@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.
@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.
@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.
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.
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.
@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. ^_^
@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.
@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 ....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 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.
@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.
@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.
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.
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?
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.
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. ^_^
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:
@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.
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.
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
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...
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
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.
Hey, how would I get the Raycaster Object?
LavaFlaminG6 2 months ago
@LavaFlaminG6 Sorry, didn't read the comments, where would I go to buy click disc?
LavaFlaminG6 2 months ago
@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 2 months ago
@Disthron Alright thanks man.
LavaFlaminG6 2 months ago
How did you get the whole Apppath$ to work... My textures dont load on exe's their just orange cubes.
ComicVault14 3 months ago
@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 3 months ago
@Disthron Thank you it worked!
ComicVault14 3 months ago
holy shit thats impressive for mmf2!
dylan6091 6 months ago
@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.
Disthron 6 months ago
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 10 months ago
@sleetver Hay, I sent you a PM, let me know how it turns out.
Disthron 10 months ago
@Disthron Thank you for your helpful PM, as I said in my answer it works fine.
sleetver 10 months ago
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 1 year ago
@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.
Disthron 1 year ago
Thats is 486 techonlogy!
skeptikulo 1 year ago
looks like doom
alvinyork1916 1 year ago
since you've tried, I need some advice for my game. How would I make weather effects, like and rain and snow?
funkster505 1 year ago
@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.
Disthron 1 year ago
Good work. I think you'd have more fun if you make your own textures/sprites. Trust me it's REALLY easy! XDD
thedragonb0y 1 year ago
@thedragonb0y I did, for my latter demos. But this was mainly for learning how to use the extension.
Disthron 1 year ago
@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.
Disthron 1 year ago
@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. :-(
Disthron 1 year ago
@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)
Disthron 1 year ago
@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.
Disthron 1 year ago
@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.
Disthron 1 year ago
@PyramidFace87 Yea, I just went and changed the Image Filters thing like you said, and did a build. Suddenly it could find the textures.
Disthron 1 year ago
@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.
Disthron 1 year ago
@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.
Disthron 1 year ago
@PyramidFace87 Cool, I'd love to see what you've done.
Disthron 1 year ago
@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.
Disthron 1 year ago
@PyramidFace87 I'll answer you in a PM
Disthron 1 year ago
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 1 year ago
@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.
Disthron 1 year ago
@elpeneenorme
IF you REALLY want, like I did, I can give it to you. just reply I will pm you it with instructions.
funkster505 1 year ago
could you make a retro 3d/2d rpg with the ray casting extension?
funkster505 1 year ago
@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 1 year ago
@Disthron
awesome!
funkster505 1 year ago
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!
Spirals95 1 year ago
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.
Disthron 1 year ago
this is amazing! I also saw the engine biult in mIRC attentat 3d its really cool
/watch?v=hFJvdGzC9zk
hossi12 2 years ago
I found a ray casting engine for mIRC, its really cool
/watch?v=hFJvdGzC9zk
tippabror 2 years ago
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?
Spirals95 2 years ago
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.
Disthron 2 years ago
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.
Spirals95 2 years ago
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.
Disthron 2 years ago
really a good job. very nice
tippabror 2 years ago
Thank you.
Disthron 2 years ago
Where else can I find this extension?
Spirals95 2 years ago
I'll have to re-upload it, pleas come back tomorrow. ^_^
Disthron 2 years ago
Thanks man! Can't wait to mod it!
Spirals95 2 years ago
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. ^_^
Disthron 2 years ago
The download link is broken. d'oh!
Spirals95 2 years ago
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
claniraq 2 years ago
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.
Disthron 2 years ago
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
claniraq 2 years ago
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?
Disthron 2 years ago
@claniraq
aagh I need to know more about how this works
XOffset(Backdrop) = ((Angle mod 360) * Width * 2 ) / 360
can you somehow explain..?
funkster505 1 year ago
@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.
Disthron 1 year ago
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.
claniraq 2 years ago
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.
Disthron 2 years ago
It's like a throwback to classic first person shooters, I like it! It looks awesome so far.
drdkscully 2 years ago
Thanks, I'm still working on it. I hope to make a simple adventure game with it.
Disthron 2 years ago
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
claniraq 2 years ago
Yep, I've actually been seeing adds for mobile phone games that use ray casting for there 3D engines. Some of them look fun.
Disthron 2 years ago
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
pageyd 2 years ago
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?
TheGhostlord 2 years ago
Ray Casting is the programming technique that creates the suto 3D effect in games like Wolfenstine 3D, Rise of the Triad, Corridor 7 ect.
Disthron 2 years ago
ahhh i get you like in adobe after effects where its all just camera angles and 2D images to look 3D
pageyd 2 years ago
phantasmagoria music?
ternel 2 years ago
wow where are the enamies
are you useing the wolfenstein 3d engine
m14g 2 years ago
I liked how you used the music from Phantasmagoria!
Really set the mood.
ChillyWillie 2 years ago
Thanks. I thought I'd use something diferant from all the mettle people seem to use on these types of videos. ^_^
Disthron 2 years ago
That's nifty, you made this? Cool.
Sentinalh 2 years ago
Well I'm using an extension that Phizix created.
Disthron 2 years ago
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
damaster4u 2 years ago
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.
Disthron 2 years ago
Neat... though the way the background rotates to keep level with you is kind of strange oO
CKtheFat 2 years ago
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.
Disthron 2 years ago