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the incredible smoker

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About the incredible smoker

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    3D Artist
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  1. the incredible smoker

    First boss fight test

    Looking very good, here are the things i notice : When the boss starts moving toward you from 0:45, the animation is running while the boss moves slowly, and keeps running against obstacles. Also you could have made the big sword material go more brighter red when on fire, not so dark. For the rest all good.
  2. the incredible smoker

    Low poly terrain

    Here is the collision code to get the ground level ( y position ) You have to make 4 lists of weedfields : Normal weedfield is totally flat, all vertices has the same Y position. WeedfieldX is exactly the same Y position for all left vertices, also for all right vertices. WeedfieldY is exactly the same Y position for all front vertices and same for all back vertices. WeedfieldZ has 3 or 4 vertices with different Y positions. Once you have this sorted you can use this code : //----------------------------------------------------------------------------------------- float LevelMesh::getGroundLevel( float x , float z ) { // WeedField ground level sWeedField*nextwf = firstwf; while( nextwf ) { if( x >= nextwf->l && x <= nextwf->r && z >= nextwf->f && z <= nextwf->b ) { return nextwf->y; } nextwf = nextwf->next; } // WeedFieldX ground level sWeedFieldX*nextwfx = firstwfx; while( nextwfx ) { if( x >= nextwfx->l && x <= nextwfx->r && z >= nextwfx->f && z <= nextwfx->b ) { float fTempBalance = ( ( x - nextwfx->r ) - ( nextwfx->l - nextwfx->r ) ) * nextwfx->fAbsRScale; return XFade( nextwfx->y1 , nextwfx->y2 , fTempBalance ); } nextwfx = nextwfx->next; } // WeedFieldY ground level sWeedFieldY*nextwfy = firstwfy; while( nextwfy ) { if( x >= nextwfy->l && x <= nextwfy->r && z >= nextwfy->f && z <= nextwfy->b ) { float fTempBalance = ( ( z - nextwfy->b ) - ( nextwfy->f - nextwfy->b ) ) * nextwfy->fAbsBScale; return XFade( nextwfy->y1 , nextwfy->y2 , fTempBalance ); } nextwfy = nextwfy->next; } // WeedFieldZ ground level sWeedFieldZ*nextwfz = firstwfz; while( nextwfz ) { if( x >= nextwfz->l && x <= nextwfz->r && z >= nextwfz->f && z <= nextwfz->b ) { float fTempBalanceFB = ( ( z - nextwfz->b ) - ( nextwfz->f - nextwfz->b ) ) * nextwfz->fAbsBScale; float fTempBalanceLR = ( ( x - nextwfz->r ) - ( nextwfz->l - nextwfz->r ) ) * nextwfz->fAbsRScale; if( fTempBalanceFB > fTempBalanceLR ) // Driehoek 1 { float y1 = nextwfz->y3 - ( nextwfz->y4 - nextwfz->y2 ); float fXFadeLFB = XFade( nextwfz->y2 , nextwfz->y4 , fTempBalanceFB ); float fXFadeRFB = XFade( y1 , nextwfz->y3 , fTempBalanceFB ); return XFade( fXFadeLFB , fXFadeRFB , fTempBalanceLR ); }else // Driehoek 2 { float y4 = nextwfz->y2 - ( nextwfz->y1 - nextwfz->y3 ); float fXFadeFLR = XFade( nextwfz->y2 , nextwfz->y1 , fTempBalanceLR ); float fXFadeBLR = XFade( y4 , nextwfz->y3 , fTempBalanceLR ); return XFade( fXFadeFLR, fXFadeBLR , fTempBalanceFB ); } } nextwfz = nextwfz->next; } return fEndOfLevel; // end of level } Xfade is something like a + fade * ( b - a ); Driehoek = dutch for triangle.
  3. the incredible smoker

    Low poly terrain

    @ Cheeselover : no, just that all planes exist of 2 triangles, once you have the collision you can add plants and trees. All very basic stuff Make a GetY( x,y ); function to get the ground position to add things. Also make a horizontal GetCollision function for if you going to add walls. Make all level blocks in zones and handle zone changing, so you can have fast collision algorithm remember to not add items you can grab close to the zone borders, items are also added per zone. Also you can add a water plane for pools. That is how i made the most basic thing. Making a edittor for this also aint difficult. I wanto improve it also with the ability to add bridges, very nice. Only i gave up on all this ( i dont wanto demotivate you ), it cost to much work while i like to release a simple game first, maybe later i will rewrite everything.
  4. the incredible smoker

    Low poly terrain

    You should use sinus to get rid of the spikes. I made terrain the same, with adjustable height only per vertex, not position, the texture will look a bit stretched. I also made the collision code for the 2 triangles ( note that directX might handle this different then others with different triangle rotation ). Try making a plane with only 1 vertex point higher then you can see 1 flat triangle and 1 not flat.
  5. the incredible smoker

    A Resource Manager for Game Assets

    I,m using seperate level & global data myself. Global : used in each level, will be cleaned on exit game. Level : for only 1 level, will be cleaned after exit level. greets
  6. the incredible smoker

    Never Team Up with the Idea Guy

    At least the "idea guy" finished his part of the job.
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