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blendman's Avatar
blendman blendman is offline
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Hi

I Make some test with the BGE. It's not really a game, only some tests fun to play with .

Screenshots :










Video :
http://vimeo.com/3014653

Hope you like.
Bye

Ps : it's not moonkiroe, nor for moonkiroe. But just in my free time
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#1   Old 30-Jan-09, 13:04   
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Very cool. With this kind of experience, you should make a game.
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#2   Old 30-Jan-09, 13:19   
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Very nice looking, not what I was expecting for 'just some tests'. Even better is the fact that it was just a few days.
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#3   Old 30-Jan-09, 13:47   
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Very Nice!, Is the fog the blender internal, or is it from GLSL?
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#4   Old 30-Jan-09, 15:14   
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Cute!
Realy may to be a cool game!
This perso is animated?
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#5   Old 30-Jan-09, 16:52   
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Great job on the sand. Could we see a closup of the character?
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#6   Old 30-Jan-09, 21:37   
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This looks awesome! Good job!

Wilkie
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#7   Old 30-Jan-09, 23:12   
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Captain Oblivion Captain Oblivion is offline
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Looks pretty good. A few crits:
- the tops of the tree-stump post things, being very close to the camera, should be rather higher detail than they are
-the shorter squarish wooden posts could do with edge splitting, or solid shading, as rounded shading on a square post looks odd.
-the characters could do with some sort of shadow (a simple spot shadow would do fine) to give a sense of weight and being planted on the ground (they look like they're floating a bit above the ground as is)

other than that, it looks good : )
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#8   Old 30-Jan-09, 23:13   
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blendman blendman is offline
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Thank you for your answer ;-)

Quote:
Originally Posted by PlantPerson View Post
With this kind of experience, you should make a game.
If i Had the time I would to create a little game (a mix of RPG-adventure game), with a lot of fun (in dialog for example.
But, I don't Iif I will have the time to create this game soon.

Quote:
Originally Posted by Almost View Post
Very nice looking, not what I was expecting for 'just some tests'. Even better is the fact that it was just a few days.
For me, it was just a test to try the GLSL shader in realtime, in the BGE. I have made this scene in 2 days (not the character).

Quote:
Originally Posted by LDS_Marine View Post
Is the fog the blender internal, or is it from GLSL?
For the moment, it's Blender internal.
I have to try with the node to see the difference.

Quote:
Originally Posted by vitorbalbio View Post
Cute!
Realy may to be a cool game!
This perso is animated?
Thnaks. He's not animated for the moment, because he isn't finished.
I have to do his hand and the shoes.

Quote:
Originally Posted by Rozzy View Post
Great job on the sand. Could we see a closup of the character?
Here is a rendering of the character (he's not finished) :





Quote:
Originally Posted by TheWilkie View Post
This looks awesome! Good job!
Thank you



Quote:
Originally Posted by Captain Oblivion View Post
Looks pretty good. A few crits:
- the tops of the tree-stump post things, being very close to the camera, should be rather higher detail than they are
In fact, the trees needs some big leafs, that I haven' made for the moment.

Quote:
-the shorter squarish wooden posts could do with edge splitting, or solid shading, as rounded shading on a square post looks odd.
Sorry, but what do you mean by "shorter squarish wooden posts"

Quote:
-the characters could do with some sort of shadow (a simple spot shadow would do fine) to give a sense of weight and being planted on the ground (they look like they're floating a bit above the ground as is)
The 2nd character is just here to test it. I would like to see the face in realtime of my heros

Quote:
other than that, it looks good : )
thanks
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#9   Old 06-Feb-09, 18:23   
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blendman blendman is offline
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Hi

Somes others tests (screenshots and videos).

Informations :
I made some tests in the BGE. If I have the time, I would like to create a little "adventure game".
For the moment, I'm tryng the BGE to see if it can do what I want. For example how much Faces I can have in the scene with a good fps.
For the moment, the fps is 20, with normalmap, somes shaders (ramp, speculars), lightmap, multitexturing, lights, bloom filter

Version 0.1
- old bloom
- first test







Version 0.1.2 :
- new bloom
- new lightmap
- add a lot of plants
- add barrier (barricade ?)








The videos :

http://vimeo.com/3333840

http://vimeo.com/3324494


Artwork (rendering) :

The house is taken from this scene I have made :



What I have in this little demo :
- character (motion, jump, physic colision (thanks to Cray and his 3rd person future template : jumps, death collision)
- dialog with PNJ
- we can collect potion, money or mana (test)
- I have a key and a door to open it
- when the player goes on the teleport, he's teleported on another map
- fight : beginning (I have ennemies who walk, and a zone of attack, I have 2 weapons which make differents damage).
- options : I can enable/disable the bloom.

Todo-lists :

Dev & gameplays
- a save/load/option menu
- a system of experience (points, leveling, with the fight or the quest).
- a quest book, and some quests (simple).

My wish-list feature (dev) :
- A sort of "pathfinding astar" feature (I don't how to make that !)
- I would like to create a LOD/culling system to have better fps (I have some example, I have to integrat that in the demo).
- a menu to customise the control/keyboard and save the customisation (I have an example, I have to study that)
- an inventory, use of item, object,
- customisation of the player
- enemies AI (I have made a system, but it's not really good)


Graphics :
- add water and reflexion (thanks to texture video)
- fire and particules (smoke on the house)
- magic weapons (with effect)
- animations of my character
- some ennemies (animated)
- new pnj & animations
- add details (grass, plant, trees...)
- new UI
- and so more


Matter / issues :

I have some matter with the Bloom 2D filter.
When I use the bloom filter (custom filter), and when I add a scene overlay (a menu, for example), the bloom is add too (multiplied by 2)...

Have you got an idea to resolve this matter ?

Credits :
- Story, graphics, gameplays (ideas and logics) & some "codes" : made by myself
- I use the 3rd person future template by Cray (http://blenderartists.org/forum/showthread.php?t=146263)

Thank you for reading.
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Moonkiroe MMORPG
http://www.moonkiroe.com

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#10   Old 24-Feb-09, 12:55   
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vicmax vicmax is offline
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Wow... This is really looks awesome. Great job. Do you plan to make a GE competition entry out of it? You would really have chances to win...
I especially like the design of your game. The lightning is very good too. How did you get that nice contrasted shading (the shadows are very dark, etc)? The textures you used on the ground are also very nice, did you made it with texture splatting?
Once again congratulations, continue the good work.
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#11   Old 24-Feb-09, 13:17   
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OTO OTO is offline
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Just lovely!
Very nice work! Bravo!
You get 20 FPS...well, but with what specs?
Bye
#12   Old 24-Feb-09, 16:31   
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looks great
keep it up
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#13   Old 24-Feb-09, 17:19   
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Sweet stuff! I really want a Bloom Shader..but i can't script..let alone my own shader..because am i right in saying Blender doesnt have a Bloom shader?
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#14   Old 24-Feb-09, 18:17   
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vicmax vicmax is offline
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Radmanlive > There are bloom shaders for the BGE; you can find one of them here : http://blenderartists.org/forum/show...ighlight=bloom
Mpan3 also made one of better quality, just search it on the resources forum.
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#15   Old 24-Feb-09, 18:38   
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blendman blendman is offline
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Thank you very much for your comments :-)

Quote:
Originally Posted by vicmax View Post
Do you plan to make a GE competition entry out of it? You would really have chances to win...
I don't know, but, I haven't plan to make my game for this competition. Perhap's, if I found the time, I will post a demo.

Quote:
I especially like the design of your game.
Thanks, for the moment, it's a little "basic". I hope to add more stylised plant, rocks, pnj...

Quote:
The lightning is very good too. How did you get that nice contrasted shading (the shadows are very dark, etc)?
For the lights, it's just a lightmap (baked shadows, of a spots).
And On the ground, there is a shader with a "multiply" texture (the baked shadows).

Quote:
The textures you used on the ground are also very nice, did you made it with texture splatting?
I d'ont know what is the good translation for "texture splatting" .

The method for the ground is :
- Two texture (rock and grass) with Uv mapping
- another texture between the two texture : an alpha mask (TGA) in "stencil mode", to make the road.
- and of course a chanel for the shadows in multiply mode.


For the Bloom, and other files :
If you are interested, I have post some files here, really simple files (fight, AI simple, bloom filter , dialog&pnj, some shaders node (thanks to Pablo vasquez videos & Yo frankies) :
http://blendman.free.fr/blender/files/

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#16   Old 24-Feb-09, 20:55   
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This looks amazing!
You could easily turn this into a popular project!
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#17   Old 25-Feb-09, 20:19   
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vitorbalbio vitorbalbio is offline
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Very cute scenes !!! xD
remember "spore" style. Very good use for shaders and fog
I realy like this!
Good Luck in your project!!
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#18   Old 25-Feb-09, 23:08   
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