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X2 - 3D Sidescroller demo "download"

Posted: Thu Oct 21, 2004 7:40 pm
by ahmedali
Image

Download from
http://www.angelfire.com/tv2/ahmedali/p ... ges/x2.htm
Dont forget to download MissingFiles zip, that is required if you dont have them already. It contains msvcp70.dll and mscvr70.dll.

Im a little short on time so there is no detail on page nor in zip file.
This is an EXPERIMENTAL project, Unlike X1* this is not a boring demo but not a game too.

NOTICE:
actually I did some early mistakes... To run demo soomthly you should change your monitor's refresh rate to 100Hz and run the demo with VSync option ON.
You dont need this to do if you dont have a fast card or machine to reach 100 fps. But anyway people having fps higher or lower that 100 fps will not get smooth results.

Keys:-
Left, Right and Up for jump.

Please tell me if you see some file is missing or you are getting strange behaviour.

Credits:
As you can see, I did not even have time to put my own name in level or other credits.
Special thanks to Ogre team and contributers. Without their efforts for making tools and exporters, it was not possible to make this demo in short period of time.

Thanx for John for allowing me to use his Quake3 model.
Model Name "Martian"
Concept/3D Model/Skinmap John Diamond
<alienrace@adelphia.net>

Re-Rigging and animation in max is done by me. I took advantage of all spare assets as im not an aritist.

*You can also see my older project X1 which was created with irrlicht.
Download from
http://www.angelfire.com/tv2/ahmedali/p ... ges/x1.htm

Posted: Thu Oct 21, 2004 7:45 pm
by ahmedali
and its 4MB. Please give me your reply if you download it and tried it.

Posted: Thu Oct 21, 2004 7:50 pm
by Kezzer
x2.exe - Unable To Locate Componont

This Application has failed to start because MSVCP70.dll was not found. Re-installing the application may fix this problem.



An exception has been thrown!
-----------------------
Details:
-----------------------
Error #: 9
Function: DynLib::load
Description: Could not load dynamic library. \Plugin_DotSceneManager. System error: Unknown Error.
File: \Libraries\ogre\ogrenew\OgreMain\src\OgreDynLib.cpp
Line: 83
Stack unwinding: DynLib::load(..) <- <<beginning of stack>>

:cry:

Posted: Thu Oct 21, 2004 8:06 pm
by ahmedali
thanx, i have added a missingFiles link on mainpage. get these dlls from there.

Posted: Thu Oct 21, 2004 8:49 pm
by Kezzer
I can't see them on the main page :(

Posted: Thu Oct 21, 2004 8:57 pm
by Chev
It works for me after downloading the missing files. I'll try it again when I get home. I'm on my work pc so it ran pretty slow (onboard intel video card).

Posted: Thu Oct 21, 2004 8:59 pm
by ahmedali
Actually i meant this
http://www.angelfire.com/tv2/ahmedali/p ... ges/x2.htm
by main page :)

Posted: Thu Oct 21, 2004 9:38 pm
by Kezzer
Yup, works fine now, great work there :)

Posted: Thu Oct 21, 2004 10:33 pm
by sinbad
Nice little demo. I get 270fps on my FX5900 with vsync off :)

Posted: Fri Oct 22, 2004 1:47 am
by Xinc
very nice demo indeed :) The jump animation reminded me of some of the half-life "jump" animation sequences hehe (good times, good times).

Posted: Fri Oct 22, 2004 2:57 am
by nfz
Worked great here on a ATI A.I.W 9600XT. Averaged 200FPS at 1024x768 DX9 with VSync off. Getting by the rotating thingy took some mastering but I finally got it.

Posted: Fri Oct 22, 2004 7:46 am
by ahmedali
KeZZeR & Xinc:
thanx

sinbad:
Glad you like it.

nfz:
I dont know how i got his idea but I wanted to add some difficulty to make demo interesting. Also I wanted to the BlueOrb enemy to fire shots but didnt had time for that.

Development Related
----------------------------
Just to tell you guys that martian had 1 spine IK and two IKs for legs. And the problem with current ogreMax exporter that I had to manually put keys on each ik dependent bone and export all animation clips indiviudally and then combine them. So I used my own scripted Ik animation baker to make keys for bones. And used an INI file to create 11 animation clips. So there is almost no pre/post-export extra work needed to import model in ogre. So you can do changings in animations and see the result in ogre with only 2 clicks.

I wanted to add some mood to scene using lighting and vertex lighting. But DotSceneMan was not loading lights and DotSceneConvert messed with all my vertex colours during conversion process.

Also noticed a problem with cTh's exporter exporting vertex colors. So did this change to get correct results in MeshViewer
// original
// *pColor++ = cv.getAsLongABGR();
// changed to
*pColor++ = cv.getAsLongARGB();

:?: One thing I wondered was why I can only see vertex colors when some lights are present in scene. And ambient lighting was not litting vertex colours?

Also I wanted to use yake but as Im at learning stage so may be in future.

One thing I learned from this project. That it requires huge amount of artistic assets and resources, a team of designers and leve-designers to make an interesting side-scroller game.

Nice demo

Posted: Fri Oct 22, 2004 9:39 am
by Banania
Good job!

It works fine !

Posted: Fri Oct 22, 2004 2:19 pm
by SpannerMan
Cool, I like it. Runs very fast here.

Posted: Fri Oct 22, 2004 6:40 pm
by pjcast
Looks good, only a couple of prolems here:

DirectX7 - Works fine, I get about 17 fps
OpenGL: Crashes hard (took out my laptop monitor, and had to reboot).
DirectX9 - Error #9 Direct3D9VertexDeclaration::getD3DVertexDeclaration
Cannot create D3D9 vertex declaration. Line 121

Anyway, all Ogre demos work fine here except the Celshading and Fresnal demo, so I don't know.

Presario 2175, WinXP Pro 512MB DDR
2.4Ghz AMD
IGP320 Graphics card (i know, its a crap card :( )

:!: :!:
Perhaps this file may help with your exporting using cTh's exporter. Not sure if its a similiar problem though... Check out this thread.

Posted: Fri Oct 22, 2004 7:36 pm
by Xinc
Worked fine on both OGL and DX 9 (didn't check DX 7) for me.

card: ATI 9200pro 128mb

Posted: Sun Oct 24, 2004 9:32 am
by Goosey
DX7: Runs at about 25fps

DX9:
Error #: -1005530516
Function: D3D9HardwareVertexBuffer::lock
Description: Cannot lock D3D9 vertex buffer.
File: ..stuff..\OgreD3D9HardwareVertexBuffer.cpp
Line: 83

OpenGL: Runs fine.

Cool demo, I like it. I am curious what you did for collision detection. I thought the graphics looked pretty nice considering how few tri's were in use, I especially liked the pretty particles on the ball-enemy.

Only complaint: The background sound gets really repetitive.

Posted: Sun Oct 24, 2004 10:11 am
by old_man_auz
Hey,
that was pretty cool. Good job.

I got about 350 fps with a :
Athlon 2500 XP
Radeon 9800 pro

Posted: Sun Oct 24, 2004 3:26 pm
by Kencho
Nice game. You've done a great job ;)

Posted: Mon Oct 25, 2004 8:21 am
by ahmedali
Thank you very much all the people.
I experienced problems with dx7 too, dont know why.
Goosey wrote: Cool demo, I like it. I am curious what you did for collision detection. I thought the graphics looked pretty nice considering how few tri's were in use, I especially liked the pretty particles on the ball-enemy.
Only complaint: The background sound gets really repetitive.
The collision is done b/w 2d lines sets and capsule(character). I used constraining technique and verlet particles for collision response and character physics.
I couldnt fine any "mars attack" like background music anyware for free, but this small clip was free, so i used it.

Anyway thanx all guys for apreciation.

Posted: Tue Nov 09, 2004 9:37 am
by dennis
Two of the three beams on that rotating beam thing flicker heavily. It's on a GF2MX.

Posted: Sun Nov 21, 2004 11:27 am
by Vectrex
ahmedali: did you have to split up the max geometry at all? If you are using the octree manger i was wondering if the whole base level mesh gets drawn all the time as the octtree needs seperate chunks in order to cull them? All the other bits look like they would work with it. That is assuming the ground mesh is one big mesh.

Posted: Fri Apr 08, 2005 7:40 am
by Lucias
Hey man, that is pretty cool, I get about 160fps with opengl, 220fps dx9, and 25fps dx7 with a geforce 4 and everything seems to work fine.

I have a few questions I'd like to ask if you don't mind, because I need to do a very similar 2d sidescroller in a few weeks and I'm kind of having a difficult time getting started.

1. What did you use to make the actual level

2. Any advice on how to get started on something like that.

once again cool stuff and thanks for sharing with us.

Posted: Sun Apr 10, 2005 8:44 am
by regress
ahmedali, is there any way you could post the source for this? I think it's a perfect program for teaching us newly initiated about how to use ogre to make a product.

If you would be so kind as to be willing to open the source, I would gladly go over it and document my experience, and create a tutorial based on it at the end.

Anyway, I really hope this is possible, it's such a great start!

Regards