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bogdanontanu

Want screenshots from my RTS Game? here?

30 posts in this topic

Now that i learned how to place a screenshot in this forum Whats ur oppinion, want some learning screenshots here? they will take some space and some time to dl....so i wait for ur answrs before posting... I want to get ur feedback...and u are almost the first ones that can see this pre pre alpha release anyway as a test of my caps to do it i posted one (fog of war one) to the other thread... Whats moderator''s point of view? Bogdan
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please notice:

map in radar
shadows of units on eachother in left
translucent units on right

status bars
selections
etc
fow disabled....(anything can be enable/disable well almost
terestrial units have smaller shadows
lots of other things lol

whats ur oppinons?

Bogdan
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And Guys (and girls?) all is done in pure
32bits Asembler .... no C/C++ or other "high level" language ever used...not even libs other than DDraw of course....
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So the thing that most people would use assembly for...optimizing graphics code...you use ddraw, and use assembly for everything else? kinda backwards isnt?
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What''s wrong with Direct Draw? I am sure bogdanontanu wrote his own sprite drawing code (you did, didn''t you?).

-Andreas
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bogdanontanu,

how do you create your shadows?

I know how to blend them, but how are you preparing them?

are you creating a black mask graphic beforehand for each
sprite, which would mean you have to create a mask for every
single tile graphic, or are you creating the mask in software
from the image itself?

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Hi
yes i wrote ALL in ASM no line of code is in smthing else...

it only took 2 months from scratch to the whole engine:
units/propreties
terrain scroll /save/load
commands
cloack/alpha
menus/interface
fog of war
pathfinding(best algo ever)/plus simple AI

of course i use ddraw for init and backbuffer flip..some other blits, some clipper...and thats all

i have also a lot of my own blitting routines also

its not so hard as articlea point it out on game.dev asm i almost the same with high level languages in windows api...
and directx api...

it also helped to clear my mind a lot about windows/classes etc...now i know a lot more about windows internals
all those legends of multitask have dissapeared in thin smoke for example...

to be onest i have to tell u that we are 2 ppl working at this project...its not me alone...but we kinda join up in front of a single PC discuss things ...and then one of us starts to code while the other makes funny comments
Teamwork ..lol


i think we will go to AI from mow on...always in ASM
Bogdan
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i make shadows inside my program from each bitmap i have loaded in memory...its no big deal...

just take a pixel at a time from current unit and render it to shadows surface then alpha blend it to "whats under this unit" buffer....
dont forget z coordinates as AIR units have bigger shadows, then buildings, then ground units have the smallest shadov

Bogdan
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bogdanontanu, your screen shots are very impressive.
But air units will infact have a smaller shadow then an equal sized unit that is on the ground. The higher up you are, the smaller your shadow you will be.

Possibility
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very impressive indeed. The art is good, but your rendering needs some work. Look at the buildings - the shadows don''t line up with the bottom of the building where it touches the ground. The terrain is very tiled-looking, and where it changes it is in right-angles, losing all hope for forced perspective. My hint: for ground units, go from bottom to top of the sprite, like you are doing, and for each line you move up in the sprite, make the shadow lean that much farther to the side.

PS. how do you put pics on the message board? I have some low-res screen shots on my web page at www.geocities.com/benbeandogdilts/downloads.html
if you care. That is for my RTS game, BeanWars. It is, regrettably, almost 100% C++. However, it is the first large project I have ever worked on in C++, so I am learning the language and DirectX (ugh) at the same time while writing a project. Going is slow, but steady. I''ll put up some hi-res screenshots if you want (I''ll probably finalize it at 1024x768, or maybe selectable). You can see how I smoothed the terrain (I worked on that for days). Tell you what, I''ll give you my way for smoothing terrain for your pathfinding!

Good luck on the project!

~BenDilts( void );

Bean Dog
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BeanDog: regrettably C++?????

write in whatever language you want - it's your game, personally i cant write in anything but C++ (preference, not ignorance)...but this is completely off topic...

bogdanontanu: nice, but lose the tiny grass texture.

you draw the sprites yourself? (i cant draw to save my life most art in my games is *cough* borrowed *cough* from other places )

Edited by - POINT on June 3, 2000 6:44:39 PM
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bogdanontanu, your game looks pretty damn good.
The one recommendation I have is that, if you can write so much in pure assembly, why not have some kind of alternating grass texture?
Besides that, it''s looking good.

Possibility - maybe he meant that you can see all the shadows, instead of just parts as with units on the ground.

Take it easy,

-Mezz
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Yeah, I sort of meant that. The way everything has a shadow, I can''t tell from just screenshots whether or not a unit is on the ground even!

Seriously, where do you get your art? Do you use some CAD program (3DSMAX?) or do you just draw them (no way, that''s impossible).

Just curious,

~BenDilts( void );
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Thanks all

I know terrain sucks...

but its just because my (our team.. but i like the word my) artist designer (its Adina a girl) has done almost only units animations and trailler movies ....she will go to terrain...hope pretty soon...

See ya then...

Bogdan

PS. CyberBen nice to see u again....i am thinking to that exchange terrain smooth vs pathfinding..... hmmm let me see some of ur terrain....

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I was wondering. . .did Starcraft have anything to do with this game? The basic look is almost exactly the same, just different sprites or whatever for the ships. Also, I bring this up because in your first screenshot it says "Terran Siege Tank", a unit in Starcraft. Oh, and the life bars as well as shadows look very similar. I''m not accusing you of anything, but was Starcraft at all involved in your making of this game? Did you use part of the engine or anything?
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well i doubt Blizzard wrote starcraft in pure ASM, so my guess is that he didn''t use parts of their engine? i know that may sound crazy, but it''s the truth...

;-)

david
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Well... in ASM... midly impressive...
You could have done better ! Take myself for exemple, I have written a PONG clone in DirectDraw ! Beat that for complexity !

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