Added: 2 years ago
From: Disthron
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  • Hey, how would I get the Raycaster Object?

  • @LavaFlaminG6 Sorry, didn't read the comments, where would I go to buy click disc?

  • @LavaFlaminG6 I don't think youtube will let me post links here but if you go to the Click Team web site the links to the Klikdisc (and yes that is how it is spelled) should be on the right about half way down the page.

  • @Disthron Alright thanks man.

  • How did you get the whole Apppath$ to work... My textures dont load on exe's their just orange cubes.

  • @ComicVault14 Try going into the settings of the project your are working on, click the edit button nest to Image Filters and uncheck the automatic check box. I think that fixes it.

  • @Disthron Thank you it worked!

  • holy shit thats impressive for mmf2!

  • @dylan6091 and it's all thanks to the Ray Casting extension. You can buy it with the October 2009 edition of click disc. It's pretty cool and only costs $10.

  • Hi Disthron !

    I want to manipulate textures, to make animated wall texture effect and I did it as your destructable walls, but the event that change their textures to one another is "every..." ... And that only affects only one of horizontals and only one of verticals wall.

    I'm stuck since 3 days and I feel lost. Thanks for advance if you can help me.

  • @sleetver Hay, I sent you a PM, let me know how it turns out.

  • @Disthron Thank you for your helpful PM, as I said in my answer it works fine.

  • Wolfstein 3D + Doom! xD Good! With the new OpenGL extensions, you can create better games using characters / objects modeled and textures. Check the forum Clickteam on the subject.

    Sorry bad English!

  • @Matheus29001 Ah, but will it be as easy to use as this. I've found 3D extensions to be a pain in the ass to try and work with. They are clunky and confusing, there are no tutorials and any examples are poorly commented. At least in my experience with stuff like Mode7, 3D actives, 3D Mesh object. There has been an OpenGL since Game Factory 1!! And I couldn't make any seance of that ether.

    Still, I'll go have a look. Thanks letting me know. ^_^

    Don't worry about the bad english.

  • Thats is 486 techonlogy!

  • looks like doom

  • since you've tried, I need some advice for my game. How would I make weather effects, like and rain and snow?

  • @funkster505 What I did was make a rain sprite and every half second or so I created it with in an aria around the player. Like this. If number of rain sprites < 150, create rain sprite and Set Xpos of rain to Xpos of player+(randome(1000)-500). Repeat this for the Ypos and it will create a 500x500 spread of rain around the player.

    Also, I destroyed the sprite when the animation was done.

    Well that's how I did it anyway.

  • Good work. I think you'd have more fun if you make your own textures/sprites. Trust me it's REALLY easy! XDD

  • @thedragonb0y I did, for my latter demos. But this was mainly for learning how to use the extension.

  • @PyramidFace87 Hay, I went and checked out your demo video. It looks nice. I think the gun could look a little better but otherwise it was pretty cool looking.

  • @PyramidFace87 (part 2) But that's just a guess since I don't really know how the movement works, I just know that the slower it runs the worse it gets.

    I have another demo where I was making it rain in the map buy spawning raindrops around the player. So it wasn't raining on the hole map just where the player was. The more rain sprites I had the worse the collision detection got.

    I've tried messing around with the collision detection but I've never managed to do anything but break it. :-(

  • @PyramidFace87 That is the collision detection bug that I was telling you about before. It seems the slower your PC is the more likely it is to happen. For instance I have the same problem with my Discaster demo. If you run it on a slower PC you can walk through the corners. However if you remove one of the ray casting extensions it runs faster and the problem isn't half as bad.

    I think that whatever is being used for the movement needs a certan amount of speed to work properly. (continue to 2)

  • @PyramidFace87 Oh, that's fearly easy. Go into the action editor of the event that you create the objects in and make sure the create action is above the "add active object as sprite" action. If it is not it means you are trying to add the sprite before it is created.

  • @PyramidFace87 Ah, so is it going to be for the Mega Man game? Anyway, with the enimys walking through the walls, make sure that handle background collisions out side the screen is on. I think it's in ether the frame or project settings.

  • @PyramidFace87 Yea, I just went and changed the Image Filters thing like you said, and did a build. Suddenly it could find the textures.

  • @PyramidFace87 ....wow! and I was messing around with the code all that time. So have you noticed that when you use more than one extension, as I did in my demo, that the collision detection glitch gets worse? I also never figured out how to fix that.

    If you do, could you let me know? Perhaps you could release your own demo to the community.

  • @PyramidFace87 Yes! I had the exact same problem. I don't know why, I spend weeks trying to figure out what the difference is between the example that is installed with the Ray Casting extension and the Clear Sky demo that you get from Klick Disk but for whatever reason I couldn't find any differences between how they load the textures.

    It was really frustrating, so in the end I just use the Clear Sky demo as my base. Because it works the best. Still has collision detection issues though.

  • @PyramidFace87 Cool, I'd love to see what you've done.

  • @PyramidFace87 Hmmm.... it looks like you have friend lock on your PMs. So I can't go into that much detail.

    I was never able to get sprite projectiles (like rockets or grenades) working that well. That is what you are asking about right? Anyway, I was able to get the best results by using the vector movement. However I don't know that movement very well and I was not able to get a system working well enough to put it into this demo.

  • @PyramidFace87 I'll answer you in a PM

  • Hey bud, please can you give me a copy of the raycaster object for Multimedia fusion 2? please, i can't get it!! upload to mediafire or something...

  • @elpeneenorme I think it's a pay extension, so you can buy it with the October 2009 issue of klikdisc. It's only $9 for the download version as well as everything else there.

  • @elpeneenorme

    IF you REALLY want, like I did, I can give it to you. just reply I will pm you it with instructions.

  • could you make a retro 3d/2d rpg with the ray casting extension?

  • @funkster505 Definitely. You could make ether an action RPG in a Ravenloft style or if you wonted to you could have a turn based RPG like Might and Magic 3. It's very open and a lot can be done with it as long as you keep it's limitations in mind.

    Also, sprite mapping (the proses of putting 2D sprites in the extension) is a breeze. It was a real releaf that the extension handles the sprites internally. None of the manual faffing about like with the Mode7 object.

  • @Disthron

    awesome!

  • Do you have a tutorial? I have no clue what is going on with your code! Can you make a level with just one raycasting object??? help!

  • Send me a PM and I'll try and help you some more. Though if you bought the raycaster extension I'd recommend you take a look at the "clear sky" demo from the klick disc website. I built my demo on top of that one. Also, it only uses one raycasting object.

  • this is amazing! I also saw the engine biult in mIRC attentat 3d its really cool

    /watch?v=hFJvdGzC9zk

  • I found a ray casting engine for mIRC, its really cool

    /watch?v=hFJvdGzC9zk

  • What are the requirements needed to run this on MMF2? I know you need control x and the raycasting extension to view the source code, but are there any other plugins I need?

  • According to the back of the box you need.

    Win 95/98/ME/200/XP/Vista/win7

    Pentium 200MHz or higher

    32MBs of RAM (256 recommended for XP)

    Screen 800x600 8bit colour (1024x768 32 bit true colour recommended)

    A mouse

    As you can see the system requirements for MMF2 are not very hefty. I have a net book that runs it just fine. Though the screen is crowded big time.

    Type Click Team into google and you should find the website of the developers.

  • Thanks, but I have mmf2 working. What I meant was if you need any bonus packs installed on top of mmf2 to get the raycasting extensions to work.

  • Oh, not really. You do need the most current beta build for it to work, witch is free, and there are some extra extensions used in the demo file. Witch you should get as the demo shows you how to use all the basic functions of the extension.

    If your new to MMF2 you should get all the bonus packs and the extension updater, all available from the Click Team website or forums. Also, the "clear sky" demo from the Klick Disc website is an awesome starting point for this extension.

  • really a good job. very nice

  • Thank you.

  • Where else can I find this extension?

  • I'll have to re-upload it, pleas come back tomorrow. ^_^

  • Thanks man! Can't wait to mod it!

  • Hay, I uploaded the new demo, has some rudimentary enimys and shooting. Anyway, you should check out the Daily Click for stuff about the community. ^_^

  • The download link is broken. d'oh!

  • Haha yep, its on TDC on my profile if you want to check it out open sourced. Its some very complex stuff, and I was actually going to entirely rewrite it using HWA & XLua to make it run smoothly, but then this extension came out which would make that a little redundant! Awesome work using it though, that engine does look neat

  • Yea, I think I took one look at your code and saw it was a bit too advanced for me. This engine has a lot going for it. One of the big things being it's eas of use.

    Also, the demo that comes with it demonstrates most of the basic functions so you can just build a game right on top of it.

  • the way I did it would just be to treat the angle you are facing as the X itself. So if you were using an active picture object as the backdrop, with 2x the width of the screen, it would be:

    XOffset(Backdrop) = ((Angle mod 360) * Width * 2 ) / 360

  • Hay, thanks! I'll give that a try. I'm not really very good at math. I never really got all that mod, sin and cos stuff.

    Your the guy who programmed a ray casting engine of his own using the overlay object right?

  • @claniraq

    aagh I need to know more about how this works

    XOffset(Backdrop) = ((Angle mod 360) * Width * 2 ) / 360

    can you somehow explain..?

  • @funkster505 I don't really understand it myself but this is the code I used to set the X position of the background sprite. Always Set X position to((rAngle( "Player" ) mod 360)*960*2)/360

    I also made it so that if the rAngle was larger than 360.1 it was set to 0.

    rAngle is the veriable the player is facing. Width is the width of the screen. That being said the number 960 is not the width of the screen and I can't remember how I hot that number.

  • just a very simple advice;

    one of the cheap tricks developers used to use in games like this would be the wrap the backgrounds (your picture of the mountain) and have it just pan left/right as you rotate the screen, to give a further illusion of depth.

    I remember that all the time in Mario Kart back in the day.

  • Yea, I have to figure out how to tell when the player is moving the mouse left or right. Right now it dose not "move" it changes angles. I have a few other little tricks from old games yet to try as well.

  • It's like a throwback to classic first person shooters, I like it! It looks awesome so far.

  • Thanks, I'm still working on it. I hope to make a simple adventure game with it.

  • Almost every 3d game is just stretching 2d textures to make the illusion of 3 dimensions; you can't display 3d on a 2d screen, after all. Raycasting is just a very outdated way of doing it that holds a niche because it is extremely lightweight in terms of computations and GPU requirements

  • Yep, I've actually been seeing adds for mobile phone games that use ray casting for there 3D engines. Some of them look fun.

  • definantly phantasmagoria

    so wait i dont get it is this a casting as in voice acting for ray or is his name ray casting lol confuzzled

  • It is phantasmagoria alright, though i don't know what the song is named. It's the background music from a scene at home, but i be darned if i could remember what it was called...

    Anyone know?

  • Ray Casting is the programming technique that creates the suto 3D effect in games like Wolfenstine 3D, Rise of the Triad, Corridor 7 ect.

  • ahhh i get you like in adobe after effects where its all just camera angles and 2D images to look 3D

  • phantasmagoria music?

  • wow where are the enamies

    are you useing the wolfenstein 3d engine

  • I liked how you used the music from Phantasmagoria!

    Really set the mood.

  • Thanks. I thought I'd use something diferant from all the mettle people seem to use on these types of videos. ^_^

  • That's nifty, you made this? Cool.

  • Well I'm using an extension that Phizix created.

  • very nice man, i hope this gets arelease i wanna try heh. and ya the backround following u is creepy :P its like ur legs are so strong u move the land ur on when u walk 0_0 but ya keep up the good work man

  • Silly me, I forgot to put a link to where to download the demo. It's not a game yet though. Just a tech demo.

  • Neat... though the way the background rotates to keep level with you is kind of strange oO

  • Hi CK!

    If you mean the mountens in the background, there actually static. It's the scene the player is moving around in that is moving. I still have to figure out how to make a parallax sky.

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