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MODERN KNIGHT 3D ONLINE!


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#1 3141592526

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Posted 13 November 2011 - 09:22 PM

Modern Knight 3D online is a fps shooter as you may of guessed this is a work in progress so there is not much. please reply and tell me what you think

Download link 3.31


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Edited by 3141592526, 09 April 2012 - 08:24 PM.

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#2 Follomania

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Posted 13 November 2011 - 10:20 PM

Pretty good game. Physics are pretty good, though I did notice that at times I couldn't get off the top of a ramp without jumping. I would have preferred faster bullets, but they work as they are. Graphics are pretty good, but as I said in-game, lighting would add to graphics greatly.
Keep up with the good work!
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#3 3141592526

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Posted 13 November 2011 - 10:38 PM

to those going through my server <_<
hope you enjoyed the pi
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#4 IQbrew

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Posted 13 November 2011 - 11:31 PM

No lighting and no shading? This would be a pain to play.

#5 3141592526

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Posted 13 November 2011 - 11:40 PM

every time I try lighting it always looks bad
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#6 3141592526

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Posted 13 November 2011 - 11:43 PM

If anyone is willing to donate code for lighting I will try it
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#7 Follomania

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Posted 14 November 2011 - 02:51 AM

Set the ambient lighting to dark grey, and then add three or four directional lights. That should be enough to get some decent lighting in it.
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#8 gamax92

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Posted 14 November 2011 - 03:14 AM

It seems like a nice game but here are my issues.

I can go next after getting to the snow stage, it brings up a moving to non existing room error and aborts.

I asked a friend to play and ... we were on seperate maps and we were both on the same ones.

Edited by gamax92, 14 November 2011 - 10:34 PM.

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#9 3141592526

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Posted 14 November 2011 - 03:17 AM

fixed the keyboard chat and clicking early it will be in next version around tomorrow


Set the ambient lighting to dark grey, and then add three or four directional lights. That should be enough to get some decent lighting in it.

how would I do this (sorry I have no experience with lighting what so ever)
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#10 Follomania

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Posted 14 November 2011 - 03:23 AM

d3d_light_define_ambient(c_dkgrey) will set the ambient lighting to dark grey.
d3d_light_enable(a number, I usually start at 100) enables the light with the index of the number you provided.
d3d_light_define_direction(the number, 0, 0, -1, c_white) defines the light as pointing straight down and white. You can enable multiple lights, and have the lighting more smooth.
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#11 gamax92

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Posted 14 November 2011 - 04:04 AM

d3d_light_define_ambient(c_dkgrey) will set the ambient lighting to dark grey.


i dont think d3d_light_define_ambient is a function.

did you mean d3d_light_define_direction(number, 0, 0, 1, c_dkgray)

----

When some one joins all it tells me is "Has joined."

The ramp in map 1, i have to jump at the top to get on the roof.

None of the 3D geo is attached together. For instance the ramp in map1 has a huge gap between its top and the roof it attaches to.

The radar is not very accurate. It's all bumpy looking and has diagonal walls where there is just a corner.

The radar is also nowhere near correct for the snow level.

Some one was playing on there and his radar dot disseapeared/flickered randomly.

The running pulses are a bit short.

It would be nice if I could unhook my mouse so i could do other stuff.

Add full screen support or resizable windows? It sucks to be playing in such a small window.

Using a vbs file is fine for speech but ... possible to hide the file or use a library?
http://gmc.yoyogames.com/index.php?showtopic=156481 - I just tested this and it does work.

If you ever get the lighting working, you can add a yellowish orange light to the gun fire if you want.

Edited by gamax92, 14 November 2011 - 11:24 PM.

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#12 Follomania

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Posted 14 November 2011 - 11:34 PM


d3d_light_define_ambient(c_dkgrey) will set the ambient lighting to dark grey.


i dont think d3d_light_define_ambient is a function.

did you mean d3d_light_define_direction(number, 0, 0, 1, c_dkgray)


Actually it is. It was added in GameMaker 8.1.
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#13 gamax92

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Posted 15 November 2011 - 12:01 AM

Ohh ... im using 8.0 pro, should i switch to 8.1?

Edited by gamax92, 15 November 2011 - 12:01 AM.

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#14 3141592526

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Posted 16 November 2011 - 09:33 PM

glitches fixed new version
Download link 3.31
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#15 gamax92

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Posted 17 November 2011 - 03:25 AM

Ahh nice. The ramp problem is gone.

The radar problem does still exist unfortunately, with it not being accurate.
My solution i have used in another game is to have each object find its location in the room, scale it down and draw itself on a radar.
It would solve the same radar issue for each level. And if you make new ones it will be correct.

The running pulses are still a bit too short. I don't know any body who can only run for one second and then have to slow down.
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#16 3141592526

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Posted 17 November 2011 - 10:58 AM

I do the radar as you said except I save a screen shot of it being finished and display the sprite in game to save memory and processing
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#17 gamax92

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Posted 18 November 2011 - 12:21 AM

I do the radar as you said except I save a screen shot of it being finished and display the sprite in game to save memory and processing


If its done like i said then how does it turn out inaccurate?
Though i think it would be possible to take a in-game screenshot and load that into a sprite. The only problem would be transparency but i think there's some parameters or something to get rid of the background.
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#18 3141592526

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Posted 18 November 2011 - 11:41 AM

new version has fixed radar and attempt at lighting
new version
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#19 3141592526

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Posted 21 November 2011 - 03:03 AM

working on night vision. good idea?
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#20 3141592526

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Posted 22 November 2011 - 10:14 PM

new version includes bodies when dieing and server choosing maps

no 2 maps glitch
no menu glitch
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