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Greenblizzard

Member Since 12 Mar 2009
Offline Last Active Yesterday, 08:16 PM

Topics I've Started

Lite Particles Library

04 April 2011 - 05:03 PM

I have created a particle library for GM8 Lite.

You can define particle types:
  • sprite
  • life
  • gravity
  • creation speed/direction
  • random scaling, x and y scale
  • gradual scale change
And emitters:
  • particle type
  • position
  • size(width and height)
  • number of particles/step
Each object can have up to 10 different particle types and 10 different emitters.
Download:
http://www.mediafire.com/download.php?z8c6cqyu4cg5g02
Contains the .lib file, a :GM8_new: example and a help file.

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Add rotated shape to model

26 March 2011 - 09:10 AM

Is it possible to rotate a basic shape like a block or cylinder when adding it to a model? If it is, how?

In the game I'm making, I have many static rotated objects all looking the same, all with several transformation lines and d3d_draw_*shape*(), slowing the game down. The fps is not yet a problem, but I'm going to add more objects.

spikemodel=d3d_model_create();

d3d_transform_set_identity();
d3d_transform_add_translation(-x,-y,0);
d3d_transform_add_rotation_y(-90);
d3d_transform_add_translation(x,y,6);
d3d_model_cylinder(spikemodel,x-5,y-5,0,x+5,y+5,500,1,36,0,6);
d3d_transform_set_identity();
This is what I tried, but the d3d_transform lines are ignored.

Cell Shading

25 March 2011 - 04:09 PM

  • .gmk :GM7:
  • File size: 0.02 MB (zipped)
  • Download: cellshade.zip - extract before running

The example loads a .dat model, exported from Marzipan and draws a cell shaded version of it.

I edited the loadDatModel() script to store the model data in arrays and made a script making a cell shade model using this data.

The difference between the normal model and the cell shade model is that the texture x is set to the dot product of the vertex normal and light direction vector, making a cell shade effect when the model is drawn with a half dark, half white texture.

The texture is made half semi transparent, half transparent using background_set_alpha_from_background(). In gm8, I believe this can be replaced with a single bg.

Because the cell shade model is remade every step as the light direction changes, it has a certain impact on the game speed.

The cell shade model is only shaded, not textured, because the shading is done with a texture. So a normal, textured version of the model is drawn first, then the cell shade model. The result is like the image below.

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Screenshot 1
Screenshot 2(same as image above, but larger)

Ball platform engine

13 March 2011 - 10:58 AM

  • Title: Ball platform engine
  • Description: 2d ball collision and reaction with static polygon terrain
  • GM Version: :GM8_new: GM8
  • Registered: No
  • File Type: .gmk
  • File Size: 0.26 MB
  • File Link: ball_polygon_collision_reaction.gmk
Additional Info
Jump, roll and slide on paths!

Screenshot:
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Video of how it works(not the exact example, but the same code):

Moose's Pancake Adventure

02 February 2011 - 06:48 PM

Made during the 72 hour gmc Jam.

Moose's Pancake Adventure
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Download moose's_pancake_adventure.exe from Host-A

The game contains 10 levels of isometric platforming with 4 different themes.
All graphics(except font) and programming is done by me. Thanks to my brother for making some of the levels.
I have had problems with the game freezing some times, but I hope I have fixed it. If not, you only need to restart the game to get to the level you were at, as it saves your progress in a .ini file.
No sound or music.

WASD+L controls for people with two arrow keys+other key problems:
Download moose's_pancake_adventure_wasd.exe from Host-A
This version(WASD) shouldn't be considered when voting in the Jam.