Somethings wrong with this rich text editor... It is possible. How easy it will be to do and how well it will perform are what you will be needing to keep in mind.
My answer: "That's true... keep within the engine's limits' I learnt that with the Red Faction's Red Editor when designing my own levels. But not all game engines have documentation listing all the limits or the boundaries of the engine, like max number of faces, max number of lights you can have on a face, max number of objects you can have rendered, half of these Indie engines give you the tools to design your own maps with the pre fabricated samples, but don't even explain the limits very well. and you really need to know what the limitations are of the engine are so that when you start to map your game out in the engine, you won't break the engine or end up corrupting your map......"
Are you trying to remake the batch game in a game engine (or framework/API), like how it looks in the screenshots you posted in your other thread? Or are you trying to make a new game based on your old one that is fully 3D, i.e. you can walk around, look around, 3D environments, hills etc., like Sacred 2 and Morrowind? (My Answer: Well I prefer full 3D if possible, full interaction with the pawns... But if going for just a 3D makeover since I've done most of the graphic work, if I can turn those graphic screens I made into 3d meshes that the game engine can load in a bit at a time for the terrain. And the tool to do it with to turn 2d screens into 3d mesh terrrain would proabably have to be Blender. I think I would first have to turn my 2d gimp screens into inkscape vector graphics so Blender can then load the 2d vector into Blender and render 3d with it. So you will have a 3d flat square terrain but with raised 3d terrain on it. That would probably be the way to try to do it. Then you have to link the meshes together so they are all seamless when the pieces fit together.. Then the game engine just loads in the meshes in as 3d terrain a bit at a time when the player moves around. Because I would like to know how they did it with Morrowind and Sacred II the huge 3d environment, I;m not quite sure how they set it all up. I get the feeling we have different ideas of what '3D' in this context means.
Either way you can create a '2D' game with a 3D game engine, but not the other way around. I would also say Unity and UDK are good choices. There is a lot to learn about them to get started, but they are well documented and have active communities.
What a cutesy little game, Browserquest, But yes Because my game is written in batch yes it uses 2d renderings of a few 3d models.
But yes I do mean Smooth Transition Scrolling, New areas will scroll in from the edge of the screen when the player moves in the middle. Morrowind had this effect it was a 20 square mile or so terrain and the land just scrolled continually that's the type of scrolling I'm looking for in a game engine but that will allow me to put together all my screens so they can be scrolled around like one big smooth terrain like Morrowind or Sacred II are the best examples I can think of.
The Adventure Maker engine (free edition) did allow me to put my screens all together but not allow me to scroll my screens for smooth transition and supported Browserquests scroll method instead (scroll one screen across at a time when the player reaches the edge of the screen boundaries) instead of smooth transition scrolling with the player walking around in the middle.
If not possible for my type of game to have smooth transtion scrolling for all my screens using a 3d engine with 3d models because of the size contraints, then I wonder how they managed to do it with games like Sacred II and Morrowind and Skyrim have these huge 20 mile outdoor game terrains with all the 3d models in them.....
I expected a game engine to beable to take 1,000 or more screens or a 12 region game if the screens are backloaded in to only render and spool in slowly. So the player walks around the area like real life and the area just continually scrolls while the screens load slowly in from the seamless load trigger points once the player reaches the trigger point them the game loads the next section in.
The other thing I wanted to see if it would work as well if I do get the right 3d engine for this type of game, was to cause the FOV (Field of Vision) to have actors at random appearng to walk in and out around the player's Field of Vision View in certain areas, to give the impression that the level is filled with thousands of busy scripted actor pawns
The same is done with Sounds as well. Now these things I cannot do in a batch file.... There's no sound dropoff triggers in batch files, or random spawn Fov's because there's no sprite movement in Batch. z
Batch does have advantages, but also disadvantages so I will list them..
With bitmap graphics, it looks neat to have them in the console until another window gets in the way of the display and poof your graphics are gone and its back to textville.... It would've been better if the graphics stayed on the screen regrdless if a window was covering it or not until you manually hit return to clear the screen or CLS.
For I did have a start up crash issue going on in the first game region that prevented me from starting up the game through the worldgate screen the normal way. So I deleted my save, updated the save data routine values and the crash in the first region then stopped. So far so good, forgot to update the values for the save routine had caused that crash when I added new values to the code, forgot to add them to the save data code which corrupted the save file as a result. . Region 1 is now working again, But when I try to go into the 4th Region: Forest Ends Trading Store screen, up comes the '1 is unexpected crash again'. Hookay. Now I have to try to hunt down the cause of this one.... So the game is almost functioning right, but just not quite got that bug all out yet. I put the batch code also through batcodecheck to clear up any missing variables, goto labels.
Now as for Bg mouse.exe that don't work to allow mouse and keyboard to both be active at the same time in a batch file beause only the mouse is active and the keyboard is not..
But sound play (filename.wav) by the same guy, this tiny little exe program allows me to run my batch file and play the wav sounds without pausing the batch file. So maybe sound.exe taps into the windows sound driver to play the wav without needing to open any console window so it don't halt the batch file. And it works great except that it ignores all the IF statements in the batch loop you put it in so if you have a set of random sounds they play all at the same time. Not good if you have assigned 9 random sounds for combat and they all play all at once instead of randomly..... But if the programmer can fix up that little Ignore the IF line bug, then it will work better.
But If that's how he got sound.exe to work, to tap into the windows sound driver then I don't see why it shouldn't work with the keyboard and mouse drivers if you call them from windows, since windows has the drivers already loaded. Just as I can't see why Blender can't use the GIMP's layers feature to dump a 2d Bitmap texture on a 3d untextured mesh and just play around with the layers settings to bring the texture through the mesh just as the Gimp does it with layers in the Gimp using Dodge, Screen, Burn, Multiply, ect...
So I uploaded a screenshot of my forest ends region map (first sector) so you can see what the game is starting to shape into. There are issues also with the map screen of course since I aint a professional at making these maps.....
But the first thing I notice, half the forest is missing... I'll fix it later.
Well I ran into into an '1 is unexpected error' when trying to get into the worldgates screen to warp into the game regions and not been able to get rid of it (yet).
This one little error is crashing parts of the code in the game. So I can't use the worldgate menu to warp directly into the start region until this error gets resolved but I don't know how to fix it.... I can still run parts of the game, but its now unstable because this error is jumping around all over the code.
The music tunes I uploaded are my own creations, they are not from wika.com. I made the music specifically for the type of rpg game I was doing.
My concern however was about some of the game artwork being released into the public domain on wika.com but for all I know it could be a bunch of naughty little kids on uploading copyright material and putting public domain notices on it.
So I don't really know if the notices are legit or not.
It was interesting to see most of the free art pic assets in the public domain on Wikia.com were from two commercial games God of War and Darksiders II. and I know that THQ went bust so it could be public domain as Wika.com says.......and I also found a few other games also had the same notices but its on very few of their pictures. So maybe those notices are legit because its not a whole load of them.
I changed it to CCO hopefully that resolves it. And I did create the orchestra strings piece jungle2.mp3 to suit my weird strange rpg game, i did the music especially for the game. I will mention just one restriction, my tunes are free for people to use or build upon for non adult purposes only. I don't want my tunes used in pornographic material.
Ok since you seem to know all about it. so what's the story going on with Wika.com.
Wika.com has got 274 images of commercial game art on its site lited under the link Public Domain, saying that these images or artwork have been all released now into the public domain and that this applies worlwide, and there's alot of great stuff here.
So Is that true? that anyone can now use these images?
You have the type of bridge I need to put in one of my screens in my game
would like to use this in the game.
Somethings wrong with this rich text editor... It is possible. How easy it will be to do and how well it will perform are what you will be needing to keep in mind.
My answer: "That's true... keep within the engine's limits' I learnt that with the Red Faction's Red Editor when designing my own levels. But not all game engines have documentation listing all the limits or the boundaries of the engine, like max number of faces, max number of lights you can have on a face, max number of objects you can have rendered, half of these Indie engines give you the tools to design your own maps with the pre fabricated samples, but don't even explain the limits very well. and you really need to know what the limitations are of the engine are so that when you start to map your game out in the engine, you won't break the engine or end up corrupting your map......"
Are you trying to remake the batch game in a game engine (or framework/API), like how it looks in the screenshots you posted in your other thread? Or are you trying to make a new game based on your old one that is fully 3D, i.e. you can walk around, look around, 3D environments, hills etc., like Sacred 2 and Morrowind? (My Answer: Well I prefer full 3D if possible, full interaction with the pawns... But if going for just a 3D makeover since I've done most of the graphic work, if I can turn those graphic screens I made into 3d meshes that the game engine can load in a bit at a time for the terrain. And the tool to do it with to turn 2d screens into 3d mesh terrrain would proabably have to be Blender. I think I would first have to turn my 2d gimp screens into inkscape vector graphics so Blender can then load the 2d vector into Blender and render 3d with it. So you will have a 3d flat square terrain but with raised 3d terrain on it. That would probably be the way to try to do it. Then you have to link the meshes together so they are all seamless when the pieces fit together.. Then the game engine just loads in the meshes in as 3d terrain a bit at a time when the player moves around. Because I would like to know how they did it with Morrowind and Sacred II the huge 3d environment, I;m not quite sure how they set it all up. I get the feeling we have different ideas of what '3D' in this context means.
Either way you can create a '2D' game with a 3D game engine, but not the other way around. I would also say Unity and UDK are good choices. There is a lot to learn about them to get started, but they are well documented and have active communities.
What a cutesy little game, Browserquest, But yes Because my game is written in batch yes it uses 2d renderings of a few 3d models.
But yes I do mean Smooth Transition Scrolling, New areas will scroll in from the edge of the screen when the player moves in the middle. Morrowind had this effect it was a 20 square mile or so terrain and the land just scrolled continually that's the type of scrolling I'm looking for in a game engine but that will allow me to put together all my screens so they can be scrolled around like one big smooth terrain like Morrowind or Sacred II are the best examples I can think of.
The Adventure Maker engine (free edition) did allow me to put my screens all together but not allow me to scroll my screens for smooth transition and supported Browserquests scroll method instead (scroll one screen across at a time when the player reaches the edge of the screen boundaries) instead of smooth transition scrolling with the player walking around in the middle.
If not possible for my type of game to have smooth transtion scrolling for all my screens using a 3d engine with 3d models because of the size contraints, then I wonder how they managed to do it with games like Sacred II and Morrowind and Skyrim have these huge 20 mile outdoor game terrains with all the 3d models in them.....
I expected a game engine to beable to take 1,000 or more screens or a 12 region game if the screens are backloaded in to only render and spool in slowly. So the player walks around the area like real life and the area just continually scrolls while the screens load slowly in from the seamless load trigger points once the player reaches the trigger point them the game loads the next section in.
The other thing I wanted to see if it would work as well if I do get the right 3d engine for this type of game, was to cause the FOV (Field of Vision) to have actors at random appearng to walk in and out around the player's Field of Vision View in certain areas, to give the impression that the level is filled with thousands of busy scripted actor pawns
The same is done with Sounds as well. Now these things I cannot do in a batch file.... There's no sound dropoff triggers in batch files, or random spawn Fov's because there's no sprite movement in Batch. z
Darkplaces?
Batch does have advantages, but also disadvantages so I will list them..
With bitmap graphics, it looks neat to have them in the console until another window gets in the way of the display and poof your graphics are gone and its back to textville.... It would've been better if the graphics stayed on the screen regrdless if a window was covering it or not until you manually hit return to clear the screen or CLS.
For I did have a start up crash issue going on in the first game region that prevented me from starting up the game through the worldgate screen the normal way. So I deleted my save, updated the save data routine values and the crash in the first region then stopped. So far so good, forgot to update the values for the save routine had caused that crash when I added new values to the code, forgot to add them to the save data code which corrupted the save file as a result. . Region 1 is now working again, But when I try to go into the 4th Region: Forest Ends Trading Store screen, up comes the '1 is unexpected crash again'. Hookay. Now I have to try to hunt down the cause of this one.... So the game is almost functioning right, but just not quite got that bug all out yet. I put the batch code also through batcodecheck to clear up any missing variables, goto labels.
Now as for Bg mouse.exe that don't work to allow mouse and keyboard to both be active at the same time in a batch file beause only the mouse is active and the keyboard is not..
But sound play (filename.wav) by the same guy, this tiny little exe program allows me to run my batch file and play the wav sounds without pausing the batch file. So maybe sound.exe taps into the windows sound driver to play the wav without needing to open any console window so it don't halt the batch file. And it works great except that it ignores all the IF statements in the batch loop you put it in so if you have a set of random sounds they play all at the same time. Not good if you have assigned 9 random sounds for combat and they all play all at once instead of randomly..... But if the programmer can fix up that little Ignore the IF line bug, then it will work better.
But If that's how he got sound.exe to work, to tap into the windows sound driver then I don't see why it shouldn't work with the keyboard and mouse drivers if you call them from windows, since windows has the drivers already loaded. Just as I can't see why Blender can't use the GIMP's layers feature to dump a 2d Bitmap texture on a 3d untextured mesh and just play around with the layers settings to bring the texture through the mesh just as the Gimp does it with layers in the Gimp using Dodge, Screen, Burn, Multiply, ect...
So I uploaded a screenshot of my forest ends region map (first sector) so you can see what the game is starting to shape into. There are issues also with the map screen of course since I aint a professional at making these maps.....
But the first thing I notice, half the forest is missing... I'll fix it later.
Well I ran into into an '1 is unexpected error' when trying to get into the worldgates screen to warp into the game regions and not been able to get rid of it (yet).
This one little error is crashing parts of the code in the game. So I can't use the worldgate menu to warp directly into the start region until this error gets resolved but I don't know how to fix it.... I can still run parts of the game, but its now unstable because this error is jumping around all over the code.
The music tunes I uploaded are my own creations, they are not from wika.com. I made the music specifically for the type of rpg game I was doing.
My concern however was about some of the game artwork being released into the public domain on wika.com but for all I know it could be a bunch of naughty little kids on uploading copyright material and putting public domain notices on it.
So I don't really know if the notices are legit or not.
It was interesting to see most of the free art pic assets in the public domain on Wikia.com were from two commercial games God of War and Darksiders II. and I know that THQ went bust so it could be public domain as Wika.com says.......and I also found a few other games also had the same notices but its on very few of their pictures. So maybe those notices are legit because its not a whole load of them.
I changed it to CCO hopefully that resolves it. And I did create the orchestra strings piece jungle2.mp3 to suit my weird strange rpg game, i did the music especially for the game. I will mention just one restriction, my tunes are free for people to use or build upon for non adult purposes only. I don't want my tunes used in pornographic material.
Ok since you seem to know all about it. so what's the story going on with Wika.com.
Wika.com has got 274 images of commercial game art on its site lited under the link Public Domain, saying that these images or artwork have been all released now into the public domain and that this applies worlwide, and there's alot of great stuff here.
So Is that true? that anyone can now use these images?
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