Omnimaga

General Discussion => Art => Topic started by: Delnar_Ersike on November 18, 2007, 08:18:00 am

Title: Sprites for a calc FPS
Post by: Delnar_Ersike on November 18, 2007, 08:18:00 am
Many of you have noticed that I have rarely been on Omnimaga lately. This is not only because of school and family problems, but also because nowadays I have limited access to a computer.

Anyways, in my boredom, I created a couple of weapon sprites people could use in a calc FPS. Some of the sprites may seem familiar to Gemini's weapon sprites (especially the knife, which is almost the exact same), but most of them are original in the sense that I am the one who made the sprites instead of copying from somewhere.

So far I have 8 weapons done as well as their firing animations: a knife, a pistol, a crossbow (yes, I had to), a machine gun, a shotgun, a sniper rifle, a rocket launcher, and a grenade. The reticles for each weapon are also done (including the lock-on animation for the rocket launcher), as well as weapon bobbing during movement and bullet animations. Next up: reloading animations, projectile animations for the rocket launcher and the grenade, scope animation for the sniper rifle, improving the rocket launcher firing animation (right now it kind of looks like a giant turd is coming out of the end), optimizing the mini-program I made for the sprites, and finding another computer with a working version of TI-Connect or TiLP that I can use to upload the program and the sprites. Oh, and the sprites are 24x24, while the reticules are 8x8 (though there is an exception in which one reticule, the shotgun's, is 10x10).
Title: Sprites for a calc FPS
Post by: dinhotheone on November 18, 2007, 08:42:00 am
your doing this in basic/xlib???? good luck, i look foward to seeing if this is possible

(on a side note) MOTHER@#$!#$ 5 times in 7 years...
Title: Sprites for a calc FPS
Post by: Delnar_Ersike on November 18, 2007, 10:06:00 am
QuoteBegin-dinhotheone+18 Nov, 2007, 12:42-->
QUOTE (dinhotheone @ 18 Nov, 2007, 12:42)
your doing this in basic/xlib???? good luck, i look foward to seeing if this is possible

(on a side note) MOTHER@#$!#$ 5 times in 7 years...  

 The mini-program is, yes, in BASIC with the help of xLib. However, the mini-program is only intended to tie the sprites together and see them in a more organized way. And yes, it's possible, as there is no raycasting engine; just sprites being displayed as well as a couple of lines. :Ptongue.gif

Plus, what do you mean by, "MOTHER@#$!#$ 5 times in 7 years..."?
Title: Sprites for a calc FPS
Post by: DJ Omnimaga on November 18, 2007, 10:08:00 am
I hope you get your comp problems and life stuff fixed soon :(sad.gif
Title: Sprites for a calc FPS
Post by: Delnar_Ersike on November 18, 2007, 10:47:00 am
QuoteBegin-DJ Omnimaga+18 Nov, 2007, 14:08-->
QUOTE (DJ Omnimaga @ 18 Nov, 2007, 14:08)
I hope you get your comp problems and life stuff fixed soon :(sad.gif

 Life stuff is mostly fixed, as the end of the 1st trimester in school is nearing, we are too young to have finals, and in 3 days we'll have Thanksgiving Break. As for my parents, let's just say my dad tried to... limit... my access to a computer after I successfully hacked his OpenFirmware password, which he thought was impossible to hack by someone as young as me. <_<dry.gif But now everything is cool as well, and he'll stop trying to... limit... me by Tuesday. Plus I'm probably getting a MacBook Pro with a working version of XP pre-loaded around the middle of this week.
Title: Sprites for a calc FPS
Post by: Liazon on November 18, 2007, 04:23:00 pm
maybe you should do them in gs and give them to ATG so he can make another cool FPS.

good luck w/ the irl problems  
Title: Sprites for a calc FPS
Post by: Halifax on November 19, 2007, 11:58:00 am
Haha, it seems as though ATG has been dubbed the FPS master. :)smile.gif

And a calc FPS? in basic I am assuming, and with xLIB?

Hmm, I want to see this. Maybe a new, and somewhat fast(like the picture recalling) engine will come out of this.
Title: Sprites for a calc FPS
Post by: DJ Omnimaga on November 19, 2007, 07:01:00 pm
i never seen an xlib fps before, if coded properly it must be friggin fast

Netham was makign one but it used omnicalc and grayscale. I am really curious about how fast a b/w one will run with xlib
Title: Sprites for a calc FPS
Post by: trevmeister66 on November 19, 2007, 07:12:00 pm
I like the idea of an xLIB FPS. But would it really be that fast?
Title: Sprites for a calc FPS
Post by: kalan_vod on November 19, 2007, 07:33:00 pm
CDI was making a great basic FPS/TBS (was started as a FPS), http://kvince83.tengun.net/maxboard/viewtopic.php?t=1875&postdays=0&postorder=asc&start=0 is the download and SS candy!

user posted image
Title: Sprites for a calc FPS
Post by: DJ Omnimaga on November 19, 2007, 08:38:00 pm
yeah but CDI fps used so much depth that it's why it ran slower. It was nice tho, but I mean if someone did a FPS exactly the way of Quake 4 83+ from back in 2000 but with xLIB it would run at 1.5 fps I'm sure because it wouldnt need to have to ClrDraw and update the display for each sprites
Title: Sprites for a calc FPS
Post by: Liazon on November 20, 2007, 01:02:00 pm
actually, it'd probably work fairly reasonably well if you you walked 1 tile at a time.  Like let's say the map is like any regular flat tilemap, except tiles you can't walk through get rendered as walls.  it'd be much easier in basic if you were moving through a map w/o scrolling, except in fps view.  duno if that'd still be as fun though
Title: Sprites for a calc FPS
Post by: Halifax on November 20, 2007, 01:47:00 pm
Wow CDI's engine is pretty cool.

Has anyone seen calc84maniac's 3D engine that used raycasting in BASIC. o.oblink.gif Although it only ran at about 1 FPS it was still a great BASIC achievement.
Title: Sprites for a calc FPS
Post by: Delnar_Ersike on November 20, 2007, 03:54:00 pm
Guys, for the last time: this is not a raycasting engine! The mini-program is just a way to compile all the sprites I made: the FPS that it will be used for could be written in any language, as it depends on the author.

However, as I see it, I could try to combine CDI's engine with my mini-program to make something with even more eyecandy... %)rolleyes2.gif
Title: Sprites for a calc FPS
Post by: kalan_vod on November 20, 2007, 05:04:00 pm
If you were to modify CDIs engine, I would suggest a total rewrite. And besides that, you could have the basic movement (like Kevin suggest about Quake 4). Each direction is its own pic, call each time..Or you could do it in a smaller screensize, where 4 directions are in 1 pic (I actually wanted to make such a thing, and worked on gathering some thoughts...).
Title: Sprites for a calc FPS
Post by: DJ Omnimaga on November 20, 2007, 05:55:00 pm
calm down delnar, I wasn't saying it was a raycasting engine, when I say FPS it doesn't means it use raycasting, I assumed you meant you were doing a four directional rotating FPS like most that were made in BASIC.

Oh and Calc84maniac run at one frame per minute, not per second iirc :Ptongue.gif, still cool though
Title: Sprites for a calc FPS
Post by: Delnar_Ersike on November 21, 2007, 06:35:00 am
I've already got the BASIC engine's architecture in my head; all I need to do is work it out.

Oh, and the rocket launcher's projectile animation is finished. I have also finally found another computer than works with TI-Connect, so expect a couple of screenies of the mini-program soon...
Title: Sprites for a calc FPS
Post by: Halifax on November 21, 2007, 09:06:00 am
Sweet, I want to see this. And yeah, I don't think anyone meant to say that this was going to be a raycasting engine.
Title: Sprites for a calc FPS
Post by: dinhotheone on November 21, 2007, 02:10:00 pm
QuoteBegin-Delnar_Ersike+18 Nov, 2007, 16:06-->
QUOTE (Delnar_Ersike @ 18 Nov, 2007, 16:06)
QuoteBegin-dinhotheone+18 Nov, 2007, 12:42-->
QUOTE (dinhotheone @ 18 Nov, 2007, 12:42)
your doing this in basic/xlib???? good luck, i look foward to seeing if this is possible

(on a side note) MOTHER@#$!#$ 5 times in 7 years...

The mini-program is, yes, in BASIC with the help of xLib. However, the mini-program is only intended to tie the sprites together and see them in a more organized way. And yes, it's possible, as there is no raycasting engine; just sprites being displayed as well as a couple of lines. :Ptongue.gif

Plus, what do you mean by, "MOTHER@#$!#$ 5 times in 7 years..."?  

 i forgot about my post so i guess ill explain now. 2001,2002,2005,2006 and now 2007. 5 years the New England Revolution has been in the MLS cup final and lost. second time in a row and against the same team that we have scored first and lost (houston dynamo). The game ended, i went downstairs to my comp, AIMed some people then posted that so it was heavily in my mind.
Title: Sprites for a calc FPS
Post by: DJ Omnimaga on November 22, 2007, 04:00:00 am
lol, be lucky I'm sure it isn't as worse as Montreal Canadiens in NHL hockey. THey are good (like, in the 4 first places) until x-mas, then they barely make it to the finals <_<dry.gif they seems to play more for money than anything else. I miss the good old days of Quebec vs Montreal in NHL, at least back then Canadiens were good cuz they had to move their a** to not lose against our local team, which was quite challenging for them.

@Delnar Keep up the good work :)smile.gif
Title: Sprites for a calc FPS
Post by: Liazon on November 22, 2007, 04:35:00 am
hockey used to be big around here.  now it's like meh :(sad.gif
Title: Sprites for a calc FPS
Post by: DJ Omnimaga on November 22, 2007, 12:18:00 pm
Yeah, blame this on the 2004-2005 lockout. This pissed lot of fans off, like in 1994 with the MLB one, altough it was worse, as it made lot of good players leave powerful teams, causing those to become crappy.

For some reasons the lockout didn't seemed to have much effect over here though, in fact hockey is even more popular than before in most canadian towns and northern american places like Detroit
Title: Sprites for a calc FPS
Post by: Delnar_Ersike on November 24, 2007, 06:49:00 am
I've changed my mind: screenies will either come later or never come. This is because I am almost finished with the pseudo-3d engine: all I need to do is add graphics for the walls not in front of the player. I've even added a map in case the player gets lost.

If I have more time, I will also implement the grenade projectile (it's harder than you expect) as well as make it so that the engine works no matter what the size or content of the map matrix is... well, except that the matrix needs to be made of ones and zeros and that the border of the matrix needs to be completely made of ones.
Title: Sprites for a calc FPS
Post by: DJ Omnimaga on November 24, 2007, 01:07:00 pm
nice, I am curious about the final result :)smile.gif
Title: Sprites for a calc FPS
Post by: Delnar_Ersike on December 01, 2007, 01:00:00 pm
Alright, because of RL stuff, progress has slowed. Also, there is a weird bug I still cannot solve that happens when you are facing either south or west, but it is not a big issue.

For a couple of reasons, I have split the program into 3 identical ones and changed them a bit. I have almost finished the third version, which is the pure raycasting engine: the only things left for me to do is optimize even more as well as fixing that damned bug. The current version of the program is attached to this post.
Title: Sprites for a calc FPS
Post by: DJ Omnimaga on December 01, 2007, 02:44:00 pm
oooh nice! I will try this, and dont rush if you have too much rl trouble, take it easy and focus more on real life.

I'm glad to be able to try it tho :)smile.gif

now lets hope it works on at least one emu

EDIT: O_Oshocked2.gif crap how did u got it to run fast with such depth? Quake 4 arena ran at this speed and it only had one wall/horizon depth. nice job so far. My only complain is the slow key detection but it's xLIB which does that really.  
Title: Sprites for a calc FPS
Post by: kalan_vod on December 03, 2007, 05:28:00 pm
I agree with kevin completely, it is a great demo ;P
Title: Sprites for a calc FPS
Post by: Delnar_Ersike on December 22, 2007, 11:09:00 am
Alright, I think I figured out what the problem is when the sprites are displayed incorrectly when you are facing south or west and I know how to fix it. Now all I need is time... and for Ti-Connect to work in Wine (TiLP never seems to work for me)...
Title: Sprites for a calc FPS
Post by: DJ Omnimaga on December 22, 2007, 12:10:00 pm
Oh you're on linux now? yo should have kept a copy of windows too, like dual booting, so if you need to do something not possible in Linux you could switch to windows

thats unless you didn't own a copy of windows and your PC doesn't have windows preinstalled though.

Glad to see you're still working on this tho :)smile.gif
Title: Sprites for a calc FPS
Post by: Delnar_Ersike on December 23, 2007, 10:40:00 am
QuoteBegin-DJ Omnimaga+22 Dec, 2007, 16:1-->
QUOTE (DJ Omnimaga @ 22 Dec, 2007, 16:10)
Oh you're on linux now? yo should have kept a copy of windows too, like dual booting, so if you need to do something not possible in Linux you could switch to windows

thats unless you didn't own a copy of windows and your PC doesn't have windows preinstalled though.

Glad to see you're still working on this tho :)smile.gif

 Well, since I don't want to spend money on an OS nor do I want to pirate OS's, I chose Linux. Of course, I didn't know any of such troubles would arise (I thought Wine would be a wonder app), but I can handle them.