The Legendary Dragon --- 3D RPG

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disanti
Posts: 367
Joined: Sat Jan 17, 2004 1:36 am
Location: California, US
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The Legendary Dragon --- 3D RPG

Post by disanti »

Hello all,
I'm no announcing the project I've been working on in the past month.
This is beta stage, you must run: configtld.exe. Do NOT run: tld.exe.
I finished the 3rd person camera today, just needs some collision detection.

All game content is original and created by me. Please do not use it in your projects. Thank you! :)

Please try out: The Legendary Dragon.

Screenshots:
Image
Image

Level Editor: (can't post right now, still need to write the manual for it.)

If you find a bug, please post it here. I already know that the camera will sometimes leave the walls.
The game is fully modifyable, you can modify it through the scripts: testlvl.tlm and ai_crushingpillar.tlm, they are Lua scripts.

~John DiSanti
________
Extreme vaporizer review
Last edited by disanti on Thu Feb 24, 2011 10:28 am, edited 1 time in total.
aLx

Post by aLx »

This game is looking great good job man :D the textures are looking great I really like them there are ALOT of minor bugs here and there but this as i can see is a VERY early release and is already looking good the configuration tool is a great idea and I like how the hp/mp bar looks right now hope you keep it in the final relese also i thought the lula script idea was very cool so you going on the right track i hope you stay on it and make a great relese
disanti
Posts: 367
Joined: Sat Jan 17, 2004 1:36 am
Location: California, US
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Post by disanti »

Thanks for your comments aLx! I'm guessing no one else gives a care.
________
New jersey dispensary
Last edited by disanti on Thu Feb 24, 2011 10:28 am, edited 1 time in total.
RLG

Post by RLG »

umm i give a care...awesome start, love the camera and player movement idea.
eXodus
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Post by eXodus »

Hey that's unfair, I give a care too :wink:

I'm very impressed with the camera; could we see some code?
And, about the anti-aliasing, is it only a "show-off" or you managed to support in Irrlicht?!
area51
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Post by area51 »

Nice camera and an interesting project, I give a care also..
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SWIPER BOYZ
Last edited by area51 on Tue Feb 22, 2011 1:01 pm, edited 1 time in total.
x4861

Post by x4861 »

Hello disanti!

This looks pretty neat!
I'm also working on my own RPG game, so here are my 2 cents...
* As others pointed out, camera is cool!
* If you will indeed have bump-mapping, shadows and anti-alias, that would be just awesome! I won't have any of these

* The LUA scripting is good (I'm also using LUA), however I think that here you are overdoing this. The static level should be loaded by game itself since LUA is interpreter and works slow for large and detailed files. Scripting is good for dynamic things (pillar, NPC movement, etc.), but no way as a base coding language.

I'm looking forward to see some progress!! :D
cartoonit
Posts: 286
Joined: Mon Nov 15, 2004 6:36 pm

Post by cartoonit »

I care too, its very nice demo, especially after only a month....
disanti
Posts: 367
Joined: Sat Jan 17, 2004 1:36 am
Location: California, US
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Post by disanti »

Thanks all! :) I'm loving the comments!

I am planning to implement all of those features into Irrlicht at a future date.
* The LUA scripting is good (I'm also using LUA), however I think that here you are overdoing this. The static level should be loaded by game itself since LUA is interpreter and works slow for large and detailed files. Scripting is good for dynamic things (pillar, NPC movement, etc.), but no way as a base coding language.
The static mesh placement and creation is only called once, thus it is understood as a loading time. I prefer to have it in the script so that my level editor can easily output levels. The level programmer can also easily grab a mesh out of the list and make it dynamic by simply adding a "thisobject = " in front of the command. ;)
Otherwise it makes no further impact with performance that I notice.

Ok, I agree to release the camera code, I used a simple Irrlicht flyStraight animator: more details here: http://irrlicht.sourceforge.net/phpBB2/ ... php?t=5404

Code: Select all

void updateCamera()
	{
		//update the camera
		camera->removeAnimators();
		scene::ISceneNodeAnimator* anim = tld_smgr->createFlyStraightAnimator(camera->getPosition(),
			core::vector3df(getPosition().X+sin(TO_RADIAN(getRotation().Y))*100,getPosition().Y+100,
			getPosition().Z+cos(TO_RADIAN(getRotation().Y))*100), 1000, false);
		camera->setTarget(getPosition());
		camera->addAnimator(anim);
		anim->drop();
	}
The getPosition and setPosition functions refer to the player that is being followed.
Can anyone figure out why my mesh isn't turning out the way it did in 3ds max? Screenshot:
Image
Image
You can download the mesh here.

Thanks~ John DiSanti
________
Herbalaire review
Last edited by disanti on Thu Feb 24, 2011 10:28 am, edited 1 time in total.
kaeles-notlogged

Post by kaeles-notlogged »

the irrlicht support for 3ds files is limited, try exprting it to a .x

look in the tool list, there should be links to .x exporters for max. :-D
eXodus
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Post by eXodus »

Its already a DirectX mesh. And I assume its in DX8 format right?
disanti
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Location: California, US
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Post by disanti »

the irrlicht support for 3ds files is limited, try exprting it to a .x

look in the tool list, there should be links to .x exporters for max.
I'm all ready using the X format! ;)
I'm downloading 0.8 right now, also hoping that fixes the problem.

Not quite sure what version of the DirectX format it is but the game uses OpenGL, I can never settle with DirectX because I hate MS's guts. :twisted:
________
Herbalaire Vaporizer Review
Last edited by disanti on Thu Feb 24, 2011 10:29 am, edited 1 time in total.
MikeR
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Post by MikeR »

You need to place some way to close this app too. Nice work tho. Hmm, never have seen an avatar without a head before. :lol:
You've done good with this one.
As for your earlier comment about no one caring, give people here a little time. We don't get to all the threads in a day sometimes.
If it exists in the real world, it can be created in 3d

Sys specs:
AMD 3700+ 64 processor
1.0 gb ram
e-Geforce 6600 graphics 256 mb onboard ram
afecelis
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Post by afecelis »

MikeR is right. We sometimes don't have the time to see everything in a single day; but your app is looking nice and the lua stuff looks promising.

great work Disanti, like the other stuff we've seen from you :D
disanti
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Joined: Sat Jan 17, 2004 1:36 am
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Post by disanti »

Thank you afecelis... I agree about a need for an exit key, I just use Alt+F4. I'm planning to make a Quake like console for it but don't know where to start, are there any suggestions of how I could use irrlicht to make that? Should I just use two text boxes?
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Fordsons f.c.
Last edited by disanti on Thu Feb 24, 2011 10:29 am, edited 1 time in total.
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