Now i added a path editor for camera to fallow. It supports 20 paths with 100 Nodes in each path. The paths will be used as event spots too on the map.
Tuesday, July 12, 2011
Friday, July 1, 2011
New Editor for use of Un-Known arcade shooter game
Features
- Adding and deleting mesh (Context Menu for deleting for now)
- Rotating mesh X, Y, Z
- Ocean or water size of landscape
- Add meshes to your objects or assets
- Texture Library (Still need to make some use of it)
- Save and Load Mission or maps
- Mission list
- Mesh List
- Texture List
- New tool buttons
- Functions Much better than previous one
Tuesday, June 7, 2011
Friday, June 3, 2011
Screens of my map or lvl editor
- Circle brush landscape sculpting.
- Land Flatten Raise and Lower
- Water
- Full 3D motion of view
- Enable fog for more realistic Look
- Full Skybox
- 2 type of circle brush
- Expanding brush size while holding mouse down for smoother big hills
- Non expanding brush for a specific size and for making small moldings.
I will be showing you some pics with models loaded next like trees being placed were i click and maybe ill make a vid showing it too
Monday, May 23, 2011
Sunday, May 22, 2011
Fulfilled some goals
Ok now i can shoot as many bullets as I want just as long as each player dose not exceed 500 on the screen at the same time. So if bullets stay under 500 from each player np. It recycles bullets that hit past the bounds of the screen that you can see.
Now to make it so I can do triple and 5 shot spreads. Then ill be happy. After that I can modify the timing system I want to get it perfect. And I am figuring out how I want to make my hud. We will see.
Now to make it so I can do triple and 5 shot spreads. Then ill be happy. After that I can modify the timing system I want to get it perfect. And I am figuring out how I want to make my hud. We will see.
Saturday, May 21, 2011
Implemented Game pad
I implemented game pad functionality to my game now. Right now it supports a 12Button Dual Analog game paddle. It can be PS2 with Adapter or a Regular USB one. I am using a Steelseries 3GC game controller which works really nice if I do say so myself.
Found a screen resolution bug
I have a line going up the screen to a point its about 2 inches from the top at all resolutions except for wide screen ones. This means that It would mess with any math done in the program and boundaries set up for screen edge detection with the bullets. So The game will only support none wide screen resolutions just as long as they are the standard ones. Unless I can figure out a procedure to fix this. If you go wide screen it puts it up closer to the top of the screen which means less of a distances between the center and top. So things will look like there happening faster when in fact its the same speed but it is screwy.
Friday, May 20, 2011
The start so far
So far I am working on the bullet tracking system for my Unknown Project. It is a arcade style space / land shooter.
What it is being made with.
So far I have the following.
What it is being made with.
- Visual Basic Express 2010
- Truevision3D
- DirectX - DirectSound
- Developed for windows XP +
So far I have the following.
- You can use the space bar to shoot one bullet up to the top of the screen
- It keeps tack of how many bullets are being fired
- It can keep track up to 500 bullets for each player 1 and 2
- The bullets shoot at the same speed on both high end and low end video
- The bullets are billboards with the classic orange sphere texture.
- I would like to have it be able to do a sing to 5 bullets scatter shot in a 1/4 circle formation
- Would like to be able to move around the screen while firing
- Have the bullets stay on the correct path.
- And have a starting of collision detection on random objects that appear of the screen
- Give the bullets boundaries so if they are off the screen they will be voided and no longer active.
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