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Thread: Top Down City - Topic Reboot

  1. #1

    Top Down City - Topic Reboot

    Old topic turned into a incompenhendable blend of everything, so here's a topic restart.

    Milestones reached:
    - Car editor partially rebuilt, can now finally open cars it makes.. i still need to replace all my Tbitmap scanline code that is still left there with superior vampyre imaging lib.
    - Random city Traffic
    - Fixed spawning for pedesterians, they are now smarter and don't get stuck as often as they used to, still need to sort out a few AI things tho.
    - OMG proper car physics finally, i wrote this myself - it took me a few months tho.
    - Newton 2 latest beta is in, and works flawless.
    - Sprite packing for animated sprites such as actors, using: http://fpc4gp2x.eonclash.com/downloads/Partitions.pas, This makes original textures 1/4 smaller.

    Some progress videos:

    http://www.youtube.com/watch?v=8cWyth324b0
    http://www.youtube.com/watch?v=Dan0KMlZNS4
    http://www.youtube.com/watch?v=7ekceLilNmQ

    And what would all that be for without a demo? :O

    http://mathpudding.com/tdc/TDC%20DEMO.rar

    Let me know if you have any issues running it.
    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. #2

    Re: Top Down City - Topic Reboot

    loved it, good gtaII fell

    ps: the shadows looks vert good, how they work?
    From brazil (:

    Pascal pownz!

  3. #3

    Re: Top Down City - Topic Reboot

    stencil shadows for map, ordinary darkened sprite shadows for the rest.
    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. #4

    Re: Top Down City - Topic Reboot

    Hi Delfi, I tried your demo. Wow, good work!! I know it's only a demo but here's a couple of ideas:

    - The main thing that's missing is skidmarks on the surface when driving a car/truck etc. At the moment it feels 'artificial', the driving sounds help but the feeling of driving a car wasn't there for me.

    - This is maybe still in your plans but I think you should show dents etc. from accidents with other vehicles/objects.

    - The character looks one dimentional when standing still, it looks like a square with a circle in the middle. This is not the case when moving around, then it actualy looks very good.

    - The dead guys...maybe they should vanish a few seconds after being killed? Or maybe you could engineer a "cleanup van" which drives around picking up dead guys?

    - I think the explosions needs some work too.

    Please, don't get me wrong. I like the "city" very much - it's very realistic and I liked driving over pedestrians.. Maybe you could get them to scream when being hit?

    Anyway, I like your game and it works fine on Vista. Keep up the good work



    Wake up from the dream and live your life to the full

  5. #5

    Re: Top Down City - Topic Reboot

    Quote Originally Posted by Wizard
    Hi Delfi, I tried your demo. Wow, good work!! I know it's only a demo but here's a couple of ideas:

    - The main thing that's missing is skidmarks on the surface when driving a car/truck etc. At the moment it feels 'artificial', the driving sounds help but the feeling of driving a car wasn't there for me.

    - This is maybe still in your plans but I think you should show dents etc. from accidents with other vehicles/objects.

    - The character looks one dimentional when standing still, it looks like a square with a circle in the middle. This is not the case when moving around, then it actualy looks very good.

    - The dead guys...maybe they should vanish a few seconds after being killed? Or maybe you could engineer a "cleanup van" which drives around picking up dead guys?

    - I think the explosions needs some work too.

    Please, don't get me wrong. I like the "city" very much - it's very realistic and I liked driving over pedestrians.. Maybe you could get them to scream when being hit?

    Anyway, I like your game and it works fine on Vista. Keep up the good work
    * Skidmarks are planned, but they are harder to do than you may think..

    * Dents do show, but not on cars which don't have the dented graphics done (like the ferrari and trucks), see that they work fine on the yellow BMW.

    * Dead guys are being cleaned up after you go far enough from them.

    * True, but do you volunteer to make me better explosions or have another way of getting them?

    * No screaming: missing audio
    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. #6

    Re: Top Down City - Topic Reboot

    It's great so far, my only complaint is driving into the water. I realize the car's supposed to be falling as it's flying forward off a cliff, but from the top it looks unrealistic. Maybe you could scale the sprite down or something gradually until it hits the water.

  7. #7

    Re: Top Down City - Topic Reboot

    The camera moves vertically with you, at the end you just produce a nice splash and car is already gone.
    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. #8

    Re: Top Down City - Topic Reboot

    Quote Originally Posted by Delfi
    * Skidmarks are planned, but they are harder to do than you may think..
    What do you have problems with?

    I managed to wrap up something somewhat working with the Phoenix particle system in 15 minutes (of course not counting the countless hours spend writing the particle engine)

    You can check it out here:

    http://phoenixlib.net/files/Skidmarks.zip

    It basically adds a new skid mark every time you press or release the left or right arrow keys by adding a new particle system, its limited to 20 skid marks as it is now, and the start and stop edges of the marks could use some fading.
    Amnoxx

    Oh, and this code appears to be an approximate replacement for return(random() & 0x01);

    Phoenix Wiki
    http://www.phoenixlib.net/

    Phoenix Forum
    http://www.pascalgamedevelopment.com/viewforum.php?f=71

  9. #9

    Re: Top Down City - Topic Reboot

    Quote Originally Posted by Andreaz
    What do you have problems with?
    I had more important parts of the game to finish and fix before skidmarks seriously, this is a very fine detail which isn't difficult to do, so it had a very low priority compared to other stuff.

    Thanks for your example, i have mine all planned and textures ready, i just need to start coding it.
    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

  10. #10

    Re: Top Down City - Topic Reboot

    I'm looking for people to help working on this, if you like the project and would like to work on it let me know here.

    I'd especially like to have someone go over the code and resolve some internal memory corruption, which is fatal when compiled with freepascal, without this i cannot move to start working on a linux port.

    If you like network programming, this project would also love to see you onboard, the game internal design was always made with netsync in mind, but i'd like to focus on other parts before going there - i cannot work on so many parts at once.

    I am also willing to exchange your help on this with helping you with your project.
    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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