Check this out!

(PlantPerson) #1

I am making an adventure game with Blender, and I would like some tips and stuff. (and visitors to my website!) Go to I’ve got a flyover of a ship in the game, plus some screenshots. (More coming soon.)


(mainman) #2

It looks nice…
how did you make that movie? thats realtime right?
the pics of teh ship and the movie are a bit dark though…

oh yeah you need to erase that last . in your link… :wink:

(saluk) #3

It all looks very very nice. The ship is fairly detailed and looks like a great setting for a scene in the game. I’m anticipating the game a lot!

We’re all here to help when you run into problems also.

The pic on your main page doesnt load by the way.

(gargola) #4

error: 404 Error – File Not Found
The page you are looking for ( is not here.

(Abracsis) #5

gargola take out the “.” at the end of the link given. Or read the first reply to the post :stuck_out_tongue:


(Abracsis) #6

it looks really cool,and different to the norm for blender games, but i have no clue where the “Game in the game” will be from those pics…


(PlantPerson) #7

Thanks everybody! :smiley: I’m making a library right now, check the website for more pics. Sorry about the period. The correct URL is: The game may be released some time next year.
If you look carefully, you can spot the ship’s cat in the movie. She moves! :wink:

Have fun everybody!

(saluk) #8

Many of the images on your page don’t work because they are linking to files on your hardrive instead of files on the site:

for instance:
file://my documents/pic1.jpg
instead of

Dont worry, I have this problem all the time - you don’t by any chance use mozilla to compose your site do you? It is notorious for screwing up some of the links when you save.

By library do you mean you are creating a “library” of objects and animations etc, or are you speaking of literally working on a library area of the game?

(Carl) #9

If you want to make an adventure game, try defining everything in the game… the ship the player’s character and the npc’s, objects, effects etc before you actually start building things.

If you know how every aspect of the game is going to have to work with another aspect you can keep that in mind while designing and building. I am working on a (and I was first) eskimo game (see the link below) and I have a character that throws snowballs. Now you can’t stop the player from throwing snowballs. So I had to figure out first how everything else would react to a snowball…

Secondly I don’t know how good you are with python, but I can say that the more you do with python the better… the control is far better. Often when you look at game posted here characters for instance have dozens of actions actuators. I have just a few, one for idles (priority 2) one for movement (priority 1) and one for reactions such as getting hit by a snowball (priority 0) this way all animations overlap. I use a property to time the animations and set new idles, moves and reactions into the appropriate actuators with python…

these are just a few things to look at, but they are handy… Another smart trick is, to only have those models active that you can see at one point during the game. In my game you can explore an entire island, but only a small part of it is ‘active’: the part that the player can see. This will help you keep speed up…

blendedHKU’s post on python in the game engine is good one to look at too…

good luck, you stuff looked interesting…


(Ecks) #10

Look good for a game! I hope you will finish it soon so I can play! :smiley:

(PlantPerson) #11

No, I don’t use Mozilla for my website, at least I don’t think I do. (I use Netscape Composer & Word XP. Isn’t Netscape run by Mozilla though?)

Unfortunately, my experience with Python is: 0. I don’t know how to plug it into my game, I don’t know how to write it. What kind of things can you do once you can?

By library I mean I am literally building a library of books in the game. There’s a nice elevator, an interactive book, some guards standing around, and some carts that whizz by on elevated tracks. (I don’t know why they’re there, but they’re fun to watch! :wink: )

Some people wanted to know what the game was about. It takes place on the world of Mar 'Uta, which is quickly crumbling as volcanoes erupt, water dries out, etc. Your mission is to stop its decline by exploring areas of Mar 'Uta to find out what’s causing it. Once you’ve figured out what, you travel directly to the source and put an end to it! :o :o :o

Sound okay? Those of you who want more excitement, there will be sub-plots too, such as, can you drive a battered old backfiring car across crumbling bridges over an abyss of unknown depth?

Have fun, PlantPerson

(saluk) #12

That sounds pretty awesome. A big project like this will probably require some python though, and your going to need some method of saving the game (having to go through the whole thing every time would be too much for a long game such as this). You can learn the basics of python at, and there are some game python tutorials around although I’m not sure where. I might be writing a good game python tutorial sometime, but I’m busy:(

Dont worry about the python for now, when you run into problems, ask about them and I’m sure someone could help you out.

(PlantPerson) #13

I noticed something weird… In thr first version of gameblender, if you pushed the spacebar while playing, it quit the game but left everything the way it was when you pressed the spacebar. Is there a way you can do that it in the new Blenders. (My game doesn’t look right in the old version) If anyone has any ideas about saving, I’d love to hear them.
As for Python, once I’ve written a script, how do I get it into the game?

Thanks for all your help, the PlantPerson

(Carl) #14

I don’t really know gameblender or whatever but I do know python…:

so here goes:

every object can have sensors, controllers and actuators

now instead of saying ‘and’ or ‘or’ as a controller say ‘python’ there you type the name of the script, this script will be run every time the sensor is ‘high’ or true…

now in the script window you can ‘add new’ ones and then you start with:

import GameLogic

then say something like:

c = GameLogic.getCurrentController()

‘c’ now refers to the controller logicbrick that is running the script

any sensor or actuator, that is attached to the ‘python-running-logicbrick’, can now be ‘talked’, ‘activated’ or ‘sensed’ using something like:

thisSensor = c.getSensor('nameoftheSensorLogicBrick')
thisActuator = c.getActuator('nameoftheActuatorLogicBrick')

Sensors can be sensed using:


returning a 1(true) when the sensor is high.
Actuators can be ‘fired’ or ‘activated’ using:

GameLogic.addActiveActuator(thisActuator, 1)

then sensors as well as Actuators have all kind of properties that can be set and read… use:

print dir(thisSensor)


print dir(thisActuator)

to see what you can do with each…

Have fun!