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I'll also help with sounds!
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I could find good music, sounds, or even voices. If you don't want me in sounds, just assign me to anything but art.
Last edited by martianshark (2009-10-08 00:05:56)
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I'd help, but I like doing different kinds of FPS engines. Check a few out, they're completely mine: http://scratch.mit.edu/projects/Awsome-me/628638 that's my raycasting try. Here's another one: http://scratch.mit.edu/projects/Awsome-me/562546 Finally, here's one that'd be good for an RPG: http://scratch.mit.edu/projects/Awsome-me/584865
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RHY3756547 wrote:
Hey - Can I help? I can do advanced graphics with fireworks, blender and I can also code alrightish.
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Can you teach me how to script blender I have the program too.
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i am good at objects like pick ups and guns escpecially first person gun sprites
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RHY3756547 wrote:
Hey - Can I help? I can do advanced graphics with fireworks, blender and I can also code alrightish.
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alrightish? 0_o
Oh wait this is scratch... Those who are alrightish at code are actually awesome by scratch standards... 3D fps needs 2 love its before starting work. I'll add you to characters and programming.
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mattenator wrote:
i am good at objects like pick ups and guns escpecially first person gun sprites
Then we need you. Definitely.
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Hey, justtestingstickman, I can't do the characters and levels anymore since my computer broke and I'm using an old notebook with Win2K right now. Win2K doesn't support ROBLOX, and that's the program I used for my 3D stuff. But I can still test and program a bit. Comment on my projects if you ever need me.
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I believe a realtime first person, explorable 3d environment IS possible in Scratch. It just takes a *TON* of work to figure out and create. s65 http://scratch.mit.edu/users/S65 and others have made good progress.
Solid and texture surfaces are not practical in Scratch, but wireframe art is.
Some of my projects explore rending of wireframe 3d objects. You can use these as a starting point in your projects.
3d environments are made easier by just positioning and resizing sprites, and not worrying about trying to draw walls and shapes. See s65's SpRiTeD 3D Projection Engine: http://scratch.mit.edu/forums/viewtopic.php?id=6033 Another good approach is to use prerendered backgrounds, and just change as needed. But this is limited, as you need a ton of art to do much.
But like I said I think wireframe 3d environments are possible:
A challenge is that lines that run off the screen are not projected where they should,
(Try zooming into my 3d desk project for an example. http://scratch.mit.edu/projects/AddZero/347789 ) so walls become deformed. I started working on a solution here: http://scratch.mit.edu/projects/AddOne/564258
Also this can be used to hide walls that are behind other walls.
It is very important the the renderer only draws walls that are visible, otherwise in will waste allot time drawing walls off in the distance, that should be hidden. This very important if you want large environments,.
I think the DOOM (one of the first '3d' games that ran on slow computers) 3d engine is a good design to pattern off of. Maps were 2d vector sectors, joined together. The engine projected just the walls that were necessary, hidden walls across the level were not rendered, just the ones visible to the player. They used a technique called raycasting to render the walls. s65 attempted this with a Wolfenstine (one of the first fps that has even lower computer requirements.) like engine: But solid rendering is not practical in scratch.
Instead, I'd just render the outlines of the walls. The map structure can be similar to DOOM, a tree or web like data structure can be used to tell what sectors are connected to what. I explored the tree structure idea some here: http://scratch.mit.edu/projects/AddZero/346118 A similar technique could be used to store the map information into one list that can be read quickly.
I think it would render faster if the engine know what sectors were visible from the current sector without raycasting. So this can be figure out beforehand for each sectore and stored in another list.
Well. I rambled allot. I hope this was helpful. Goodluck. I may be able to help further if you have questions.
Last edited by AddZero (2009-10-21 12:04:45)
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3D engine http://scratch.mit.edu/projects/mattenator/729293 what do u think?
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I accidentally put fps when it was meant to be a rail with pre-rendered scenery. If you did not know this, you did not read the entire first post. Tell me now if you want to withdraw and go do something else because of this.
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This thread is only for recruitment.
Here are the other ones:
character stuff
area stuff
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I built a 3D engine
It may not be complete(yet, at least) but is it enough for me to sign up?
Last edited by Greatdane (2009-10-25 11:24:18)
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I can give you levels. Here's one that I made: http://scratch.mit.edu/projects/Awsome-me/737983 Please look at it, and please tell me if you want more levels. I use sketchup.
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Greatdane wrote:
I built a 3D engine
It may not be complete(yet, at least) but is it enough for me to sign up?![]()
You don't need any requirements to sign up! All that matters is that you can help in some way, from a simple character idea to the game engine!
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We're all starting now, so everyone GET OVER HERE.
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Hey guys, the project isn't cancelled... WHERE IS EVERYBODY?!?!
If everyone quits, I will cancel it though ^_^"
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I'll make a logo! Just tell me the name of the game.
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I might want to join, although it seems that the coding is out of my depth. I could help in art or ideas.
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You give me the characters and scene limitations, I'll give you a storyline.
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Topic closed