Community Game Development Project

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169 Replies - 48532 Views - Last Post: 23 January 2009 - 06:15 PM Rate Topic: -----

#31 Amadeus   User is offline

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Re: Community Game Development Project

Posted 02 February 2006 - 09:34 PM

WolfCoder, on 2 Feb, 2006 - 11:44 PM, said:

My computer doesn't like chat programs at all...

Have you tried anything drastic like reinstalling your OS? Or do you have some peculiar firewall settings? You mentioned before that you system was not able to run most IM clients...
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#32 knownasilya   User is offline

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Re: Community Game Development Project

Posted 02 February 2006 - 10:06 PM

Also if you guys want chatterfox improved, my cousin is working on it rite now, and any ideas are welcome. Message me or post it in the chatterfox group. Hes implementing some ajax, and a new interface. Well actually ill be doing the interface, already thinking.

so whos the leader? Im all for Dec1pher.

This post has been edited by knownasilya: 02 February 2006 - 10:37 PM

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#33 unreal_origin   User is offline

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Re: Community Game Development Project

Posted 03 February 2006 - 07:43 AM

knownasilya, on 2 Feb, 2006 - 11:03 PM, said:

Also if you guys want chatterfox improved, my cousin is working on it rite now, and any ideas are welcome. Message me or post it in the chatterfox group. Hes implementing some ajax, and a new interface. Well actually ill be doing the interface, already thinking.

so whos the leader? Im all for Dec1pher.

i am all for Dec1pher, to and count me in though there probably won't be too much of a contributing factor.
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#34 WolfCoder   User is offline

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Re: Community Game Development Project

Post icon  Posted 04 February 2006 - 08:06 PM

I wish I wasn't really the only one deving for GBA because it would be cool to have the game run on that platform as dec1pher said near the start of this thread.

Hey, it's a very direct programming to access video and sound. You literally write stuff to addresses to make stuff happen.

For running on a PC, all I know is DirectDraw for 2D (And I actually got a good sprite engine working a while back).

Scratch the JApplet idea I had earlier.

(And for communication purposes, e-mail is the most stable because we all have it :) )
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#35 knownasilya   User is offline

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Re: Community Game Development Project

Posted 04 February 2006 - 10:39 PM

Well you can email us, and well email you. But amongst ourselves well use AIM/MSN whatever. Its just better cuz its real time, and saves so much time.
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#36 Videege   User is offline

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Re: Community Game Development Project

Posted 04 February 2006 - 11:43 PM

eLliDKraM, on 2 Feb, 2006 - 09:56 PM, said:

I suggest a team of goated flying communist monkeys led by Mr. Angry to be under the control of Omfgoshkinov Roflbowsky the evil communist dictator. Sam Jones the quiet democrat who enjoys quiet however luciously long walks on the beach will concoct magical bananas to swiftly and stealthly take over the minds of the monkeys killing all leverage Roflbowsky may have had.

every day my realization grows that you just might be a genius
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#37 knownasilya   User is offline

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Re: Community Game Development Project

Posted 05 February 2006 - 12:00 AM

A very insulting one at that, I'm Russian and that insulted me. >.<
*goes and cries in corner*
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#38 dorknexus   User is offline

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Re: Community Game Development Project

Posted 05 February 2006 - 04:02 AM

Quote

A very insulting one at that, I'm Russian and that insulted me. anime2.gif
*goes and cries in corner*


i am pretty sure he didn't say anything about russians, only communists. Unless you are saying that all russians are communists in which case president reagen would give his stamp of approval.
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#39 eLliDKraM   User is offline

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Re: Community Game Development Project

Posted 05 February 2006 - 09:21 AM

I had a talk with Reagen he said its a-ok.
A. I'm Russian as well and I can make fun of anyone I want offensive or not... that's how I roll.
B. Like Nexywexy said I only said communists so you're playing to your own stereotype.
C. It's a joke and if you truly take offense you should give it a rest.
D. Piss anyone off and I'll send Mr. Angry after you.

This post has been edited by eLliDKraM: 05 February 2006 - 09:26 AM

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#40 knownasilya   User is offline

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Re: Community Game Development Project

Posted 05 February 2006 - 11:20 AM

Not cuz it was bout communists, but cuz 'Omfgoshkinov Roflbowsky' is a russian format name :D. ^_^, and I wasnt serious that I was offended. It was a joke. heh.
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#41 eLliDKraM   User is offline

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Re: Community Game Development Project

Posted 05 February 2006 - 11:38 AM

Well then, let us fight to the death for some crumb cake.

I never understood is crumb cake just full of crumbs if so why is it a cake?


OK, I've researched some and concluded that crumb cake is compressed diarrhea.
Posted Image

This post has been edited by eLliDKraM: 05 February 2006 - 11:42 AM

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#42 WolfCoder   User is offline

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Re: Community Game Development Project

Post icon  Posted 06 February 2006 - 09:24 PM

*ahem*

The E-mail is working when I want to talk to dec1pher, so it's OK. I just sent him some workgroup info.
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#43 dec1pher   User is offline

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Re: Community Game Development Project

Posted 07 February 2006 - 03:44 PM

Mrafcho001:
OGL/DX exp: -
C++ exp: 2 years
PS exp: 3 years
No graphics just algorithms

knownasilya:
OGL/DX exp: basic OGL
C++ exp: less than 1 year
Java exp: less than 1 year
Webdesign, GUI, Sketches, Drawing, Basic 3D modelling
Used GM and RPGMaker got some exp. on game design

WolfCoder:
OGL/DX exp: advanced DDRAW
C++ exp: much
Java exp: much
AI, optimization of algorithms, design, just about a little
of everything. I can help you with a lot of stuff.
"An old-school action/RPG in 2D with advanced AI to make the
whole experince feel weird. We spend our power developing AI."

Dec1pher:
OGL/DX exp: advanced OGL / some DDRAW
C/C++ exp: much
Java exp: not that much but i got some :)
AI, fast plotting algorithms [yeah you guessed right i think we'll
use the framebuffer directly ;) ], design, scriptwriting by working
together w/ someone else, like Wolf said just about a little of everything
additionally: See: What Wolf wants quoted part :)

Ok groupies. Here's the basic info about us.
So a pretty young and love to hardcode group. Ok done a small workflow we got only one graphician (knownasilya) so if anyone (especially graphicians) wanna get in we are always open to them :).

Workflow:
Part One: So I think we're ready to brainstorm. And we can do our non-private brainstorming here so anyone else can see the step by step development progress. It's an open development, open source project. Our project is an action/rpg don't ask for the name of the project... this is the final thing to do. For now we'll just call it DICgame. As i see everybody in the group knows C/C++. But C++ is the best suitable I think with its great OOP support. So I searched a lot. Took a look at RPG game codes, read articles about isometric maps and mouse handling and so on. so here's what i have figured out as TODO:

- Isometric Tile Engine programming
- A powerful math library (don't forget programming = math!)
- A powerful algorithm library (just includes our needs)
- Interaction hardware (mouse, keyboard, joystick) handling
- Networking (just for win32)
- Game specific classes (creatures, superb techno ninjas stuff like that)
- Adding more maps, multi-graphics sets, quests and so on.
- Game polishing and algorithms optimization.
- Releasing of the game!

So i can't give a date for release maybe after basics we'll announce the release date from here again. I think we should start by Isometric Tile Engine. But before starting we must choose more low level things like what we'll use for rendering. My suggestions are:
SDL w/ DDRAW || SDL w/ OGL || Coding the library from scratch (this way it'll take more time to finish but someone (especially newcomers) can learn some ass-kicking tricks from the game code :). Like how to reach the framebuffer under protected mode ;)) Phew long post huh? But not finishing here. We must now make small but will-be effective decision here. What's your suggestions for the low level part? (Also i got a library under development but useless for now i think)

P.S: I'm speaking for an isometric RPG if you don't want an isometric RPG just drop your suggestion here.

This post has been edited by dec1pher: 07 February 2006 - 03:48 PM

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#44 knownasilya   User is offline

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Re: Community Game Development Project

Posted 07 February 2006 - 07:10 PM

superb techno ninjas :P
I would prefer a sidescroller, but its not a big thing. So isometric it is.
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#45 WolfCoder   User is offline

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Re: Community Game Development Project

Post icon  Posted 07 February 2006 - 07:47 PM

To program an action RPG in isometric is really crazy, but old school games like Solstice/Equinox and the platform part of Mario RPG have done it on old platforms so it's doable. I am remebering what Andre said about Isometrics. Here is an analysis of our problem.

We don't need to actually render 3D graphics, we're using iso layer tiles.
Isometrics is very difficult, more difficult than it seems but here is my system idea (great learning experince for n00bs :) ):

Every object needs 3D data, I mean the players and such, to be sorted against the tile map.
The tile map must be drawn from back first, and then front. Height for tile maps is easy since we only need to draw upwards from bottom to achieve the effect even against objects.

we have two things to be drawn on the map

TILE
OBJECTS

To help for speed, we can use a sort-as-add algorithm for adding objects to the level and a top-to-bottom step-by-step algorithm for the tiles. You know what I mean by step-by-step top-to-bottom as the higher tiles (in terms of X,Y) are drawn first even if there are tiles stacked on top of each other. We simply draw the lower Z values first, and then the higher ones.

I will explain the sort-as-add process for the OBJECTS:

We need a linked-list chain (with an index array for speed where the indexes point to parts in the list so we can grab specific parts in the list) that already hold all of the tiles.

We must search for the place to put the object in terms of top-to-bottom and insert it IN BETWEEN the tile layers in order for the object to rendered correctly.

Then, for the last step, the list is traversed and read to be drawn to the screen using whatever (DirectDraw is excellent at doing this :) ).

Of course, we could just use a dual layer 2D top-down prespective like on a GBA where the top layer is ALWAYS rendered above objects and the bottom layer is ALWAYS rendered below the objects. That makes for some simple 3D effects in a top-down prespective making the whole design process of the map simple and quick-running.

In either case, we have TILES and OBJECTS. For collision detection, I usually use alot of objects that have very simple programs to just sit there and stop the player's move when the player overlaps any of em'. (just in my recent Bomberman applet, the player even smart steps too :) ).

Understand? TILES and OBJECTS are the two basic components for such a 2D game.

Pre-emptive clipping for tiles and objects not even in the window and BSP trees are ways of speeding things up.

See, I have experimented with this stuff alot so I can try to help you design the system.

I can also do some graphic design but i'm sure knownasilya is way better at that than I am.

This post has been edited by WolfCoder: 07 February 2006 - 07:50 PM

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