Gameaddict's Posts
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I'm trying to learn some advanced areas of c++ (pointers, data structures etc) and trying to come up with things but I'm finding something very difficult. Is it possible to create a class parenting other classes that automatically, at run time, finds created instances of its children without me explicitly calling it to do so each time I create the child instances? |
Okay guys, I just hope we can learn and improve quickly over time. If we're going to do online projects, I think we should quickly research the available platforms and how much freedom we have to use any language we want and plug it into their system. I've learned a lot from this current project on many aspects of game design and I'm hoping we don't fall into the same obstacles again. i.e doing one part while other parts are left alone and so many other problems. The thing is, we should rethink our goals and ideas and start having more fun. We should try to start with simple things and improve on them rather than pushing our selves to make a game of a particular genre and implementing all the cool things we can think of. I'm thinking a learning project with simple games like multiplayer ludo or ayo would be easy to do on flash as long we can work AI aspect of calculating the distance needed to move based on simulated roll of dices and placing gui arrows on movable block till the last legal area is reached. I don't know actionscript but I'm up for learning if I can get the dev tools. Then we can move to large stuffs with storyline. But then, wouldn't it be easier to make games like vampires or mafia (just a simplistic version) in flash than ludo? All we have to program is the clickable paths and randomize results while keeping the players attributes and points as a factor and making it go with the storyline. Just thinking, We'll need good artists though. Ludo could work with simple colored pieces but we'll need good artists if we go with something that has a storyline. |
@ ZIGGYSOFT: Welcome to the team. @APHEK: Okay, I've decided to study the arm ik script in the 3rd person shooter for some time. I'll post anything I find. |
Here's the list: UNITY SPECIFIC: AIMING: How do we script the arms of the player to rotate upwards or downward? I only know of one solution and few people have been able to get it working with their projects. It would help if we are able to study the models used in the demos so we can model ours in the same pattern, i.e The arrangement of bones, orientations and centers. I was able to get the new model from the unity demo into blender with some help from 3D gamestudio's MED by exporting to 3ds in it but the bones were not exported. Anyone with 3ds max or some other tool should try exporting and uploading. PHYSICS: Almost the same problem with the above. My wheels of my own car models are disorganized despite trying my best to model it according to the model in the demo. I noticed the scripts require certain orientations and some require you to organize your car at 0,0,0 location in unity. ANIMATION: I've managed to script animation into layers but I'm not clear on jump animations. Mine doesn't work well yet. I haven't studied the 3rd person platformer animation script yet so maybe when I do, I might come up with something. COMPLEX AI: The AI script I use is the one that accompanies the fps project and is very simplistic. Basically, the enemy wanders around waypoints till the player gets close and the attack function is called. We'll need to improve on this. I finally finished working on the fps example and added a few things. While playing it, I noticed the enemies can't aim upwards so back to the aiming problem. 3D SPECIFIC: MODELING: My modeling still isn't good enough and the people who included 3d as one of the areas they are good at haven't been coming online. We need to work on this aspect and decide on the general look of every object in the game(art style, effects, etc). ANIMATION: Same with the above. I've been able to make simple walkcycles and I'll walk on run cycles next but I'd like to see better realistic animations in the final game. TEXTURES: I haven't been able to learn much on this aspect. I use gimp and most tutorials use photoshop plus I'm not a good painter yet. I've done as much as I can regarding textures but I can't focus on it yet. GENERAL: We have a vague storyline but we don't have ant plans regarding the levels and stuff. Characters haven't been well discussed. No plans on environments and looks. If we don't get this things right, its in doubt if we are ever going to complete this project. I'm hoping people start doing something soon. |
The demo won't run on unity 2.6. It requires lots of features and some aspects of the scripting has changed. I'll import just the models and the compatible scripts and try to make them work. I wonder why they never explain the complex parts of their demos and project examples such as the arrangement of the bones in the models and the centering of car wheels and colliders. People have to go through so much trouble because of it. I started a new project and used the models from the 3rd person shooter and it worked but I can't crosscheck the arrangement in blender because it doesn't import fbx files. I'll look around the internet to see if there's any script to enable importation. I don't think Noesis and the numerous examples out there explain the complex stuffs. They mostly concentrate on general things and simple functionality. I learn more by visiting blogs and forums where I can ask questions easily. I did ask about the aiming and stuff but no suitable answers yet. I think the best thing to do is to try and analyze the working models for now. |
I can't get the beta to work but the demo is included. |
Thanks Aphek!!! I' hoping they'll release the boot camp demo soon. I'm trying to find simple ways to get the arm controllers and other scripts working but my models are deforming strangely while those in the demo work perfectly. @Everyone: No one seems to be posting anything on the levels, game play and stuff. These aspects are very important in game development and I don't see how we are going to do anything without a plan. I hope we can do something as fast as possible. |
@victorybiz, welcome to the team. Read the other posts and you'll know what to do. |
Hi Mobinga, welcome to the team. I visit the gaming section sometimes and I've come across some of your posts. They are nice. We are using unity3d as the game engine so download it as soon as possible. Everyone needs to start coming up with plans and suggestion regarding the game especially the game play and levels. We've picked a storyline but that does not mean you can't edit it. We need to be flexible and fast with the development and really need much input from everyone. I'm hoping you'll also be able to help with the models and animations. @ Everyone: If you've downloaded unity3d and gone through the tutorials, try checking out the demos especially the 3rd person shooter. I'm having problems with most of the scripts and sometimes, the models and scripts are structured in particular ways meaning one may have to model characters using the same structures as the test models in the demos. |
Go to http://www.unity3d.com/unity/download The indie version is free but they allow you use the pro features for one month. Also check the resources page for tutorials. |
Hi Big star, welcome back. We haven't done much but we've decided to use unity 3d as the game engine for various reasons. Download it and have some fun. We still have a lot of work to do. |
okay dude, I found this site: http://bobrost.com/nes/ |
If your NES translates to Nintendo Entertainment System, the 8 bit console developed in 1985, If you want to develop console games, I'll suggest you look at the PSP(homebrew game dev rocks unless you've got money for a license which rocks even more) or mobile devices like the android, iphone/ipad etc. The main consoles(wii, xbox 360 and ps3) don't hand out licenses easily. |
Thanks donclemo. It doesn't matter what area you're good at. We need all the help and advice we can get. |
@ Skoten: Welcome back bro. ![]() |
@aphek: I don't really think so. Pacman and a lot of other games are not what I'd consider as succeeding based on art but they are very successful games. Recent games, especially high end ones backed by big publishers do need every bit of art quality that can be bought but then, it still depends on the game. That said, I'm hoping all the artists who put up their names will start doing something quickly. We haven't done anything considerable since we decided to work on this project and it seems most don't even visit this page anymore. |
I'm using the indie version. It's free ![]() |
I've uploaded my project file to megaupload. The url is: http://www.megaupload.com/?d=K3F10KIJ Anyone who has downloaded unity 3d can check it out. It's 13mb. Two test levels and no real interaction. Hopefully, we can start working on the ideas for levels now. We'll also need to figure out the texture aspects. I'm using really simple and bare textures at the moment and some of them don't look to good. ![]() There's eba, amala and tuwo on the levels if you're hungry. I haven't scripted them yet. They only spin at the moment. ![]()
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@ Whizkid: Welcome, don't hesitate to contribute wherever possible. @ everyone: I couldn't get much work done but I completed a model for the AI and added some animations. I'm still trying to learn how to script animation into layers in unity. I also had to test the AI so I read the AI script used in the fps tutorial. I still don't understand it much but I got it working somewhat, I'll throw in a few models for buildings and props and upload the project file when I'm done with some modifications so we can start organizing our ideas better.
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@ autoclick: What kind of software? |
Working on the character, I'm trying to decide on the best rig system to use, By God's grace and PHCN's cooperation, I'll upload some test levels so we can understand and visualize our plans in a better way.
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welcome to the team. please, try downloading unity 3d and some tutorials. Feel free to contribute anytime. |
Hi guys, how'z everyone doing? I'm trying to create different scenes to get more ideas on the game levels. I think we need to discuss the levels now. We need to get an idea of the gameplay and how it's gonna feel, The first and second are warehouses(only crates are textured, rest is toon shader color). The third and fourth is a rushed up textured cave.
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wow! This is great, ladies battling it out! Y'all gonna do this till someone passes out? Mama mia, ulalaa, gotta let the beat bounce, Please don't stop, let the mic go pow! slap, scratch, just win anyhow, okay, my bad, y'all make peace now Everybody's all good, you ladies all cool dunno why y'all tryna play like you stuck in the hood ya gotta see good, in all that u do wanna change the world, gotta start with you? PS: Ladies don't raise voices/hands, They raise cupcakes!!!! ![]() |
Serious? Make a committed demo tape and with luck, you might even get on MTV or channel O. |
spam all the boards on N-L That will do.Get a tv spot on channels, we'll be forced to listen to you. S-A-Ts line got me scared, waz u serious girl? u really don't care, or u waz just spitting, nuts loose?, never mind me, I'z just playing with u I really dug u, nice on the mic, though your pace seems loose and em jay z lines, paper spying, the man don't do, u should've memorized before shooting for youtube, okay, aside, who said white people can't rap? You seem to believe that. |
what software exactly? Assembly language compilers like NASM or what? |
@ world best: There's lots of resources and tutorials on the unity website. I think they're under the support section. The scripting used in the tutorials are not always explained(like the lerpz 3rd person platformer example) but some of it is easy to learn once you go through them. The projects on the other hand come with no docs. Another good website is unitylabs.com. They explain many things from basics to simple 3rd person cameras and movement. @ kencas: welcome to the team. Feel free to contribute anytime. Get unity3d as soon as possible cuz we're using it for now. Till we're comfortable with ogre and other addons. @ A-zed: It would really be nice if everyone could meet sometime cuz it might make things easier. My mail is adamsibrahim_1@yahoo.com. You can use it to mail me and search for me on facebook. I live around Ajah. |
@ World best: Downloaded unity yet? I'll start testing level ideas as soon as I finish modeling some props. I'm not worrying about textures and looks for now. @Everyone: whats up? You guys ain't posted in a while, Starting to put things together on my multiplayer project, still trying to figure out whether to incorporate weapons in the modeling program or in the game cuz I'm having problems with the gun positioning and stuffs.
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Wow!!! finally made a manageable walk cycle! I'll try adding run cycles, clothes and textures next. |
Does any one know any good tutorials on animation? I started learning blender and modeling in general some months ago and I'm comfortable doing most things but I still can't realistic walkcycles and others. I'm also thinking of using bvh for my actions but I don't know how I can replace the bone to create other actions while keeping the bvh's animation as well. Please post any information you have. We're also working on a game project in the programming section but it's been delayed because of internet problems, engine, lack of artists and others. Any contribution from you guys will be welcome. Our major problem now is the 3d aspect cuz we're lacking animated models to prototype with. Here's the link: https://www.nairaland.com/nigeria/topic-471237.0.html |
ok. I'm trying to get some free models from the blender repository but my internet connection is slow sometimes. |


