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PSP Dungeons: Assault Run - 3D Editor

This is a discussion on PSP Dungeons: Assault Run - 3D Editor within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; Any chance of having a built in scripting language to allow more dynamic maps?...

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Old 08-10-2008, 11:49 AM   #511
 
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Any chance of having a built in scripting language to allow more dynamic maps?
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Old 08-18-2008, 02:09 PM   #512
 
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Well i guess i have to liven up this party

so as i said a few weeks ago, im taking a break from my main mod. but in this time a made a smaller mod that is more fun than you would think. so here it is


VIRTUAL RANGE MISSIONS



Download:http://www.sendspace.com/file/ym55zi

~enjoy

Charnold, do you have any plans on putting this onto the ps3 threw BD-J? it was a random though because they got an emulator to work. I personally hope they will make a psp emu for the ps3 BD-J

Last edited by BTR711; 08-20-2008 at 02:00 PM..
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Old 08-27-2008, 03:33 AM   #513
 
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That's actually a pretty good idea for a map you've got there. Pretty nifty indeed. Unfortunately, I didn't get too far in it, as when I got to the part with the walkways over the large pit (in your second screenshot), I managed to accidentally fall in. And once you're down there, there's no way to get out without completely starting over again. I'd suggest, if possible, some sort of stairway or something to get back out on the starting side again. Also, the walkway on the right as you're progressing through the level... There's a little problem I noticed...



I'm sorry, it may just be my probably non-existent OCD kicking in, but with everything else set up to be nice and square and work perfectly with the textures and all... That kinda stands out. And I just want to kinda... Nudge it to the side a bit, to make it line up correctly... Just a bit, you know... Yeah... Nudge it... DAMN THAT OCD.

Anyways.

I did notice something interesting, though. When the enemy that was standing on the walkway decided to walk right off the side of it, and fell down into the pit, he kept shooting at me. Well, kinda. His shots were going in my direction... He just wasn't shooting them UP at me. Just kept on shoot straight forward. Which may have worked if I was on the same level. But I wasn't. So I'm gonna guess that that's more of an AI bug, than anything else.

Well, I should probably actually do more work on my level. Cause I know everyone loves Megaman Legends. And stuff. Yes.
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Old 08-27-2008, 04:47 PM   #514
 
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Quote:
Originally Posted by BetaSword View Post
That's actually a pretty good idea for a map you've got there. Pretty nifty indeed. Unfortunately, I didn't get too far in it, as when I got to the part with the walkways over the large pit (in your second screenshot),





Anyways.

I did notice something interesting, though. When the enemy that was standing on the walkway decided to walk right off the side of it, and fell down into the pit, he kept shooting at me. Well, kinda. His shots were going in my direction... He just wasn't shooting them UP at me. Just kept on shoot straight forward. Which may have worked if I was on the same level. But I wasn't. So I'm gonna guess that that's more of an AI bug, than anything else.

Well, I should probably actually do more work on my level. Cause I know everyone loves Megaman Legends. And stuff. Yes.
well its shooting problem comes from the enemys not have been programed to shoot more than a few degrees. i think it was 15-30 degrees at an angle.

hurry up and finish! i wana play some1 else's game, and not just my own!
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Old 08-29-2008, 12:41 AM   #515
 
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Quote:
Originally Posted by BTR711 View Post
hurry up and finish! i wana play some1 else's game, and not just my own!
Thanks for the enthusiasm, but somehow I doubt I'll be finishing anytime too soon. Unfortunately, at the moment, I'm kinda waiting to hear if there's any word on any new features, specifically ones that would make doing this map quite a bit easier/more authentic. Namely, jump height, correct collision detection on diagonal and ramped surfaces, transparencies in objects, and, to a lesser extent, background music/sound. I mean, I can continue without, but those would definitely make things easier. Especially with ramps

Some general stats on my map, so far, though...

Compiled map size: 2,093 KB
Total Data folder size: 5.32 MB
Number of unique textures: 75
Replaced sounds: 1
Total map area size: Well, pictures speak better.



So yeah. Work is progressing. Slowly, but it is. Just hope the engine isn't dead...
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Old 08-29-2008, 10:10 AM   #516
 
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It's kind of strange; the head articles on the qj psp page have been filers and photo veiwing apps. This thing needs more hype, as it is probably among the top homebrew apps for the psp.
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Old 08-29-2008, 12:47 PM   #517
 
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BetaSword,
You can create working ramps, you just have to make them with a low angle (Less than 45° maybe 15° or 30° Try with a test map)
I've used one in the entrance of the temple.

and i don't know if there is a relation with the angle limitation for the weapons shots ?

Last edited by Frack; 08-29-2008 at 12:57 PM..
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Old 08-30-2008, 01:33 PM   #518
 
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well im sorry to say this (if you didnt know) charnold is not working on anything new ATM.

[Release] Dungeons Engine 2 Sourcecode
Quote:
Originally Posted by charnold View Post


Hi! I don't have the time to develop this further a.t.m., but maybe it's useful for someone. This is all sourcecode and content to build the latest version of Dungeons Assault Run and the Dungeons 3D Editor. I'm releasing this all under the GNU GPL license.

PSP Dungeons: Assault Run Release Thread

This package contains:

- sourcecode of the Dungeons Engine 2
- sourcecode of the Dungeons 3D Editor
- sourcecode of Dungeons Assault Run
- MSVC++ 2003 project of the Dungeons 3D Editor
- MSVC++ 2003 project of Dungeons Assault Run
- makefile to compile the Sony PSP version
- Data to run Dungeons Assault Run + Dungeons 3D Editor

To compile Dungeons Assault Run for Mac / Windows, you need the following libs:
- OpenGL
- GLEW
- OpenAL
- SDL

To compile the Dungeons 3D Editor, you also need:
- wxWidgets

Download
i am trying to get a friend to teach me how to code. so i can give it a shot on adding things. if you know how then all the power to you.
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Old 09-01-2008, 08:16 AM   #519
 
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No, no, no no!

This project has such potential. It can't be left now. I had some really great ideas for it too.


-----Emotional Part of Post Over-----


Okay, so we need to find another developer (or even better, developers) who would like to continue this project. I can't code for PSP or Windows/Mac so even though I'd love to continue this, I simply can't. However, I'd hapily be a project manager and deal with the non-coding side of things. Any of you guys got the skills and experience to take this on?

I really don't see why Charnold didn't recruit a team and went at this alone in the first place. I'm working on another project at the moment (web-related) which has been saved by simply putting together a community and getting 2 or 3 people to help out (non-developers). I really don't see why we can't do the same with this project.

It's simple, we put together a nice site with forums (I can handle that), get an article on the frontpage of pspupdates (announcing a change of direction etc of the project) and route all interested traffic to the site. Then, while the community is building up, we put posts requesting a developer on every psp development forum we can find. It's completely fool proof (sorta).


It's purely an idea but if any of you guys are interested in doing something like that and starting up a team to keep this project going and promote it, let me know.


As always,
James
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Old 09-01-2008, 09:10 AM   #520
 
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Quote:
Originally Posted by Frack View Post
BetaSword,
You can create working ramps, you just have to make them with a low angle (Less than 45° maybe 15° or 30° Try with a test map)
I've used one in the entrance of the temple.

and i don't know if there is a relation with the angle limitation for the weapons shots ?
I do believe all my ramps are 30 degree angles. Maybe each section is too big... Well, I've got another ramp coming up in the current room, so I'll have to try out new methods with that.

Quote:
Originally Posted by BTR711 View Post
well im sorry to say this (if you didnt know) charnold is not working on anything new ATM.
I believe Vader said it best with "NOOOOOOOOOOOOOOOOO!! "

Quote:
Originally Posted by JamesX View Post
No, no, no no!

This project has such potential. It can't be left now. I had some really great ideas for it too.


-----Emotional Part of Post Over-----


Okay, so we need to find another developer (or even better, developers) who would like to continue this project. I can't code for PSP or Windows/Mac so even though I'd love to continue this, I simply can't. However, I'd hapily be a project manager and deal with the non-coding side of things. Any of you guys got the skills and experience to take this on?

I really don't see why Charnold didn't recruit a team and went at this alone in the first place. I'm working on another project at the moment (web-related) which has been saved by simply putting together a community and getting 2 or 3 people to help out (non-developers). I really don't see why we can't do the same with this project.

It's simple, we put together a nice site with forums (I can handle that), get an article on the frontpage of pspupdates (announcing a change of direction etc of the project) and route all interested traffic to the site. Then, while the community is building up, we put posts requesting a developer on every psp development forum we can find. It's completely fool proof (sorta).


It's purely an idea but if any of you guys are interested in doing something like that and starting up a team to keep this project going and promote it, let me know.


As always,
James
And this is one of the reasons I wish I had learned how to program more than calculator BASIC. And yet, I still downloaded the source code... Now if only I knew how to make any use of it at all, that'd be rather helpful...

Argh, well, looks like I'll have to make due with what I've got then... Well, I've been able to make a pretty decent amount of stuff so far without those features, so hopefully I'll be able to actually finish it, without getting horribly sidetracked away to something completely different.
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Old 09-01-2008, 09:48 AM   #521
 
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Quote:
Originally Posted by JamesX View Post
No, no, no no!

This project has such potential. It can't be left now. I had some really great ideas for it too.


-----Emotional Part of Post Over-----


Okay, so we need to find another developer (or even better, developers) who would like to continue this project. I can't code for PSP or Windows/Mac so even though I'd love to continue this, I simply can't. However, I'd hapily be a project manager and deal with the non-coding side of things. Any of you guys got the skills and experience to take this on?

I really don't see why Charnold didn't recruit a team and went at this alone in the first place. I'm working on another project at the moment (web-related) which has been saved by simply putting together a community and getting 2 or 3 people to help out (non-developers). I really don't see why we can't do the same with this project.

It's simple, we put together a nice site with forums (I can handle that), get an article on the frontpage of pspupdates (announcing a change of direction etc of the project) and route all interested traffic to the site. Then, while the community is building up, we put posts requesting a developer on every psp development forum we can find. It's completely fool proof (sorta).


It's purely an idea but if any of you guys are interested in doing something like that and starting up a team to keep this project going and promote it, let me know.


As always,
James
you were not the only one that cried (me)

id be happy to join you with contining on with this.
+ im trying to learn how to code
+ i have a friend that knows how to code some im gona try to get him to join
+ im an idea person lol
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Old 09-01-2008, 10:55 AM   #522
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What is The Dungeons Game coded in? I think its C++. I know a couple of people who might help
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Old 09-01-2008, 11:50 AM   #523
 
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What is The Dungeons Game coded in? I think its C++. I know a couple of people who might help
yes, i think that is it.
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Old 09-01-2008, 12:38 PM   #524
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yeah, i've looked other it. Its in C++
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Old 09-02-2008, 12:39 PM   #525
 
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Charnold is not programming now but he don't said he is stopping the development.
There are always month between each realeases.

"Hi! I don't have the time to develop this further a.t.m"

(I hope)
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Old 09-05-2008, 10:36 AM   #526
 
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Hey again,

It's great you guys are enthusiastic about this. I'll make somewhat of a start when I can (slightly busy atm) and I'll post any progress here.

Quote:
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Charnold is not programming now but he don't said he is stopping the development.
There are always month between each realeases.

"Hi! I don't have the time to develop this further a.t.m"

(I hope)
Yeah, I realize Charnold hasn't 'quit' development but nevertheless development has ceased. Surely Charnold wouldn't have released the source code for everything if he didn't intend to be absent for quite a while. Besides, as soon as Charnold is ready to get back to development he can assume his role as lead coder but hopefully with some support of other coders.



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