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Re: Zombie Outrage 2 (ZO2 Updates)

Posted: Sun Sep 19, 2010 4:06 pm
by eatcomics
:O everytime I get on the forums you have an update :D that's so awesome its not even funny

Re: Zombie Outrage 2 (ZO2 Updates)

Posted: Sun Sep 19, 2010 9:01 pm
by TheAustech
Hey guys, this is the probably the last time I'll be posting about these damn lights. The previous picture was very well optimized but had some flaws and errors. But now they're fixed and still optimized. I don't have pics, but I do have an unlisted YouTube video specially made for this occasion!

http://www.youtube.com/watch?v=tILhn-kLBZg

Don't you feel lucky to have the url? XD

Re: Zombie Outrage 2 (ZO2 Updates)

Posted: Wed Sep 22, 2010 8:51 pm
by TheAustech
I haven't been programming ZO2 too much. But although programming is the shit, there's other things that distract you. Things like:


ImageGaming
ImageFooding
ImageReading


And also, messing around with OpenGL + 3D. It's a lot harder than I expected.
Image
Do you like? It would look like a 3D shape if I added quads to connect the triangle faces.

Code: Select all

#include <SFML/Graphics.hpp>
#include <SFML/OpenGL.hpp>

int main()
{
	sf::RenderWindow win(sf::VideoMode( 800, 600), "3D");
	sf::Event event;

	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluPerspective(90, 1.5, 0, 400);


	while(win.IsOpened())
	{
		while(win.GetEvent(event))
		{
			if(event.Type == sf::Event::Closed){win.Close();}
		}
		win.Clear();

		glMatrixMode(GL_MODELVIEW);
		glLoadIdentity();

		glTranslatef(0,-3,-5);
		glBegin(GL_TRIANGLES);
		glVertex3f(0,0,0);
		glVertex3f(1, 1, 0);
		glVertex3f(2, 0, 0);

		glVertex3f(0,0,-5);
		glVertex3f(1,1,-5);
		glVertex3f(2,0,-5);
		glEnd();
		
		win.Display();
	}
}

But don't worry. ZO2 isn't dead. It was put off for most of this week. But, today, (mostly tonight), I was working on the free mode game mode a little more. And some menu / state systems.

-snip-
Took out media and deleted it because it didn't even meet my standards. Sorry. :/

Re: Zombie Outrage 2 (ZO2 Updates)

Posted: Wed Sep 22, 2010 10:15 pm
by epicasian
TheAustech wrote: But don't worry. ZO2 isn't dead.
That's punny because...you know....zombies...dead? XD

Re: Zombie Outrage 2 (ZO2 Updates)

Posted: Thu Sep 23, 2010 3:03 am
by GroundUpEngine
TheAustech wrote:And also, messing around with OpenGL + 3D.
Good man ;)

Re: Zombie Outrage 2 (ZO2 Updates)

Posted: Thu Sep 23, 2010 5:50 am
by TheAustech
epicasian wrote: That's punny because...you know....zombies...dead? XD
Oh youuuu. XD
GroundUpEngine wrote: Good man ;)
Thanks dude. :D



But yeah, I'm gonna probably re-upload a different video for media today. Because I want to clean up some things with free mode before I show it off. :)

Re: Zombie Outrage 2 (ZO2 Updates)

Posted: Thu Sep 23, 2010 8:37 pm
by eatcomics
Sweet harnessing the power of OpenGL :D Edit you should make space invaders in OpenGL, then you could totally out do mine...

Re: Zombie Outrage 2 (ZO2 Updates)

Posted: Sun Sep 26, 2010 7:03 am
by cypher1554R
likes this

keep it up!

Re: Zombie Outrage 2 (ZO2 Updates)

Posted: Sun Sep 26, 2010 8:23 pm
by davidthefat
Oh Hai, so what is going on in here?

Re: Zombie Outrage 2 (ZO2 Updates)

Posted: Sun Sep 26, 2010 8:34 pm
by TheAustech
So it's been a while since an update. What happened?

Well, as I said before, I have been messing with 3D a bit. But, there's something else.

All my updates involved one thing:

  • Level Parsing
    Lighting
    Vehicles
    Explosions
    New Zombie
    Dynamic Lighting


Sooner and sooner I was reaching that point. The point where I had to do things with them. All my videos were me playing around with them. But now, I'm proud to present, footage of my current Work in progress game mode:

Survival: Version (A)lpha
Survival is exactly what it is. You have to survive. Based of Valve's Left for Dead's survival mode. It's currently an alpha state, but it's pretty fun

So what make's it challenging?

As with any game, the thing that makes it fun, is giving a fun challenge, but step the player up gradually. That's where I used the lighting system to my advantage. As each horde is released, the world gets darker. It's not shown in the video (down below), but when the world gets as dark as it can get, the next horde reset's it to light again. This allows the player to take a good break from the darkness and try to get back in the zone. I don't want to completely torment the player forever. :P

So here's the video. Thanks for watching, and enjoy. : )
http://www.youtube.com/watch?v=yqevp2997yU

Re: Zombie Outrage 2 (ZO2 Updates)

Posted: Sun Sep 26, 2010 8:38 pm
by davidthefat
Wouldn't it be more challenging if you cannot see outside your light? or would that make the game so challenging that its impossible?

Re: Zombie Outrage 2 (ZO2 Updates)

Posted: Sun Sep 26, 2010 8:49 pm
by Ginto8
davidthefat wrote:Wouldn't it be more challenging if you cannot see outside your light? or would that make the game so challenging that its impossible?
Actually, if you didn't notice, it darkened as you went on

Re: Zombie Outrage 2 (ZO2 Updates)

Posted: Sun Sep 26, 2010 9:02 pm
by davidthefat
Ginto8 wrote:
davidthefat wrote:Wouldn't it be more challenging if you cannot see outside your light? or would that make the game so challenging that its impossible?
Actually, if you didn't notice, it darkened as you went on
I never noticed

Re: Zombie Outrage 2 (ZO2 Updates)

Posted: Mon Sep 27, 2010 1:57 pm
by Ginto8
One thing I noticed is that as it darkened it almost got difficult to the point of unplayable. I think that if you also added a small-ish circle of light directly around the player so that they can see what's around them would make it even more enjoyable.

Re: Zombie Outrage 2 (ZO2 Updates)

Posted: Mon Sep 27, 2010 2:23 pm
by GroundUpEngine
Great work!! :7