Search found 33 matches

by Roger
Wed Mar 08, 2006 6:38 pm
Forum: Game Programming
Topic: 'Swimmable' water in terrain
Replies: 39
Views: 10130

Working on it, but you'll find that it's just a modified version of PB's terrain example with a different terrain and a cube added for the water.

At the moment it's a bit of a mess, but as soon as I got it to work I'll make you a nice little, shiny new .zip package containing the code ;)
by Roger
Wed Mar 08, 2006 4:42 pm
Forum: Game Programming
Topic: 'Swimmable' water in terrain
Replies: 39
Views: 10130

Wow!!!!

Niceeeee ....

Your water looks better in the intersections!

Btw, which program do you use to create the terrain ?

I used L3DT for this terrain, after I found a link to it somewhere on these forums :P As for the intersections, I just used your suggestion about the 32-depth screen, and ...
by Roger
Wed Mar 08, 2006 2:54 pm
Forum: Game Programming
Topic: 'Swimmable' water in terrain
Replies: 39
Views: 10130

Well, here are my screenshots as promised :) Don't worry about the ugly cursor, that's a bit blurred because i convert the screenshot from bmp to jpg, it looks good in-game ;)

http://www.v5img.net/upload/68356184BurningDawnSS.jpg

and, underwater, only without your bubbles:

http://www.v5img.net ...
by Roger
Wed Mar 08, 2006 12:17 am
Forum: Game Programming
Topic: 'Swimmable' water in terrain
Replies: 39
Views: 10130

Thank you very much for the code. I'm sorry to say I managed quite a bit of it by myself already, but the upgoing bubbles were nice.

If I manage to get my app to allow me to take screenies I'll post some pictures of it :D
by Roger
Tue Mar 07, 2006 12:50 am
Forum: Game Programming
Topic: 'Swimmable' water in terrain
Replies: 39
Views: 10130

Hmm yes, that definately looks nice. If I'm permitted... Would you please post the code to create that? :twisted:

And, I managed to create an effect a little like it, not as good though, and indeed, the place where the water cube crosses the terrain gets quite ugly. I hope someone's got ideas on ...
by Roger
Fri Mar 03, 2006 8:28 am
Forum: Game Programming
Topic: 'Swimmable' water in terrain
Replies: 39
Views: 10130

Well, the problem with the fog function is that it's not so useful on short distances (or so it seems). If I have a fog at a startdistance of 10 for example, the fog turns into a wall in the color I specified. There's nothing translucent about that...

If you look at this image:
http://www.luckypp ...
by Roger
Thu Mar 02, 2006 8:52 pm
Forum: Game Programming
Topic: 'Swimmable' water in terrain
Replies: 39
Views: 10130

Changing the ambientcolor is easy enough. The thing is, when I'm underwater (not that I swim so often, but still :P) I always notice that anything above it is much more vague. Therefore I need some sort of fog effect, or maybe a blueish translucent sprite at the water-level so that it doesn't look ...
by Roger
Thu Mar 02, 2006 7:32 pm
Forum: Game Programming
Topic: 'Swimmable' water in terrain
Replies: 39
Views: 10130

Well, I managed to do it with the cube suggestion. With a scrolling texture you can even make the water 'move' (waves etc.).
I'm not yet sure about how to make an 'underwater' feeling, but I might do something with translucent sprites (I tried fog and a changed ambientcolor, but that's too heavy ...
by Roger
Mon Feb 27, 2006 9:58 pm
Forum: Game Programming
Topic: 'Swimmable' water in terrain
Replies: 39
Views: 10130

'Swimmable' water in terrain

I'm still experimenting a bit with PureBasic's 3D functionality, and I've gotten the hang of creating terrains and displaying textures on them a bit. However, I can only create 'waterless' terrains as it is because I haven't got a clue about how to create 'swimmable' water.

Swimming animations and ...
by Roger
Wed Feb 22, 2006 12:42 am
Forum: Game Programming
Topic: Sloppy, non transparent mouse
Replies: 7
Views: 2637

Ah, thanks a lot, it works like a charm. I had to mess around a bit to get it working but now it does and I can happily adjust mousespeed now. I think I got a bit fixed on the idea that the mouseposition was like a 'fixed' position, only attainable by MouseX/Y(). However, if you set your own ...
by Roger
Wed Feb 22, 2006 12:13 am
Forum: Game Programming
Topic: Sloppy, non transparent mouse
Replies: 7
Views: 2637

But MouseDeltaX/Y() only returns a value, doesn't it? How would that increase my mouse speed? And I'm not sure about this, but can it be that my "apparent" mousespeed can be slow because of the time the mainloop takes?
by Roger
Tue Feb 21, 2006 10:44 pm
Forum: Game Programming
Topic: Sloppy, non transparent mouse
Replies: 7
Views: 2637

Thank you very much for your suggestion. I now have a transparent mouse, but it's still a bit slow. I suppose that's just normal if you load more and more images on a screen.
And I did use the decoder for JPEG, only I didn't include it in my code example :)
by Roger
Tue Feb 21, 2006 10:31 pm
Forum: Game Programming
Topic: Sloppy, non transparent mouse
Replies: 7
Views: 2637

Sloppy, non transparent mouse

I decided to start with some game programming lately, and I quite manage to create a screen, and render images on it etc. but I noticed I had to create a mouse icon myself.

I created a nice sword, using Adobe photoshop elements with a transparent background, but no matter what extension I save it ...
by Roger
Mon Feb 20, 2006 9:14 pm
Forum: Coding Questions
Topic: Playing .wav file
Replies: 5
Views: 2018

I needed some extra sound functionality too (check if a sound was playing or not) and found this on the german boards:

http://forums.purebasic.com/german/viewtopic.php?t=1820

The guy who wrote that post has made a number of procedures you can use to get more information about your sound files...
by Roger
Mon Feb 20, 2006 9:08 pm
Forum: Coding Questions
Topic: Timers randomly stop redrawing
Replies: 2
Views: 927

Where do I find that? :oops: ( I know I should have bothered reading the documentation )

Edit: I suppose it's version 4, as I can't find it in 3.94. I'll have to upgrade soon. However, that does not change the fact that this bug is quite strange. It sometimes happens that the finishing of one timer ...