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Thread: Wacky FPS

  1. #1

    Default Wacky FPS

    I had some one or two hours free this afternoon and decided to start with one of my ideas. Its really WACKY. Your character is a joker who was kicked out of the kings court in the middel ages, you got thrown into the bottomless pit but something went wrong,you got teleported to different time periods and different dimentions. You are on a quest to survive and get revenge. The 1st world you arrive at is bouncy land, and the 1st weapon is a "two of a kind". Yes the weapons are based on poker. You play an "evil" character. The game is going to involve many unusual elements that should make the game more interesting and fun, its in favour of innovation. Check out the prototype and tell me what you think: http://www.gamedev.za.net/filecloset/WackyFPS.zip

  2. #2

  3. #3
    s gonna find ya, he's gonna getcha getcha getcha Gazza_N's Avatar
    Gamertag: GazzaN ZA Steam ID: Gazza_N

    Default

    An honest opinion: The premise looks good, but I think the speed of this demo is far too high. Is there any way to crank it down a notch? I found myself getting really disoriented, especially when using those gravity boots.

    What did you use to build this demo, BTW?

  4. #4

    Default

    Yeah, its openGL. It runs faster on some systems and slower on others. I need to find a way around this somehow.

  5. #5
    s gonna find ya, he's gonna getcha getcha getcha Gazza_N's Avatar
    Gamertag: GazzaN ZA Steam ID: Gazza_N

    Default

    No worries. I hope you pull this off - it looks to be fun!

  6. #6

    Default

    A good start. The game sounds like fun. :-) When can we expect the next update?

  7. #7

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    Next update...mmm I only had two or so hours free yesterday. Im writing exams so when I have extra time, I will continue with the game. When I have enough to release a new version, I will.

  8. #8

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    I just want to check, is it just an open area, where you can shoot and jump?
    If so:

    I had problems with the gravity thing. I start off on the ground, then when i press space I jump up, and continue jumping up and down with the space button released. I have to hold in the space button to remain on the ground.

    It would also be nice to use the mouse to turn left and right.

    When you shoot the cards turn left and right as you turn left and right, not sure if they are supposed to.

    The link: http://www.gamedev.za.net/filecloset...1/WackyFPS.zip

  9. #9

    Default

    Yep, if you read the thread, you're in bouncy land. By holding space, you use gravity boots that resist the planets bounce. I got to tweak the shooting method for best gameplay and the world needs more building. This was just a prototype. Thanks alot for the suggestions.

  10. #10

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    ah right, i didn't quite get the bouncy land idea till now :) Now it makes sense.

  11. #11

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    Well it works under Windows Vista for now...

    Told me I don't have a 3D Card(I have a Geforce 7100 GS, I think Vista doesn't allow OpenGL) and if I want to use Software rendering. The game was very slow for me and seeing someone posted it was to fast I assume you do allot of your game logic without keeping track of the time.

    It also seem I could only fire one card at a time?

    Regards,
    Last edited by d-_-b; 23-08-2007 at 06:07 PM.

  12. #12

    Default

    Yip, prototype, just checking if the idea is good enough, I think it is so Im gonna do it. Im aware of the speed issues, I'll try fix it before the whole game is released. That will be in a while. Thanks for the comments.

  13. #13

    Default

    Kinda nifty. In what did you make it? If its game maker, please post the gm file. Also when are going to add mouse look?

    Nice and smooth environment so far.

  14. #14

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    Working on the mouse look now, the vertical look is giving me hell. I cant figure out a way to create the perfect fps camera. Im using opengl through BASIC code. Maybe when Im done with the game I'll try recreate it in GM, after I gain some experience in it. Does anyone know a method to create a fps camera in opengl using basic or similar code?

  15. #15
    Game.Dev Moderator
    and bettar-rar game developer than Wea-sel
    dislekcia's Avatar
    Gamertag: dislekcia

    Default

    You should just be modifying your view matrix... How are you moving your camera around at the moment?

    -D

  16. #16

  17. #17

    Default

    The fps camera issue is driving me mad. Its all good with the x and z axis but throw in the y axis(ie jumping) and everything gets confusing even shooting a target gets complicated because you need to calculate the direction using all 3 dimensions . Ive been trying many methods to get it right but I have failed so far. Im sure one of you guys have done this before, can anyone help?

  18. #18
    Game.Dev Moderator
    and bettar-rar game developer than Wea-sel
    dislekcia's Avatar
    Gamertag: dislekcia

    Default

    Ok. How well do you understand vectors?

    You should be using vector-based movement and rotation on your camera. If that sounds like gobbledygook, you need to spend some quality time with Google ;)

    -D

  19. #19

  20. #20
    Will be the reason for the first successful run-up double high five. Rocks love-climbing. Squid's Avatar

    Default

    You should be using vectors for movement and quaternions for rotation. As for the mouse look you just need to modify your view matrix using you GLU.gluLookAt();

    Something like this should work:

    GLU.gluLookAt(x, y, z,
    (x + Math.sin(angle) * Math.cos(angleup)),
    (y + Math.sin(angleup)),
    (z + Math.cos(angle) * Math.cos(angleup)),
    0, 1,0);
    Where angle and angleup just need to be modified by your mouse. Like so:


    movedy = Mouse.getEventDY();
    movedx = Mouse.getEventDX();



    angle -= movedx * sensx;
    angleup += movedy * sensy;

    if (angleup >= 1.57) {
    angleup = 1.57f;
    }

    if (angleup <= -1.57) {
    angleup = -1.57f;
    }
    Don't forget to reset your mouse to the centre of the screen afterwards.

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