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Cs 2d!
http://www.cs2d.unrealsoftware.de/?p=get
download links are down, but the screenshots look okay! Darn, makes me wanna try agian my own CS 2D :) Lol, if someone can make some better gfx, contact me and i'll get on with it ! :D EDIT: working download link: http://www.future-coding.de/Downloads/cs2d.rar btw, i am serious, lets make things better ;) EDIT 2: Tried it, pretty good! :) But i still feel like doing it different ;) /me grabs MSVC |
Re: Cs 2d!
Is it flash movie ?
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Re: Cs 2d!
no, its a real game.
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Re: Cs 2d!
not everything works right and i didnt get past 2 round of play before it crashed :)
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Re: Cs 2d!
lmao
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Re: Cs 2d!
lol; yeap it does not work for me that well either:
However, some news for you: - i started coding on my own CS 2D - it features STEAM like menu's - it has a map renderer already - it uses the original CS textures (extracted with wally), scaled down to 128x128 , you could use the real sizes even, but sometimes it does not fit right. Its basic, and its getting late, yet here is a little screeny for ya all.. :) http://realbot.bots-united.com/images/first.jpg note: currently i have been coding on it for a few hours only (ie, 2 or 3). With some pauses hehe. You cant see the 'features' yet. But lets say the 'steam like' things you see are all in-game features. Ie, when you are hitting ESC in the game, you get STEAM like reactions like the window , while in -game. Etc. I am lacking network coding experience though, so if i ever want this game to be playable on the internet, i need some assistance ;) |
Re: Cs 2d!
hehe.. i checked the other game.. the gfx works.. but the game doesnt do it for me.. especially when i cant see longer then the screen lets me.. back when i played cs i started with deagle and was pretty good at takin out peeps in long distances.. i miss that in this game.,. can see 10 m infront of me..
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Re: Cs 2d!
has anyone played codename gordon? That's VALVe's 2d Half-Life shooter! Lags my computer like crazy though! It was free with steam and I played it for a week before I gave up and went back into 3D land for the kills.
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Re: Cs 2d!
ROFL @ "non-steam powered" :D
"has anyone played codename gordon? That's VALVe's 2d Half-Life shooter! Lags my computer like crazy though!" hehe. looks like it doesn't only lags on slow computers like mine. it also lags on computers which is enough to run CZero fluently (mine is not). :) PS, Codename Gordon is Flash movie. If they make it in native code it will be *much* better. |
Re: Cs 2d!
can we play online with it ? I was just too poor to buy a copy of HL , lol
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Re: Cs 2d!
lol,
well i am actually quite interested in coding this game for real. And its not using any STEAM or HL code at all. AND, instead of using own-made gfx (which is couragious though!) , i use(d) wally to extract textures. It really looks like CS like you know it. Although i have just started yesterday, i will keep you guys informed. :D My plan is, get a map scroller first. Then do some nav + collision detection. When that is done, the fancy gfx stuff (lightning, shadows, FOV) will be in. The downside of 2D is like Trub said, you cannot view to much of the screen; yet, thats also what makes it so fun to play ;) For now the resolution is 640x480, but i want to up that to 1024x768, because tiles of 32x32 eat up a lot of space (especially when you have crates of a size of 64x64) |
Re: Cs 2d!
lookin good stefan i like the non steam thing lmao
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Re: Cs 2d!
Quote:
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Re: Cs 2d!
@ trub,
possible yes. I dunno if thats gonna play well or not (make you sick seeing the screen rotate so much and such)... though its interesting. Ie, your guy always is always at the bottom and you see everything from that... hmm |
Re: Cs 2d!
Update:
another screenshots: - showing the tile engine (allowing for 'shadows'), you can see rough shadows placed. THey are actually darkened tiles - the tiles are pre-generated. Ie, you can just grab the original textures from HL and the game will chop them into tiles for you. It also knows that the textures are 'built up' by these tiles. THerefor you can edit the map with 'grouped textures' (the original piece). or in 'single pieces). - what is also in, but you do not see: A primitive particle system. It already has raindrops, smoke, and explosion(s). Also with transparancy. I already have code for smoke grenades and such. The editor as you can see, looks cool. BUt it does not work yet ;) You can only place textures on the map. THere is nothing you can do yet besides that and scrolling around the map. shot: http://realbot.bots-united.com/images/second.jpg |
Re: Cs 2d!
Stefan man how the hell can you manage to code all this stuff in so little time
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Re: Cs 2d!
I guess he has some xp from his dune project and using allegro there .... or did you write all that display stuff yourself using GDI, DX, OpenGL, whatever ?! 8)
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Re: Cs 2d!
um.....
HOLY SHIT STEFAN! |
Re: Cs 2d!
kewl.. what else can you say..
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Re: Cs 2d!
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Re: Cs 2d!
Asp, you won the contest.
Yes, Allegro is taking a lot of bs work off my hands. I know a lot of stuff already. But i am not 100% experienced in lightning and that kind of tricks yet. But i manage ;) The readme's are wonderfull. When i release something, i will deliver code, so people can compile it for Linux, BEoS, etc (allegro supports a lot of platforms :)) EDIT: - do note that all the windows drawn here & buttons and such are all own code. Though graphically its all Allegro dude ;) BTW: Does anyone know a simple & effective 'water reflection/refraction' effect for 2d tiles? I searched, but most of the do not make sense to me. I know a bit of the logic, but they assume you know some terms and i dont. |
Re: Cs 2d!
just browsed a bit on allegro sites ... somehow I dont get yet the point of using allegro, well, beside using the sount interface. the 3d stuff looks almost like opengl ...
about simple refractions / reflections ... maybe you check the gamedev.net forums for informations on that, but until now I havnt seen anything simple there. I guess you cannot do that in a simple way unless you wanna look it simple :) €: ( http://www.gamedev.net/community/for...opic_id=230046 - that's what i found there immediately ) |
Re: Cs 2d!
Lets just say that Allegro simplifies things and makes your source multi-os compatible ;)
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Re: Cs 2d!
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Re: Cs 2d!
I added a 'shadow map'. Now i can create shadows (& lights actually, they work the same way rofl).. but i will only show a screeny when i have something more to show... muhaha
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Re: Cs 2d!
2 Screenshots:
- added 'clouds', ie, you see the cloud shadows moving. Different sizes, different alpha colors; pretty! when using a general light level of 192 (meaning i have to 'draw_trans' everything on a black background making it 'dark') , using clouds (which is also transparancy) + raindrops (using transparancy)... kills my computer fps a bit.. (19 fps!!!! no players in, no bots, nothing yet!).. I bet i can optimize A BIT. But not much! So, i guess i have to build in some options so you can limit stuff like clouds, or turn them off (clouds eat cpu). Also turn off 'alpha' stuff and make all 1 light color (yuk! but it runs way faster). anyway, 2 shots: 1 with clouds only, 1 with raindrops! http://realbot.bots-united.com/images/third.jpg http://realbot.bots-united.com/images/fourth.jpg At the shots, i have set: 500 raindrops + 20 clouds at a time when doing: 250 raindrops + 5 clouds at a time, i have a 'reasonable' fps of 37 |
Re: Cs 2d!
pretty neat, but I find it weird tho that the fps be so low. Although I can't tell, I never programmed anything like that. Congrats :)
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Re: Cs 2d!
Well, according to the Allegro documents is drawing transculent slow. Even more slow when you use multiple transculent alpha's. I use both.. hehe.
Its not that hard to write this PMB, you'll be suprised if you see the code. |
Re: Cs 2d!
I did more research and it seemed that fblend is a program i need to compile in order to do the same stuff but to get 200% up to 1400% more speed increase on drawing transculent and stuff.
one problem: i @#$(*)&#@$(*&@# wont compile. |
Re: Cs 2d!
so that allegro was using each a single render pass for each cloud ?! :)
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Re: Cs 2d!
Well, i have to set for each tile and cloud a different blender. Unless i use 32BPP and only use the alpha channel or something. But sinc ei am in 16BPP it does not work that way.
Anyway, it took me some freaking time to get this working: - my dude (an arctic terror, used with model viewer, scaled down, looks neat... i think) now looks where i want it to and also MOVES to that position. Its speed is increased incrementally and... its dependant on 'how far' your mouse is. So when you have it close, it will walk.. when its far, it will run.. etc there is NO collision detection yet. Though i have an idea on this one. I use a memory bitmap which simply holds BLACK and WHITE colors. When something is white, it means it can block the player. When i blit my player on this bmp and the ffcol library returns 'true' (so it overwrites a WHITE color), it means collission. THerefor the movement cannot go and voila. picture: http://realbot.bots-united.com/images/fifth.jpg |
Re: Cs 2d!
do the view pan yet?.. i may a missed the answer to that..
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Re: Cs 2d!
you mean, you cannot look through walls and such? no, there is nothing in yet for that.
i already am thinking of possible 'traceline' and 'visibility' things to make sure i can make a neat 'viewcone'. dunno how to code that fast & properly yet though. |
Re: Cs 2d!
no view pan is when the view moves with the player.. up down right left.. even though,, pan is actually right left.. while tilt is up down..
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Re: Cs 2d!
controls are relative to player:
ie, when player looks up: pressing left, goes left when player goes down: pressing left goes right. Strafing is even more complex: (working on it, but not working 100%!) pressing strafe_left when facing UP, you go... left but when facing down, you go right. Quite funny on 2d ;) |
Re: Cs 2d!
i got strafing working now! :D... i added more gfx, i also have added a weapon drawing now. On the next screenies you see 2 scenes which are almost identical; the 2nd shot casts shadows ON players as well now. THere is still no collission detection going on... going to work on that when scrolling also works on players.
I got all CT models in (except the vip); only 2 terror models in and 2 weapon models (dropped as well as 'in-game')... steady as we go! :) http://realbot.bots-united.com/images/sixth.jpg http://realbot.bots-united.com/images/seventh.jpg |
Re: Cs 2d!
collision detection is now in! THanks go to ppcol (use google to see wha tit is).
Unlike CS2D at www.cs2d.com , my players 'slide' when they are blocked only on one axis. This way you can move in those tiny hallways way easier. Yeah! :) And ... no noticable fps decrease. Its going well :) And ic an use any mask i want to collide. Currently i just do not use a a mask at all. Sort of 'hitboxes' hehe. |
Re: Cs 2d!
http://realbot.bots-united.com/images/eight(aztec).jpg
i know, i made a little mistake with the shadow in the editor. This is after a quick-grab from the original de_aztec textures. There is no water yet as you can see, i wonder how that looks like in the game. In overall i am quite pleased with the results. |
Re: Cs 2d!
omg... dude keep it up !!!!!!!
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Re: Cs 2d!
beta?..
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