Feb 9, 2014, 10:42 AM | |
Jazz with 3d tiles
Check it out! http://www.youtube.com/watch?v=cHnd30No9M0
So the video demonstrates a game engine I started which is capable 3d tilesets along with full color and alpha channel. It's programmed with C++ for Linux but uses libraries available in Windows (i.e., SDL) so it shouldn't be too difficult to cross compile. Anyways, here's the source code if you're interested: https://github.com/RabbitHare/scroller In addition to the game, it includes the code for a level editor and a program to compile tilesets. |
Feb 9, 2014, 11:07 AM | |
Took me a while to notice the 3D, but once I did, it was pretty cool!
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Feb 9, 2014, 11:54 AM | |
It's definitely very subtle. Which isn't such a bad thing in principle, but if you're going to the effort of making it 3D in the first place, it does feel like you should be getting more out of it in that regard.
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Feb 9, 2014, 12:12 PM | |
Thanks for feedback! I wasn't aware that it was that subtle but of course having implemented it blinds me to some extent. But one advantage of the 3D not being so obvious is that it does blend better with the 2D characters. Also, I think for a different tileset containing more geometric structures such as a city theme would do the 3d more justice. Objects closer to the viewer (in a foreground layer) would also better demonstrate this.
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Feb 9, 2014, 01:09 PM | |
I can see the 3D while you're jumping.
Perhaps consider contacting Soulweaver with his Project Carrot to share ideas on how to make your engine more 'jazzy'. Soulweaver is trying to remake JJ2 physics from scratch.
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Feb 10, 2014, 05:18 AM | |
Great engine but could use some improvement.
![]() I thought that it has paper-like 3d tiling, or in other words 3d imaging with a 2d screen and multiple layers. But I want to tell you something, RabbitHare. - Your readme file is broken. You didn't include line breaks anywhere in your readme file. Therefore it opens all in one line as opposed to having multiple paragraphs. - Also, in your downloadable .zip file, you included Windows system files that you made in Linux. Specifically, .obj files are windows system files. btw, Here's an example of what your readme would look like with line breaks. Code:
Scroller ======== The start of a sidescroller game engine. Directions: To compile the game: scons To compile the editor & game: scons --editor=1 To run game: ./scroller \[path to .lvl file\] To change game controls and display: config.xml The line breaks were just not picked up by Notepad in Windows. Last edited by KRSplatinum; Feb 10, 2014 at 05:48 AM. |
Feb 10, 2014, 03:14 PM | ||
I already posted most of what I had to say in my own thread, but I'll say it again that it's nice to see new projects to appear. The 3D effect works well enough, and as you said, could work even better in a tileset with more tiles suitable for that kind of perspective.
Quote:
![]() Yeah, Windows's Notepad cannot handle UNIX style line feeds at all. Somehow they still haven't fixed that to this date; almost every other text editor/processor in existence can do that, even WordPad if one doesn't want to install anything.
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Feb 10, 2014, 03:23 PM | |
Yeah, the engine is incomplete and improvements could definitely be made on what exists. But try avoid opening any of the files in Notepad. As you witnessed, it expects carriage returns in conjunction with newlines, try Notepad++.
As for the .obj files in this context, these are actually 3d model files for creating the tileset (one of the .obj files being the cosmetics and other the mask). This is a standard format so if you have any 3d modeling software (such as Blender) you can import it. Has anyone tried to compile and run it? If so, I'm curious how it went. |
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RabbitHare |
This message has been deleted by RabbitHare.
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Feb 10, 2014, 03:34 PM | ||
Quote:
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Feb 10, 2014, 04:34 PM | |
I'm reminded of Nimbus. Note that there the 3D is emphasized by applying a lot of lighting/shading to the tops and bottoms of the blocks respectively.
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