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slayer 64

Member Since 09 Oct 2007
Offline Last Active Today, 02:38 PM

Topics I've Started

Bust Out Yo Red/Blue Glasses, It'S Mind Blow Time

15 May 2013 - 04:08 AM

i bought three pairs of red/blue glasses off ebay for like five bucks. buy two, get one free. half decent really, they're actual glasses and not paper stuff. GET SOME YOURSELF SUM BEACH

aaaaozn.png

 

i did some searching and found this image to really pop out. i used it as a reference to make make own 3d fps game, using it to set the correct colors and which side the colors should be on. this image really pops with my set of glasses. the arcs set off into the background and the ship appears to be in front of the screen for to me.

3D-pics-come-out-3d-28819444-1024-768.jp

i made this simple fps example to mimick the colors and offsets in my reference.

aaaanu.png

i rendered two scenes onto some surfaces. there are a few variables that can be adjusted in game: left/right arrows change the spacing of the eyes for the two cameras, up/down changes the angle of them, page-up/page-down changes the fov, ASDW moves, mouse looks, Q changes the left color, E changes the right. i farted around for a while and set some default values. the program remembers your changes. the default values should make the scene pop out some. it does for me. i have a 24 inch monitor. i almost think lights off helps the pop effect too.

 

DOWNLOAD GM81

http://host-a.net/u/...3d_glasses.gm81

 

i'm not sure if i am getting the effect correct. i think most of the scene is trying to pop out of the screen, but when i swap the colors i can't get the scene to set back into the screen. what do you think? what values would you use for the eyeSpace and eyeAngle variables? is the reference image just photoshopped to perfection? does my simple example not have enough detail?

 

discuss...


spaces in spaces 2 62

26 January 2013 - 07:11 PM

this is what i got so far for the gmc jam 9. it's a little engine i started and now i'm going to try and make it fit the theme and handicap of the jam. it lets me create a space and put things in it. spaces can be translated and rotated. spaces can be put inside spaces and this will let me create really interesting platforming game play. there isn't really anything to play but you can try to create some levels.

download

i don't intend the final game to include level designing. the interface is just for me to use and it's not the greatest.
here are the controls for the level designer.

R switch between editor and running the game
L load
S save
right click does a lot
left places objects
shift and right click deletes
Ctrl and left click and hold let you move objects
C and left click and drag lets you quickly set the pointer variable
D displays information

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using code to create a model

08 November 2012 - 05:13 AM

i am making some doors using code. they look like this when they're working properly.
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the code that generates the doors is inside some fancy loops, along with this modeling code. the front and back sides have a texture. the "teeth" don't have anything, but they make the doors look thick. i know the code looks complicated. i can't visualize what's going on either. but look at the z variables: az bz cz. the teeth and sides of the door use those variables.
Spoiler

but, that code doesn't actually work. instead the teeth get modeled above where they are suppose to be. i removed the blocks so you can see. this is the mDoorv model. it seems that the model data had it's z increased by the height of the door
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and the mDoorh model did double the height
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what in the world? well. the solution code was to translate the teeth down.
Spoiler


i pretty much assumed this was happening because i'm using d3d_model_vertex_normal_texture and d3d_model_vertex_normal in the same model and i was right. this code works too.
Spoiler

the doors modeling code used to work fine in the previous version of the fps game. i don't know what i changed, but i didn't touch this code. both engines are made with gm81. i think i saw a topic about this once, but it's just about impossible to find. well, for me anyways. it seems like something inside game maker needs to be looked at. i go to add the doors to the newer fps engine, and they're broke. wtf. i demand an explanation! i just don't get how it used to work fine and now it doesn't.

ai challenge

11 October 2012 - 09:32 PM

so basically, i want to know what yall got for programmin skillz. i got this here engine that lets you choose different scripts (in game) and lets the bots fight each other in ctf or last team standing, the other game types don't work yet. choose an object and a script for it to use as ai. make an ai script that only modifies certain variables, then paste the script here. everyone will be able to share easily. please use spoiler tags, not code or quote tags because it'll butcher everything. F1 for all information and rules. the script, motivated, will show you some team play and ctf.

let's see you write a better ai

download ai compare gm81

THIS will convert the gm81 to 8. i would do that for you, but i ain't ur mother

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DDD maze

22 July 2012 - 07:44 PM

get out of the maze. it's hard. the engine is capable of advanced 3d graphics because they're pre calculated, i'm just not a real great drawer.

DOWN .04 megs gm81

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