(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fi65.tinypic.com%2F23icbvo.png&hash=38bbf4e3be58bbf80df38d51e72287eacf1979e8) :o
With the result that Leadwerks has no current vehicle system support, I have returned to the old Blitz3D, and only created a prototype vehicle for a simple game.
And the truth is impressive to me that Blitz3d still worked.
@Yue>>we are the "last ones standing" and not afraid of the future !
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fwww.hostingpics.net%2Fthumbs%2F79%2F50%2F82%2Fmini_795082dukeemoticon.png&hash=309dea1d81ec1aa55f51b51cca2c33fe4b6b04a1)
As long as the programs made with Blitz3d work well on widespread versions of Windows, i will keep using it !
Creating realistic/high details graphics takes too much time/energy anyway, and Blitz3d is perfect to prototype/create simple games. So hey why not.
Quote
Creating realistic/high details graphics takes too much time/energy anyway
Now that is true...It's all about the game play in my eyes anyway. :D
gameplay is important, of course, but graphics and sounds are important too ! But nice graphics does not necessarily mean high details 3d shapes with photorealistic textures and motion captured animations...
Quote
But nice graphics does not necessarily mean high details 3d shapes with photorealistic textures and motion captured animations...
Yes, totally agree.
One of the things I learned the hard way, is that a video game doesn't have to be cutting-edge graphics, where the only rule is that it's fun.
Opps! My daughter's favorite artist's audio tapped me.
Lindsey Stirling
Nice one!
Nice stuff, Yue!
Will be fun to see what you come up with in great old Blitz.
With such physics, you could try to create a game similar to vigilante8 / twisted metal ;D
Interestingly enough, when investigating Bullet Physics on AGK I found the software for usage in Python and C++/Unity) is freely available on GitHub ( https://github.com/bulletphysics/bullet3/releases (https://github.com/bulletphysics/bullet3/releases) ) and is apparently created by a Dutch guy now working for the Google Brainteam which is/was also closely tied to Boston Dynamics. You know: from our lovely, friendly, little backflipping dude(soon to be a real life Terminator :) ) 'Atlas The Robot'.
https://www.youtube.com/watch?v=yPq-V7dzc8s
Sing along: - It's a small world after all, it's a small world after all, etc. - lol
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fi68.tinypic.com%2F2aj3u44.png&hash=d6772ae421c0cec356e6a62692a28c98f66a82b0)
Continued on this, I've switched from the physics bullet system to newton. This is because tires are more realistic with the newton physics system.
:)
What pleases me about Newton's physics system is that tire crashes are more accurate compared to the bullet system when rim crashes with lightning strikes. :)
;D
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fi65.tinypic.com%2Fe9ix39.png&hash=ac2b55ba6314210a403221541082bf33f551cbd0)
Awesome looking!
Are you taking on the Mars racing challenge again?
If so, you can call it "The Ultra Epic Tesla Mars Racing Game" :) and ask Elon Musk to pay you a few bucks to sponsor your endeavors as you are a poor student and it's a commercial for his company.
Free 3d models(blender format, may need to convert):
https://free3d.com/3d-model/tesla-model-3-2018-with-charger-27881.html (https://free3d.com/3d-model/tesla-model-3-2018-with-charger-27881.html)
Just an idea, dunno if he would, but you never know. He once started as a game programmer too and might like the idea as it's his dream of going to Mars and also plans to send his Tesla into Mars orbit this month.
See:
https://www.theverge.com/2017/12/22/16811944/elon-musk-spacex-tesla-roadster-mars-falcon-heavy (https://www.theverge.com/2017/12/22/16811944/elon-musk-spacex-tesla-roadster-mars-falcon-heavy)
https://www.kennedyspacecenter.com/launches-and-events/events-calendar/2018/january/rocket-launch-spacex-falcon-heavy (https://www.kennedyspacecenter.com/launches-and-events/events-calendar/2018/january/rocket-launch-spacex-falcon-heavy)
:o :o
This is incredible, I think it's a dejavu, I'm doing exactly what you say, I think you practice witchcraft. :)
QuoteThis is incredible, I think it's a dejavu, I'm doing exactly what you say, I think you practice witchcraft. :)
I try not to: I heard it's eval. :D
Timer timekeeping :)
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fi66.tinypic.com%2F2a8p54k.png&hash=f0b84ebf5ce4d3bf6f9ecd8003b37c896e519c2f)
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fi63.tinypic.com%2F30hpgn5.png&hash=8aa827bc77433f832f5fb26f04f6cbb2e93d2e1b) :-\
I can't find a textured model.
..oh i thought you moved to leadwerk for this..
Quote from: Naughty Alien on January 18, 2018, 02:35:16
..oh i thought you moved to leadwerk for this..
Unfortunately, the current version of leadwerks does not support vehicles. :'(
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fi65.tinypic.com%2F2mh7yw4.png&hash=a2f6fee40629ab30df473ca40bf027f75a7bad99) :)
(https://pbs.twimg.com/media/DT9amKBXkAAxNUG.jpg:large)
Hehehe, pretty brutal. Now imagine that being an opponent car driver. :)
Looking good so far.
I've checked and is hard to find a (free) Tesla Roadster model.
Guess that would mean making one yourself?
I could try to make the model, or in such a case the textures for the other, however I think it is a very time-consuming task, and having to be aware of everything I probably deviated from the objective. That's why I'm not digging deeper into menus, things like that, the goal is centered in the game.
So I will use the model created by Piotr Kupsc
https://www.artstation.com/piotrkupsc
(https://goo.gl/7EtkZq)
(https://goo.gl/kSL2Fy)
Initially it will be a kind of rally, reaching certain control points with time.
I've really learned a lot of things, well not many, but I still don't know how to make a video game. :-\
Chassis in place. :D
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fi66.tinypic.com%2Frsc2ki.jpg&hash=82d642ed424ca4482834fa87f8db8cb8d12ec346)
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fi65.tinypic.com%2Fsqqrud.png&hash=acdcf694b07bfc3cc7babbdae4da1641fa993d78)
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fi68.tinypic.com%2F4vs5d3.png&hash=78dc6aeac724c7c3198ae804e6cda64e8ea10d89)
When looking at the screenshot of the box car, I was not impressed.
However, when looking at the last couple of videos, I am impressed.
Looking great so far.
The last one didn't look good.
Tools Terrain. ;D
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fi63.tinypic.com%2F29bd7qp.png&hash=d13f9a868045796dceb980ff818656acbdbf821d)
Terrain simple.
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fi66.tinypic.com%2F6z6d0l.png&hash=7c50aaf9f0f677a480f355f15c9d262e357d7f70)
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fi67.tinypic.com%2F2nlh2ll.png&hash=4d384a32795722016bc59d48ce9f4b9f90f2e411)
I have managed to implement a terrain correctly, the problem that took a lot of time to solve is that the car was slipping when stopped on a hillside. So as always proof and error, I have managed to find a solution to this.
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fi63.tinypic.com%2Fe5juvq.png&hash=7f922e983a164f64003071f5b62a1abe2af56d27)
Test Table Score.
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fi65.tinypic.com%2F2q2g4yg.jpg&hash=b30f348f2bb5882489233b191e7ff9a57d8acec3)
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fi67.tinypic.com%2F6sru6d.png&hash=35f31dddc869ed9160bce65fc56f9305f630fca8)
Looking good, very good! If you put some random rocks on terrain then would get more dangerous and exciting.
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fi67.tinypic.com%2Fbey82x.png&hash=3bfb814ad0a9410804abf735d1c68112d4c5432c) :-X
Sweet image Yue ;)
working on the player outside the vehicle, first person.
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fi64.tinypic.com%2F2ldefk3.png&hash=01db6eee9b1b30dd432d0238b6afb0c0dcee6222)
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fi68.tinypic.com%2Fzlyjnm.png&hash=1ebbc5c5cee9781205f511ee1602ba98c6b024df) ;D
Once the character is finished in the first person, you can get in and out of the car with the E key.
Test Character Controller.
Ilumination finish. :P
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fi68.tinypic.com%2F2r6mud2.png&hash=f3c5a29409ff53b025c49ddfd034cacc32181868)
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fi67.tinypic.com%2Fzoaw52.png&hash=2af3afaa6de0263ff877be33ff4584b251dfe0e3) :-X
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fi63.tinypic.com%2F8z48w9.png&hash=c4cfe7a42c1d3c89b5a8fd191419a992a5705b91) :-X
The best thing that can happen is to be sued. :D
Cool! The physics and visuals seem pretty good for Blitz3d.
What happens if it drives over a rock? Will it flip over?
The rocks are in the work plan, if they are small rocks that do not exceed the mass of the tires will pass over them without problem, if they are large rocks depending on the speed of the car may turn the car.
Right now I'm prepping the system for particles, meteors, storms, hurricanes. :D
Cool! 8)
Test system particle.
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fi63.tinypic.com%2F27xqt90.jpg&hash=d48b09bddc1898d7f33f9bb179b471a64b802fc8)
Looks really great!
Good stuff, keep working towards that game.
Test particle system for wheels.
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fi66.tinypic.com%2Fzk04r4.png&hash=e6f8ce85056a27e65510973009d30798939a5fe3)
The experience of developing a game.
I'm not a programmer, far from it, I've learned some things, but I'm very far from doing something spectacular, in this case at the moment everything is profit, I think I've improved a lot since 2007, and my code is much more structured, easier, more comfortable to maintain and at the moment it hasn't gotten out of hand enough to abandon it.
This is just a hobby, always something to learn, always something new to improve and possibly this year if I make a game, I see it very evident, although I don't sing victory yet, and then the question is. Why Blitz, simple because it still works and the push was that leadwerks has no support for vehicles, and AGK, it is very raw for me, however Bltiz3D is usually a world more and more pleasant, more quiet and since I continued to run on Windows, I will not see any inconvenience.
About the game, all my learning prototypes have had to do with Mars or another element of a prototype called "Pawn", menus, tests etc., I don't know how Mars is, I have no idea, I just know that if I weigh 96 kilos on Mars on earth I probably weigh about 30 kilos. In the end that doesn't matter, it's just a game.
The game will have to do with an astronaut named Rony Otto, who has to keep his facilities in optimum condition to survive, and among his tasks he has to maintain certain objects on Mars that help communications with the earth and future expeditions to the red planet.
That's it, the first month of the year is over and let's see what fate has in store for us.
Translated with www.DeepL.com/Translator
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fi68.tinypic.com%2Ffla6tk.png&hash=13f96bd23cb25d7a886912963980b3c42848c6c2)
Mate, you clearly have the talent to make a game...No more excuses ;D
In-game particle test. 8)
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fi66.tinypic.com%2Feqcxmd.png&hash=2c4ca41d8448f8478d0f368fc82a99927a54c5d1)
I've implemented something called Tween, the idea is that the game does not exceed 60 marks per second, this serves to make the player not go faster than it should be on much faster machines, and when the fps goes down much faster, the player will not go very slowly.
Now I have to go to work. :P
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fi64.tinypic.com%2Fmlihk5.png&hash=b0c8d2e7755f38d33b1a415f1f46dbecf25c2fd0)
;D
(https://pbs.twimg.com/media/DU1COwYWAAErqBy.jpg:large)
(https://pbs.twimg.com/media/DU1EldTX4AAqtN1.jpg:large) :P
System particles in wheels.
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fi65.tinypic.com%2F2zjb0wx.png&hash=6fd06ed2ef31d83e57617593f7abca6cb8cb901c)
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fi65.tinypic.com%2Faazy55.png&hash=782e91d0c4ccdac583cb007e5c0ddc9644b99c17)
Video for some hot particle action? ;)
It's not perfect :-X, but to take the video out I'm adjusting that under certain circumstances dust particles and rocks are activated in each tire under certain conditions, for example that a tire is touching the ground and when it reaches a certain speed the tire. :)
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fi63.tinypic.com%2F289h35k.png&hash=e1627cf3212013fb75f183896c1f4870b4dcbd17)
I'm gonna put your name on the game, you've always been the only fan of what I do. :D
System Particles in Wheels.
For p = 0 To 3
PositionEntity partRuedas[p]\emisor%, EntityX(vehiculo\ruedas[p]\ente), EntityY(vehiculo\ruedas[p]\ente)-1, EntityZ(vehiculo\ruedas[p]\ente)
Next
For p = 0 To 3
If phJointVehicleGetTireAir%(vehiculo\sVehiculo,vehiculo\pxRuedas[p]) = False Then
If Int(phJointVehicleGetTireOmega#( vehiculo\sVehiculo, vehiculo\pxRuedas[p] ))>1 And OnParticulas% = False Then
For x = 0 To 3
Emitter_Start ( partRuedas[x]\emisor% )
Next
OnParticulas% = True
Else
If Int(phJointVehicleGetTireOmega#( vehiculo\sVehiculo, vehiculo\pxRuedas[p] ))<100
For x = 0 To 3
Emitter_Stop ( partRuedas[x]\emisor% )
OnParticulas% = False
Next
End If
End If
End If
Next
This is as follows, since the previous code complementing, if a tire did not touch the ground all the emitters of particles are deactivated, even if for example three tires touch the ground and a trowel does not touch it.
In this case, each tire that does not touch the ground switches off the emitter individually.
Now I'll run some tests and make the video. :-X
Function UpdateParticulasRuedas( vehiculo.TVehiculo )
For p = 0 To 3
PositionEntity partRuedas[p]\emisor%, EntityX(vehiculo\ruedas[p]\ente), EntityY(vehiculo\ruedas[p]\ente)-1, EntityZ(vehiculo\ruedas[p]\ente),True
Next
; - Emisor Rueda 1.
If phJointVehicleGetTireAir( vehiculo\sVehiculo, vehiculo\pxRuedas[0]) = 0 And OnParticulas1% = False
If Int(phJointVehicleGetTireOmega( vehiculo\sVehiculo, vehiculo\pxRuedas[0])) > 2 Then
Emitter_Start ( partRuedas[0]\emisor% )
OnParticulas1% = True
End If
Else
If phJointVehicleGetTireAir( vehiculo\sVehiculo, vehiculo\pxRuedas[0]) = 1 Or Int(phJointVehicleGetTireOmega( vehiculo\sVehiculo, vehiculo\pxRuedas[0])) < 2 And OnParticulas1% = True Then
Emitter_Stop ( partRuedas[0]\emisor% )
OnParticulas1% = False
End If
End If
; - Emisor Rueda 2.
If phJointVehicleGetTireAir( vehiculo\sVehiculo, vehiculo\pxRuedas[1]) = 0 And OnParticulas2% = False
If Int(phJointVehicleGetTireOmega( vehiculo\sVehiculo, vehiculo\pxRuedas[1])) > 2 Then
Emitter_Start ( partRuedas[1]\emisor% )
OnParticulas2% = True
End If
Else
If phJointVehicleGetTireAir( vehiculo\sVehiculo, vehiculo\pxRuedas[1]) = 1 Or Int(phJointVehicleGetTireOmega( vehiculo\sVehiculo, vehiculo\pxRuedas[1])) < 2 And OnParticulas2% = True Then
Emitter_Stop ( partRuedas[1]\emisor% )
OnParticulas2% = False
End If
End If
; - Emisor Rueda 3.
If phJointVehicleGetTireAir( vehiculo\sVehiculo, vehiculo\pxRuedas[2]) = 0 And OnParticulas3% = False
If Int(phJointVehicleGetTireOmega( vehiculo\sVehiculo, vehiculo\pxRuedas[2])) > 2 Then
Emitter_Start ( partRuedas[2]\emisor% )
OnParticulas3% = True
End If
Else
If phJointVehicleGetTireAir( vehiculo\sVehiculo, vehiculo\pxRuedas[2]) = 1 Or Int(phJointVehicleGetTireOmega( vehiculo\sVehiculo, vehiculo\pxRuedas[2])) < 2 And OnParticulas3% = True Then
Emitter_Stop ( partRuedas[2]\emisor% )
OnParticulas3% = False
End If
End If
; - Emisor Rueda 4.
If phJointVehicleGetTireAir( vehiculo\sVehiculo, vehiculo\pxRuedas[3]) = 0 And OnParticulas4% = False
If Int(phJointVehicleGetTireOmega( vehiculo\sVehiculo, vehiculo\pxRuedas[3])) > 2 Then
Emitter_Start ( partRuedas[3]\emisor% )
OnParticulas4% = True
End If
Else
If phJointVehicleGetTireAir( vehiculo\sVehiculo, vehiculo\pxRuedas[3]) = 1 Or Int(phJointVehicleGetTireOmega( vehiculo\sVehiculo, vehiculo\pxRuedas[3])) < 2 And OnParticulas4% = True Then
Emitter_Stop ( partRuedas[3]\emisor% )
OnParticulas4% = False
End If
End If
End Function
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fi63.tinypic.com%2F2aiodx5.png&hash=13e9e4c8fff953b6ab27c1d7d92c98e2df69ea84)
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fi67.tinypic.com%2Fnvzcjt.png&hash=74ccd5d1598dc3958f9a5ca702c0cd5cca0cea04)
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fi66.tinypic.com%2F33codts.png&hash=7e0524437a58e2a7e900a06aafdd8213f2b4b78d)
Root folder game.
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fi65.tinypic.com%2F34447eq.png&hash=62e15323a9fdc19cf0feadf0ffe5e2ff8ad0a731)
Root folder Data.
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fi67.tinypic.com%2Fe7nhvl.png&hash=46769532501a634a196b63e4fda96bb946daed3a)
Pointers in Blitz3D :-\
The only viable way I have been able to implement pointers in Blitz3D is specifically in asset loading, which is done in the background while the main thread shows an animated image.
So that's the task for today, to implement a resource loading system and display a simple "Loading"message.
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fi63.tinypic.com%2F29eiyhw.png&hash=035bc3d792ba451c6fe2955bb0662f40f1e8e860)
Structure of the programme.
The best way this has worked for me is to separate the file into several parts, this allows me to keep it from getting out of hand.
For example I have a TCube file, which implies the creation of a cu bo, in the main file I use a variable with that type of custom data. I don't know if it's the best way to do it, because those who learn badly, stay that way, but personally it has worked for me and I think it's the best way for this not to get out of hand.
Translated with www.DeepL.com/Translator
Windows Loading...
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fi65.tinypic.com%2Fz4uva.png&hash=57a5756389273407e6a85fc1d3fe2d489af9de74)
A simple load message, in which an animation, load bar etc. can be implemented.
And here we go with the implementation of an asset loading thread in the background. The idea of doing this way is that while loading the game resources, I can show a progress bar, an animated image etc. And this is thanks to the FastPointer library. :)
; Test Loading thread
Local hiloCarga1.TPointer = Null
Type TPointer
Field hilo%
Field puntero%
End Type
Function Init_Pointer.TPointer()
Local self.TPointer = New TPointer
self\puntero = FunctionPointer()
Goto skip
ThreadFunction()
.skip
self\hilo% = CreateThread (self\puntero, 100)
Return ( self.TPointer )
End Function
Global ThreadVar = 0
Global textura%
Function ThreadFunction ( StartValue% = 0 )
ThreadVar = StartValue
Repeat
Delay 100
DebugLog textura
If textura% = 0 Then
textura% = LoadTexture("Data\Texturas\Desierto.png")
End If
Forever
End Function
The resource loading thread has been implemented in the background, while the main thread displays a "Loading"message. :P
; ---------------------------------------------
; Proyecto : TestPace X.
; Programador : Yue Rexie.
; Sitio Web : http://www.iris3dgames.ga
; fichero : TPointer.bb
; ---------------------------------------------
; Nota : Tipoi TPointer.
; Objetos Pointer.
; ---------------------------------------------
Local hiloCarga1.TPointer = Null
Type TPointer
Field hilo%
Field puntero%
End Type
Function Init_Pointer.TPointer()
Local self.TPointer = New TPointer
self\puntero = FunctionPointer()
Goto skip
funcionHiloCarga()
.skip
self\hilo% = CreateThread (self\puntero, 100)
Return ( self.TPointer )
End Function
Function funcionHiloCarga ( StartValue% = 0 )
Repeat
If carga1% = False Then
; - Sombras.
sombra1.TSombra = Init_Sombra(2)
sombra2.TSombra = Init_Sombra(1)
ShadowRange ( sombra2\sombra, 160)
sombra3.TSombra = Init_Sombra()
ShadowOffset( sombra1\sombra,-1.5, 0, 0 )
sol.TLuz = Init_Luz()
RotateEntity ( sol\ente, 030, 10, 000 )
ShadowLight ( sombra1\sombra, sol\ente )
ShadowLight ( sombra2\sombra, sol\ente )
ShadowLight ( sombra3\sombra, sol\ente )
; - Vehiculo Tesla.
vehiculo.TVehiculo = Init_Vehiculo()
phBodySetPos ( vehiculo\pxChassis%, 0, 3.5, 0 )
CreateShadowCaster ( sombra1\sombra, vehiculo\chassis\ente )
CreateShadowCaster ( sombra3\sombra, vehiculo\chassis\ente )
For s = 0 To 3
CreateShadowCaster ( sombra1\sombra, vehiculo\ruedas[s]\ente )
CreateShadowCaster ( sombra3\sombra, vehiculo\ruedas[s]\ente )
Next
terreno.TPlano = Init_Plano(16)
SetBumpEnte(terreno\ente, terreno\textVector, terreno\textNormal, terreno\textDifusa, sol.TLuz )
EntityTexture ( terreno\ente, sombra1\texSombra, 0, 3 )
colinas.TTerreno = Init_Terreno("DesiertoAltura.png" )
SetBumpEnte(colinas\ente, colinas\textVector, colinas\textNormal, colinas\textDifusa, sol.TLuz )
EntityTexture ( colinas\ente, sombra1\texSombra, 0, 3 )
If GfxDriverCapsEx\TextureMaxStages > 4
EntityTexture ( terreno\ente, sombra2\texSombra, 0, 4 )
Else
fadeSombra = Init_Textura("fade.png", 59)
ShadowFade sombra1\sombra, fadeSombra\ente
End If
; - Indicadores.
indicadores= Init_Indicador()
SetPositionIndicador( indicadores, 0, 2, 48 )
RotateEntity ( indicadores\Indicador\ente, 180, 90, 0 )
; - Fuentes.
fuenteBlitz = Init_Fuente("Link.img","blitz_20b.tga")
SetImageFont (fuenteBlitz\fuente )
fuenteSpace = Init_Fuente("Link2.img","space_age_20.tga")
fuenteDigital = Init_Fuente("Link3.img","ds-digital_25.tga")
; - Tablero.
tablero.TPuntos = Init_Puntos()
; - Jugador.
jugador.TJugador = Init_Jugador()
phBodySetPos jugador\body, -5, 3.5, 0
carga1% = True
End If
Forever
End Function
Function DeInit_Pointers()
Local selfs.TPointer = Null
For selfs.TPointer = Each TPointer
If IsThread(selfs\puntero) Then
FreeThread(selfs\puntero)
selfs\puntero = 0
selfs\hilo = 0
End If
Delete selfs.TPointer
Next
End Function
File Main.
- Carga Recursos.
; get pointer to thread function
hiloCarga1.TPointer = Init_Pointer()
While carga1 = False
;RenderWorld
StartDraw
DrawText("LOADING", GraphicsWidth()/2-StringWidthEx%("Loading")/2, GraphicsHeight()/2+200)
EndDraw
Flip
Delay 1000
Wend
carga1% = True
FreeImageFont(fuenteLoading\fuente )
fuenteLoading\fuente = 0
Delete fuenteLoading.TFuente
DeInit_Pointers()
Loading Game. 8)
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fi66.tinypic.com%2F27wyadg.png&hash=9100d093587cac06b1e28f7f74ce6147ff7f368e)
Loading ok. ;D
(https://pbs.twimg.com/media/DU-yNVcW0AAuTO_.jpg:large)
(https://pbs.twimg.com/media/DU_XTuTW0AAgWir.jpg:large)
The character for the game, although it will be in first person, will serve as a decoration for the space suits and his head will be seen in the player's hud.
Thanks to Kuro for the model. :)
Okay, school break week's over. Monday I'm back in again, so I have to make time for this.
8)
(https://pbs.twimg.com/media/DU_tcsPW0AAmYAg.jpg:large)
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fi67.tinypic.com%2F2e5r3vl.png&hash=59718afbb2240c88dc84e26c50b153ff2c878eef)
Apparently Elon wants his Tesla to go into space, orbiting Mars, while playing the song Space Oddity (https://www.youtube.com/watch?v=iYYRH4apXDo) by David Bowie.
May I suggest that you name the driver 'Major Tom', or to avoid having to pay royalties and such: 'Major T.' ;)
You could put a Mars city far in the distance as a end goal to drive to and name it 'Odd Spacity' hehehe.
There are many ideas in this regard, they are all welcome because sometimes the imagination of exhaustion vanishes from me. The ideas I have range from finding Sumerian tables, statues in rocks, mystery, conspiracy, pyramids, etc. and I also love the idea of the city. :)
For now I'm analyzing the rock issue, and the best way to think about it is when you're on public transportation sitting looking out the window. ;)
Translated with www.DeepL.com/Translator
Hehehe. Hope you were being sarcastic about the publice transport. Round here can be really annoying at times. ;)
BTW don't worry: you are doing a marvelous job so far. And you really have a good eye for design too.
Good to see the astronaut fitting in so well. I knew would find his way back into the 3d world.
It should be noted that this only happens when I can find a chair by the window, and it happens very rarely. :-X
@Yue>>another game made with Blitz3d, were the goals are to analyze the planet structure, to retrieve damaged "probes", and also to find artefacts :
https://www.youtube.com/watch?v=lOX6RjdI_GA
@RemiD Interesting. :)
(https://www.syntaxbomb.com/proxy.php?request=http%3A%2F%2Fi63.tinypic.com%2Fek17jp.png&hash=25c5224ccc07b57a60388ac93be5078c101309b9)
Generating a pitcher of the game from PureBasic. Whose options are to start the game, graphic options etc.
Great stuff Yue! Always impressed with your work.
Welcome back Yue! I thought you would find your way here again...(the "?onkey 2" site is not fun...)
Yue was not here for some months now - and his project (see links in his footer) was not updated since 60 days too. Think he concentrates on "serious life issues" now - rather than "internet fun".
bye
Ron
Perhaps something(s) happened we have no knowledge off..
He came from a dark place in life and was lucky to have escaped into the light, but maybe that still took it's toll, came back to haunt him, didn't feel all that great, for can be hard to adjust to regular society after something like that.
Especially if society isn't all that understanding and nice in general for people who don't fit into the machine as a smooth gear and will most of the time be outcast, rejected and unforgiven.
So it's probably a big struggle..
Every person has his own battles to fight and flaws to overcome