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Thread: (SSGX Origins) Let's make a Wipeout game! This time for real!

  1. #221
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    I guess... Do we even have a base program to put all this models into?

  2. #222
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    well yep we need to actually stop dill dallying and begin true devo of the game now or its pretty much a lost project

  3. #223
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    So I made this simple Auricom prototype ship.
    It's really low poly, but I can amp it up in a short amount of time!

  4. #224
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    The pontoons need to be about twice as long, if not even longer. Thicken them a bit, too.

  5. #225
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    No no, there is no need to change anything, it is cool as it is now

  6. #226
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    Quote Originally Posted by Dan Locke View Post
    The pontoons need to be about twice as long, if not even longer. Thicken them a bit, too.
    No, actually the cockpit is too large!

  7. #227
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    Cool

    If somebody going to ask me if i'm going to convert Wipeout into WRC or MotorStorm, then the answer is... maybe? (for me this is something to check right away, that's why i'm going to make 3rd track, this time without track made of stell)

    Alphard (a little peace of my work, should i continue making this track?)
    http://picasaweb.google.com/zero3gro...kingOfAlphard#
    (everything is hand made, nothing from internet)

    Oh! right, the file size now is: 1.88mb (growing really slow)
    Last edited by zero3growlithe; 27th December 2010 at 09:36 PM.

  8. #228
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    im starting to run out of stuff to do since we have no one truely making the game right now

  9. #229
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    Does anyone have a plan, or an overall concept? Generally that would be the first thing to do, I would have thought. You need to define exactly what you'll do, what the ultimate format has to be etc etc. The piecemeal approach of everyone doing their own thing and hoping something comes together will never work.

  10. #230
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    thats exactally what im thinking saturn no one seems to really be making plans for it or even programing
    i also made a downforce calculator use it at
    https://spreadsheets.google.com/ccc?...6w&hl=en#gid=0

    DO NOT TYPE IN THE RED BOXES ONLY TYPE IN THE BLUE BOXES
    Last edited by jesse9705; 28th December 2010 at 04:19 AM.

  11. #231

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    If you want to see your tracks in action get Xpand to re-use his blender Harimau script (on page 2 or 3 of this thread if I remember-or PM him), from there it will be easy to start adding features and testing tracks. If you want to see an almost complete racing game follow the link on my previous post.

  12. #232
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    Yeah, I guess I can use blender... I found out some more features and stuff that makes life easier when modelling.
    I just have to figure how to place the objects out of the executable file and as .obj files.

  13. #233

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    I would not be so bothered by packing everything into an exe just yet, rather get everything working first.

  14. #234
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    No, it's not that. It's that when you save the runtime file it puts the models all inside the executable file, thus making impossible any change to the ship/track model.

    I have to find a way to make the model file be independent of the exe file itself.

    That's why using OpenGL or C++ programs is better. You can just tell it to grab a file that's located in a certain folder and import it to the game engine.
    But the only thing I can display on OpenGL is an array of points that form a solid object inside the program itself, just like blender.
    Last edited by Xpand; 28th December 2010 at 06:49 PM.

  15. #235

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    The minute I posted my reply I worked out what you meant so sorry about that.

    What I should of said was do you have the original .blend file? Because if you do then its fine because you can take out and replace anything you like. It may be slightly annoying for others to install Blender to play the file but if they are making games too then it may be good in the long run. The exe maker is only useful for near complete games ready for testing.

    And there is a user made replacement for the exe fle maker in Blender called BlenderPlayer that allows you to change the contents.

    Obviously it is more flexible to make everything from scratch but I think realistically that is not an option for this.

  16. #236
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    Of course, if we make everything with the same .blend file is easier but the intent of this project was making an open source game. Which it won't be if we use blender, though you can still edit the textures and such.

    On other news:
    I managed to make a working menu prototype! I'll post it here later today!

  17. #237
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    may i remind all this fouurm at this adress:http://wipeoutzonegame.freeforums.or...f8435aa0c4d3c1

    is a good way of keeping Track of our progress

  18. #238
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    The idea behind "open source" is that your source code is openly available for anybody to review / download / compile and ultimately contribute to. Now this is going to sound a little harsh .. but you can have all the ideas + documents + sketches + models you want, without a working version you don't have a game project.

    So, start a project at Google Code¹ / SourceForge, or create a Dropbox², or set up your own FTP .. just get the source out there somehow

    ¹ Recommended for open source projects
    ² Recommended for small team projects
    Last edited by kei; 30th December 2010 at 05:16 PM. Reason: Spellcheck

  19. #239
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    That's nice! I'll take a look!

  20. #240
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    Lightbulb

    Ive made a Google Code project for us to manage the project
    http://code.google.com/p/wipeout-zone/
    please try to use it so we can actually get the code out there

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