Joined: 06 Mar 2006 Location: On the battlefield destroying GDI and Nod
Posted: Wed Oct 01, 2008 12:25 am Post subject:
The New Tibsun MADE BY ME.
Subject description: MADE BY ME!
This is a project I am working on, to give modders an engine.
I will try to emulate all that I can in tiberian sun and put it into this game.
This is coded in GM7 Pro.
So far, I only have aircraft able to be programmed. (Figured I start with the hardest first.)
You can create units via the rules.ini included in the file. It uses "fake" voxels.
They are created by overlapping 2d images at one level higher than the last.
They can not be animated yet.
Anyway, some screenies, and the link.
Will GM7 be able to run such a complex game as Tiberian sun fast enough?
Is it realistically possible doing this considering the amount of work that you'll need to put into this?
Anyway good luck.
OFFTOPIC: Team Black/White/Blue are we having an identity crisis? If so i suggest Team Periwinkle Blue, or just Team Periwinkle. QUICK_EDIT
Joined: 06 Mar 2006 Location: On the battlefield destroying GDI and Nod
Posted: Wed Oct 01, 2008 12:55 pm Post subject:
Thankyou. I am going to start work on vehicles and infantry next,
then weapons and attacking logic. And somewhere in there, I am going
to modify the movement logic so it works.
And yes, it is possible for gm to handle it with outside external loading.
I am going to try my hardest, and if I can't do it, I'll probably make it
open source. QUICK_EDIT
@SMT:
First of all, ignore Electro.
Secondly, looks interesting, but a few of Electro's points are valid - it's questionable how the performance of your engine will be. If you can program, joining or taking over one of the existing attempts to re-code TS might be a more efficient and promising way of accomplishing a working engine.
On the other hand, at least to my knowledge, all those attempts are currently stalled or dead. So on the very basis that the "let's program our own TS engine!" approach seems to have failed multiple times in the past, you could consider continuing - because even if your engine's performance will be far below a C++ one, if comparable C++ engines don't exist, something is better than nothing.
Bottom line: You should be aware that your approach is, resource-wise, very inefficient, that it will cost a whole lot of work to complete an entire engine, and that people will not have any faith in this project until you actually have something usable to show. But you can rest at ease on the knowledge that all those screaming "this sucks! you should program it in C++/C#/Delphi/Pascal/COBOL/lolcode!" have yet to produce a working engine themselves.
A native C++ engine would be preferable to a GameMaker engine. But if your project succeeds, and the C++ projects fail, you still win. Don't get discouraged, but have a realistic view of what you're trying to do, and in what way. _________________ #renproj:renegadeprojects.com via Matrix - direct link QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Thu Oct 02, 2008 5:22 pm Post subject:
I had to split this mess, so Electro's post and all its consequences are at the crap forum now.
Anyway, Game maker might be a tool that could be used to learn how games may work, but I really do not recommend it for public projects at all, as it will bring you some heavy limitations, specially in terms of performance. A game at this graphical quality is perfectly able to have more than 60fps with 240 orcas on most of our machines. QUICK_EDIT
And, for the sake of argument - Do you know why topics are left open? So people can add to them later. Unbelievable I know, the system going behind your back like that for so long! QUICK_EDIT
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