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Messages - gernot66

#16
unfortunately, yes   ;)

some even assumed i developed it  :D

but i only made a lot of models and was advertising it in various forums.

terrain yes, truely it's awesome and has getting far better thanks to "s2odan's" effort in it.

while th co-op doesn't works as good now, many new devs have arrived since last 2011 and participating via github is a mess imo.
nah, it's good but i'm a idiot,
or i simply have problems with my macbook, i miss some parts of the OS (X11 to be precisely) we baught it second hand and the one who sold it hasn't installed X11 with the setup of OSX, neither we have the original softs and Xquartz is no full replacement.
so the software which supports git won't run, neither that i can install the needed libs to do so, because even they refuse because of a missing X11.

to keep it short, i have to use the terminal, snapshot and submit new files by it is a treat, imo.

other things going on with the "young folks", they like to remove the Lua modeling resource and replace it with something more "state of the art" like DirectX meshes (argh, i wouldn't say i hate, but hmm, imo it doesn't fits to pioneer and it's no "new" way to go. yes making scripted models IS tedious and it IS oldfashioned, but i think if you like to find something new you can't build on others work).
i don't think that we gain one FPS with any other system so i see no reason for it, but i'm just the (one) modeler.
i know tom morton the project starter loves it, else he wouldn't used it.
and was more then happy to find one who had the will to bite himself through this piece of turd.

but perhaps they don't get far with their longings, i hope the last word is left to Tom and J.Jordan.
besides if i remember right he refused to use any other then a wavefront support, because of 100% GNU compliance.
so you can make models with any CAD and export them to .obj, but all the rest must be done scripted.
and animating the stuff seems to be the crux, yeah boys make yourself wise.  :D
it isn't that hard and imho if one is for real interested in 3d models, well he should try.
if it's good for nothing else, but it's good to teach you making better animations even with MAX or whatever you use.
i know this because i have seen many mistakes made in other opensourced games models animations, just because they miss the basics.
likewise you have to learn in school 1x1, there is a 1x1 for modelers. if you know that shit you won't make mistakes like wrong rotating parts, flickering positions and such. it's imo all because they depend on that the software solves all.
but MAX and even Blender are made to render models, so they use a lot of correctional data to make it easy for you.
but when you export the mesh to i.e. XNA, you wonder why it didn't works like expected, because their is no correctional data stored.
(most seen mistake, add i.e a landing gear to the right side, now go and mirror it, max can handle it you can animate the mirrored part like the original one, but in fact the axes are mirrored, so when you export it now the movement is mirrored (matrix shit).
one who knows this fact knows that he has to find a way to have the parts axes aligned to "world" before you export the model.
else all comes "upside down". what is tickling, yes tickling me, i had to laugh, seeing them correcting this behave with a framerate of 30'000 i.e. it's very fast then but the problem still persists, the matrix of the animation don't reflects the matrix of the model.
well "idiots" like me can hack it, but...

yeah, learn the basics...

besides a problem you don't have with a script and wavefront objects, i can declare the axes in the script and anyways they are loaded all aligned to world.

and tom is a mathematician, he just loves this stuff of making models with expressions. which completely overwhelms me when i see how a bezier can be precalculated i.e. this is out of my reach.
#17
garden defenders?

equals "worm whomper"?  :good:
#18
nonetheless (last post >120 days)

thanks,
argh, i had to stop,
can't run S.E.U.C.K on a mac?

(actually i run it halfaways with wine, but i have no sound and the joystick won't work proper)

besides i'm often very busy with my models for "pioneer space sim".
and changes had come, i use a macbook now, while my rotten PC is broken.
gives me problems enough, not that the mac is a bad machine, but it's hard to find useful software for certain tasks sometimes.

in eigener sache:


besides this is one of the rare LUA scripted models.

#19
as a "poor starving artist", i'm happy i have a pc running at home  ;/
#20
"Frog"
was born on the idea to make a game suitable for children, but has become somewhat hard. basically i wanted to copy "frog bog" from intellivision, only catch some insects for points, but see yourself what it became.

"Copter"
another funny idea a "shoot YOU up" game...

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#21
ok, long time no see, hm?

i lost accsess to web that's all, actually i still have no, but my mothers got a lap-top now (macbook)

no, i use a rotten PC with a broken down gfx card (new now).

but i was quite creative since that so i will put the actual wip's here for you to check them out.
except for the "Eagle" space shooter are all projects really unfinished.

"Eagle" has 4 levels and ends after that with a congratulation to the pilot.

"Demon" is in very early stage, lot of tweaking must be done, it's hard to make a static shoot 'em up.

"Adventure" has 4 levels now, while the 4th is unfinished, before i continue with it at all, i feel level 3 and 4! are to hard, what do you think?
i can't manage to get through 4 myself...


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#22
slight update





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#23
shortly after i posted it i realized why it's this way (spawn enemy)  ;)

here's another wip i started, more fascinating then a space shooter, imo


i guess i have to size the screen a bit up, you can't see no points.

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#24
spawn positions

shouldn't enemies spawn at the point where you place the crosshair?

actually they spawn all at the point where the first has been placed, i guess this way you don't need to place them and could have a selector how many enemies should get spawned and perhaps a repeat ratio would be nice then, so you can let them appear in rows one after the other from the same spawn position..

now i know why my enemy waves moves so early out of the screen even when i spread the spawn points very wide.
thus because i placed some turrets and liked to use the spawn enemy, but to my surprise all turrets was placed in the same location.

btw, should i report bugs in german, it would make it easier i guess.

i attached here the wip


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#25
very often when i try to click the animations button the program terminates, i guess when there is no animation set yet.
some of your demos do that to i.e. "riva raid".

interesting,
after entering once the sound menu it works.
#26
when i start a new project the palette is empty and reduced to 16 colors, why this?
brings up the idea; can i change the palette, i mean the amount of colors?

i found out it helps when i close GACK and restart it with the last project as default to load/save to.

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#27
long time since someone replies here, anyway

someone is calling Gernot i always take that personally  =D

has cost money, therefore it's vanished...

people are greedy, me to. collecting money for softs even if it's a good one is rare.
one would spend 50$ for beer but for a software?

i guess that's not quite fair, some take monthly fee's up to 5$ and more, but people hardly spend 5$ once for a nice little game or app.
#28
something i guess that helps much, tooltips on all function buttons, if you can disable them later they won't hurt.
i guess the few ones that are already present helped me much.

the filelist (e.g. the one for the background tiles) should be sizeable and keep the chosen size. very uncommon but perhaps some idiot like me likes to make a background from a picture and nine in a row are uncomfortable with a screen width of 640 when each tile is 64 (or 32).
i know usually it's not meant to use it this way, but i guess nowadays we don't have to fear for memory use or filesize to much.

palettes should be saveable and perhaps loadable from a .bmp, it would make it easier to create a special palette for a game.
"nostalgia" used a simple bitmap to load and save palettes, you could change it then in a paint program which has all the palette tools you need.

yes, if it's not copyrighted use "seuck", people will remember it by this name.
#29
since no one else posts here, i have a lot of space to fill...  8)



ok, only 50secs and the level is already finished (and i'm finished to)... horrible.

most of the sprites are based on screenshots of some models i made for pioneer space sim
quite a different thing compared to a shoot 'em up.

but, yeah i like the GACK

took me a while to get comfortable with it, i missed some proper descriptions for certain things if you're a noobe on it.

like someone should have told me that the top background layer will be filled by default with the same tiles as the background...
i was wondering for quite a while why my ship allways explodes when entering the game. now i know there are some "traps" build in.
also bullets never left the ship until... i forgot exactly how i managed it, i guess animation speed, but i'm not sure.
anyway now i have a good reference project i can use.

if you really like to involve children  :) you need a very good explained help. every step should be described exactly so you won't miss anything and don't run always into deadends.

the very first games construction kit was made for kids, i guess it was never published here in europe.
it was GAME FACTORY for the enhanced (additional keyboard and tape storage) Intellivision console,
something i could have only dreamed of then.
of course game factory was very limited and you couldn't made actually real games, only hop around with some characters in a still screen.
but the system is the same, make tiles for the background and add some animated sprites.