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Post by shadow008 on Apr 24, 2011 13:15:18 GMT -5
Well, heres what came of that month + a week of development. dl.dropbox.com/u/5319168/Floor_is_lava.zipPlease tell me if the link breaks or something, its on dropbox so... The plugins for the game are in the zip folder. Anyways, since i didnt have time to make a file loading system for the levels, it's hardcoded in. So feel free to screw around with it as you please. If you want, you can always texture map the other 2 guns because i really didnt have time for it... Shotgun turned out nice though : ) Hopefully I can make this into a decent multiplayer fps kinda thing. Feel free to make suggestions. Happy pwning ~Shadow008
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Post by DJLinux on Apr 24, 2011 16:09:29 GMT -5
Without the lib "plugout-mme.dll" you will never get fsInit() working You should test the return value of a function. something like that: if fsInit()=False then printr "error: in fsInit() !" end if In your function PlaySoundSingle() do you mean an hSound or hWave object ? You set params of an hSound object but you play back an hWave object ! function PlaySoundSingle(hWave, Volume as integer, Speed as single) fsSetSoundSpeed(hWave, Speed) ' here you need an hSound handle fsSetSoundVolume(hWave, Volume) ' here you need an hSound handle fsPlayWave(hWave) ' here you need fsPlaySound() return 0 end function
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Post by matthew on Apr 24, 2011 16:37:49 GMT -5
Wow, well done shadow that's probably the best game I've seen developed in Basic4GL. It definitely looks better than all the other FPS games that have been created in Basic4GL.
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Post by shadow008 on Apr 25, 2011 13:34:19 GMT -5
DJLinux: Actually, I completely forgot to include "plugout-mme.dll" altogether As for the function, really what i wanted to accomplish is to add a single sound to the pool of already playing sounds. Thats what i came up with after screwing around with the plugin. Guess a better name could have been something like: AddSoundToPool(params)... I guess :/ Matthew: Why thank you! It would look a lot better if i could add in animation... Ive been seriously considering the .x file (Standard for DirectX) for animation because it: Exports to ASCII (freaking readable!) text, Supports 3D bone frame animation AND mesh deformation, Has a metric ass-ton of documentation on the web, And seems to work for a LOT of other games so i guess it would work for me Now all I have to do is figure out how to do animation in blender... Ill get Triston right on that XD. Seriously considering making this into something (seemingly) epic. Just gotta do it piece by piece...
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Post by matthew on Apr 25, 2011 13:50:30 GMT -5
Yeah, you should keep working on it. With enough effort you could probably turn this into an online multiplayer FPS.
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Post by Wayne Rayner on Aug 22, 2011 22:56:59 GMT -5
umm theres a 404 error on the link you posted shadow. I would really like to test this out and are you still developing it?
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Post by matthew on Aug 23, 2011 13:12:36 GMT -5
I've uploaded it to my Wikispace Wayne. You can download it by clicking here. (5.70 MB)
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Post by shadow008 on Aug 24, 2011 21:46:19 GMT -5
Thanks matthew Wayne: I had it in my dropbox, and I have absolutely no idea as to what happened to it. It was on my old flashdrive, but that died on me a while ago. But I had the sence to back it up and got most of my stuff back onto my newer, bigger, shinier flash drive But this program wasnt on it...? But no, I'm not developing it anymore. It's too much work to get the collision detection to do what i want. So I kinda gave up on it after some messing around with it. (project dies ) However, I am going to be doing some heavy construction on the engine i started at the beginning of summer... In a couple weeks when school starts and I have the ambition. This one is going to include: - Whatever kind of rendering engine I plan to make... still not sure about what to do - As much shader support as I can code (I love shaders ) - A physics engine - hopefully PhysX because of its support for triangle meshes and potential hardware speed. - Some kind of level/map editor with a custom file format to easily load stuff without having to hand rig stuff. .... thats all I can think of... Well, thanks again matthew for uploading it. And enjoy the demo Wayne!
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Post by DJLinux on Aug 28, 2011 3:07:19 GMT -5
@shadow The TokamaPlugin isn't perfect but this is the price for the simple interface. Why you don't use the ODEPlugin ?. ODE is an high performance library for simulating rigid body dynamics. It is fully featured, and stable. But needs a "harder learning curve"(*). (*) are this the right words in english i don't know? I ported the PhysX C++ interface to FreeBASIC and no one of the thausends of FB users used it and it was mutch work (trust me). It makes no fun to write ton's of code for a hand full of Basic4GL users or only for you. (sorry) Joshy
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Post by shadow008 on Aug 28, 2011 12:54:53 GMT -5
It seems as though your ODE plugin lacks polygon mesh support, and ray casting? Were those features not implemented in ODE at the time of writing the plugin?
I think since I know Tokamak well enough to do the simple things, I should stick with it. My only problem is that it only has limited support for multiple triangle meshes. : \
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Post by Darkjester on Sept 2, 2011 13:53:51 GMT -5
Given that .x files go with direct3d and your using opengl why not use .3ds(ascii) or md3 which can also be encoded ascii or the milkshape file format almost all of them are readable and in some cases easier to write loading code for. Some of us would be unable to utilize the .x file type for something in this nature. great job so far looking forward to seeing more from you shadow -darkjester
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Post by twasik4 on Sept 7, 2011 22:03:38 GMT -5
DJLinux: Actually, I completely forgot to include "plugout-mme.dll" altogether As for the function, really what i wanted to accomplish is to add a single sound to the pool of already playing sounds. Thats what i came up with after screwing around with the plugin. Guess a better name could have been something like: AddSoundToPool(params)... I guess :/ Matthew: Why thank you! It would look a lot better if i could add in animation... Ive been seriously considering the .x file (Standard for DirectX) for animation because it: Exports to ASCII (freaking readable!) text, Supports 3D bone frame animation AND mesh deformation, Has a metric ass-ton of documentation on the web, And seems to work for a LOT of other games so i guess it would work for me Now all I have to do is figure out how to do animation in blender... Ill get Triston right on that XD. Seriously considering making this into something (seemingly) epic. Just gotta do it piece by piece... Already on it my friend. And by the way.. What about letting the other person know before you release things?
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