Thread: check out what I have so far for my game

  1. #1
    Shadow12345
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    check out what I have so far for my game

    Hey I have finally gotten to a phase where I can start to show my game to other people. It has taken me a few weeks to get things to work 'perfectly'. The hardest part was getting the 'spaceship' physics to look realistic. I also had to write somethign to make the stars randomly blink out (twinkle). I still have yet to create any artificial intelligence or enemy units, but I'm optimistic about the future of this game. By the way it is called 'revolting against a super power' and is written with OpenGL and NeHe's Lesson1 base code (all the code that contains window creation and stuff with the winapi). I am currently working on a way load models from WorldCraft's '*.map* files. You can download the game from
    http://vc.flashstyle.org/carlos

    you simply press the arrow keys to get the spaceship to move around the screen.

    The only errors that I know of so far is the fact that the planets don't always show up in a spot where the player can see them, which has been really annoying.

    Tell me what you think so far. You can also give me some suggestions if you'd like

  2. #2
    Shadow12345
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    and btw I have already found bugs since posting that version of the file

  3. #3
    Pursuing knowledge confuted's Avatar
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    you might want to read over your signature...it isn't coherent enough to make sense. Is English a second language?
    Away.

  4. #4
    Shadow12345
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    Yes, C++ was my first language.

  5. #5
    Registered User Bieh's Avatar
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    Smile Re: check out what I have so far for my game

    Originally posted by Shadow12345
    Hey I have finally gotten to a phase where I can start to show my game to other people
    Hey, that's pretty cool .

    I think I've found a bug, though: If you hold down left long enuf, the ship will go to the side of the window, and start to move down. As it moves, the red sphere on the left-rear of the ship starts to grow, eventually getting almost as big as the ship (!). I'll post a screenshot if you want.

    Originally posted by Shadow12345 I am currently working on a way load models from WorldCraft's '*.map* files.
    NeHes Milkshape tutorial is fairly simple and easy to implement. That's what I'm using for SpaceWars 2, and it seems to be working fairly well (so far, at least...).
    Last edited by Bieh; 10-03-2002 at 11:56 PM.
    "It always takes longer than you think, even when you take Hofstadter's Law into account."
    -Hofstadter's Law

    Bored? Try my game SpaceWars , made in Allegro and VC++
    or see my new game Redoubt , made in OpenGL and VC++

  6. #6
    Shadow12345
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    That's cool, i think i'll have to check out nehe's code for that. I think it would be cool to get my own way of loading simple models even if I don't ultimately use it.

    I already fixed the left movement arrow key. I also fixed the alignment of some of the stars (a lot were showing up where x = 0)

    Has anyone noticed if that big red ball in the background (supposed to be a planet) doesn't show up sometimes? That was another problem I was having.

    Thanks.

  7. #7
    Rambling Man
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    What exactly is your game about? I remembering reading something about it before but I forgot.

    I still have yet to create any artificial intelligence or enemy units, but I'm optimistic about the future of this game.
    This will be the hardest part for you by far, trust me. Coding AI is rather difficult, IMO, and I'm sure as well as in the opinion of many others. Although, you'll be able to learn A LOT from it.

  8. #8
    Shadow12345
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    Oh I'm sure enemy AI will be the most difficult part of my game, no question about it. This is my first game, and so it isn't going to be very technically advanced, so the story line almost doesn't matter. It is just going to be another 'space invaders' type of theme. I have written up a summary of the game, it is basically just going to be you go around trying to take control away from the corrupt governing body so that you can free the people. Simple enough. Nothing too original yet.

    My biggest hopes for the game actually include some sort of a model-loading system so I don't have to type in the verticies of the models manually, but rather just make them in a separate program (not milkshape) and load the models like that. I also hope to have an upgrade system, a weapon system, and a planet system where each has different attributes and behave accordingly in the world.

  9. #9
    Shadow12345
    Guest
    Check out

    http://vc.flashstyle.org/carlos/flat.JPG
    and
    http://vc.flashstyle.org/carlos/Ship.JPG
    The first is what it should look like in the game, the second is what it actually looks like in the game. I'm not sure why it gets broken up like that. Maybe because I am specifying the wrong type of polygon to be drawn in the game...hmm...if you know why it is breaking up like that please tell me.

  10. #10
    Rambling Man
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    My guess is that in the 1st picture it using 3 coords (x,y,z), but when you are moving the ship in the game (i.e. the 2nd pic) it is getting distorted because you are only using 2 coords (x, y). The distortion is coming from the image having to be flattened. The explanation I gave isn't perfectly accurate, but it should be close enough to get my point through.

  11. #11
    Shadow12345
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    Nope, they're both 3d using the same coordinates from the same file.

    Someone suggested that i have glCullFace() on (don't remember the parameter for counter clockwise) so that when polygons aren't drawn counter clockwise it thinks it is on the inside and thus isn't drawn. But, I cannot find glCullFace in any of my source. I actually think the triangles are left out of the file so that stupid people (such as myself) cannot go in and use their program in other games. I will figure out a way to combine the coordinates from the other triangles. This would be very easy to do if it were 2d, but it is 3d and I am tired so it won't get done right now. Hey, maybe someone else can help me!
    Last edited by Shadow12345; 10-07-2002 at 01:28 PM.

  12. #12
    Shadow12345
    Guest

    Another very important update

    I have a primitive model-loading system. It reads worldcraft *.map* coordinates and makes up the model that i built (worldcraft is by far the easiest 3d mapping tool ever created). Anyways I have problems becaause I foudn out after I got the file loadign system working that worldcraft .map files don't actually hold verticies, but rather they hold vectors that describe planes and they get verticies by calculating where the planes intersect...I think its a way to concerve space. The model that you will see in my game takes up almost 1,000 lines and is almost too big to be help in a text file

    http://vc.flashstyle.org/carlos/REVOLT.zip

    Look at it and tell me what you think. I know that it goes off of the screen ( has to do with where the camera is positioned) and the way it moves could be fixed.

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