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Author Topic: PixelArt schmup (working title)  (Read 9866 times)

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Stannum

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PixelArt schmup (working title)
« on: January 09, 2009, 03:10:31 am »
After finding out that my mIRC script 3d engine (Yes, I made one in mIRC script... >_> ) was a bit too slow I decided to learn a real programming language.

I've been using sdl so far when somebody on the internet pointed to SFML. And I really like it so far  \o/

Progress so far hasn't been too quick. More in the planning stages and learning c++ and opengl.

I've spent most of the time writing a camera class that can do all sorts of crazy things. All I need to add is zoom in/out with the mousewheel and panning.

dev shots:

Model loader in progress. Models are still a simple ascii format. I wrote the model exporter for 3dsmax.

The models can contain multiple meshes inside with each mesh referencing a different texture. I made a texturemanager so that textures aren't loaded multiple times.

As I said the camera can do nifty things. You can change the eye and focus directly. Or set a new eye- of foucstarget and set a speed. The eye/focus will move towards its target with a constant speed. I still have to code in camera acceleration for this.

You can also orbit around the focus point, even when its moving. This was quite tricky to figure out. But after several a4 pages of circles, sines and cosines I was able to figure it out. yay!

Still todo for the camera:
-Camera panning, if you move the mouse to the edge of the screen it will pan
-Zoom in/out, move the camera away or towards the focus with the mousewheel

Dl link to current version:
http://janvanderweg.com/PixelArt.rar

controls:
left click = new random focus target and speed
right click = new random eye target and speed
middle click = orbit around focus

dabo

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PixelArt schmup (working title)
« Reply #1 on: January 09, 2009, 11:19:43 am »
Good start, good luck with it!

Btw, I have the same "problem" as this project when executing the app:

http://www.sfml-dev.org/forum/viewtopic.php?t=750
Quote
I've tried the "game" in many computers and the Window just doesn't show unless you Maximize it from the windows Task bar it won't show. And once maximized, the game looks weird (Window Height and Width are modified by then)

Tank

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PixelArt schmup (working title)
« Reply #2 on: January 10, 2009, 12:37:42 am »
Looks promising, keep it up! :)

Stannum

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PixelArt schmup (working title)
« Reply #3 on: January 10, 2009, 01:40:37 am »
Quote from: "dabo"
Good start, good luck with it!

Btw, I have the same "problem" as this project when executing the app:

http://www.sfml-dev.org/forum/viewtopic.php?t=750
Quote
I've tried the "game" in many computers and the Window just doesn't show unless you Maximize it from the windows Task bar it won't show. And once maximized, the game looks weird (Window Height and Width are modified by then)


Some other people had this problem too, but not everybody. It works fine on my pc. Strange :/

Some progress:


Models are temp models. Just something to play with.

I've implemented a node tree manager. Did some more work on the model exporter and starting thinking about level loading.

New version, mouse camera controls are turned off, move the ship with the arrow keys:
http://janvanderweg.com/PixelArt.rar

Stannum

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PixelArt schmup (working title)
« Reply #4 on: January 12, 2009, 04:32:09 am »
Added in fluid ship movement. At the moment its quite exaggerated to show it of better.

Started working on a level exporter and level loader. The results:



yay \o/

new version:
http://janvanderweg.com/PixelArt.rar

dabo

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PixelArt schmup (working title)
« Reply #5 on: January 12, 2009, 02:47:55 pm »
Quote from: "Stannum"
Quote from: "dabo"
Good start, good luck with it!

Btw, I have the same "problem" as this project when executing the app:

http://www.sfml-dev.org/forum/viewtopic.php?t=750
Quote
I've tried the "game" in many computers and the Window just doesn't show unless you Maximize it from the windows Task bar it won't show. And once maximized, the game looks weird (Window Height and Width are modified by then)


Some other people had this problem too, but not everybody. It works fine on my pc. Strange :/


I think I know what the problem is. You are using a window width of 1280 I think and if your screen resolution is less this happens. I tried your app on two other computers with resolution 1280x1024 and everything worked, when I changed the resolution to 1024x768 (this is what my old laptop uses, the one I get the problem with) I get the same problem on the other two computers as well. Just wanted to let you know.

Stannum

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PixelArt schmup (working title)
« Reply #6 on: January 13, 2009, 05:39:50 am »
Aah, so thats what it is. I just I should add in a res chooser.

I'm creating art assets before I continue coding. Did some work on the player ship concept today:

(Linked for size)

http://janvanderweg.com/pics/player1.jpg

and of course the second player too:

http://janvanderweg.com/pics/player2.jpg

>_>

Daazku

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PixelArt schmup (working title)
« Reply #7 on: January 13, 2009, 06:12:52 am »
Nice change of color from player1 to player2 XD.

Nice work anyway!

Will you share the source of the engine?
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Stannum

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PixelArt schmup (working title)
« Reply #8 on: January 19, 2009, 05:44:37 am »
Quote from: "Daazku"
Nice change of color from player1 to player2 XD.

Nice work anyway!

Will you share the source of the engine?


Probably, when its done. Thats still a long way off though.

Been a bit busy with stuff but I've finally finished the player ship model. I added some placeholder thrust effects.



A render of the final base player model without any upgrades or weapons.
http://janvanderweg.com/PixelArt/playermodel_3.jpg

New version:
http://janvanderweg.com/PixelArt/PixelArt.rar

Stannum

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PixelArt schmup (working title)
« Reply #9 on: January 21, 2009, 05:16:33 am »
Wrote a new model exporter. Its a lot faster now. Took a few minutes to export the ship model with the old one. With the new one it still takes a while (maxscript is slow) but its faster for complexer models. And it doesn't have some bugs that the old one had.

Model format now supports vertex normals (normal, tangent, binormal) for eventual normal map support.

Did some more work on the player ship and made a basic level exporter:



As always, new version:
http://janvanderweg.com/PixelArt/PixelArt.rar

Stannum

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PixelArt schmup (working title)
« Reply #10 on: March 02, 2009, 05:10:00 am »
Sadly I can't spend enough time creating art assets. I'm too busy working on the Tremulous 1.2 art stuff right now. :(

You can dl the current source/assets here:

http://janvanderweg.com/PixelArt/PixelArt.7z

I'm quite a coding newbie so the code isn't probably the best.

This was my first c++ adventure, and pretty much the biggest thing I've ever coded. I'm still going to muck around with sfml though, just with something that doesn't require so many models/textures ;)

 

anything