Author Topic: Forever Craps  (Read 8766 times)

I AM AWAKE

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Forever Craps
« on: January 27, 2006, 12:02:37 AM »
I don't have a screenshot, but a quick video of my new game called "Forever Craps"

I want to make an intensive tutorial using the Lua Scripting language. I'm very far from the finished product. I slowly add more day by day because I'm still in school.


-- I made the video with FRAPS and added the sound with video Explosion (The same exact sound effects if you played the game)


The Link(13MB)
http://www.fullyawake.com/_3ImpactCommunity/craps_forever.mpg


Please tell me what you think!
« Last Edit: March 11, 2006, 12:24:33 PM by I AM AWAKE »

Mike_Hense

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Re: Forever Craps
« Reply #1 on: January 27, 2006, 06:40:33 AM »
looks good...

i've seen some of your stuff before, and taken note of it...

where was it... on the 3dgs board,  3DRAD, or the DarkBASIC forums...

... anyways, good to see you doin some stuff in 3Impact.


--Mike

« Last Edit: January 27, 2006, 06:43:46 AM by Mike_Hense »

I AM AWAKE

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Re: Forever Craps
« Reply #2 on: January 29, 2006, 01:00:15 AM »
I just wanted to let you  know I updated the video above. It now shows multiple cameras that track each dice when you throw . The player will be able to turn the camera's off they like. Please check it out and tell me what you think.

-- Jeff

JustMeUC

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Re: Forever Craps
« Reply #3 on: January 31, 2006, 11:59:08 PM »
Looks great..... you have an eye for details.  :)

Exavior

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Re: Forever Craps
« Reply #4 on: February 01, 2006, 08:08:06 AM »
is that texture flickering just in the video or is that in the actual game?
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I AM AWAKE

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Re: Forever Craps
« Reply #5 on: February 01, 2006, 08:45:08 PM »
Uh, I guess you're tallking about the texture flickering on the dice. It's in the actual game, I most likely attribute it to the video card -- my best guess. Thanks for checking it out.

Developer - Fernando

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Re: Forever Craps
« Reply #6 on: February 02, 2006, 02:48:38 AM »
That is likely caused by dice shadows.

You can either disable self-casting for the dice (see second BOOL param in iMeshRenderModeSet doc) or make the shadow caster model a bit smaller that the visible dice.

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Re: Forever Craps
« Reply #7 on: February 02, 2006, 05:49:11 AM »
Wow! Thanks -- it works perfect now. I guess it pays to put a video up.

Anyway, I used this code below and -- beautiful man!

Code: [Select]

iMeshRenderModeSet(m_Dice1._pObjMesh,D3DBLEND_SRCALPHA,D3DBLEND_INVSRCALPHA,TRUE,TRUE);
 iMeshRenderModeSet(m_Dice2._pObjMesh,D3DBLEND_SRCALPHA,D3DBLEND_INVSRCALPHA,TRUE,TRUE);


This is the structure I use for the dice -- if anybody cares:
Code: [Select]
struct IMPACT_OBJECT {

BODY* _pObjBody;
MESH* _pObjMesh;
MESH* _pObjMesh1;
MESH* _pObjMeshShadow;
D3DXVECTOR3 vFace[6];
TRAIL* _trail;
TRAILEMITTER* _trailEmitter;
PARTICLE* _particle;
EMITTER* _particleEmitter;
};

I AM AWAKE

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Re: Forever Craps
« Reply #8 on: March 11, 2006, 12:24:12 PM »
I updated the the link above with a new video of the current game! I removed the texture flicker caused by Dice shadows. It showcases several 3Impact features -- Multiple cameras, trail effects, and particle effects.

Let me know what you think!

Joyful Dreamer

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Re: Forever Craps
« Reply #9 on: March 11, 2006, 02:08:02 PM »
Really nice, good job.  :D
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