|
  
|
|
|||||||
| Development Discussions All developers who are coding games may stop by here for any help, suggestions, and everything development related. |
![]() |
|
|
LinkBack | Thread Tools |
|
|
#1 (permalink) | ||||||
|
Senior Zuner
|
I really love the idea of the zune shooter, but unfortunately, the developer of the original game stopped developing because of performance issue of zune 8.
Here's what I have so far: -The source code is based on this http://www.codeplex.com/raycasterx/S...leCommits.aspx - I have tested out the performance of the raycasting engine and I think it works pretty well for zune 30 and possibally zune 80 as well. Below are 2 youtube video to show the performance.
- I've mastered the map file which is included in the raycasterX source code download. Here's what we, developers, need to work on to finish the game. -Add a animating sprite like the sprite in "the running man" game. Below is the link http://www.zuneboards.com/forums/dow...nning-man.html -Add the Zuneblade application the this project for music management and settings. There's a game called scrambled albums which calls the zuneblade when it's needed, otherwise it's hidden from view. I'd like to do that if it's possible -Add a gun to this game. I saw the original zune shooter game, it had a static gun image in front of the raycasting walls. I believe by using a gun, it'll speed up this ray casting engine because there'll be less raycasting to render. -Add a fog of some kind to this game in order to speed up the raycasting engine. The fog prevents is a device in "modern" game engine which speed up the game, thus distant obejcts won't be drawn in the game until it gets close to the camera. -Add sound effects to the game -Add a shooting device to the game to destory/make sprite disappear. Any developer is free to add any ideas, improve the code, contribute graphics, contribute idea or contribute anything to this game. All credits will be given to the developers who have helped. Thank you for reading.
__________________
To view links or images in signatures your post count must be 0 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 0 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 0 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 0 or greater. You currently have 0 posts. Last edited by jackluo923 : 06-21-2008 at 10:21 AM. ![]() |
||||||
|
|
|
||||||
| Remove Advertisements Sponsored Links | |
Advertisement |
|
|
|
#2 (permalink) |
|
Experienced Zuner
Join Date: May 2008
Posts: 126
Reputation: 10
Donate |
You could combine this with your maze game. =P
Wish you luck man
__________________
To view links or images in signatures your post count must be 0 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 0 or greater. You currently have 0 posts. |
|
|
|
|
|
#3 (permalink) |
|
Experienced Zuner
Join Date: May 2008
Posts: 220
Reputation: 7
Donate |
Use the sorce codes from running man and the games that involve these items that
you are looking for and incorporate them into your game! Also, to view some sprites, go to google and search them or just borrow them from other zune games! It looks like it is going to be a good game: here the website for all of the zune games so far: http://www.zuneboards.com/forums/dow...ted-games-174/ Good Luck! I Hope This Helps! |
|
|
|
|
|
#4 (permalink) | |
|
Zuner
Join Date: Jun 2008
Posts: 60
Reputation: 10
Donate |
Quote:
__________________
To view links or images in signatures your post count must be 0 or greater. You currently have 0 posts. MySpace: To view links or images in signatures your post count must be 0 or greater. You currently have 0 posts. |
|
|
|
|
|
|
#5 (permalink) | |
|
zB Programmer
Experienced Member Join Date: Mar 2007
Posts: 975
Reputation: 116
Donate |
Quote:
__________________
To view links or images in signatures your post count must be 0 or greater. You currently have 0 posts. ![]() |
|
|
|
|
|
|
#6 (permalink) | |
|
Senior Zuner
|
Quote:
__________________
To view links or images in signatures your post count must be 0 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 0 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 0 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 0 or greater. You currently have 0 posts. ![]() |
|
|
|
|
|
|
#7 (permalink) | |
|
zB Programmer
Jr. Member Join Date: May 2008
Location: Bremen, germany
Posts: 348
Reputation: 101
Donate |
Quote:
![]()
__________________
To view links or images in signatures your post count must be 0 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 0 or greater. You currently have 0 posts. ![]() ![]() ![]() |
|
|
|
|
|
|
#8 (permalink) |
|
Senior Zuner
|
May I use your game's source code to gain some knowledge in order to create a animated sprite?
LOL
__________________
To view links or images in signatures your post count must be 0 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 0 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 0 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 0 or greater. You currently have 0 posts. ![]() |
|
|
|
|
|
#9 (permalink) |
|
zB Programmer
Jr. Member Join Date: May 2008
Location: Bremen, germany
Posts: 348
Reputation: 101
Donate |
*lol* Yes, you are allowed to learn from the source
![]() To be honest, there is not much you can learn for the raycaster engine from Running Man because they work different. I made a spritesheet for Running Man while the raycaster engine sprites work with a complete texture (and not only a part of it). So you need to store each animation frame in a seperate Texture2D and cycle through them... its a bit different than using a spritesheet. If you need help, just ask.
__________________
To view links or images in signatures your post count must be 0 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 0 or greater. You currently have 0 posts. ![]() ![]() ![]() |
|
|
|
|
|
#10 (permalink) |
|
Senior Zuner
|
OK.. I definetly need some help if its not too much to ask.
1) I looked into the code for the RaycasterX engine. in Game1.cs at line 130 or so, there's this line of code Code:
//add some sprites to the level
sprites.Add(new Sprite(new Vector2(3.5f, 3.5f), Content.Load<Texture2D>("Sprites/devil")));
By storing each animation frame in a sepearate Texture2d and cycle through them, do you mean by the below code? Say if I have 2 frames in a character animation, I would use something like the code below to cycle through the animations. [code] //add some sprites to the level sprites.Add(new Sprite(new Vector2(3.5f, 3.5f), Content.Load<Texture2D>("Sprites/devil"))); //remove some sprites to the level sprites.Add(new Sprite(new Vector2(3.5f, 3.5f), Content.Load<Texture2D>("Sprites/devil"))); //add some sprites to the level sprites.Add(new Sprite(new Vector2(3.5f, 3.5f), Content.Load<Texture2D>("Sprites/devilCOPY"))); //remove some sprites to the level sprites.Add(new Sprite(new Vector2(3.5f, 3.5f), Content.Load<Texture2D>("Sprites/devilCOPY"))); //repeat line 132 - 136[code] I'm not sure if this is the correct way to do it because this is only a educated guess. Is there an alternative way to load animated sprites such as modifying the code and use the sprite sheet which you used for your running man game? Jack Thanks
__________________
To view links or images in signatures your post count must be 0 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 0 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 0 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 0 or greater. You currently have 0 posts. Last edited by jackluo923 : 06-20-2008 at 09:38 AM. ![]() |
|
|
|
|
|
#11 (permalink) |
|
zB Programmer
Jr. Member Join Date: May 2008
Location: Bremen, germany
Posts: 348
Reputation: 101
Donate |
Hi Jack,
this is not the way to do it... infact, it does not make any sense in this context. With sprites.Add you add a new "object" to the game like the devil in the sample. But this will not animate it. You need to load all animation images into a list and then extend the sprite class (or better create a new class with sprite as base class). The extension is to increase a value that says which animationframe is the one to be shown now. Then check the last animation frame with the current and if its not the same (texture has changed) then set the Texture of the sprite to the current animation frame texture in the list. The described doing is very easy to implement (at least I think so ). I have already done this for the maze game I am making.
__________________
To view links or images in signatures your post count must be 0 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 0 or greater. You currently have 0 posts. ![]() ![]() ![]() |
|
|
|
![]() |
| Thread Tools | |
|
|
| |