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Tuesday, August 4, 2015 - 23:41

I already done quite a bit of the dialog storylines to the game.  That's one of the advantges of writing it out in a simple script form first before sticking it into a 3d engine because then I can see the whole game idea all laid out before me before I start work on building it up in the 3d engine. Because the way the 3d game engines are set up its not easy to try to code the game into them and takes along time to wire it up.  There needs to be a more simple user interface instead of one being bogged down with so much wiring.

Yeah the dialog for my game is all truncated at the moment, but I will fix it, it will take me a couple of hours to fix the text  (because I have thousands of lines of dialog)

 I just come across a gme engine called 3d rad.  Free for commercial and non commercial uses, looks promising, but dosen't look like an AAA engine, but looks more budget title or indy based, but does it have a dialog system?

 

Tuesday, August 4, 2015 - 20:02

I'm doing a sci fi game as well, this looks pretty good the interface, you gotten more further than what I got with using a 3d engine, All I got was this far with my project tozan35.weebly.com using unreal udk engine because most of my game is all just written out in basic windows script, so I'm doing two versions of the game. windows script version which is all turn-based, and 3d version in unreal or unity engine.

Tuesday, August 4, 2015 - 19:55

I created this tune using the Computer's Keys as I don't have a casio Midi keyboard. unfortunately the PC keyboard does not work very well at all with the timing because the keys sometimes lock and that's why it sounds a bit out of timing when the key decides to suddenly JAM. so I have to quickly try to unjam the key while still trying to continue keep in timing with the melody because i play these tunes all straight from my head, that's how i make the music.

And that's the reason why I released these tunes in the public domain that someone might beable to correct the timing issue and produce a better version, all I did was simply give people something to work on if they wanted to use or improve it..  The tunes were not really designed to be totally complete but just as a starting point. I don't know if soundfonts will make it sound better (usually its the total opposite I find with certain midi instruments.)   I can't use Solremi to MP3 online converter as they don't allow any distribution of the converted files outside personal home use so I can't put it on opengamert.org, so i was forced to have to use midi..

Yes I have updated the file and edited it a little. changd the rythm track, edited a few notes, added the ending.

But I don't just make my own music i also am in the process of developing my own video game as well (tozan35.weebly.com) and started some work in Unreal 3 to provide some pictures for it and hope to get the game done either in the Unreal 4 engine or Unity.

 

 

 

Thursday, July 30, 2015 - 23:12

Cool people like my plonky strange tunes I will make some more

Tuesday, July 28, 2015 - 07:23

 

I put the game dialog and segments of its code is up on my website at http://tozan35.weebly.com

Its now 167k lines long.   But now its got some prettier graphics.  I now need to know how to set up an array in blueprints to choose different responses of the npc when you step into the trigger.

Monday, July 27, 2015 - 02:57

I'm not sure if you do ambient pieces or not, but Sounds interesting, because I'm making a sci fi rpg space type game and need techo, jazz, dance for the clubs scenes, and also need some shopping mall music, some more space creepy soft errie ambient music all for the alien worlds which should sound like everything is all alive and has energy running through everything like you're really on that alien world.  For I like that slow rising and falling of jet streams and clicks and whispering of solar winds. They had this "alive effect" already in the Earth Voyager sounds ambient that was up on you tube, but because I can't get the copyright status from Nasa so I can't use that ambient sound effect in my game unfortunately because Nasa don't know what the copyright status is of the studio who made the track, so i have to look to other sources for ambient and other sound effects.

 

Monday, July 27, 2015 - 02:28

Ah this is perfect for the Skudrod Creature on Telos in my rpg sci fi game.  Can I use this ?

 

 

 

Friday, July 24, 2015 - 23:17

Reading the file from the disk is slower, its better to turn it into an exe file so it can use the memory to search all those Goto Labels, and just read the game resources files like graphics and sounds in from disk.

MACHINE SPECS: MY OLD MACHINE I have the game running on is a Nec Powermate series desktop computer.  with an Intel Core Tm2 Quad CPU. with 3 Gigs Ram 2.67 ghz (32 bit windows Vista  Operating System.and has a 990 mb hdd.. VPM on that machine is set to 4606 it has a Nividia Geforce 8600 GT video card in it. But the video card is starting to degrade,  I also have the game saved on my new machine also for a backup as well.  But the new machiine is an HP Pavillion all in one Pc Desktop with windows 8.1 with 16 gigs ram with an Intel Core TM i7-4790t CPU in it, 2.70 ghz with a 2 Terabyte Hard Drive with a Nvidia Gforce 810A video card.  That should be good enough to make a 3d game on it.

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UPDATE: NEW STUFF ADDED.  A Device called a WRCC or Wormhole Relocator Control Crystal has now been added.   Long story short. It allows you to shift the wormhole entrance if you can't access it manually by ship if a system has far too much dense clutter preventing access.  I will also include in some systems wormholes that are UNSTABLE and erractic and if you try to use these old decayed holes they will throw you anywhere in the galaxy so if you go in without the WRCC device and without the special Slipstream drive you are taking a risk of being thrown anywhere in the systems..........   It could take half an hour so before the wormhole finally appears back again in that system because its unstable and erractic.

Only a certain alien on one of the systems will have the WRCC But to get to him, you have to get pass the Megallanc Barrier (full of volatile gases),  so If you get too badly banged up trying to get through the barrier, you may have to find a trader elsewhere to upgade your shields first. It will be costly so  you will have to farm credits in order to buy the WRCC device if you want to use those old wormholes..

MINING: If you buy the Chiesek mining ore facility in Telos system, You get no staff, so you have to hire robots to staff it by asking the robots to work for you (they are found around the bars and clubs on Telos as soon as you buy the facility a mini treasure hunt game start and you need to hire 50 robots to staff it).  But these droids are part of Bad Sector, and they will have their individual Personalities, as well as their Machine Rights "Demmand cards" as all these these robots carry their own labor right cards with all the heavy brainwashing of Bad Sector's Machine Work Rights..  

One of the robots will be called corporate bull and if you come across that droid at reception he wil be pretty tough to try to convince to leave his job to work for you because he will defend himself with all kinds of time wasting corporate brainwashing waffle waffle nonsense from Bad Sector and I will give him up to TWO HUNDRED LINES of random utter rubbish to drone all away with.....If you grind all through all his business nonsene he will be the best worker, getting your mining extra credits.  The only way to hire hm, you have to listen to all his corporate promos and other rubbish to impress him enough to work for you.

If bandits attack the facility, they may even try to steal some of your droids and threaten to sell them for scrap metal.  If they break in and steal  droids, your mining facility will stop functioning until you replace the lost staff and get rid of the intruders.   if you Buy robots outside of Telos city to try to staff it with just slave labor droids from traders who don't beieve in Bad Sector's rights that will get the attention of Bad Sector because that faction is against slave labour of machines and try to cause trouble.

Also for the Dink Drink Drunk bar The bar that has overpowering Synthetic Drinks (these are not alcohol drinks) but they are alien drinks that have intoxicating effects.   I need music that sounds Drunken every now and again of Plinky Plonk notes that go all lopsided and off-key to suit the Wobbly Giddy Head-Spinning atmosphere in the bar..so even the alien piano player is all intoxicated while trying to play the piano.

The ony guy that'a not intoxicted in the bar is the barman (go figure.).  

The Drinks of this interstellar bar: Beat the Flake Shakes, Giddy Dew Drop Blocks, Nebula Sunrise, Saturn on the Rocks, and Unconscious Hits, The Head Spinner and Knockout Punch,, (bar is found in cities on certain solar systems;)

So I still think a 3d engine version is better than having just a 2d turn version based board system,. the advantage with a 2d turn based system is that I can put a whole load more rooms and alot more detail and switches and lags to put more depth in the storylines of the game than with a 3d engine which 3d has limitations on the amount of switches and flags I can use, unless you break it all down into small 3d modules but you do get a much better looking lifelike environment with 3D when you can get those 3d models and get all the dialog branches all working for them to bring it to life.

My Options

If I do a 3D version then I can probably do up to 200 systems, so the game would be alot smaller, but they would look better in 3d.  The downside: Alot more work to build and create, take a alot more GIGS for all the 3d resources, and is more trickier also to try to wire everything up, very slow development time is the downside of 3d...

If I continue to do the 2D turn-based version of the game, then I can fit alot more of the game in, 500+ systems. (very easy to build and make, fast and easy to wire this up.)

Friday, July 24, 2015 - 21:20

It's slow because I'm only using the wndows Cmd.exe dos interpreter to run the game with.  It reads only 1 line at a time into the memory.  so it has to spool it one line at a time reading from the HDD, that slows the HDD a little as the file gets more bigger and bigger as I continue adding lines of code into the script. So you start to get Lagging issues when the file reaches a certain size.....

If I had a batch to exe converter program that allowed big batch files to be turned into an exe file, then the game could then be loaded into the memory instead and it should run at a much more faster smoother speed with no more hitching or pausing issues.   But beause the 2d version is turn-based a slight pause isn't going to matter much. But when you have the 3d version, its going to matter.

The other option too is to pack the audio audio and graphics files into a big sound and graphics Resource library pack file and read the files directly from inside the file but I don't know how to do that.  But that would cut down all the hundreds of little files that cause hdd slowdown and lagging issues when the hdd has to skip over hundreds of little files in the directory just to try to read it.

But at the moment the batch converter that I did try out, only allows small batch files to be turned into exe' s and won't process a big batch file because when I tried the program had crashed on me when loading my file into it.

Friday, July 24, 2015 - 13:04

Mind you maybe turning my batch file into an exe might speed up the running of it.  since exe's load themselves all into the ram don't they?

 

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