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Thread: Top Down City - Topic Reboot

  1. #21
    Some progress:

    Weapon pickups:


    Destructible map objects


    Bloody skidmarks


    And final object crates with pickups made after destroying them:
    This is my game project - Top Down City:
    http://www.pascalgamedevelopment.com...y-Topic-Reboot

    My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
    http://www.pascalgamedevelopment.com...source+manager

  2. #22
    You'll have a nice classic GTA clone.

    Correct me if I'm wrong but you are using Delphi, aren't you? Or can FPC compile it?
    No signature provided yet.

  3. #23
    Quote Originally Posted by Ñuño Martínez View Post
    You'll have a nice classic GTA clone.

    Correct me if I'm wrong but you are using Delphi, aren't you? Or can FPC compile it?
    editors are still built with delphi (i am phasing out delphi and making them lazarus-friendly but the game has more priority atm. ).

    The game itself however is developed only with lazarus + freepascal for past year or so, which helps ensure future cross platform compatibility not that i managed to port it, but i'm hopeful that i will soon in near future, main code is well isolated from platform dependancies.
    This is my game project - Top Down City:
    http://www.pascalgamedevelopment.com...y-Topic-Reboot

    My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
    http://www.pascalgamedevelopment.com...source+manager

  4. #24
    Positive update: i've managed to port map editor to lazarus, which is one of major support tools, it works, which is nice
    This is my game project - Top Down City:
    http://www.pascalgamedevelopment.com...y-Topic-Reboot

    My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
    http://www.pascalgamedevelopment.com...source+manager

  5. #25
    I've implemented automatic damage deformations on vehicles, it looks good:

    This is my game project - Top Down City:
    http://www.pascalgamedevelopment.com...y-Topic-Reboot

    My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
    http://www.pascalgamedevelopment.com...source+manager

  6. #26
    Amazing project and I like the authentic old school style of this. Hope to see it progressing !

  7. #27
    2 update videos, the engine is finally maturing, after > 10 years of work




    This is my game project - Top Down City:
    http://www.pascalgamedevelopment.com...y-Topic-Reboot

    My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
    http://www.pascalgamedevelopment.com...source+manager

  8. #28
    There is so much stuff done to get to this point!
    I am glad you are at the most fun part: sculpting the above-water part of your project's iceberg

  9. #29
    Nice. Keep up the good work!
    No signature provided yet.

  10. #30
    Thanks for being still interested

    So, let me share some progress:

    ALL editors are now also made in freepascal, no more delphi anywhere, just freepascal + 2 msvc dlls (one is not needed for game but for editor only).

    So much little bugs and glitches and improvements were made - stuff like improved objects breaking, tank driving over other vehicles, totally custom compound collisions for vehicles, kicking vehicles and objects is improved, improved AI, pathfinding, optimizations, unified UI, corrections in rendering and fixes in map editor. No screenshots / videos, but after one more fix in physics engine i'm releasing another playable demo.
    This is my game project - Top Down City:
    http://www.pascalgamedevelopment.com...y-Topic-Reboot

    My OpenAL audio wrapper with Intelligent Source Manager to use unlimited:
    http://www.pascalgamedevelopment.com...source+manager

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