New game: Top down city!
Re: New game: Top down city!
Deleted. Not relevant.
Last edited by Logofero on 08 Oct 2020, 01:38, edited 2 times in total.
Re: New game: Top down city!
So all we really want is a way to set and get all objects/peds/vehicles and all of their attributes
Re: New game: Top down city!
Ye, let's named it "Attribute programming" - we manage only the logical comparisons "IS", the entry "SET" and the reading of the attributes "GET".Sektor wrote:So all we really want is a way to set and get all objects/peds/vehicles and all of their attributes
This is useful when used in object programming. Attribute programming is convenient because it doesn’t trouble the script-writer to know in advance that there is an object and a set of attributes, properties that are similar to a real object, and it’s easy to figure out which attributes in an object to serve even a beginner.
Re: New game: Top down city!
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Last edited by Logofero on 08 Oct 2020, 01:38, edited 3 times in total.
Re: New game: Top down city!
Ok this will take a while to implement, but is a good guide for me, i can see what i missed, everything will be object & attribute based as much as possible, this is already my approach.
However the script should be assumed to be multithreaded, so don't expect that a GET after SET will actually return correct data - correct data will be only on next script "tick", this approach gives me flexibility to not have game lag due to script (something that happens regularly in architecture of projects like sa-mp).
I've got a mini-project right now to get more characters in the game - i know scripting will work and i can extend what i have, but the fact that there is only 1 character model in game really makes a problem when other parts of the game are more refined. So, i'm working on getting animated 3d models working either in the game or animated & rendered to sprites in external tool, that will enable me to have more than just 1 character type. I will try to have a simple pipeline, but it needs to be done, as i need more animations - there's no strafing (althru i'm not totally sure yet if this is a good thing to add). Gta2 could do everything with 3 models, but i hope to have more.
However the script should be assumed to be multithreaded, so don't expect that a GET after SET will actually return correct data - correct data will be only on next script "tick", this approach gives me flexibility to not have game lag due to script (something that happens regularly in architecture of projects like sa-mp).
I've got a mini-project right now to get more characters in the game - i know scripting will work and i can extend what i have, but the fact that there is only 1 character model in game really makes a problem when other parts of the game are more refined. So, i'm working on getting animated 3d models working either in the game or animated & rendered to sprites in external tool, that will enable me to have more than just 1 character type. I will try to have a simple pipeline, but it needs to be done, as i need more animations - there's no strafing (althru i'm not totally sure yet if this is a good thing to add). Gta2 could do everything with 3 models, but i hope to have more.
Re: New game: Top down city!
Deleted. Not relevant.
Last edited by Logofero on 08 Oct 2020, 01:39, edited 1 time in total.
Re: New game: Top down city!
Deleted. Not relevant.
Last edited by Logofero on 08 Oct 2020, 01:39, edited 1 time in total.
Re: New game: Top down city!
A long-term goal is, to move map editor completely into game itself, and to allow as you said it - multi-user editing (which saves and distributes changes to all players).
In multiplayer mode, this would enable things like.. "purchasing" and constructing buildings, which is something i'd love to see made.
In multiplayer mode, this would enable things like.. "purchasing" and constructing buildings, which is something i'd love to see made.
Re: New game: Top down city!
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Last edited by Logofero on 08 Oct 2020, 01:39, edited 1 time in total.
Re: New game: Top down city!
The weapon icons look good, under what conditions can you release the sprites? We can collaborate here on list of weapons we need, and design sprites
I see on your screenshots you put target around the player, that's similar to how gta did it, but i think it's not going to work well, this is why i put my player arrows on screen edge, as then i can have room to render names and info text alongside of arrow, and the arrows will never get into way of gameplay elements.
I worked hard on this update, i've mentioned a lot of things i fixed and updated on discord, but here i'm posting it on forum too:
https://gtamp.com/tdc/tdc_demo.7z
This introduces a lot of crash fixes, gui fixes, and a lot of networking improvements - vehicles in online games now move and rotate smoothly, and you can even drive one car with another player as a passenger.
Please test this, and if it doesn't have any serious crashes / flaws, it's stable enough for making a standard deathmatch game.
I see on your screenshots you put target around the player, that's similar to how gta did it, but i think it's not going to work well, this is why i put my player arrows on screen edge, as then i can have room to render names and info text alongside of arrow, and the arrows will never get into way of gameplay elements.
I worked hard on this update, i've mentioned a lot of things i fixed and updated on discord, but here i'm posting it on forum too:
https://gtamp.com/tdc/tdc_demo.7z
This introduces a lot of crash fixes, gui fixes, and a lot of networking improvements - vehicles in online games now move and rotate smoothly, and you can even drive one car with another player as a passenger.
Please test this, and if it doesn't have any serious crashes / flaws, it's stable enough for making a standard deathmatch game.
Re: New game: Top down city!
Deleted. Not relevant.
Last edited by Logofero on 08 Oct 2020, 01:40, edited 1 time in total.
Re: New game: Top down city!
Logofero: are you good with making various sprites? like blood spalatters when actors get shot and perhaps blood pool that would appear under a dead pedestrian?
Re: New game: Top down city!
Deleted. Not relevant.
Last edited by Logofero on 08 Oct 2020, 01:40, edited 2 times in total.
Re: New game: Top down city!
Deleted. Not relevant.
Last edited by Logofero on 08 Oct 2020, 01:40, edited 2 times in total.
Re: New game: Top down city!
Deleted. Not relevant.
Last edited by Logofero on 08 Oct 2020, 01:41, edited 1 time in total.
Re: New game: Top down city!
Deleted. Not relevant.
Last edited by Logofero on 08 Oct 2020, 01:41, edited 1 time in total.
Re: New game: Top down city!
Thanks, i've saved the file, there's a few more weapons that haven't been seen in videeos yet including a ray-gun and jackhammer shotgun, a future demo should have all those.
I'm going to need to add a minimap / radar, what kind of shape / design approach could work well for top down game radar?
I'm going to need to add a minimap / radar, what kind of shape / design approach could work well for top down game radar?
Re: New game: Top down city!
Deleted. Not relevant.
Last edited by Logofero on 08 Oct 2020, 01:41, edited 1 time in total.
Re: New game: Top down city!
Yeah but how to draw it? i'd want to show map icons on it, but it has to show roads and building elevation - but in 2D, so.. for elevation what it needs are colors?