Eyyooo - its tidus
-
hey guys, still kicking? lol. cheese and (maybe) FF should remember me. i am taking time off from uni for the rest of the year so i will have alot of time on my hands. i started screwing around with unity a little bit. an hour later:
http://dl.dropbox.com/u/21307579/FLCntrl/WebPlayer.html
soooo…
-
Pretty cool, I actually baught the indie version of unity before exactly one release before they released it for free, paid 180 euros for it and was pretty mutch pissed when they did release it for free the very next version. I did get on a bit while I was using it though. I had things like the radar working and so on. Also had FL style mouse controls. I should still have most of the coding for it, give me a shout if you want the scripts for anything.
http://i352.photobucket.com/albums/r330/SilentAssassin82/NewNebula.jpg
http://i352.photobucket.com/albums/r330/SilentAssassin82/SunExample.jpg
http://i352.photobucket.com/albums/r330/SilentAssassin82/NewNebula2.jpg
http://i352.photobucket.com/albums/r330/SilentAssassin82/Cursor.jpg
http://s352.photobucket.com/albums/r330/SilentAssassin82/?action=view¤t=Radar.jpg
-
hey sweet. PM me your mouse tracking and camera scripts please? so i can compare our methods. i am happy with how its working at the moment (a few more tweeks since the above demo - the jittering is gone too) but it will be nice to see if any improvements can be made.
right now i am just taking the code-like-hell approach, but this is just to get my prototype up and running. ill be re-writing everything when i do sit down to do this properly
-
Really was a long time ago I last messed around with this. So I’ve just zipped the scripts folder, mouse follow is the one you want for the controls, just have a look through the others and use what you need, or don’t.
There is some other cool stuff there aswell, like the planets actually have a gravitational pull, aswell as other stuff. Don’t remember too much though, it was way back in 2009 I last even looked at this stuff.
-
Hey man, nice to see you back around
-
-
am i allowed to start an official thread about this somewhere? its not really modding freelancer but its completely related, so i wasn’t sure…if so, where? i’d rather post up my work here than anywhere else as this is the only place i have a bit of ‘history’ with - i know some people here etc!
-
http://the-starport.net/freelancer/forum/viewforum.php?forum=57
I’d guess that’s the best spot.
-
i just noticed some of the stuff lancesolurus posted! thats wicked, hey kudos to him for writing his own engine…last trimester at uni showed me just how annoying that can be! argh! directx is a bitch
i will post a thread up asap to share some more of my progress. so far i am working on a way to save/load ship states - including damage on certain parts, bits and pieces that are equipped, etc! crucial for when i want to swap between scenes (system to system jumping etc) or when a player enters/leaves the server… sounds easy, but its alot of information to carry over…cant just do a copy and paste unfortunately…
there is not much to actually see here, because the backend is where all the magic is happening… but meh, this is a ship being successfully loaded. Also slapped on a few shader effects. model is by me
http://dl.dropbox.com/u/21307579/FHDShowcase/Showroom/webplayer.html
-
Thanks for the compliment, as for the save/load for scene changes (exactly the method I use), the best way is to modularize the model data. Once thats done you will only need access to 1 or 2 data containers to fully handle any object in the game. Plus in the case of GE, scene switching is mostly handled by 3 routines, sceneswitch(hash), sceneload(hash) and sceneunload(hash). Only sceneswitch has to be called and it automatically handles all of the details. Pretty simple way of doing it since all I need is a hash value to switch between menus, test scenes and the systems. As an added bonus you could add a pre-start script, this allows setting up specific params after the scene is loaded. Example can include locking/unlocking player movement, playing music, activate/deactivate specific huds (as in no ship huds in a menu) and much more.
Hope that helps…
-
sounds like a solid system! haha. i had a similar thing going with a game engine i wrote for XNA. i would have a stack of ‘scene’ objects, that i would pop or push. worked very well for basic 2d games! was pretty solid too. push on a main menu scene…user clicks play/options/credits, push on the play/options/credits scene, player exits back - pop off the top scene and your back to where you came from. love designing the backends of engines. i have not done anything TOO major yet (I am studying game programming at Qantm College) and engine programming was next trimester, but i did manage to roll my own engine for XNA during the summer break… so much fun.
unity handles gameobjects a little differently…i can only instantiate cookiecutter versions of each object, (prefabs) and only save floats, strings, ints, doubles, just basic data. this means i give the player a brand new ship each scene, and apply damage to it.
http://imageshack.us/m/190/3190/unledbx.png
the system is really cool, i reckon! i can assign what prefab gets spawned on destruction as well, so i can literally have half of a battleship snapping off mid battle if it recieves too much damage… the component that is going to snap off (the front half, in this case) will call its destroy() function upon reaching 0 health. this spawns an explosion effect and instantiates a free-floating, broken version of the front half of the battleship… how cool would that look!