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October 24, 2014, 03:47:49 PM
TIGSource ForumsCommunityCompetitionsOld CompetitionsCockpit Competitionokkuplektor [finished]
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Author Topic: okkuplektor [finished]  (Read 33453 times)
0rel
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« on: March 08, 2009, 03:30:15 AM »


[2014-04]
source released
https://github.com/0rel/okkuplektor


[2009-07-09]

okkuplektor_final2.zip
(audio problems hopefully fixed)


[2009-05-01]

okkuplektor_final0.zip

[2009-04-17]

new test candidates:
okkuplektor_beta3_mingw0.zip
okkuplektor_beta3_msvc2.zip


[2009-04-16]

okkuplektor_beta3_msvc1.zip
changes:
* improved OpenAL installation checker
* statically linked c-runtime library
* floor texture fix in rotor level
* other minor changes


[2009-04-09]

here some screenshots of all levels in the current build: okkuplektor_beta1.zip























[2009-04-08]

okkuplektor_beta1.zip

minor changes:
* levels rearranged
* infinite lives
* small texture and timing fixes


[2009-04-07]

tweaked beta released.
several small refinements,
but no new content added...

okkuplektor_beta0.zip



[2009-04-06]

okay.
that's it.
time's up.
Screamy
sooo...

here's the current state of the experiment:

okkuplektor_alpha0.zip

-> extract the archive somewhere before playing. then, "play.bat" should do the rest (it automatically updates OpenAL files, if necessary).

-> after first startup, it takes several minutes to precalc data (primarily audio files). after the first run, it should load much faster...

-> please don't hesitate to report about bugs and errors, because i'm trying to build a real engine somewhen... any comments/tips/ideas appreciated.




[2009-03-08]

hi all!
i'm a bit late to the gathering, but i had no clear idea yet what i really wanna do... the only clear thing was that i finally make some low poly 3d stuff this time, probably in space (whatever space means Wink )... probably i'll stick with some basic lazer shooter type of gameplay now, just to not get lost in too hazy concepts without a working engine to back them up. so, i'll be already glad if i get some stereotype gameplay up that actually works...

in the past days i was working on a entity/collision framework and a simplified animation/level "toolchain" with scripts in blender... it was really hard to make a the objects/environment feel consistent enough in high-res (and to make it run on a normal laptop).. all tests i made with 3d so far were either to expensive or felt too sparse and cold somehow... because of that i finally switched to real lo-fi-3d yesterday (with a glorious 256x256 render to texture technique)... i think i'll leave it like that for now and concentrate more on the content now... here some techy screenshots of the engine tests going on right now Beg






« Last Edit: April 16, 2014, 01:22:41 AM by 0rel » Logged
György Straub
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« Reply #1 on: March 08, 2009, 03:39:30 AM »

awesome name and models / textures. Hand Thumbs Up Left Gentleman Hand Thumbs Up Right what's that on the second screenshot?
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« Reply #2 on: March 08, 2009, 04:08:25 AM »

thanks.

ahm, the colored thing there?

: it's rainbow power space shit :





err... seriously, just testing some random meshes + textures Smiley...
i'm trying to find some bigger idea for the levels/style.
today.
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Mikademus
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« Reply #3 on: March 08, 2009, 05:31:10 AM »

Heh, the low-res low-poly style really looks nostalgic and very pretty! Good styling, looking forward to see what game play you will pull off!
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« Reply #4 on: March 08, 2009, 06:07:22 AM »

looks interesting,. keep it wierd!
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« Reply #5 on: March 08, 2009, 08:52:27 AM »

I love the retro low-rez look.  It made me want to play Descent ... so I did. Grin
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michael
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« Reply #6 on: March 08, 2009, 09:14:07 AM »

wow, youre producing some amazing stuff! i really love the soft grittiness
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« Reply #7 on: March 08, 2009, 09:54:14 AM »

looking very good.  the low-res ones tickled my fancy more than the higher-res shots, though that might be largely due to the generally sexier texturing going on in them.
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Andy Wolff
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« Reply #8 on: March 08, 2009, 10:50:33 AM »

i like the looks of this
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0rel
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« Reply #9 on: March 08, 2009, 02:10:50 PM »

thx @all!

i'm really happy to make a game again Smiley

@ArmchairArmada
yes, 'Descent' was great (but when i try to play it these days, it's just much too hard, i thought...).
but it's still on my unwritten "inspiration-list"... i'll try to make the steering quite similar to that in 'Descent'. i liked that omni-direction space corridor feeling a lot there. it won't have gravitation, but i can't give it complete freedom in all directions (i don't have the math skills to that (needs quaternion rotations afaik), and it's too confusing anyway). - the the vertical camera rotation will be limited, so that the player will move just like in a first-person-shooter, but just without gravitation (simply because the collision with the floor and stairs/ramps are too complicated to do right...).
btw: do you know 'Forsaken', for the N64? it's quite similar to 'Descent', but easier, and it has a very special mood... and space-biker style. i really enjoyed that one... it's even freely available now! : http://home.comcast.net/~wlm00/files.htm (too bad that i never got the keyboard mapping right on the pc...)

@jph wacheski:
i'm a bit afraid of all that weirdness Smiley. somehow i want to make it mario-world-cartoon-cuteish, but somehow - yes - weird/bizarr/artsyfartsy and then there are the cool japanese sci-fi abstract vector- shooters... i'll try to mix that all up when i find a way to do that Roll Eyes

@increpare:
@michael:
Quote
the low-res ones tickled my fancy more than the higher-res shots
Quote
soft grittiness
yea... i felt the same way as a made the switch yesterday... really, was quite astounding how the basic feeling changed... low-res "adds" some magic brain grains to the graphics (especially when in motion), feels just denser, fuzzier and much warmer somehow... and it's earsier to make, cheaper to process and not wanna-be-next-gen at all... i like it a lot more too. obviously.
Quote
though that might be largely due to the generally sexier texturing going on in them.
it's actually exactly the same. Blink


here (almost) all the (still very undecided/unfinished) concept doodelings i've got so far for the game ...pretty random... i know. but i just enjoyed to draw again Smiley, and i've decided to post some ongoing progress about the game here...










































« Last Edit: March 08, 2009, 02:15:06 PM by 0rel » Logged
michael
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« Reply #10 on: March 08, 2009, 04:51:17 PM »

what ever the fuck it is, its beautiful  Undecided
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« Reply #11 on: March 09, 2009, 04:04:34 AM »

Those concept images are great! If you can keep even just a small amount of their awesomeness in the final game, it'll be one to watch.




I particularly like both of these!
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« Reply #12 on: March 09, 2009, 05:33:27 AM »

Quote from: fiber optic asparagus link=topic=5134.msg165889#msg165889
can it be [i
rainbow laser panda [/i]shit?
nono.. it's his! Tongue

@Synnah:
nice to know! - i'm really torn between very different things... too different, even underdeveloped things. but... i'll have decide what fits best, i guess. - thanks for hint in a POSITIVE direction... i want that too.. weirdness/negative, colds stuff is just easier to do, somehow... hm, we'll see.

i'm in testing mode again... so i don't care too much about the outputs. just testing around... hope i can concentrate on the actual game enough, to get it done in time. - probably, i will only post things really about the game here from now on, when there's something to test out... it would be too spattered otherwise.


...
modeled a simple "space frog" creature this morning, to find good tech-limits for the all models. turned the resulotion down quite far this time. current limit for enemies/items fixed at 200 faces / 32x32 rgb texture.


(156 Vertices, 154 faces, 32x32 texture)


(the same model ingame (shadows are probably too expensive to do nicely; i let them away for now...))


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« Reply #13 on: March 09, 2009, 06:20:31 AM »

that is some really nice looking images,. what are you sketching with?  makes nice softness blendy things,. this may be unpopular however i think i like the highter res screen shot,. could be different in motion though.., 
stay focused on finnishing somthing, and adding more if you have time,. my effort this time was to start by building a basic shooting game and THEN add to that the actual stratagy game I have in mind. and it is working so far, as I have a sorta' playable now and can just keep adding to that,. peace.
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« Reply #14 on: March 09, 2009, 08:50:42 AM »

good advice...  i really shouldn't try to pack too much into this small game right now. it won't get finished then.. - basic gameplay comes first! that part is already relativly clear, it's gonna be a shooter, and i have even some soso working code for it, but the point is, that to make it a really playable game, i have to create a level, fitting enemies and weapons... however.. i'll keep doing a darkish corridor shooter. it's the most realistic thing i'm able to do right now. hover craft with small cockpit, a bit like in your game, but more indoor... lazers.. sounds. - all the other things in another game in the future maybe...

@skteching: i recentely ordered a a5 wacom tablet, and now i'm trying to get into software drawing a bit. it's a nice experience... but you're right about the blendy softness. i never did it before, but i recently found out, that it's really a cool way to model shapes with the "smear tool" (either in photoshop, gimp or even in the texture-paint-mode in blender), but you're right, it's like with airbrush pictures too: things often look just too smooth that way, and start to get glossy cream sauce very fast.  it's still a handy tool to "morph" shapes freely. after that it would be probably good idea to add more clear details and edges on top, but that needs time... no pic was finished... Lips Sealed
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« Reply #15 on: March 09, 2009, 01:00:51 PM »

I'm running into similar issues in a game I'm making (not for the competition, though) dealing with the number of polys on screen.  With a max of 200 polys per model, how many models can your engine churn out onto the screen at once?

On mine, I need my engine to handle a maximum of about 150 models on screen at once.  I have a couple of versions of the model that will appear most.  The high-end version has 1302 faces while to low-end version has just 54 faces.  I'd like to use the high-end if possible, but I can't see the average computer running almost 200,000 faces on screen at a decent frame rate.
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« Reply #16 on: March 10, 2009, 02:31:40 AM »

Quote
how many models can your engine churn out onto the screen at once?
well, i have no real game engine yet, more kind of drawing framework, based on OpenGL. the performance depends on many factors. generally, on the hardware of course and the nature of the rendered data...
for static mesh data i was quite surprised.. with my primitive rendering technique (i'm only using opengl ~1.4 without advanced visibility testing at all, just vertex arrays in display lists for all kind of mesh data, also for the animations) i'm getting still ok results (~30 fps) with up to ~300k triangles. but i have a okayish graphics card in my dev laptop, and the test scene was very artificial: many instances of the same highly tesselated sphere in one room... with many huge, overlapping triangles tests would come out totallay different, i guess. it seams that the real bottleneck isn't the triangle count, but the fillrate (epspecially when using a second fullscreen pass of lightmaps on top), and the graphics memory, since i'm store the animations as a sequence of display lists...
i can't test it on too many computers, to see how it exactly performs, so i will only use absolutely common api functions, and only low-res content. i like the look somehow... very nostalgic. and i wouldn't be able to make large amounts of good high-res things anyway... and it's more likely to run everywhere that way... and i want it see run on a normal laptop when possible, without the need for special graphic hardware.
...for animated models, i can't tell execatly yet, since they will have some interactive functions, outlines and varying size (frame/poly count). tested with the simple "space_frog" model from before, i'm getting okayish results now with up to ~350 models on screen (without complex interactions/sound). ahm, but not just right on first try... found a additional annoying bottelneck, while testing right before: the stencil buffer based outlines of the models slowed things down very much... with 15 moving models i got only 10 fps... now i replaced the stencil method with some cheaper wire-outlines... works much better, but looks not so clean, maybe i drop them completely...

Quote
On mine, I need my engine to handle a maximum of about 150 models on screen at once.  I have a couple of versions of the model that will appear most.  The high-end version has 1302 faces while to low-end version has just 54 faces.  I'd like to use the high-end if possible, but I can't see the average computer running almost 200,000 faces on screen at a decent frame rate.
vertex arrays in combination display lists helped me a lot with prebaked animations, to make them go faster. or maybe VBOs could help too (but i'm trying to avoid extensions).



poly stress test


model stress test
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« Reply #17 on: March 10, 2009, 02:21:39 PM »

Over in ZGE forums we just went through some experiments with VBO vs Vertex Arrays and found some strange things,. currently ZGE uses vertex arrays for models with <1k triangles and VBO for larger,.  See this thread; http://www.emix8.org/forum/viewtopic.php?t=371 Try my little demo on your lappy I'm curious how it runs,. your stuff looks very interesting still,. how about some random demo,. slightly interactive is still interesting to other developers,.
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« Reply #18 on: March 11, 2009, 03:14:22 PM »

sweet! runs fine here at perfectly stable 60 fps. the non-vbo version only at 40 fps though. interesting thread btw Smiley ...i'm quite impressed about this ZGameEditor tool! seems to be relatively easy to use (especially because there's no need to edit/compile/run all the time, annoys me hard), and has many really powerful features. just wondering why it is so unpopular in the indie game world... it seems to be a very appropriate tool to make smaller games/even, even in 3d Blink
btw: you're motiviating me quite a bit with your organic looks. i like this kind of shapes, might be a bit too dark for some folks, but i like it really! (maybe i'm drifting back to somthing more abstract too..)
@dev_demo: yea, i should get something done, but my ideas are very unstable. i've decided to go right into level/object/code-making now. no drawing, no drifting and engine twiddeling anymore (if the demo works)... i'm probably doing it less corridor-fps like now, more open, like hovering buildings/bodies. the goal is to collect pieces of a key disc to open the portal at the at the end of a level, and to defeat the evil ones, but maybe other interactions would be more interesting, not just lazzer-zapp-boom-mechanics... don't know, i'm not there yet.

although i not really intended to post it here, here my engine test levels, packed up as a hopefully playable small thingy. -- disclaimber: this is really only meant as a TECH demo, as nothing more. i'll use nothing of this thing for the game or anything else, it was just a way to test out the code and modeling/texturing techniques, and some gamey ideas i always wanted to try out..
hope it works (technically).

i get almost everywhere > 40 FPS, only the room with "space frog army" (only 64 models now, not 300, but the pseudo shadows made things slow) is too heavy to keeping the FPS count up, it drops sometimes down to <30 FPS here. - the FPS count should be capped at 30 or 60, when things go right, cause i'm using VSync...

okkuplektor_engine_test_p4a.zip

keys:

alt + enter: toggle fullscreen
w-a-s-d / arrows: move
mouse.move: rotate
mouse.l: shoot
esc: quit
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jph wacheski
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« Reply #19 on: March 11, 2009, 05:39:27 PM »

ha, that is too cool, love the decent feel, and it looks great. the cockpit is nice,. and the physics quite good. I wanted a 'push' beam like the second weapon that just applies a bit of force to the frogmen,. I was trying to figure if your collitions physics was mesh based or boxes? so i was crashing into them and seeing how they float in the zero g., sweet..  but it was fun to blast them all too., . I like the artness of it all, . the missle objects at the start are purdy!
is this the blender engine or your own? a nice little package either way.  It ran at a constant 60fps here,. however it crashes on alt-enter,.  my dispaly is 1280x1024, perhaps the problem,. .

Yes I too wunder why more kids have not jumped all over ZGE it is free, open-source, cross platform and capable of quite alot,. and is under constant dev.  we are looking into a bit of a re-launch with more info and templets and such when it hits ver.2.

anyway thanks for posting,. i enjoyed the tech demo!  the game will be fun i'm sure!

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