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 Year 2: So what is everyone working on?
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ballistik
Moderator

72 Posts

Posted - Nov 20 2004 :  6:00:39 PM  Show Profile  Reply with Quote
I'm currently using the DaBooda engine to create a pirate game... almost like the old "Pirates!" on NES. It will have many of the originals elements but I intend to add a lot of features that the original lacked... not probably because they weren't thought of, but they probably wouldnt fit into an NES game. Anyway, the idea is the same but a lot will change. The title will be Buccaneers!. I hope to be able to actually finish this one as it (so far) has been really fun to code.


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VBStrider
Neophyte

6 Posts

Posted - Nov 21 2004 :  9:37:22 PM  Show Profile  Visit VBStrider's Homepage  Reply with Quote
I'm working on an MMORPG called Loradon (www.loradon.com), which is coming along quite nicely :) Although we are having data base trouble at the moment :(

VBStrider

Edited by - VBStrider on Nov 21 2004 9:38:16 PM
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masterbooda
Swordmaster

277 Posts

Posted - Nov 22 2004 :  1:50:49 PM  Show Profile  Visit masterbooda's Homepage  Reply with Quote
quote:
I've been working on a custom high dynamic range procedural image format in my spare time.


My project is currently getting this Lolo remake done, but compared to eric's ambitions I am simply not worthy....lol

DaBooda out...

DaBooda Team is back: http://dabooda.789mb.com/
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Eric Coleman
Gladiator

USA
811 Posts

Posted - Nov 22 2004 :  4:34:28 PM  Show Profile  Visit Eric Coleman's Homepage  Reply with Quote
quote:
Originally posted by masterbooda

quote:
I've been working on a custom high dynamic range procedural image format in my spare time.

My project is currently getting this Lolo remake done, but compared to eric's ambitions I am simply not worthy....lol



It is nowhere as difficult as it seems. And for the record this has been done before by lots of other people. I wanted to do something that was simple enough that I could possibly finish it.

I'm using LUA ( http://www.lua.org/ ) as a scripting language because it's small and can be extended. I'm also writing a LUA tutorial as I work on this project, pretty much side by side. I've also got much of the nasty stuff out of the way, the next step is to start defining different filters for image manipulation, such as blur, sharpen, and various other graphical transformations. Also, calling it a "procedural image format" is a bit misleading. The idea is to minimize image sizes by storing most of the data to create the image and then render it only once on the target machine, so that includes being able to store raster, vector, and procedural data. I'm also planning to allow for proxy images (XREF), which I think would really make it usefull for creating modified textures for 3D games.
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Lachlan87
Moderator

USA
160 Posts

Posted - Nov 22 2004 :  8:22:24 PM  Show Profile  Reply with Quote
Whatever happened to Gladiator? Is that project canceled, abandonded, or just on the back-burner?
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Eric Coleman
Gladiator

USA
811 Posts

Posted - Nov 23 2004 :  11:07:42 AM  Show Profile  Visit Eric Coleman's Homepage  Reply with Quote
quote:
Originally posted by Lachlan87

Whatever happened to Gladiator? Is that project canceled, abandonded, or just on the back-burner?


It's on the back burner. I encountered a very serious problem with DirectX 7, specifically when trying to load alpha information into a surface. VB would crash when trying to get a pointer to any of the native DirectX classes. It wouldn't crash immediatly, but when trying to use it or pass it to a function, or even trying to release a reference, then it would crash. After spending too much time trying to figure out a solution I decided to use DirectX 8 instead. However, I have so much code that uses Directx7 that it's a very big task to rewrite everything.

Gladiator is the kind of game that would take a professional studio with 100's of people 3 or 4 years to create. To be honest, I'll probably never finish it, but it's still fun, and that's what matters.

My original plan was to make it a multiplayer only game. The reasoning was that I wouldn't have to create an AI, thus speeding up the development process. I also decided to make it turn based, which would make the multiplayer code much easier to write. For artwork I was going to steal borrow some models from polycount untill I could get people interested in helping with the game. My intention was to get to a point where people could get paid for creating artwork and mods to the game, but that's in the distant future.

Work and VBgamer has been taking up most of my time, so I haven't worked on Gladiator in a very long time. However, I have been thinking of an interesting storyline that would turn it into more of a FF tactics type of game, but then again I get lots of ideas for all kinds of things that I never finish.

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Krisc
Knave

69 Posts

Posted - Dec 18 2004 :  8:59:53 PM  Show Profile  Visit Krisc's Homepage  Send Krisc an AOL message  Click to see Krisc's MSN Messenger address  Reply with Quote
bump! ^_^!

I am currently hard at work on my game... Galactic Wars 2... As I sat down today after studying for my Physics final I realized that I had a ton of code and a ton of files and yet the game still isn't together. It is slowly getting there and I am going to have to do a lot of polishing but I think I can have collisions done by sometime next week. I am looking at Wednesday since I have to give a speech in the morning about games and game design so I am going to be up early anyways.

I am currently using C# and DirectX9 to draw in 2D and I am loving it. A very cool language that I just love everything about. Quite fast as I am getting fps counts in the 400s on my desktop. Anyways: I got to get back to coding!

What is everyone working on at this point?
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cbx
Swordmaster

Canada
296 Posts

Posted - Dec 18 2004 :  11:40:16 PM  Show Profile  Visit cbx's Homepage  Send cbx an ICQ Message  Click to see cbx's MSN Messenger address  Send cbx a Yahoo! Message  Reply with Quote
Since I made my first post I started a new game project Chewe, then it got put on hold after I swore up and down I would never try to work in 3D again! Then I loaded up my DX9Tools library, and had another look at it. Tilted my head sideways, and thought,.... "Did I write this? I mean it's usable but,... it still does not make working with DX9 any easier...." Now I'm rewriting it, from scratch and basically creating a wrapper for DX9, but without the programmers who are using it having to allocate and manage little or no varibles/resources. THe goal is still the same, seek out ANY means of simplifying the DX API.

Now I have started a new game project. One that i should have no excuse not to finish! It's going to be a mario kart clone. I figure rendering 2 polys for the ground/race track can't be that hard to accomplish!

Created by: X
http://www.createdbyx.com/
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