Reggie World ( Pandora , PC )

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MrPlow

Very good! Looks very impressive and a lot of coding! Great 3D work!
Comp:
Speccy-48k, Speccy-128k, Amigas, PCs

erico


mentalthink


erico

I see you added a bit of occlusion on the indoors scene, how did you do that? It looks really awesome!

Alex_R

Wow!! Nice game!! Congrats!! I like to see your progress. Is fantastic!!   :good:

nabz32

Thx for all the praise!  :enc:

This is what time and a good coding structure can achieve.
I had the idea for the terrain with walls engine back then when I was experimenting with 3D matrices in Dark Basic ( a matrix in dbpro is a kind of ( bad ) auto terrain drawing tool ).

Back then I hard coded everything but the terrain shape and object positioning into the game,
I even wrote different functions for different enemies and objects, having to re implement my whole
collision and physics engine for each different object.
Sure you could do copy and paste, but your code will become unreadable after you repeated the process some times.

Speaking of time, I currently dont have much at hand, next week our university semester test period starts,
so basically I just have a bit of time for developing left on the weekends.

Quote from: erico on 2015-Jun-29
I see you added a bit of occlusion on the indoors scene, how did you do that? It looks really awesome!

What do you mean by occlusion on the inddors scene?

erico

I mean on the walls, they get darker when close to ground and ceiling, so it looks to me like an ambient oclusion technique.
Similar to the fake oclusion you have on the blocks on minecraft and this one 3d isometric cube world someone did with glbasic a while ago.
https://en.wikipedia.org/wiki/Ambient_occlusion

Either way, it looks nice. :good:

nabz32

Its due to one wall Object consists of 3 plains, ( 2 if its a wall shorter than a height of 101 ).
I have one wall texture bitmap which is divided into 4 segments ( left up and left down are the top and bottom textures, on the right is the middle piece texture 2 times, so I can repeat the texture multiple times in Y direction ).


nabz32

Update:

-boxes are now also becoming translucent, if they block the vision on the Player, which allows for more
twisted levels.
-I also optimised my bubble sort for all transparent objects, this should relieve some pressure on the CPU.
-Also I have splitted transparent Objects into 2 groups, over water and under water, so that transparent objects
are always rendered correctly, when they are above or under the transparent water plain.

-Added full cylinder collision, now you can stand on some of the objects which have a round collision.
Also rotating cylindrical events are possible, allowing for iE. a level full of rotating cogs.

-added an texture quality options, selecting low will load the low resolution textures, which increases the speed on the
Pandora ( around 10 - 20% more frames per second ). On the pandora it is hard to see a difference between high and low res textures.
I will try a run with those settings on the WIZ this week, maybe it is just what was needed to get it running on lower devices.

-Of course I also added more maps and sub quests.

Oh special thanks to spicey pixel for a free ground texture.

If anyone has textures, sprites or objects that he dosen´t need anymore I would be very glad to accept them =D


nabz32

made a cool Boss today, I couldnt hold it back :D


Also I now added cool effects when you jump on enemys.

bigsofty

Looks fantastic and nearing the finish line, keep up the good work!  :good:

Small worry though, I see your using a lot of keygen/chip music, a rule of thumb is, unless it has a suitible CC license from the composer, don't use it. No copyright notice by default means it can't be redistributed.
Cheers,

Ian.

"It is practically impossible to teach good programming style to students that have had prior exposure to BASIC.  As potential programmers, they are mentally mutilated beyond hope of regeneration."
(E. W. Dijkstra)

nabz32

Thx BigSofty.

I dont have any money left to buy me some licenses from composers,
this is really a problem when making games. I have 4 chiptunes which where made for my game
by an artist I hired, I payed over 120€ for those back then and they aren´t nearly as good as some
of the Keygen tracks :(.

bigsofty

#72
Here's a quick search of Soundcloud for chip tunes that allow commercial redistribution as long as you attribute them in your game.

https://soundcloud.com/search/sounds?q=Chip%20tune&filter.license=to_modify_commercially

Lots of nice ones there.  :)

One proviso though, keep back from remixes as there a grey area IMHO.
Cheers,

Ian.

"It is practically impossible to teach good programming style to students that have had prior exposure to BASIC.  As potential programmers, they are mentally mutilated beyond hope of regeneration."
(E. W. Dijkstra)

erico

You could also check some music generator tool.
While they are not as fantastic as hand made ones, they have become pretty good last few years.

Kitty Hello

I'm impressed. Very.