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Message Board > BlitzMax / Blitz3D / BlitzBasic > Shining Force - Dark Resurrection |
March 16, 2006, 11:57 | |
Peter van Dalen
Shining Nutter 18 posts |
Hi Guys , long time no see I noticed this site yesterday ( it was mentioned somewhere at RetroRemakes in a post about DIV (thanks Ian ) Good news: still working on Shining Force - Dark Resurrection Bad news: it's longer in DIV , but in Blitz3D. Read the progress here: http://www.shiningsource.org/f … wtopic.php?t=20 view the screenshots here: http://www.shiningsource.org/f … topic.php?t=431 I'll post some more pics when the characters are finished ____________ |
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March 16, 2006, 13:57 | |
PEader
お前はもう死んでいる 1486 posts |
Quoting Peter van Dalen: Bad news: it's longer in DIV , but in Blitz3D. OH NOES. To be honest I'd be amazed if anyone is still using div. The guys want this site to be about all languages so not using div isn't bad news. ____________ I see 57,005 people. |
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March 16, 2006, 15:00 | |
Fiona
games are terrible -9616558 posts |
Yes we accept Blitz with open arms. Welcome to the site. Hawe a nice stay. Glad to have you back. As for those screens, they look okay, I do tihnk the lighting is very much overkiil though. I think it's to do with the lack of light sources and tiled textures, but it's a good start. ____________ laffo |
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March 16, 2006, 15:46 | |
Rincewind
programmer 1548 posts |
Hey Peter, The screenshots are looking fine. Can I suggest you to make your textures fit more with themselves? The transitions between two equal textures should not be seen, especially if you're repeating the same texture a lot. Good luck with it. [Edited on March 16, 2006 by Rincewind] ____________ Personal website: http://www.loijson.com |
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March 16, 2006, 15:50 | |
Peter van Dalen
Shining Nutter 18 posts |
Yup, that's right, the screenshot of the church looks like there has been a massacre. Don't worry, I've made some changes a long time ago. I ditched the use of multiple colours. It it less hectic, which is good. While I'm at it, have some more screenies: Looking better yes ? ____________ |
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March 16, 2006, 16:50 | |
Rincewind
programmer 1548 posts |
Quoting Peter: Looking better yes ? Definitely. ____________ Personal website: http://www.loijson.com |
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March 16, 2006, 17:05 | |
Sandman
F3n!x0r 1194 posts |
They look very awesome indeed.
____________ BennuWiki Yes, my avatar has grey borders in IE (so get a decent browser) ROOFLEZ ROOFLEZ |
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March 16, 2006, 17:06 | |
DTM
Earthling! 823 posts |
Very pretty!
____________ :o |
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March 16, 2006, 17:46 | |
Deadmaster
Where is Johnny? 458 posts |
Looks spectacular. How long has this taken you so far?
____________ My site still needs updating and redesigning. My last.fm page. GO TO TEXTUAL ANARCHY II YOU FISHDOG YOU |
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March 16, 2006, 18:02 | |
Fiona
games are terrible -9616558 posts |
Yes that does look much much better now, this one is still a bit crazy on the old lighting: And still no light sources! A lamp here and a lightbulb there make all the difference. You might not immediately notice it when you play games, but it makes all the difference as you'll keep thinking "Hmm something is wrong" if they're not there. ____________ laffo |
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March 20, 2006, 09:35 | |
Peter van Dalen
Shining Nutter 18 posts |
Here are a few tidbits of info. The latest scenes were made with Cartography Shop. It has an option to light the entire scene with a number of lights (more lights means the scene gets more illuminated, and as such there is a bit of overkill). Lights have a fixed range, so I'm forced to use more of them. Cshop writes a lightmap (an ordinary bitmap) , which in turn is blended with the loaded mesh. So much for precalculated non-visible lightsources. Now for the visible part I'm programming separate entities for the torches, and each torch will have an animated texture. And as for how long... about 1 month for Cshop , 1 year for Blitz3D , 1 year GameSpace. Cheers, Peter ____________ |
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April 3, 2006, 02:45 | |
Rhovanion
Exterminated 666 posts |
those crates remind me of CS for some reason. Looks nice, keep it up. Did you buy Blitz3D or is that made with the demo?
____________ |
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April 4, 2006, 14:02 | |
Peter van Dalen
Shining Nutter 18 posts |
I bought Blitz3D. Now for some more news. There's now a second programmer working on Dark Resurrection His name is .... *drumroll* Scott Latham He's going to work on the battle-AI, and when that's finished, he's going to implement/convert his particle system from DirectX to Blitz3D. This gives me time to work on the models, rigging, texturing etc etc. ____________ |
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April 4, 2006, 16:43 | |
Deadmaster
Where is Johnny? 458 posts |
I cannot WAIT to see the AI.
____________ My site still needs updating and redesigning. My last.fm page. GO TO TEXTUAL ANARCHY II YOU FISHDOG YOU |
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May 2, 2006, 11:33 | |
Rhovanion
Exterminated 666 posts |
You've been waiting for almost a month now. Btw how's the progress? ____________ |
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July 4, 2006, 12:02 | |
Peter van Dalen
Shining Nutter 18 posts |
Hi everyone, Dark Resurrection development is going a bit slow at the moment. In my vacation I had enough time to brush up my knowledge of a number of programs: 1: ExGen - an explosion generator that works with animation strips. I now finally know what a deflector and an attractor means. 2: Geoscape3d - Each map now contains a built-in shadow. Very sweet 3: Gamespace - making models is now very fast. the problem was always that texturing models is an entire different kettle of fish. But i'm happy to report that i've finally found a way to texture a model that suits me. The key is practice , practice and practice . [start soapbox rant] If something doesn't work the first time , just keep at it folks. Approach the problem from different angles , divide it in small parts , attack each part individually. Learn from your mistakes [end soapbox rant] 4: Blitz3D a) I am beginning to understand the wondrous world of: VERTEX MANIPULATION b) Tests for Saving and Loading of data are going very well c) Tests for Keyboard Input are going well too. I am considering joypad input, and see how that turns out. d) Models I make in Gamespace are made up of one large collection with a number of children . Now, in Blitz I can load the Mesh and find all children within that Mesh , and treat each child as a separate entity, so I can manipulate it (move / turn / rotate / scale ) e) How to work with collision detection for entities within types is my latest brain-cruncher. I've cracked it .....( the collision detection...NOT the brain ) Funny thing is: I don't use collision detecton at all . I use ENTITYPICK ( ENTITY , RANGE ) . This command returns the value of the first entity it touches ,within the specified RANGE , I then search through the collections , and if the handle of the entity matches the returnvalue given by the entitypick command then I've found the right one. EASY HUH ? Areas (related tot Gamespace AND Blitz3D) still to explore: Skeleton Placement ( Bones ) Rigging Animation Exporting to B3D f) Scott Latham offered to do the Battle-AI . I've sent him my decision flowchart and a few other things to help him. unfortunately Hotmail doesn't like big attachments, so i've looked into other possibilities ( websites that offer free storage for a limited amount of time ) ____________ |
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January 31, 2007, 15:28 | |
Peter van Dalen
Shining Nutter 18 posts |
a small movie [Edited on February 1, 2007 by Fiona] ____________ |
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February 1, 2007, 22:39 | |
DTM
Earthling! 823 posts |
That's nice, I love big flying things. I will say you should make the rotations smoother to give a better impression of its mass. Sometimes it turns quite abruptly. ____________ :o |
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February 2, 2007, 10:45 | |
Mezzmer
Square-theorist 792 posts |
as a piece it would have been nicer if it was shorter i was smiling at first and that smile became a big big frown ____________ |
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Message Board > BlitzMax / Blitz3D / BlitzBasic > Shining Force - Dark Resurrection