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 Post subject: Isle of Shaman
PostPosted: Fri Jan 16, 2009 3:30 pm 
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Joined: Tue Jul 08, 2008 2:37 am
Posts: 181
Hi!

Some time ago, I'd an idea for a self running demo like Volcano using some sprites from one of my favorite games, Populous 3: The Beginning, in this case.
I've exported some image files from the data packages for my first sprites.


Every shaman is able to idle, walk and pray for now. Like in the original game, every sprite has eight directions.
The initial idea for the scene is that the sprites are walking around on an island with some special huts, like on the following picture:
Image
But for now, they are walking on cocorobix with plashy. ;)

The shaman package includes the following:
  • All shaman sprite and image files.
  • The current shaman.c demo.
  • A Python script for The GIMP, which prepares and helps you to create a Raydium ready sprite image file, from many small single images, using Python-Fu.
  • All used resource files, including the exported ones from the game and the XCF files.

Short control instructions:
  • F1..F4, 1..4: Follow different shaman.
  • Space, I: Show shaman information.
  • Page Up, Page Down: Release or set FPS limiter.
  • S: Save screenshot.
  • D: Toggle debug view.
  • ESC, Q: Quit.

You can also use the orbit camera to zoom in or out and fly around the focused shaman, but don't wonder about the shaman direction in a different camera angle of view. This is not implemented yet and will be the next thing to deal with.

I hope you enjoy watching this little sprite demo. :D

Isle of Shaman: First Shaman Preview (5MB)

Best regards,
st


Last edited by st on Wed Feb 15, 2012 6:40 pm, edited 1 time in total.

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 Post subject: Re: Isle of Shaman
PostPosted: Sat Jan 17, 2009 8:08 pm 
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Joined: Thu Sep 29, 2005 2:59 pm
Posts: 828
I just tested. I had to change bool types into char to compile.
A part of that, funny pre-demo. :wink:


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 Post subject: Re: Isle of Shaman
PostPosted: Sun Jan 18, 2009 11:54 pm 
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Joined: Sun Mar 16, 2003 2:53 am
Posts: 2591
Location: gnniiiii (Scrat)
Looks like a good start :)

I'm very unaware of the sprite engine, but what are these crazy exploding boxes we see in debug mode ? :)
Vicente, do you think it's possible to provide in the engine something to allow the user to define sprite orientation and let Raydium find the suitable sprite for the current camera view ?


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 Post subject: Re: Isle of Shaman
PostPosted: Tue Feb 17, 2009 11:21 am 
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Joined: Tue Jul 08, 2008 2:37 am
Posts: 181
Thanks for the hints.

Xfennec wrote:
What are these crazy exploding boxes we see in debug mode?
Funny eh? :) I don't know, too. This behavior seems to occur when a sprite stops moving, then the physics are throwing the box, and only the box, away. Perhaps this is an issue of my usage to the sprite engine, because the sprite are to close to the ground?
I'll try to use some rays to be sure the sprites are not touching the ground directly. The sprites should also walk on top of the hills and not through them like a tunnel constructor. :lol:

Xfennec wrote:
Vicente, do you think it's possible to provide in the engine something to allow the user to define sprite orientation and let Raydium find the suitable sprite for the current camera view ?
This would be definitely a life-saver in this situation. I've no clue what solution would be the best to deal with and how to manage this overall yet. I'd appreciate such feature included in the engine very much.


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