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re-creating seiken densetu 3 environments in 3d
 
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syn9
Wandering Minstrel


Joined: 31 Aug 2002
Posts: 120
Location: USA

PostPosted: Tue Dec 09, 2003 8:25 am    Post subject: re-creating seiken densetu 3 environments in 3d [quote]

to help me get ideas on how to do the environments in my games, check this out


SD3


Generation Olympia [ripped som textures]
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Spearor
Pretty, Pretty Fairy Princess


Joined: 21 Jun 2003
Posts: 7

PostPosted: Tue Dec 09, 2003 10:35 am    Post subject: [quote]

that's looking really neat, and your still also using qbasic right?
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syn9
Wandering Minstrel


Joined: 31 Aug 2002
Posts: 120
Location: USA

PostPosted: Tue Dec 09, 2003 10:41 am    Post subject: [quote]

yup, still qb, heres a demo if you guys wanna see what it looks like realtime in game

http://syn9.rpgdx.net/download/godemo4.zip
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valderman
Mage


Joined: 29 Aug 2002
Posts: 334
Location: Gothenburg, Sweden

PostPosted: Tue Dec 09, 2003 10:53 am    Post subject: [quote]

Looks really cool! Reminds me a little of that UCT2 project.
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akOOma
Wandering Minstrel


Joined: 20 Jun 2002
Posts: 113
Location: Germany

PostPosted: Tue Dec 09, 2003 8:31 pm    Post subject: [quote]

Whoa..that's awesome. That's the future of QB RPGs. It looks so cool
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syn9
Wandering Minstrel


Joined: 31 Aug 2002
Posts: 120
Location: USA

PostPosted: Wed Dec 10, 2003 1:23 am    Post subject: [quote]

HOLY DAMN!




i managed to make a 3d engine that can pull more than the 1000 polies that i've never been able to break, this engine maxing out at 5000, and when its zoomed in on the player, it still runs ~20-30fps [p3 550] >D


wow, damn i think i need to change my pants... jesus, heh >D
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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Wed Dec 10, 2003 1:31 am    Post subject: [quote]

In my opinion it would have a future if coded in C. That way it would be portable to many architectures/operating systems and also run at a decent speed. It looks awesome though!

I thought about porting it, but I see it's 1500 lines of code. Quite a lot of work, and some QB constructs might be a bit hard to port (I have no experience with porting QB to C, just experience in both languages). The QB version get's only 5-7 fps in my emulator on a 2 Ghz machine, while it can play Diver Down quite fine.
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syn9
Wandering Minstrel


Joined: 31 Aug 2002
Posts: 120
Location: USA

PostPosted: Wed Dec 10, 2003 1:55 am    Post subject: [quote]

wow, yea, thats true, though i wouldnt have any idea where to start to code it in c, in an ideal condition, id like to find someone who can rewrite it for GBA, as of right now, the engine is almost complete with pretty comprehensive design docs, now working on environments and sprites
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Sirocco
Mage


Joined: 01 Jun 2002
Posts: 345

PostPosted: Wed Dec 10, 2003 2:13 am    Post subject: [quote]

Heh, that's a brutally effective presentation for QB; and overall looks very playable to boot. Niiiiiiiiiiiiiiiiiiiiiiiice ;)

.
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Mandrake
elementry school minded asshole


Joined: 28 May 2002
Posts: 1341
Location: GNARR!

PostPosted: Wed Dec 10, 2003 3:51 am    Post subject: [quote]

Wow. Fantastic. Although- porting it to GBA would probably not be worth the efffort- it would be too slow. You might want to think about Dreamcast or PS1 porting though- since it is more of a possibility of getting higher frame rates.

I could help you port it to C if you would like.
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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Wed Dec 10, 2003 4:04 pm    Post subject: [quote]

So we could make it a shared effort? If syn9 would tell us what the stable parts of his code are, we could start on those. It'd be mostly a 1on1 port, which could help syn9 learn some C as well. :-)
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janus
Mage


Joined: 29 Jun 2002
Posts: 464
Location: Issaquah, WA

PostPosted: Fri Dec 12, 2003 11:56 am    Post subject: [quote]

I have some good C soft polygon routines if you want them. (LGPL) Be glad to just help, too, but between mandrake and bjorn i'm sure you're set there.
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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Fri Dec 12, 2003 2:24 pm    Post subject: [quote]

As of now, it seems FlingMaster had already started and he's almost done with the graphics part now. We're planning to make a shared effort in getting scripts and other stuff to work. The project might be on SourceForge soon.
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Fling-master
I wanna be a ballerina!


Joined: 12 Jan 2003
Posts: 27
Location: Sunderland Ontario, Canada

PostPosted: Sun Dec 14, 2003 6:54 pm    Post subject: [quote]

Ok... here's the initial C port that I've been working on. During the past 2 days I've done barely any work on it so I figured that I might as well release it. It includes the source code so you can mess around with it if you like. It makes use of Allegro so you will of course need that if you want to compile it.

http://www.flingsoft.net/goengine.zip
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Modanung
Mage


Joined: 20 Jun 2002
Posts: 317
Location: The Netherlands

PostPosted: Sun Dec 14, 2003 11:15 pm    Post subject: [quote]

The fade-in effect goes with 4 fps... but after that it runs between 160 and 230 fps (up to 390 in the upper-left corner)! C rules QB! :P
Oh, and the QB version ran on between 30 and 50 fps.

But still great work syn9, and Fling on the porting
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