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Thread: PGDmC: Vectored!

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  1. #1
    Here is my first screenshot of my game. I have finally added in some software 3d routines to draw 3d objects.



    I am experimenting with a retro tunnel effect that will probably move towards the user

    cheers,
    Paul
    Last edited by paul_nicholls; 27-06-2011 at 10:19 AM.

  2. #2
    May be some Elite style starships?

    Last edited by Ñuño Martínez; 27-06-2011 at 11:06 AM.
    No signature provided yet.

  3. #3
    Quote Originally Posted by ?ëu?±o Mart??nez View Post
    May be some Elite style starships?

    Sounds good
    So what was the image? it didn't show up...

    EDIT: haha! it showed up AFTER I posted

    cheers,
    Paul
    Last edited by paul_nicholls; 27-06-2011 at 11:54 AM.

  4. #4
    simvector
    Guest
    Sweet bro. Is this one running in SvPascal?

  5. #5
    Quote Originally Posted by simvector View Post
    Sweet bro. Is this one running in SvPascal?
    Yes indeedy Jarrod

    Nicely done with the software! Thanks for making it

    cheers,
    Paul

  6. #6
    simvector
    Guest
    @paul_nicholls
    No problem. Thank you for testing and sending the feedback.

    Looking at the pic reminds me of a Star Castle type game I was working on some time ago. Wonder if I still have the sources. I love retro style games too BTW. Fond memories. I lost a many quarters playing Gyruss, Asteroids and others.

    Keep going bro!
    Last edited by simvector; 27-06-2011 at 09:31 PM.

  7. #7
    I have managed to get my tunnel to move now - it was quite easy too!

    http://fpc4gp2x.eonclash.com/downloa...ng_tunnel.html

    I just stored an array of tunnel segement Z positions, and decreased those over time.
    When the first segment goes past the near clipping plane I move all the segments in the array down one position and make the last one equal the second last one + a segment distance

    Code:
    procedure TVectored.ScrollTunnel(const aTimeSlice: Single);
    var
      i: Integer;
    begin
      for i := cMaxTunnelRings - 1 downto 0 do
        FTunnelRingsZ[i] := FTunnelRingsZ[i] - cTunnelSpeed * aTimeSlice;
    
      if FTunnelRingsZ[0] < FGraphics3d.NearZ then
      // move tunnel rings forward and put 1st one in back
      begin
        for i := 1 to cMaxTunnelRings - 1 do
          FTunnelRingsZ[i - 1] := FTUnnelRingsZ[i];
    
        FTunnelRingsZ[cMaxTunnelRings - 1] := FTunnelRingsZ[cMaxTunnelRings - 2] + cTunnelRingSpacing;
      end;
    end;
    PS. hey guys, when are we getting Pascal code tags?!?!

    cheers,
    Paul

  8. #8
    Quote Originally Posted by paul_nicholls View Post
    Sounds good
    So what was the image? it didn't show up...

    EDIT: haha! it showed up AFTER I posted

    cheers,
    Paul
    Anyway I'll say it: If I remember correctly that is a Coriolis Station. The rectangle is the dock-entrance.
    No signature provided yet.

  9. #9
    Quote Originally Posted by ?ëu?±o Mart??nez View Post
    Anyway I'll say it: If I remember correctly that is a Coriolis Station. The rectangle is the dock-entrance.
    Thanks

    cheers,
    Paul

  10. #10
    Co-Founder / PGD Elder WILL's Avatar
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    I think you've been typecast as the retro style game maker. Looks very interesting though. I used to love playing Gyruss on my old NES.
    Jason McMillen
    Pascal Game Development
    Co-Founder





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