WIP 3D maze level

MarkOnTheIronMarkOnTheIron Member Posts: 1,447
edited November -1 in Working with GS (Mac)
Following these posts:

http://gamesalad.com/forums/topic.php?id=32990
http://gamesalad.com/forums/topic.php?id=31798

I decided to show off one of the levels I'm doing for a maze game. There's still a lot to do and fix, but the main "3D engine" is finally stable.

It was fun doing it. I coded it so that there are no unlocked actors, only one self attribute for the walls is unlocked.



________________________________
【ツ】iPhone Icon Pack (compatible with DBA Icon Creator) 【ツ】 - 【ツ】Graphic Pack【ツ】
Free GS demo: High score simple and advanced; Game Center; App Rating System; Custom Font Score and Countdown; Advanced Snap to Grid

Comments

  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    Excellent stuff, Mark, I think; I really like the sci-fi ambience. Must be satisfying for you now the "3D engine" aspect is sorted. I look forward to seeing the progress of this with much interest. :-)

    ----------------------------------------------
    http://davidgriffinapps.co.uk/

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

  • POMPOM Member Posts: 2,599
    Pretty impressive mark!
    if its possible in your code.. try interpolating your attributes instead of changing them to give it a smoother look ..

    Roy.
  • SparkyidrSparkyidr Member Posts: 2,033
    Looks cool..... looks like it was brain breaking to "code" ;)

    great work!
  • DigiChainDigiChain Member, PRO Posts: 1,288
    Well done - looks well cool!

    Seems we're all having the same idea to go 3D!
    From what you say it sounds like you've come up with a far more efficient way of coding the levels than I have though. Good work dude!
  • TobyToby Member Posts: 478
    That is great, well done.
  • MarkOnTheIronMarkOnTheIron Member Posts: 1,447
    Thanks everyone. I'm still in the optimization process that's why it's still not smooth.

    I'm using a single text attribute that hold all the information on what wall is visible in each step but doing this result in a 0.1 second blackout during each step while it reset and repopulate with new data. I'm thinking of adding a second text attribute and switch between them to avoid that.

    I'm really proud of it I managed to code it so that it use only 3 attribute for movement, 1 (soon 2) attribute for the display process and 1 attribute each for the 3D visible walls and the 2D offscreen ones.

    As Digi-chain showed in his WIP demo in his thread we're not so far from a The Quest like game. Probably with some work it could be done now, but when tables and arrays (and better performances) will be there it will be a piece of cake (kind of...).

    ________________________________
    【ツ】iPhone Icon Pack (compatible with DBA Icon Creator) 【ツ】 - 【ツ】Graphic Pack【ツ】
    Free GS demo: High score simple and advanced; Game Center; App Rating System; Custom Font Score and Countdown; Advanced Snap to Grid
  • JadarStudiosJadarStudios Member Posts: 264
    Whoa! Thats nuts! How do you do that with only 3 attributes?!?
  • MarkOnTheIronMarkOnTheIron Member Posts: 1,447
    Initially I used lots of attributes, one for each onscreen item. Then this great post from Codemonkey opened a whole new perspective and I was able to condensate all those attributes in one text attribute. That also helped me to condensate a big group of rules in the offscreen 2D actors into one tiny rule.

    ________________________________
    【ツ】iPhone Icon Pack (compatible with DBA Icon Creator) 【ツ】 - 【ツ】Graphic Pack【ツ】
    Free GS demo: High score simple and advanced; Game Center; App Rating System; Custom Font Score and Countdown; Advanced Snap to Grid
  • MarkOnTheIronMarkOnTheIron Member Posts: 1,447
    I finally had some time to rewrite the code for this part of my maze game. Incredibly it worked the first time I tried it even though I tested the rules only on paper.

    Now the glitch during each movement is no more and everything is smoother.

  • StormyStudioStormyStudio United KingdomMember Posts: 3,989
    Very very cool.

    Would love to know how that works to see if it could be mixed with the 3d blocks I've been working on for my invaders game. (search youtube for Gamesalad 3d blocks) if you've not see it.

    Would post a vid but I'm on my phone.

    Amazing work, congrats on getting the code working.

    Stormy
  • DigiChainDigiChain Member, PRO Posts: 1,288
    I'm so impressed by what you've achieved here with so few attributes!

    My current Dungeon exploration game is too far down the line now to start re-working the attributes and code, but after seeing this I know if I ever attempt it again I'll definitely be taking a whole new approach.

    Well done dude!
  • perfectanswerperfectanswer PRO Posts: 121
    Amazing!
    Remind me very strong on Castle Wolfendstein (The first pseudo 3D Game) back from the 90's.

  • MarkOnTheIronMarkOnTheIron Member Posts: 1,447
    Thanks guys.
    stormystudio said:
    Would love to know how that works to see if it could be mixed with the 3d blocks I've been working on for my invaders game.
    It works a little different than your 3d block I think. I divided my scene in two parts: "what you see" and "what make it work". Obviously the "what make it work" part is the most important. I put in that part all the maze elements as if they were a 2d maze and I have the main actor move in that 2d maze. Then I constrained to the main actor some "what the actor see" elements that trigger some rules in the walls that are then translated in the "what you see part".

    You can grasp how the "what make it work" part work in this old video I made to have GS help me with some bugs. I've rewritten most of it but the base mechanism idea is there:

  • StormyStudioStormyStudio United KingdomMember Posts: 3,989
    Cool. Thanks for sharing will watch the vid once my
    Daughter is in bed. As she currently has me entertaining her like an idiot. Cheers Stormy
  • JPickardJPickard Member Posts: 477
    This is all beyond me, but I love seeing folks pushing the boundaries of what people assume GS can do.
Sign In or Register to comment.