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Author Topic: The NoMans Land Warrior  (Read 351 times)

« on: May 13, 2014, 02:16:04 AM »
hi to all, again :)
a half year back Ive released the latest minigame attempt at my home site, I will share it with you also here:

The NoMans Land Warrior - Mission #1
===========================================================
Version: 1.0
Release date: 5. December 2013
Game code, 2D and 3D art by BorekS ([email protected])
Music by Kevin MacLeod (incompetech.com)

Download:
http://stilz.mypage.cz/menu/ostatni-vytvory/3drad-games/no-mans-land-warrior/download-file

Description:
A small World War One theme based arcade mini game project made with 3DRad game creator (3drad.com) for fun.

Notes:
Airplane and tank skin templates included in this package.

Enjoy :)

BorekS
« Reply #1 on: May 14, 2014, 01:53:05 PM »
WOW this is just incredible.  How did you get those loading pics?  Did you make them yourself?  Thats pretty swag right there if you did.  I really love the great quality and how you can change the features and settings. 
You are really good with this stuff.  How did you get the plane to fly on its own in the menu?  Did you use the plane ai with a path or something?  By far this is the best game ive seen made on 3drad.  Keep up the good work!  I really want to see a finished version.  Btw it runs very smoothly although it takes a long time to load.
Great job.   ;D  I wish you could give me the project because ive been trying to do something like this for a LONG time.  Also, think about a multiplayer feature.  Then your game would be boss.
Lego enthusiast, 3d game developer, and animator.
« Reply #2 on: May 15, 2014, 04:17:30 AM »
thanks 3d guy,
all the gxf and game code I did myself and Robertoo helped me to fix the airplane ground shadow orientation script - if I good remember 8)

it was actually made in a relativ short time frame (few months), biggest time takes optimalize the code :)
as always, all could be made better or different, but I decided to release it as it is now and there is no plan to enhance it, at least not in a visible future. but who knows... ;)
you can take this just like a Episode 1 (Mission 1) fully working (mini)game :)

the menu flying plane is a car object + ai + path infact  ;D
the player airplane, enemy tank or landscape selection is made with iObjectRefresh function. switching the mesh or textures or menu buttons just deletes the original object with a new one from library folder, replaces it and refresh it on the game screen.
this allows to the player run the game according the menu item selecion, and so allows also to use own made airplane or tank skins, if somebody would like use it :)

here is a short videofootage of the game menu: ttps://www.youtube.com/watch?v=77CYgbLGa7o

so far I didnt found any good working 3drad multiplayer game, except some user made sample attempts and the NetBall project. so I decied to do not bother with this :)




« Reply #3 on: May 15, 2014, 06:26:00 AM »
Quote
it takes a long time to load.
well... ya can't blame Boreks for this... it's the way 3DRAD does things, and though steps can be taken to minimize the load times, long load times are a part of the 3DRAD experience...

that said, i didn't think that the load times in this game were actually that long... as a matter of it didn't seem to be that bad, only noticeable between end of levels and menus... still, not bad...

Quote
Btw it runs very smoothly
i had just the opposite experience... while the menu ran at a constant 28 to 30 fps, i couldn't get more than 4 to 11 fps (in spurts) in game... and this is in spite of the options to minimize the level of the graphics (well done there)... i tried eveything... running in windowed 8x6... fullscreen... lowest level of graphics... nothing helped...

again... this cannot be blamed on the game... the machine i'm relegated to here is antique, so... but for what is on screen, this should be running a lot faster... i've put together scenes with a lot more going on and got better performance... but, for an up to date system, this wouldn't be a factor...

overall... i wouldn't call this a mini-game... i think it's done well enough to join Mic's 4x4 Grinder and Fourdee's TR-Zero in the 3DRad Hall Of Fame as a full game...  from what i've been able to see it qualifies as a complete game, lacking only a few more levels, which could be part of the registered version...

good to see Boreks finally put his artwork into something that can be considered a complete game...


--Mike

« Reply #4 on: May 15, 2014, 07:07:58 AM »
I am doing very well at 60 fps and fast loading.   :D
I have no complaints.

BorekSt Thanks for the game. ;)

Photo:
http://fotos.subefotos.com/c930b6bc81e94d4a1f843f3a323bc579o.jpg
« Last Edit: May 15, 2014, 07:13:38 AM by Darkcapilla »
« Reply #5 on: May 15, 2014, 01:36:11 PM »
1920x1080x32
Fast loading times and 60 Fps steady ... It's a Great 3DRad Game! Well done BorekS
Using 3D Rad 7.22
« Reply #6 on: May 15, 2014, 04:09:29 PM »
Also borek, I was watching some of your F1 videos on youtube.  How did you get those great race tracks?  I really need some for my racing game.  Also, were they free? If so please give me a link because all the free race tracks i find are really bad.   ;D  ???
Lego enthusiast, 3d game developer, and animator.
« Reply #7 on: May 15, 2014, 08:05:21 PM »
i was so looking forward to playing this but alas it was not to be lol i got  about 10 -15 fps at the menu, but an absolute 0 in game. Now this netbook is absolute rubbish but as mike also said ive put much heavier scenes together and kept it playable so who knows. 

ps
all look fantastically professional except i noticed a spelling mistake or 2. Nothing major but when you have put in so much effort pity to let it down with something so small.
« Reply #8 on: May 16, 2014, 03:21:34 AM »
@3d guy: If you mean the 3drad related footages, Ive created it manually, or with help of Bobs Track builder :)
the oval race track Indy is a  gift from Mic, I got the 3d mesh sources and allowement tu use it in my projects  ;)

@Danipren: I can only say comparing some more complex scenes at some test projects isnt much relevant when comparing with a full game code :) I can tell you the NMLW can run much much better, but since Ive in the mission project merged all together, I got what I got. I am affraid my personal experience just do not allows to me to make the game project source better working  :-\

how runs the georgios ship game at your notebook? it is a full game code we can say.

spelling mistakes... oh yes, spelling mistakes an typos is my second name  ;D
english isnt my first, even not a secong laguage, sorry  ;)

« Reply #9 on: May 16, 2014, 06:21:30 AM »
yeah D... looks like we gotta get "real" computers  ;D  ;D

not to take anything away from this (it's really quite good)... but when it comes down to it, there's only a flat mesh, a few low poly objects moving around, and a few transparencies popping in and out of sight... i really can't see any reason for it not running a lot faster... even on my antiquated rig...


--Mike

« Reply #10 on: May 16, 2014, 08:40:58 AM »
Hello BorekSt, it loads fast, is excellent, now just need to do multiplayer, je je 8) - TheHades24
There is a most powerful driving force than steam, electricity and atomic energy: the force of will

---Albert Einstein---
« Reply #11 on: May 24, 2014, 06:22:49 AM »
Finally, game with adaptive quality of details. This is one of the best games created with 3D rad.
... But... Still I can't play because even in low detail fps is usually down.

Really Good.
If we don't give up we can achieve the unthinkable!
« Reply #12 on: May 24, 2014, 09:47:13 AM »
Quote
it takes a long time to load.
well... ya can't blame Boreks for this... it's the way 3DRAD does things, and though steps can be taken to minimize the load times, long load times are a part of the 3DRAD experience...

that said, i didn't think that the load times in this game were actually that long... as a matter of it didn't seem to be that bad, only noticeable between end of levels and menus... still, not bad...

Quote
Btw it runs very smoothly
i had just the opposite experience... while the menu ran at a constant 28 to 30 fps, i couldn't get more than 4 to 11 fps (in spurts) in game... and this is in spite of the options to minimize the level of the graphics (well done there)... i tried eveything... running in windowed 8x6... fullscreen... lowest level of graphics... nothing helped...

again... this cannot be blamed on the game... the machine i'm relegated to here is antique, so... but for what is on screen, this should be running a lot faster... i've put together scenes with a lot more going on and got better performance... but, for an up to date system, this wouldn't be a factor...

overall... i wouldn't call this a mini-game... i think it's done well enough to join Mic's 4x4 Grinder and Fourdee's TR-Zero in the 3DRad Hall Of Fame as a full game...  from what i've been able to see it qualifies as a complete game, lacking only a few more levels, which could be part of the registered version...

good to see Boreks finally put his artwork into something that can be considered a complete game...


--Mike
I'm wondering how can load times be part of the 3drad experience?
and second why does it take 3drad a while to load because if you look at modern video games they use well over 100 skinmesh/rigidbody objects in a game and they load up very quickly while with 3drad if you dare to put more than 25 objects in your project file it takes a long time for it to load. that happens to me so I can't surly say that it is that way with all you guys because of the different techniques we all use in 3DRad and the different system specs.
I be trippin!
« Reply #13 on: May 24, 2014, 05:05:22 PM »
it has to do with the way 3DRAD does things D...

most commercial games (modern games as you call em) are c++ code that is compiled (really) at their core prior to runtime, and can also spawn multiple threads of execution...

most games and game engines aren't written  so that all objects are loaded and linkages are established before the game is run, and by run i mean run via a player which also interprets the scripted logic at runtime... 

3DRAD does things exactly this way, so performance is traded off for ease of use...

3Impact, the core for 3DRAD is a lot quicker all around performer... it is compiled (no linking of objects prior to the game starting)  and since you can write your code in c (or c++) it should be able to make  use threaded execution...

given all what it's doing though, i think 3DRAD is quite is quite impressive, and can be used to make entertaining games... you just have to take the above into account and be a lil creative and efficent in planning your game and its use of resources... do this and a lot of ossues can be overcome, or at least minimized...



in the airplane game above i found the loading screens to be quick enough...

the only thing i find lacking was the fact that it runs like a slide show on my old machine... i've taken apart  the game and recoded  it with 20 tanks running around,   an infinite terrain, a plane flying over em dropping bombs... and with some clouds...  and all with playable frame rates on even my machine...


--Mike
« Last Edit: May 24, 2014, 05:34:31 PM by Mike Hense »
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