1. New demo, very very poor and primitive, but a demo.

Anyway, it isn't a very good thing, but to whom could spend some patience
taking a look on it, I left my thank you.
 The demo is available at
 It's very little, about 17 kb.
 Please, send comments.
 Thank you

Eduardo Uemura Okada
e-mail: cool at mii.nutecnet.com.br

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2. Re: New demo, very very poor and primitive, but a demo.

On Sat, 20 Dec 1997, Eduardo Uemura Okada wrote:

>  Anyway, it isn't a very good thing, but to whom could spend some patience
> taking a look on it, I left my thank you.
>  The demo is available at
> http://www.geocities.com/TimesSquare/Battlefield/4346/zero3.html
>  It's very little, about 17 kb.
>  Please, send comments.
>  Thank you

cool demo.  Can't wait to see more.
Michael Packard
Runner! still ain't a game, but soon I hope. =0
I can run around, fall, climb, do the hand over hand thing, drop from the
tightrope and grab one a couple levels below, and all the animated game
messages work.  Saturday I should get to starting the enemy AI and
actually move them around.

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3. Re: New demo, very very poor and primitive, but a demo.

At 12:51 AM 12/20/97 -0800, you wrote:
>Runner! still ain't a game, but soon I hope. =0
>I can run around, fall, climb, do the hand over hand thing, drop from the
>tightrope and grab one a couple levels below, and all the animated game
>messages work.  Saturday I should get to starting the enemy AI and
>actually move them around.

Hey, Mr. Packard, can your game engine... wait... I can make platform games
with it, right? What about other types of games? Could you provide a good
advertisement for your stuff? I'd appreciate it.

What do you use to create graphics for your games?

Thanks!
ck

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4. Re: New demo, very very poor and primitive, but a demo.

At 12:51 AM 12/20/97 -0800, you wrote:
>Runner! still ain't a game, but soon I hope. =0
>I can run around, fall, climb, do the hand over hand thing, drop from the
>tightrope and grab one a couple levels below, and all the animated game

I was thinkin' last night, maybe you could take this up a notch. How about
creating a "LodeRunner 3D," and add features such as jumping, falling (get
that parachute first), and, of course, on a 3-D (or isometric) type playfield?

That would be cool, wouldn't it?

How easily could you and your game engine handle this kind of project?

Later!
ck

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5. Re: New demo, very very poor and primitive, but a demo.

On Sat, 20 Dec 1997, Christopher K. Lester wrote:
>
> Hey, Mr. Packard, can your game engine... wait... I can make platform games
> with it, right? What about other types of games? Could you provide a good
> advertisement for your stuff? I'd appreciate it.

The best way to see what it can do is to play my games.  Most games
require the same fuctions: Updating the scores, player feedback, sound,
displaying help screens, animating logos,collision detection,
keeping track of players and NPC's positions\actions\movements, moving
things around the screen, drawing the sprites into the virtual screen,
updating the game screen, switching the players in 2 player games,
displaying and animating game messages (get ready, game over etc),
keeping and updating the hi-score list, etc.

My game engine does those things.  The only things that change in similar
arcade games is the art and the player/enemy ai.  Once you know how the
system works, you just change what you need to and a new game appears
without you having to worry too much about the behind the scenes stuff.
(except where to put it on the screen assuming you want to change the
layout)  Once the game engine was completed for OidZone, I found
retrofitting it for StarThief, StarKiller, and Invaders a snap.  I had
playable versions of each of those in a couple days, including art time.
(during invaders Euphoria got mem_copy so we had to update the sprite
engine to do that to speed up the process on slower machines)

StarRanger took more time, as I had to add the scrolling background and
stars (thanks Jiri!), new sfx2 drivers, an enemy AI scripting system, and
a some big screen changes. Same engine, move things around, yank some
stuff out add other stuff, make it work.

Runner! is a big departure from what I've done up till now, so there's a
lot of game specific writing I need to do here, but it'd be way harder
without the basic structure of the engine.

> What do you use to create graphics for your games?

I use 3D Studio and Animator Pro mostly, and a variety of other
specialized programs depending on what I need to do.  For JetFighter III,
I used Anamatek's World Builder to create landscapes and water effects.
Sometimes I process background images with Dave's Targa Animator(DTA) to
color reduce them to 120 colors and dither them.  The nebulas for OidZone,
StarThief,StarKiller, and StarRanger were created in Photoshop and color
reduced in DTA.

Michael Packard
Lord Generic Productions.
lgp at exo.com http://exo.com/~lgp/games

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6. Re: New demo, very very poor and primitive, but a demo.

On Sat, 20 Dec 1997, Christopher K. Lester wrote:
> creating a "LodeRunner 3D," and add features such as jumping, falling (get
> that parachute first), and, of course, on a 3-D (or isometric) type playfield?
>
> That would be cool, wouldn't it?

I already have a complete design spec for Runner!3D, and it will use the
same levels as Runner!.

> How easily could you and your game engine handle this kind of project?

What it doesn't do, I make it do.  All programming is like that.  You got
tools that sorta do what you want, so you rewire them and make them do
closer to what you want.  For this, I'm waiting for more time and better
tools.  Some of these new graphics engines are better than mine.  I want
to see what they come up with before I jump in, and I still have to write
TankZone...

Michael

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7. Re: New demo, very very poor and primitive, but a demo.

Thank you Packard, your screen shoots show something very interesting, I
pretend to do a demo Battle to the end-of-year, wait news.
Good game programming!

Eduardo Uemura Okada
e-mail: cool at mii.nutecnet.com.br
homepage: http://www.geocities.com/TimesSquare/Battlefield/4346

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