Recent Posts

Pages: [1] 2 3 ... 10
1
Idle Chatter / Re: One Of Them
« Last post by Galavant Garde on March 26, 2018, 06:03:07 AM »
Focusing on making everything look better at the mo...dark pictures I know, but the player and bot models have been redone with better UV mapping, and I've adjusted the geometry around joints to make for less jagged body parts when they move around.  Still have a few odd triangle shadows around the lower back which I need to improve...getting there

2
Idle Chatter / Re: One Of Them
« Last post by Galavant Garde on March 22, 2018, 10:36:44 AM »
Fixing up the zombie model, better or worse?

3
Idle Chatter / Re: One Of Them
« Last post by Galavant Garde on March 18, 2018, 01:32:06 PM »
https://youtu.be/IUqLXE6Ywe4 redid the opening sequence, a bit shorter and (I think) better
4
Idle Chatter / Re: One Of Them
« Last post by Galavant Garde on March 14, 2018, 04:14:27 PM »
Latest update - I realised side-scroll mode is limited to the X axis only, which would mean I'd have to build levels with ledges/cliffs/whatever all facing the same direction.  Which is sad.  So I modded the engine adding side-scroll input from X/X-reversed/Z/Z-reversed axes! Here's a little snap taken out the side of the prison:



So you can be running around in 3rd person view with FPP input mode, jump out a window or whatever, and regardless of which direction you're facing or the ledge is pointing, you can land on that ledge and switch to side-scroll mode.  Walk left means walk left, and walk right means walk right, regardless of the player's orientation! Small thing I know, but it adds a lot in terms of gameplay dynamic - a lot more so than other bits I experimented with like yelling into vents and knocking out lights
5
dim3 Versions / Re: dim3 v24 Release
« Last post by Galavant Garde on March 14, 2018, 03:54:36 PM »
Ha, spaghetti code  ;D I fixed it now, all good.
6
dim3 Versions / Re: dim3 v24 Release
« Last post by ggadwa on March 14, 2018, 08:27:27 AM »
There's no problem with doing something manually in the code, there's a lot of it there and if it solves the problem, then it solves the problem.  Too much of it makes spaghetti code, but a fix here and there?  That's fine.

[>] Brian
7
dim3 Versions / Re: dim3 v24 Release
« Last post by Galavant Garde on March 13, 2018, 02:22:02 PM »
Scrap that last message - v24 DOES build fine in Xcode9, and the app launches, but it crashes when you load a map... :(

EDIT - I've worked out that it doesn't like when you use strcpy(map->info.name,name); in map.util.main.c...

EDIT 2 - I can stop the crash happening by manually setting the map name instead of using the above command, but then the game doesn't know which map is currently open when I use the map.info.file API in any of my scripts.  So if I instead use the 'name' reference in the map_new function under map.util.main.c (i.e. map->info.name[0]=name;) it slices the first character off the name for some reason. I'll keep digging

EDIT 3 - yeah I can't yet work out how you've linked it all together Brian, so for now I'm having to manually make a new string in the map.util.main.c with the name of the map I want the game to load with. That's fine for me, but I'm gonna keep trying to make it configurable from the project file like it's meant to be (& like it currently is in v24...so odd that this has happened...maybe it's something in the new compiler that works differently).

Meanwhile though, I've upgraded side-scrolling mode! Now there's DIM3_INPUT_MODE_SIDE_SCROLL_X, DIM3_INPUT_MODE_SIDE_SCROLL_X_REV, DIM3_INPUT_MODE_SIDE_SCROLL_Z, and DIM3_INPUT_MODE_SIDE_SCROLL_Z_REV so you can easily switch to side view/mode at any angle...I kinda wanted to make it easy to dynamically change just like when you're climbing ledges on Unchartered. Works like a charm  8)
8
Idle Chatter / Re: One Of Them
« Last post by Galavant Garde on March 10, 2018, 02:34:31 PM »
Update!

- Fixed issue where action buttons still registered when player input was frozen;
- Player can now walk sideways along narrow ledges;
- Bots have more efficient/reliable method for noticing nearby bots to go get help from;
- Multiple wall collision events are now blocked out preventing bots from getting stuck on walls;
- Bots now filter noises more effectively reducing confusion/broken chains;
- Improved rock-throwing method including ability to abort a throw while aiming;
- Improved bot melee reducing friendly hits;
- Improved bot animations;
- New lightning effect;

Check out the lightning effect and the ledge crawling here:





For the lightning I've gotten rid of the over-saturated ambient lighting effect - now it lights everything up nicer, you see the shaders/bump maps properly, and there's a flicker to the flashes making them look more realistic.  As for the bolts themselves, they're auto-generated using the dim3 lightning api...I think I'll ultimately get actual lightning bolt images and put them on large transparent frame-changing panels in the distance or something like that
9
dim3 Versions / Re: dim3 v24 Release
« Last post by Galavant Garde on March 04, 2018, 02:46:39 PM »
PS took me a while to get to it, but v24 builds and runs just fine in the latest version of Xcode  ;D going to have a tinker with it. Thanks again!!
10
Idle Chatter / Re: One Of Them
« Last post by Galavant Garde on March 01, 2018, 02:54:05 PM »


Better sky - kinda thought the yellow was too much...

Also, I know I've said this a load of times and later retracted it after finding bugs and stupid shortcomings, but the enemy AI is SO much more polished now.  There are a few physics issues that are holding them back (such as sight tests / projectiles passing straight through walls - this totally ruins everything lol) but as always I'm sure I'll work it out
Pages: [1] 2 3 ... 10