert video (lower it's size) after capturing with fraps is welcome): fps prototype #1 Shaders aren't enabled yet, not really needed at this point. If any bugs found, please report (there are two bugs in the video, already fixed in the demo). Greets!
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Re: oldschool fps project
[Re: 3run]
#469955
12/16/17 11:21
12/16/17 11:21
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
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Awesome! Only the particle effects seem a bit too "high-quality" compared to the pixelated look.
POTATO-MAN saves the day! - Random
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Re: oldschool fps project
[Re: Kartoffel]
#469957
12/16/17 13:22
12/16/17 13:22
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Joined: May 2009
Posts: 5,370 Caucasus
3run
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Thank you! Yes, it's a bit out of place But with pixelation pp shader, it actually looks much better! Hopefully next demo/video will have it on. Greets!
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Re: oldschool fps project
[Re: 3run]
#469960
12/16/17 14:26
12/16/17 14:26
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
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Looks nice what you made so far, any idea how the gameplay / maps will be?
ps: w00t a crossbow sprite weapon, I always liked those in Heretic or in that hillbilly fps game (forgot the name).
Last edited by Reconnoiter; 12/16/17 14:26.
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Re: oldschool fps project
[Re: Reconnoiter]
#469961
12/16/17 14:46
12/16/17 14:46
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Joined: May 2009
Posts: 5,370 Caucasus
3run
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Looks nice what you made so far, any idea how the gameplay / maps will be? Thank you man! I'm planing something like 'break free' type of gameplay Simply making your way through dozens of enemies, but haven't yet thought about maps in details. ps: w00t a crossbow sprite weapon, I always liked those in Heretic or in that hillbilly fps game (forgot the name). Thank you. Unfortunately for now, I'm not planing to use my own made sprites. Maybe when I'll hire an artist, I'll ask to make something similar, cause I liked the idea of throwing dynamite with it Greets
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Re: oldschool fps project
[Re: Reconnoiter]
#469975
12/17/17 15:18
12/17/17 15:18
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Joined: May 2009
Posts: 5,370 Caucasus
3run
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I somehow started seeing this project in a completely different way Probably I will remove stationary weapons + exoskeleton.. I want more fast-paced gameplay.. Greets
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Re: oldschool fps project
[Re: 3run]
#470028
12/19/17 19:34
12/19/17 19:34
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Joined: May 2009
Posts: 5,370 Caucasus
3run
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Ok, so I've started making the game from scratch. First thing I've redone is movement code, now it includes: -swimming -jumping pads -sliding (run + crawl) Everything is pretty WIP yet, but seems to be working correctly. Movement on stairs has to be smoothed out (or maybe I won't use stairs).- DONE Please test it, and give me a feedback, any bugs are welcome. Download link Edit: updated download link, tweaked few stuff + added some jumping pads to jump around Edit2: thx to jumping pads, I do already have an idea for a level Edit3: created invisible slope on stairs, so movement is smooth now, thx to mk_1 ! Can you get to the top in one chain, one jump pad right after another? Best regards!
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Re: oldschool fps project
[Re: mk_1]
#470038
12/20/17 13:10
12/20/17 13:10
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Joined: May 2009
Posts: 5,370 Caucasus
3run
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Use invisible slope on stairs Thank you! That was a great idea, now movement on slopes is smooth! How I've done it: Created the slope with level block, and in it's surface settings, set 'Flat' instead of 'Shaded' for all sides (so it won't drop shadows) and after that I set it's FLAG1 on. And then I used 'set(camera, NOFLAG1)', after all that slope is completely invisible! Edit: updated download links (previous post + first thread post), with version where I've added slope. Still looking for more feedback, bugs are welcome! Best regards!
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Re: oldschool fps project
[Re: 3run]
#470087
12/21/17 18:29
12/21/17 18:29
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Joined: May 2009
Posts: 5,370 Caucasus
3run
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Added sounds and some other nice effects (underwater pp shader + fog) and fixed some bugs. Here is a video: fps prototype #1 (redone)And here is a demo: Download link Edit: I'll probably think about moving to another gamedev forum, for sharing my progress, cause I don't get enough feedback here.. Forum is dead for sure (or at least there is no place for me here). Greets!
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Re: oldschool fps project
[Re: 3run]
#470161
12/29/17 23:43
12/29/17 23:43
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Joined: May 2009
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3run
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UPDATE! Added weapons: -fist -chainsaw -revolver -automatic shotgun -supershotgun -assault rifle -minigun -crossbow -rocket launcher Yet WIP, all sprites/sounds/models are placeholders. Demo: Download link Video: Youtube link Greets!
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Re: oldschool fps project
[Re: 3run]
#470164
12/30/17 12:27
12/30/17 12:27
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Joined: Aug 2009
Posts: 1,438 Spain
painkiller
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great job 3run! it looks very smooth and fun!
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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Re: oldschool fps project
[Re: 3run]
#470168
12/30/17 19:04
12/30/17 19:04
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Joined: Jul 2008
Posts: 2,107 Germany
rayp
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Amazing! I could fire the weapons all day long. The underwater effect is really cool. Reminds me on Quake1 How to dive? Did i something wrong or is diving not implemented yet? Great work dude!
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: oldschool fps project
[Re: rayp]
#470170
12/30/17 19:38
12/30/17 19:38
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Joined: May 2009
Posts: 5,370 Caucasus
3run
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Hey, bro! Thank you very much for your kind words! About diving, press CTRL, for surfacing press SPACE (oldschool games style). Best regards!
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Re: oldschool fps project
[Re: rayp]
#470172
12/31/17 09:29
12/31/17 09:29
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Joined: May 2009
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3run
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First attempt of adding 'rocket jumping' failed.. never used it in old games myself, so I can't really tell/test it. Is it really important to have it in game, what do you guys think? Edit: this is what I have so far.. If you guys could test it and give me your thoughts, I would really appreciate it. REMOVED. Edit2: found this video, well it shows pretty much what rocket jumping should be like Quake live: rocket jump training And what I've done above has nothing to do with this mechanics... Edit3: updated the demo in this post, with the rocket jumping I had so far... I won't use it anyway (I can't even test it properly, as I've never used rocket jumping in gaming), sliding and jumping pads will be removed as well. You don't need that for a good old school game (blood proves that).
Last edited by 3run; 01/02/18 12:31.
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Re: oldschool fps project
[Re: 3run]
#470177
01/01/18 14:51
01/01/18 14:51
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Joined: Dec 2011
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Reconnoiter
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Happy new year! I think rocket jumping can be fun in games where its either really fast paced (arena/multiplayer) gameplay with lots of explosive weapons (ut rocket arena is most obvious example I quess) or if there are many elevations in the map (like hill that is otherwise more difficult to reach) and that those elevations offer some advantage (like a nice vantage point to snipe enemies etc). Though in my opinion the disadvantage of rocket jumps is that it removes a tactic element when using explosives (since you cannot do much self damage) and ofcourse you will have to set higher boundaries in maps (otherwise a player could jump out of the level ). Iirc what I think is an interesting example of using rocket jump accidently as a feature is in Jedi Knight 1, where you already have gameplay that uses the z-axis alot (/force jump) and rocket jump offers an alternative when your force is low and e.g. quickly need to escape.
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Re: oldschool fps project
[Re: Reconnoiter]
#470198
01/02/18 12:52
01/02/18 12:52
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Joined: May 2009
Posts: 5,370 Caucasus
3run
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Reconnoiter@ thank you for feedback, man I'll remove Z jumping from rockets. Games like blood f.e. didn't have/use rocket jumping, but yet they used to push player from explosions. And I'm not aiming for challenging multiplayer gameplay, so players could rocket jump and fly across the whole level shooting everything So it's not needed I guess. Greets!
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Re: oldschool fps project
[Re: 3run]
#470230
01/03/18 22:38
01/03/18 22:38
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Joined: Dec 2011
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Reconnoiter
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Glad to help, also Blood <3 Getting knocked back by explosives sounds like fun, you can use it to kite or such (but suffer some hp) or be kept at a distance by enemies that use explosives (extra challenge).
Last edited by Reconnoiter; 01/03/18 22:39.
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Re: oldschool fps project
[Re: 3run]
#472198
04/15/18 23:15
04/15/18 23:15
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Joined: May 2009
Posts: 5,370 Caucasus
3run
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Hi! Project isn't dead! It's just mutating a bit.. Sprites, texture are from Sparklin Labs (Western Fps Asset Pack (part 1)) ! Best regards!
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Re: oldschool fps project
[Re: 3run]
#472422
04/26/18 20:27
04/26/18 20:27
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Joined: May 2009
Posts: 5,370 Caucasus
3run
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Working on the map editor (very first level made by it). Can save/load already (thx to txesmi's idea saving the whole array into the file and loading it back again). 64x64 tile level's size is 48kb (it only contains info, no textures etc). Textures/sprites are all placeholders. Gonna hire an artist to create all stuff. Credit: id Software edit by rayp: censored the sprites. forbidden in Germany ( know its stupid )
Last edited by rayp; 04/26/18 22:01. Reason: censored
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Re: oldschool fps project
[Re: 3run]
#472470
04/29/18 17:26
04/29/18 17:26
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Joined: May 2009
Posts: 5,370 Caucasus
3run
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A little bit of 'verboten' here Textures made by id Software (wolf3d) and used only as a placeholders. I can now create maps and load them into an actual level! Only visible part's of the tiles are created and merged into group of models (each wall texture = one group, so totally I have 16 groups + ceiling and floor, that results to 18 and plus collision model (and it's invisible), so totally 19 models models to create full 64x64 map instead of 4 096 tiles). I would love to merge the whole level into one entity, but faced troubles with multitextures (u, v - didn't work as well), but for now I'm pretty satisfied with 18 entities per level (thanks to MasterQ32 and his DynamicModels contribution from TUST and for his useful advices as well!). Next thing to do is placing props, items and npcs, but this part should be easy enough. And then, I'll make some playable demo! Greets!
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Re: oldschool fps project
[Re: 3run]
#472471
04/29/18 18:15
04/29/18 18:15
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
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Great stuff @3run.
Also, merging everyting into one entity wouldn't be that beneficial either, as it makes frustum culling useless (Edit: not that there are many polygons to cull but still something to keep in mind).
Last edited by Kartoffel; 04/29/18 18:16.
POTATO-MAN saves the day! - Random
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Re: oldschool fps project
[Re: Kartoffel]
#472472
04/29/18 18:40
04/29/18 18:40
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Joined: May 2009
Posts: 5,370 Caucasus
3run
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Thank you! I'll keep that in mind! Hopefully, at the end things aren't going to be slow. Greets!
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Re: oldschool fps project
[Re: 3run]
#472473
04/29/18 18:41
04/29/18 18:41
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
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Thank you! I'll keep that in mind! Hopefully, at the end things aren't going to be slow. Greets! I'd be very surprised if performance will turn out to be an issue. Anyway, keep up the good work.
Last edited by Kartoffel; 04/29/18 18:48. Reason: typo
POTATO-MAN saves the day! - Random
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Re: oldschool fps project
[Re: Kartoffel]
#475247
11/29/18 12:32
11/29/18 12:32
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Joined: May 2009
Posts: 5,370 Caucasus
3run
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Started working on this project again! Made some cool progress today, some screens: Map editor 3d level (debug panel) 3d level #2 I guess there is nothing interesting for eyes, but some cool stuff going on there F.e. I used flood fill algorithm from the player's start position to cut those parts of the map, which won't be visible during the gameplay. It also helped me to place foliage within the level (this reduced amount of entities on the level from 1049 to 60). Plus, users will be able to add their own custom textures (up to 99 textures allowed), by changing the .txt file (kinda of schoolish ). There are lots of things to be added yet, but I'm very happy with the results and wanted to share them with you guys! My best regards! Edit: a little update, added some props, now levels are feeling more alive! Edit2: added lightshafts from the lamps
Last edited by 3run; 11/29/18 15:51.
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Re: oldschool fps project
[Re: 3run]
#475281
11/29/18 20:33
11/29/18 20:33
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Joined: Mar 2014
Posts: 359
CocaCola
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it was not very beautifull,the antenas are engine outputs they can be opened (not in model) around for handling the ship. but i dont wont damage you thread, but you can test the model I have upload it https://www.dropbox.com/s/wcasyejb929unbs/FlatWorldSpaceship.mdl?dl=0
Last edited by CocaCola; 11/29/18 20:34.
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Re: oldschool fps project
[Re: 3run]
#477937
08/16/19 14:13
08/16/19 14:13
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Joined: Aug 2019
Posts: 6
Raedwulf
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Hi there!
Thank you for your kind words. There is an open source project, coming soon. I'll post it on forum. It will help you to develop oldschool projects.
Best regards! Thank you very much! - This is a valuable contribution to the community.
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Re: oldschool fps project
[Re: Raedwulf]
#477943
08/16/19 19:53
08/16/19 19:53
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Joined: May 2009
Posts: 5,370 Caucasus
3run
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This is a valuable contribution to the community. I hope I think it will be ready within a week or soon.
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Re: oldschool fps project
[Re: 3run]
#478027
08/27/19 18:37
08/27/19 18:37
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Joined: May 2009
Posts: 5,370 Caucasus
3run
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Update (clickable picture) ! All main game mechanics are working now! Another great new is, that EVO offered his help, so soon, this project will get an awesome map editor! At the end, everything will be published for free personal/commercial use. Best regards!
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Re: oldschool fps project
[Re: 3run]
#478033
08/28/19 09:39
08/28/19 09:39
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Joined: Aug 2019
Posts: 6
Raedwulf
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Re: oldschool fps project
[Re: 3run]
#478248
09/25/19 08:32
09/25/19 08:32
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Joined: May 2009
Posts: 5,370 Caucasus
3run
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It take more time then I thought it will. Had to stop development for a while due to moving from Belarus back to Russia etc. But recently I've started working on a simple menu for the project, here are some screens When menu will get finished, I'll put my hands on the level editor. EVO already did his editor for this project, all together will be published as soon as I'll finish my part of the project. Greets.
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Re: oldschool fps project
[Re: 3run]
#478857
01/02/20 12:10
01/02/20 12:10
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Joined: May 2009
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3run
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I don't really think that anyone kept tracking this project, but just in case I'm sorry for such a long delay with no updates. Currently all game stuff are finished, only menu + map editor is not done yet. The map editor by EVO is fully functional so far (big thanks to him!), but I don't really want to publish the source code of my project (undone) with his great map editor. I'm planning to start working on this project again in near future, when I'll find some spare time. I do really hope, that it won't take too long! Best regards!
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Re: oldschool fps project
[Re: 3run]
#478866
01/02/20 20:36
01/02/20 20:36
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Joined: Jan 2002
Posts: 4,225 Germany / Essen
Uhrwerk
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I don't really think that anyone kept tracking this project I do and I enjoy your updates. It's fun to see such great stuff done with a pretty much dead (but loved <3) engine.
Always learn from history, to be sure you make the same mistakes again...
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Re: oldschool fps project
[Re: Uhrwerk]
#478868
01/02/20 21:29
01/02/20 21:29
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3run
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I don't really think that anyone kept tracking this project I do and I enjoy your updates. It's fun to see such great stuff done with a pretty much dead (but loved <3) engine. Uhrwerk! Thank you for your kind words (this means a lot to me!)
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Re: oldschool fps project
[Re: 3run]
#478924
01/14/20 17:10
01/14/20 17:10
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Joined: Aug 2019
Posts: 6
Raedwulf
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Hey man! Sure! Can you please explain what exactly you want me to share (the way they sprites are attached to the bounding box model etc or maybe something else)? AI part in this project is pretty big and complicated to just share it as a single script.
Best regards! Thank you for your help! In fact I need instead of polygon models sprite models. I have no idea how I can solve this. The AI part is not the main problem.
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Re: oldschool fps project
[Re: 3run]
#478925
01/14/20 19:05
01/14/20 19:05
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Joined: May 2009
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3run
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What I use is bounding box for collisions and then a model for visuals (I use U, V coordinates to animate my npcs). Here, I've made a small demo for you to see how it works: Download linkAnd a little screen shot You can simply use sprites as well (instead of models as I did). The main difference will be the way you will play animations. I use U, V and you will use my->parent->frame to play sprite sheet animations.
Last edited by 3run; 01/14/20 19:07.
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Re: oldschool fps project
[Re: 3run]
#479363
03/23/20 20:09
03/23/20 20:09
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Joined: May 2009
Posts: 5,370 Caucasus
3run
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Maybe in the near future, I'll finally have my hands on this... Download link to what was done already: https://github.com/3RUN/Retro-FPSIt includes an awesome map/game builder made by EVO (sorry it took me so long to share it here). Greets.
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