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Mencara Revelle 2- FPS, Survival Horror

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    Mencara Revelle 2- FPS, Survival Horror

    I've been making this game since 2004, but I have not had the time to become an expert at RPGM2. And yes, this is the same game that I made my other topic about, asking how to move the camera. This here will be a log of my progress in the game, as well as the place where I will bring all my questions.

    So far, I have just one: do you all think it is possible to simulate the look of a weapon (more like a gun, but no graphic unfortunately) on screen, like most FPS's?

    Anyway, planned features include RPG elements where defeating enemies increase stats, earn points to be used to buy minigames/pictures/etc., free-roaming city, and more.

    #2
    Re: Mencara Revelle 2- FPS, Survival Horror

    Why can't you have a gun?

    If you have a file transfer thingy check out Hippy Hunt 2 by Bigfoot. It has lots of guns, I hear... It's still on my Must Play list.

    But Bigfoot offers a "VFX Service" in which he will provide the VFX if you send him your game.

    There are many ways to mimic guns with VFX, but I do not know what "most FPSs" look like. In fact, the only one I ever played is Star Poop: Voyager. I'm a sucker for Star Poop when I find it cheap...

    Is that the look you mean?

    I am sure that would be easy to accomplish. Or easy plus a little work anyhow.

    Peace.

    MOO!




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      #3
      Re: Mencara Revelle 2- FPS, Survival Horror

      I managed to make a handgun graphic, but I'm not too sure if it would look convincing in first person. All I can suggest is putting different weapon graphics together. You do it just right, it can look somewhat believable. Sorry, if that doesn't help any... I'll goof around with the VFX and see what I can get. If I find anything out that can help, I will try to describe how to do it.
      I had to change accounts. I'm here now - http://www.pavilionboards.com/forum/member.php?u=1475

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        #4
        Re: Mencara Revelle 2- FPS, Survival Horror

        Thanks VoJ. And Rodak, in most FPSs you see the character's hands and the weapon s/he's using, in full view, at the bottom of the screen.

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          #5
          Re: Mencara Revelle 2- FPS, Survival Horror

          Hands would be really rough, if not impossible, but the weapon always showed in the Star Poop game and such a thing would be easy to set up as a controllable on screen display.

          Are you having trouble making the gun or showing it on screen or controlling it once it is on screen or all of the above (or even just two of the above I suppose...)?

          I can help with all of it except the last bit. I never tried controlling such a thing, but it should be possible.

          Peace.

          MOO!




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            #6
            Re: Mencara Revelle 2- FPS, Survival Horror

            Yeah, that is what I want to do, just show the gun. But there is no graphic for that in the VFX, like there are for swords, arrows, etc. That is why I was unsure if it could be done.

            In other words, I'm only having trouble making it.
            Last edited by MRevelle83; 01-24-2006, 06:49 PM.

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              #7
              Re: Mencara Revelle 2- FPS, Survival Horror

              I'll be sure to include a section on guns in the VFX Editor Guide.

              Some ideas:

              Start with the Weight object.

              Stretch and squish it about until it is roughly gunbarrell shaped.

              Get a dagger or something like the projectile for a handle and stuff it inside.

              Basically, you'll need to mash things together to create new things.

              Have you seen the Starship Enterprise and Doomsday Machine I made for a Star Poop mini game?

              It's in the Videogamedrome screenshots thread.

              That just shows how far you can push these elements.

              If I get any really good gun ideas I'll post 'em here.

              What style gun do you like? Western? Army? "Street"? Sci - Fi?

              I have ideas for all, but have to test them before I blab useless nonsense (again...).

              Peace.

              MOO!




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                #8
                Re: Mencara Revelle 2- FPS, Survival Horror

                I was looking to make street weapons. Mainly a handgun, shotgun, rifle, and... that's about it. Maybe some melee weapon too, but I can figure that out if I can get the firearms to work.

                Thanks for the suggestions, I thought about doing that but didn't know if it would look that good or not.

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                  #9
                  Re: Mencara Revelle 2- FPS, Survival Horror

                  When I made my sniper rifle I used auras for the barrel and sight, and boomerangs for the stock and the trigger. Don't know how well it work in a first person mode, but it should look pretty decent.

                  Here's a pick of it


                  I could have used auras to connect the sight to the gun, but I didn't think it useful for my purposes, since I am making an RPG.

                  And a revolver Final Rune made in his map techinical demo, which I used for inspiration.


                  So it should be possible to do the weapon, though it won't be anywhere near new FPSs you should get it to be about Doom level graphics.
                  はじめまして。真(しん)の冷静(れいせい)です。どうぞよろしく。
                  http://www.thetruecoolness.com/

                  5198-2124-7210 Smash

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                    #10
                    Re: Mencara Revelle 2- FPS, Survival Horror

                    That looks good. Unfortunately, I don't have the means to send my game over the Net, so I can't show progress, get help from Bigfoot, etc. But that gives me hope for my game, thanks.

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                      #11
                      Re: Mencara Revelle 2- FPS, Survival Horror

                      Basically just mess with stretching things, and if you lock some of the coordinates when you resize and such it really helps to make things look just right. For guns auras (set to normal blending), and boomerangs seem to work well, other stuff you'll have to get more creative with, but a chainsaw and bazooka have been made by BigFoot. It takes a bit to get used to, and some outside the box thinking, but after a while it becomes pretty natural.
                      はじめまして。真(しん)の冷静(れいせい)です。どうぞよろしく。
                      http://www.thetruecoolness.com/

                      5198-2124-7210 Smash

                      Comment


                        #12
                        Re: Mencara Revelle 2- FPS, Survival Horror

                        I didn't realize you can stretch things. That explains why I'm having some difficulty making my guns. How do you stretch the VFX? I'm doing something similar to what he is doing. Rhen2002, sorry if it seems like I'm hijacking, I just needed to figure out how to do that.
                        I had to change accounts. I'm here now - http://www.pavilionboards.com/forum/member.php?u=1475

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                          #13
                          Re: Mencara Revelle 2- FPS, Survival Horror

                          Just use the Size command after you add an object and then define a point for it on the frame list. So add an object, set up all the parameters, then goto the white bar next to it and select edit then new. Then you'll enter the editor screen, and you can stretch by moving to the size button, then just hold x and move the control pad to make it bigger and smaller. You can hold the R2 button to make it stretch faster, and if you click on the X Y or Z buttons they darken, and you can't move turn or size it on that axis. So for the aura, to turn it into a pipe, first click on Z to darken it, and make it smaller so it's about the size of a small ring. Then click X and Y to darken them, and click on Z to light it up again, and then size again and stretch it on the Z axis. This will make a vertical pipe. Then you can turn this to be horizontal and move it. Rember Square changes view modes so you can look from the side, top, front, and perspective (this helps to make exact changes on one axis).

                          Note most objects have a maximum volume, eg the aura can be made longer if it's thinner, but is shorter if it is thicker.
                          Last edited by thetruecoolness; 01-24-2006, 08:58 PM.
                          はじめまして。真(しん)の冷静(れいせい)です。どうぞよろしく。
                          http://www.thetruecoolness.com/

                          5198-2124-7210 Smash

                          Comment


                            #14
                            Re: Mencara Revelle 2- FPS, Survival Horror

                            Thanks for the advice. And don't worry about that, VoJ.

                            And, another question: I want to do it to where you are walking around and an enemy is coming for you (like any other FPS). However, to be accurate, you need to have the angle turned toward the direction of the enemy (you know, facing it). I also want accuracy to play a role (the closer you are, the better your chances). What is the easiest way to do these?

                            Bah, FPS is gonna hard- but worth it!

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                              #15
                              Re: Mencara Revelle 2- FPS, Survival Horror

                              Yeah those are going to be quite complicated.

                              For the direction you could try turning it to the opposite of the enemies.

                              So if the enemy is facing west, you need to be facing east. I believe you can check this using Game: Load Info, which should put it in Party Direction variable, or something like that.

                              For the checking distance just use the standard distance formula (xp - xe)^2 + (yp - ye)^2, where xe, ye are the enemies x,y, and xp yp are the parties x and y. Just leave it squared, but remember accuracy will drop off exponentially if you do, since to get actual distance you have to take the square root, but if you just want to see if something is further away than somewhere else you can leave it as is. You will have to calculate this in the enemy's action script so you can do Event: Info Load on the enemy, which will load their position, and then load in the players info using Game Info Load.

                              One way would be to make the enemies action script an infinite loop which inside will check a flag called Player Attacked, which will then do direction and position checking, and then apply the attack formula. Player Attacked will be set outside of the action script in the button script you use for attacking. You will just have to be careful of race conditions if there are multiple enemies on the screen (since all action scripts execute at the same time temp variables and such will be ovewritten if they are used in more than one action script). So solving the race conditions will be the hardest part, one enemy per are would make it easier, since you have no race conditions, but it would also make your game less like traditional FPSs.

                              So that should get you started, if you have any questions about that feel free to ask away, but try it out first.
                              Last edited by thetruecoolness; 01-24-2006, 11:25 PM.
                              はじめまして。真(しん)の冷静(れいせい)です。どうぞよろしく。
                              http://www.thetruecoolness.com/

                              5198-2124-7210 Smash

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