Author Topic: Back to cretaceous  (Read 44159 times)

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Offline lkj

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Re: Back to cretaceous
« Reply #75 on: October 14, 2012, 08:06:24 pm »
Wow, it seems you're coming along with this game quite nicely :)
And the nature graphics are fairly good.

Offline ben_g

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Re: Back to cretaceous
« Reply #76 on: June 27, 2013, 04:48:02 pm »
There has been very little progress for a long while, and most of it was just some changes in the code which would be barely visible on screenshots.
But now the hollidays started, I have time to pich this up again!
I have started working on the characers. I'm currently working on the professor from the tutorial (the guy that causes a lot of trouble by making a malfunctioning time machine).
This is how he looks like now:

The texture could still use some work, but as a first attempt, I'm quite happy with it. And maybe it would look better if I had used a camera of a better quality.
Anyway, I hope you like it!
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

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Offline DJ Omnimaga

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Re: Back to cretaceous
« Reply #77 on: June 30, 2013, 05:36:50 pm »
Some parts look a bit flat, but other than that I like the detailled texture. :)
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Offline Kerey

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Re: Back to cretaceous
« Reply #78 on: July 02, 2013, 04:16:26 am »
My artist has had good luck with CrazyBump for giving his textures that extra pop that they get from good quality normal and specular maps. Looks like the student version would set you back $49 though.

Offline ben_g

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Re: Back to cretaceous
« Reply #79 on: July 02, 2013, 02:02:18 pm »
It mainly looks so flat because the texture has no shading and the persfective is turned off. But some normal maps would indeed make it better, but I'm not willing to pay €35 (rough estimation) for software I would probably use only once. And I also try to use freeware software when possible, so I don't end up not having enough money and having to sell my games instaed of giving them away for free.
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

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Offline DJ Omnimaga

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Re: Back to cretaceous
« Reply #80 on: July 02, 2013, 03:34:43 pm »
I hope you can find freeware equivalents that can do some of that stuff D:. I hate when I google how to do something in particular (for example, I was searching for tweening once) and all I can find are shareware softwares with lot of limitations, paid ones that tries to pass themselves off as freewares, paid ones and free ones that don't work.
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Offline Kerey

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Re: Back to cretaceous
« Reply #81 on: July 02, 2013, 06:52:33 pm »
You can do heightmaps by hand in GIMP, and then convert them to a normal map. It just takes longer than CrazyBump, which just goes off of your base texture and automates the process.

Offline Keoni29

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Re: Back to cretaceous
« Reply #82 on: July 19, 2013, 05:28:48 am »
HL with dino's? :)
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Offline ben_g

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Re: Back to cretaceous
« Reply #83 on: August 08, 2013, 06:34:13 pm »
I just decided that it might be better to update this topic a bit more often. That way, you guys know how the project is coming along, and for me, writing about it makes me more motivated to do more.

Since my previous post, I've done a lot of programming. This is what I've done:
 - I have created a crafting interface. This works by having a central item, and on the sides of the item, you can add more items. When you've laid out a combination that matches a recipe, you can craft the item. There's a textbox next to the craft button to decide how many times you want to craft, and the result (item + amount) you will get after crafting one time is displayed. Next to the crafting grid, there's a list that contains the recipes that can still be made by expanding the already present items on the grid.
The only thing left to do here is making the interface give you hints abouth how to make a recipe selected from the list of possible recipes. Adding/moving items in the crafting interface or between the inventory and the interface is done by drag&drop.

 - The entity system is slightely improved. Okay, this doesn't really change anything gameplay-wise, but it makes it easier for me to add more entities with having to worry less abouth crashes (in the previous system, they were poorly initialized), and it made it possible to add:

 - An interaction system! A simple interaction system was already present in previous versions, but this one is a lot better. Firstly, it allows the player to interact by using items on entities. This is done by dragging an item from the inventory and dropping it on the entity you want to use it on. Secondly, the interaction system is now entity-based, which again makes it easier for me to add new ways of interacting with new entities, without having to worry a lot abouth typing mistakes. And finally, the interactions with entities give feedback, which makes it possible to make interactions do more than just change the entity. For example using a key on a door could destroy the key while opening the door (zelda style).

 - You can chop down trees again! This feature has also been present in previous versions, but it has been temporarily taken out because I converted the tree from being a model with interaction data stored in it's name and a controller class (for usage in the old interaction system) into an entity. The tree entity also has the added feature of supporting multiple types of trees with different propperties (like the time needed to chop them down), and it can react differently on different types of axes. The way you cut down the trees has slightely changed as well: instaed of right-clicking them with an axe in your inventory, you have to drag an axe from your inventory and drop it on the tree.

I've also fixed some things in the multiplayer controller class that were poorly initialized.

That's what I've done in that time. And as soon as I've improved the graphics of the new interfaces, I'll post some screenshots or a video.
« Last Edit: August 08, 2013, 06:38:35 pm by ben_g »
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

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Offline ben_g

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Re: Back to cretaceous
« Reply #84 on: October 21, 2014, 03:18:40 pm »
First off, sorry for the necropost, but I have an anouncement to make about this project:

As you may or may not know, this project started with a small team of people, but quite soon after developement started, the activity of my team mates decreased (mainly because they had a lot more work for school and such), so afther a while, I was basically working alone on it. And off course, working alone means that progress goes a lot slower. It happened regularly that I was working for hours for a small feature or bugfix that's only barely noticable, which off course didn't give me a lot of motivation to keep up with it. I think that most of the time, the only thing that kept my motivation just high enough to not declare it dead is that this game is the first programming project I ever started (or joined, since I didn't start it alone).

But life stories aside, here's the real anouncement: I decided to stop working on this project for now, because this project is way to big to be able to finish it by myself. I'm not declaring it dead just yet, but untill we (the team behind this game) have time (and motivation) to work on it again, there won't be any progress on this game at all. That's why I'll declare it as in 'deep coma': it's not quite dead yet, but it's chances of survival are - unfurtunately - very slim.

Well, you may have been able to guess what was above, but there's still something that might make this necropost worth it: You may have noticed how most of my projects are open-source, but not this one. Well, I'm not confortable with uploading the source to be downloadable by anyone, but if you want to view the source of this project, or want to use some textures/models, send me a PM. In the case of models, I'm not sure I can give them to you though, since not all of them are made by me.
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

This signature was last updated on 20/04/2015 and may be outdated

Offline DJ Omnimaga

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Re: Back to cretaceous
« Reply #85 on: October 21, 2014, 03:25:46 pm »
This is the main reason why I never liked to participate in team projects, let alone start them. At least as solo author I have more guarantees that everything will move forward at my pace and without much pressure. For team work I usually prefer to just ask some help, such as for sprite design and coding small parts of the game, and I don't take the help for granted. With team projects it's almost guaranted that at least 1 team member will lose interest faster than the others, putting the project in jeopardy.


As for source I prefer things that are open-source now, but considering what happened to Doors CS 7, I can understand why someone would restrict source to only specific community users or even make their projects completely closed-source.
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Offline pimathbrainiac

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Re: Back to cretaceous
« Reply #86 on: October 21, 2014, 09:58:45 pm »
Ben_g, do you need a teammate? I know JME :P
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Offline ben_g

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Re: Back to cretaceous
« Reply #87 on: October 22, 2014, 03:27:25 am »
Ben_g, do you need a teammate? I know JME :P
You want to join the team? Well, I have to warn you, the code is a huge mess.

I'd also like to have at least one team member who's good at modelling and/or texturing, but I'll deffinately consider your application.
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

This signature was last updated on 20/04/2015 and may be outdated

Offline pimathbrainiac

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Re: Back to cretaceous
« Reply #88 on: October 22, 2014, 10:08:54 am »
Alright. I know XiiDraco can model and texture really well, but I don't know if he'd be up to it.
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Offline XiiDraco

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Re: Back to cretaceous
« Reply #89 on: October 29, 2014, 12:55:18 am »
Funny that I just saw this randomly. Omnimaga needs a tag option? Yeah I can model, and I'd do it to. Pimath and my's game is currently on hold anyway so yeah...

Sorry Pi about the hold on Cogs of Rust. Got a little busy on a handful of other projects. (We are totally still working on it though!)