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101  Community / Townhall / Re: The Obligatory Introduce Yourself Thread on: February 24, 2009, 04:10:14 PM
Hi!  Tim Cook, professional non-game coder, long-time game writer, follower of Coyote...never finished a game in my life.

I'm 25 years old, went to the University of Washington, frequent addict of text-based and space colonizing games.  Some of my more ambitious failed unfinished projects include:

- A first-person Mandelbrot explorer in C++, where your avatar and perspective is scaled down as you get closer to the black sea in the center
- A browser-based Moonbase/SimCity/Alien Legacy game
- A text-based online space colony game, building hab domes, mining resources, researching, and trying not to run out of air--while scary critters watch from the dark.
- A mostly realtime hex-grid alien planet colonizing game, where you build a base, mine the souls of angry ghosts for incredible fuel, and then run like heck before you get overrun
- A final project in school where players shoot cannons at lego-block 3d buildings, trying to knock them down, and be the player with the most buildings of their color standing...well, that was playable anyway!
- X-Militia, a strategy/tactics game where you fight the aliens with large numbers of disorganized, poorly-trained "troops".  Drive to landing sites in pickup trucks.

Because I never finish anything I start, I'm in the Cockpit Competition right now, and I've vastly scaled down my wild ideas.  I'm working on Star Crew Solo, which is designed to be like Puzzle Pirates' combat game, except in space, realtime, one player per ship, with nice 3d graphics.  If I finish the game in time, I want to allow more players per ship--and start adding enormous amounts of engineering and scientific puzzles until the game starts resembling Popcap.  Pretty darn sure my core idea will get finished in time.  Woo! Tiger
102  Developer / Technical / Too many lights on a starship! (XNA, shaders) on: February 24, 2009, 03:41:55 PM
First off:  My target is pixel shader v.1.4, so it's pretty old stuff here.

I'm working with the inside of a starship, mapped in a Quake 3 bsp file, but not rendered with that engine (using meshes from Blender and stuff).  It has lots of windows, well, some windows at least.  It also has rooms that are lit different from each other.  What I'm not sure about is, how do I make the best use of limited lights?  What should I keep, what should I drop?

I've looked up shadowmaps, and I think they would be very nice to use...but, well, I only have so many lights allowed.  When the sun is shining right into windows from Mercury's orbit, I'd like to see it cast glaring shadows from all the control panels and people in the ship onto the back wall.  I'm pretty sure I could pull that off...but nothing else would cast shadows, and I think that sounds kind of glaring.  Would it be bad if only the sun in the windows cast shadows, and nothing else did?  (Other lights would only do normal diffuse lighting, etc.)

Also...I -want- to give each room in my ship its own light properties, but they're pretty much connected by hallways and not doors.  I THINK I could get away with saying "each room has its own ambient light, plus one point light, and things are only lit by the room they are in", but...would that be too weird at the hallways?  As an object moved out of the room, it would just suddenly be lit by the next room.  Would that be too awful-looking, especially if you're watching another player walk out of the room you're in?  I'm also worried about, say, an exit from a well-lit room into a poorly-lit room.  Sudden shadows!

Heck, I'm assuming I can even pull this off at all, which isn't guaranteed--If there's ten lights on the screen, but any given object is only lit by one light at a time, will that work on my graphics card or will it cause problems?  I know my card can't fit ten lights at once (due to low shader version), but can it switch which lights it's using when it switches to a new mesh to render?

Looking for advice on "Would that look awful?", "Is it technically possible?", and "Is there a better way to do that?"
103  Community / Cockpit Competition / Re: Activate Casual-Games Drive! on: February 24, 2009, 03:01:46 PM
That sounds awesome!  (And while a very different genre, possibly very similar gameplay to my Star Crew.)  Looking forwards to seeing you pull it off!
104  Community / Cockpit Competition / Re: Landfall on: February 24, 2009, 02:07:44 PM
Wups.  Got my threads crossed, but the shader one was directed at you. Durr...?
105  Community / Cockpit Competition / Re: MECH-THING on: February 24, 2009, 01:09:48 PM
NIIICE.  Looks playable and fun in just three days!
106  Community / Cockpit Competition / Re: Landfall on: February 24, 2009, 01:07:43 PM
What's the video card requirement on that sucker?  Shader 2.0 or can you get away with earlier?

And is that really a FOUR DIGIT frame rate?   WTF
107  Community / Cockpit Competition / Re: Mars Reconnaissance / 3D on: February 24, 2009, 12:11:45 PM
 Shocked

 Kiss

 Beg
108  Community / Cockpit Competition / Re: SpaceDocker 9000 on: February 24, 2009, 10:56:58 AM
YAAAAAAAAAY.  I'm going to blow a lot of time playing this.  :D
109  Community / Cockpit Competition / Re: Pressure on: February 24, 2009, 09:30:12 AM
YAY.  Grew up on that RPG genre in part.
110  Community / Cockpit Competition / Re: Star Crew Solo on: February 24, 2009, 09:28:33 AM
I just want to say for the record that developing a modern 3d game on 768 MB of RAM is a lot of fun.  It feels like the old days...having to close as many windows as possible just so your map compiler can malloc() successfully.  Given the fact that I actually can't run VC#2008, Blender, GtkRadiant, and Firefox all at the same time, my my project is MORE retro during development than most retro games out there.   Roll Eyes

Anyway, by the time I go to sleep tonight, I hope to be rendering fancy-looking 3d control screens to those black textures on the control panels up there.

Still need a musician...I don't think anyone wants to hear me trying MIDI.
111  Community / Cockpit Competition / Re: Landfall on: February 23, 2009, 09:41:45 PM
Hell yes.
112  Community / Cockpit Competition / Re: [FINISHED] Luna on: February 23, 2009, 09:39:51 PM
Yep! Funny isn't it, how much depth in four variables?
You can even try to make the slowest succesful landing.

There's only so much space to experiment sadly.  To eventually stop, you need to expend 5 units of fuel per turn overall, plus 45 for a safe landing.  150 units of fuel means 21 seconds is the longest you can stay in the air.  Now I feel like a rocket scientist.  Wizard
113  Community / Cockpit Competition / Re: Aircraft of Error v1.2 [FINISHED] on: February 23, 2009, 05:12:21 PM
Probably because A) it's hilarious, and B) it's done.
114  Community / Cockpit Competition / Re: ARC on: February 23, 2009, 03:54:42 PM
Sounds fun!
115  Community / Cockpit Competition / Re: The Marvelous Hot Air Balloon on: February 23, 2009, 02:05:23 PM
As awesome as that is, I misread the word in the very lower right.

The "P" didn't quite look like a "P".  More like an "F".
116  Community / Cockpit Competition / Re: TextWarrior 3050 on: February 23, 2009, 01:52:51 PM
This just gets better and better!
117  Community / Cockpit Competition / Re: Hard Aether on: February 23, 2009, 01:47:20 PM
I like it very much!
118  Community / Cockpit Competition / Re: Spiral on: February 23, 2009, 12:42:59 PM
Yay!  I loved Crystal Pixels.  This sounds like fun!
119  Community / Cockpit Competition / Re: Lead Ye Bots Redux on: February 23, 2009, 12:39:32 PM
I just want to throw my support behind the "slightly different music for each bot" thing.  Dynamic music is one of my most favorite things ever, even if it's just slight variations on a theme for each bot (see: your different advisors in Alien Legacy).  It's done best of all if you can switch from track to track in the middle.  Heck, that would practically be an automatic vote from me, because it improves the experience -so much- IMO.
120  Community / Cockpit Competition / Re: Cockpit Collaborations on: February 23, 2009, 12:32:19 PM
Still keeping my eyes open for a mid-90s-game-style musician for Star Crew Solo...  I'm leaning more towards MIDI than chiptunes.  If anyone has played Sierra's game "Alien Legacy" (the original disk one, not the CD version with awful music) then they know the vague style I'm after, the nice contemplative stuff, for the title at least.

I still kinda have to figure out how put MIDI into XNA though I guess >.>  But it can't be that hard, right?

If any MIDI artist wants to take a shot at dynamic music (a la Tie Fighter), I'd love to give it a shot in a couple weeks.
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