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  1. 3D SCENE BUILDER EDITOR I created a simple game engine that sit on top of MonoGame and I called ZGDK ( Z-Game Development Kit ), I know I can now create a games out my engine as I entered 3x on gamedev challenged using it, what I need now is an editor for my game engine to make my game development much easier my game engine is sit on top of MonoGame framework I mostly use it as graphic rendering service and I cannot find a 3D scene editor that I can use for MonoGame, the reason I created this project and to share it when it's done to anyone find it usefull. WHY I CHOOSE MONOGAME FRAMEWORK? First of, I have long love for XNA ^_^y and MonoGame is an open source implementation of the Microsot XNA framework and actively being develop, sure! there's a lot of high quality game engine or framework out there in the wild like Unity, Unreal engine, CryEngine, Lumberyard, WaveEngine, Xenko just to name a few ( the engine I tried before they are all great ) and those also support multiple devices but most of them are not code centric it's heavily rely and too much attachment to it's editor. Not saying one should not use the mentioned engines, use the game engine your comfortable with and if you think it will serve your purpose then develop with it. MonoGame is a framework not a game engine, we'll suited to make my own custom game engine and target different devices using Managed code particularly C# and I want to get my hands dirty just for education purposes and self-learning by implementing my own camera system, custom shaders, game entity components and custom mesh loaders and animation system and the like. WHY WINFORM? Since we're using WPF and Winform on my day job, this will expand my knowledge and I can practice more using Winform, yep sounds boring : -D PROJECT OBJECTIVES The ZGDK-MG ( Z Game Development Kit - MonoGame ) is intended to be a light game engine as my main target platform is Android. I want it to be code centric; with entity component base system that will support desktop and mobile devices with a single assembly to reduce the amount of time needed for creating games that targeted multi platform as well as to provide a fast and stable game engine which can be used to simplify the game development process of my game development for others who are interested. What you can do in the editor you can also do it by code. WHEN DID THIS STARTED This project started only this January hoping to create dungeon map out it for the Dungeon Crawler Challenge, due to time constraint I did not managed to come up a playable prototype, but at least I ended making an editor for my simple engine. I think this is one of the right venue to share my development ^_^y PROGRESS: January progress : February progress : Early March You may also follow the development on my twitter https://twitter.com/Dexteryozity : - D
  2. DexterZ101

    Speed Creation - Robot

    Blows my mind you created that -1 hour ^_^y now put that in Mixamo and make dance : - D
  3. DexterZ101

    Challenge 1 - 3D Chess

    This is I want to play when it's done and the AI learns from other players too ^_^y that would be cool!
  4. DexterZ101

    Dynamic Asset Progress

    Awesome progress man! I want the export to OBJ : - D
  5. DexterZ101

    GameDev - Dungeon Crawler Challenge - Part 4 (RIP)

    That's one cool nearly realistic asset models, Rutin ^_^y I wish I could make such a thing. I love the GD challenge theme and voted for it, but days between New-years and Valentines is not very good to me, I did prepare some monster from Mixamo, but I know I will not make it to deliver even a half baked prototype, I concentrated too much on my tool editor to construct the dungeon, leaving little time for the actual game T_T. Congrats to all entrant who meet the deadlines ^_^Y This all I have : - D
  6. DexterZ101

    Merry X-Mas & Happy New Year

    var _Happy = new Year(); // Sir Rutin ^_^y
  7. DexterZ101

    Happy New Year from GameDev.net!

    Happy new year Sir Kevs and to all ! may we have more gamedev challenges to come : - D
  8. Yo' Sir Rutin.. I trick you there... thanks for the < 3 appreciated bro! party here @ the office [_]> Cheeers man : - D
  9. ABOUT : First of, I wanted to give 1000 pixel KUDOS! to the GD challenge organizers and to all the entrants cheering each other and giving motivation to meet the deadline. I joined GameDev Challenge to force myself to finish a playable prototype game out of my simple and heavily under development game engine sit on top of MonoGame; after leaving Irrlicht, XNA and Unity years back, I'm back again to my game development hobby specifically started again last year after I find out that MonoGame is very much alive and kicking and targeting multiple devices now, ( but I'm planning to use Unity again on it's current form) anyways, but what's the purpose of me making a game engine if I cannot make a playable prototype game from it? So I joined GD Challenge to make a collection of prototype game out of my engine. Froggy Hop is my 3rd entries after joining Multiplayer PacMan and Tower Defense challenges and what do you know ^_^y I now have 3 working playable prototype that I can expand, revise, enhanced and maybe later release it on other platforms if ever the prototype becomes commercial grade. Here goes some of development incidents and it's implication on completing the project and meeting the deadline. WHAT WENT RIGHT 1. Applying fake model animation tricks : From the start I know I don't have much time to do all the characters modelling, rigging and doing all the skeletal animation stuff, it requires a lot of time and a very tedious process for a none 3D artist like me, but I think I can code some additional component much faster than rigging and animating a model. What I did was, create an additional entity component and called it Grow and Shrink Component, rather than creating a skeletal animation of snake with crawling action which will take some time and additional memory bandwidth of mesh frames on my content manager and I think it's a nice additional features of my engine. FAKE SNAKE WALKING ANIMATION : I've just created a static Sake Model and apply the Shrink and grow component to it's entity to mimic that it's walking by just applying minimum, maximum scaling and it's growth and shrink amount, What's cool about component is that it's an apply and forget on the game logic, but of course the system device engine will take care of it, assuming I'm just a user. FAKE BEE WINGS FLAPPING : Another fake animation again O.O, I Add rotation component on Bee wings and rotate it fast enough to mimic that it's flapping it's wings; and add it as a child entity to the bee's main body. 2. Using a grid base node path : Using my existing grid node routine that I've used on my Multiplayer PacMan entry, PacMan is actually 3D but in 2D representation most of entity there are just a 3D Quad. In this entry the Level map model is just a display and an eye candy it really has nothing to do with the game logic, the player is just repositioning on the grid node world position base on user's input just like what I did on Multiplayer PacMan. 3. Using simple collision detection: Alright folks now let's hit the nail with a tank! 😄 and apply some cool and lovely physics engine like HAVOK, NEWTON, ODE or TOKAMAK that would be cool right ? WRONG! NO! WRONG! NO! ( speaking to self ) for this type of game I think I can implement a much simpler collision detection without using a heavy weight 3D physics engine. Ok let's just use Bounding box or Bounding sphere since it's already available on my engine, upon applying the component it will automagically transform and recalculate it's bounding properties AAB or OOB for BBox when the entity orientation change sounds cool!? WRONG! NO! WRONG! NO! although it will suffice my needs for collision detection, but I think theres a much lighther and easier way to implement collision for this type of game. Distance checking! Horrray! HepHep! Horray! : -D how about adding a minimum distance property for each entity and compare that to the player position, yep, I just use distance checking for the collision and I just created a collection of obstacle list per region, I dont have to check other obstacle that's too far away to collide on the player, if player is on region 1 in the map and theres only two entities over there; for example two bees it will only check collision for those two bees, I ended up using a very simple collision checking routine which I think did the job done. I hope I followed the KISS design principle in this entry, the code is not relevant to this post but wanted to share the code I've use is just a simple routine. 3. Using tools I'm more familiar and comfortable with the usage: I use Bryce 5 the splash screen; MagicaVoxel, FragMotion, MilkShape and DeleD for modeling, rigging and animation; .Net paint and Gimp for any texture manipulations and Audacity for trimming and adjustment to background musik and sound effects. WHAT WENT WRONG : Aside from a month not playing Legend of Zelda Breath of the Wild to finally finish it and playing other games; really, nothing really went wrong :- D Using features not yet available on my engine : Initially I don't have plan on putting shadow on this entry, I just want to apply simple sobel filtering normal map shader on the level model and just using Basic effects on other entities, but my spider sense is tingling that it would be nice if it has a shadow, but my shadow map shader is still work in progress and has bugs and no TCF implementation or what so ever aside from that I'm using sobel normap map shader which I will need to incorporate with light sources with sobel normal mapping and shadow map! WHAT!!! It really causes heavy delay on the project, I posted my shader problem here and there, but eventually found a solution for the fix. CONCLUSION : I almost gave up on this entry due to lack of time, but that's where the weakness lies in giving up not just on this entry but in general, one or more try will not hurt and see where it goes; More or less my experience on this challenge is awesome and it's the game I made that my GF wanted to try and play testing up to completion at least she knows why I'm busy after work ^_^y I just always get too tired when shes around LOL. Dexter Z
  10. DexterZ101

    Froggy Hop

    FROGGY HOP DESCRIPTION : Frogger Clone Game Development Challenge entry, named FROGGY HOP a Frogger 2 Swampy's Revenge spirit in mind, the goal is to find and collect all of the 5 lost froglets in the world area. SCREEN SHOT : VIDEO : Speed run play test : Level 1 and 2 VIDEO : Speed run play test : Level 3 DOWNLOAD : A) .Make sure you have the latest Direct-X run-time installed : DirectX run-time Installer Note : Sound cliches and other artifacts may occurred if you don't have the latest Direct-X B). Extract the attached folder in the zip file below and run "FROGGY HOP" application. C). Please read the files from License directory ^_^y DOWNLOAD FILES Android : APK to follows Windows : FroggyHop.zip Windows low end machine : FroggyHopReach.zip For windows upon running the game for the first time Windows Smart Screen will appear : HAPPY HOPPING ^_^Y HOPE YOU ENJOY!!! DEXTERZ : - D
  11. DexterZ101

    Hopper ( GameDev Challenge Entry ) Blog 01

    Ooppss... I'll see what I can do, I'm really hesistant to do long post due to not being natively English speaker Nyaha, Ok I'll give it a go man ^_^y
  12. DexterZ101

    Frogger Challenge - Post Mortem

    Good read! it's always nice to know the development behind the scene ^_^y
  13. DexterZ101

    Well now, I can't be the only one having fun! :D

    Sure Bru! I'll try your new build when I get back from werk ^_^y there's an instance that the player is not visible on the scene, or maybe it's just me too much rotating the camera : - D It's been a long time since I've touch Unity... maybe it's time for me to toy with it again on it's current form.
  14. DexterZ101

    Well now, I can't be the only one having fun! :D

    Hey man, I've downloaded and play with it, it's nice but sometime the camera losses focus on the player,. your work reminds of Skater Bird trailers ^ _ ^ y https://youtu.be/iUl6pYVZV9A
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