Game Development
Discusion area for game development related to Animation:Master
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166 topics in this forum
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- 9 replies
- 591 views
Hi everyone. I was talking on the chat room yesterday when this idea hit me. What do you guys think of joining a volunteer game design group, where we pool our game ideas and rotate each one as a working project? This way everyone's dream is fulfilled and we sharpen our design skills at the same time. Plus we will have various products to be proud of promoting. There is no money guaranteed even though when the games sell, we'd all be beneficiaries of a percentage of revenue. Plus the benefit of being involved in a prolific project is something that neither a job at a game company nor a game design degree can guarantee. Some of you know what I'm t…
Last reply by Seeker, -
- 19 replies
- 589 views
OK, I am going to use AM to create the characters for my RPG. I am going to show you the character sketches very soon, as a matter of fact, my avatar is Dreamer Parvati, one of the characters. I am learning C++ for it....so I should be able to get started soon.
Last reply by Feline Witch, -
- 8 replies
- 578 views
A question for all the AMers out there who are using mmf: Could a adventure game be made with mmf? Would it be easy? If yes, how professional could it be? I am looking for features like shrinking charakters which walk into the distance, graphics in the foreground, which cover the characters. Multiple scenes, cutscenes etc. Regards, Heiner
Last reply by KenH, -
- 3 replies
- 559 views
are any of the discussed game engines deliverable as a browser-based plugin? i've have kind of a one track mind regarding web-enabled 3d models, and i've pretty much resigned myself to having to export out of a:m to get this done. sounds like obsidian's .x exporter is going to be a common first step? -jon
Last reply by jon, -
- 8 replies
- 558 views
Hello all, I am trying without luck to get an animation file out of AM and into another product (DSStudio). I am using AMTex and have tried just about every combination. The retained mode sort of works but the model is "jaggy" and the animation is very incomplete. Chris Roy of Obsidian Games has been great to work with by the way... What other formats support animation sequences that can be exported from AM? Any suggestion on tools to simply view the .x file with animation to help determine if it is exporting from AM correctly? Prefer something that does not require download of the MS SDK! Also, and this may be a crazy question, but ... I've no…
Last reply by Obsidian Games, -
- 2 replies
- 544 views
Hi Guys! Please write me: - How can I use my models in a game? - What kind of 3D game maker applications can you offer me,what can apply my models in the game ? ( I'm interesting in 3D fantasy strategy and 3D Army games, for example: Heroes IV, Commandos, Call of Duty) I'm waiting the answers! Thanks! Cheers... Sharky!
Last reply by Sharky, -
- 5 replies
- 542 views
I'm working on a 'new' 3d engine using Animation master as a base, and I'm trying to figure out how to do a few things. 1. I'm playing around with using the choeographer as a level editor. Actually this looks like it's going to work pretty good already. The .cho file has a lot of stuff in it, but for just doing level design I think I figured out what I need. I already have code here to draw the .ply files, but my next project is to try to integrate world editing into animation master also. 2. It would be super-handy if I could attach different notes to each of the models in a choeography. Then I could specify commands or options for each character I'm p…
Last reply by starwarsguy, -
- 5 replies
- 541 views
I was just at the bookstore and saw a book on Blender, so I came home and did some research because i know I've heard it mentioned here a lot. So, its a FREE 3D animation program...claims to be easy to learn...and an optional output is that it can publish interactive GAMES and websites...sorta like Arctic Pigs was supposed to be...kinda... So, I tried to look at some of the games, to see if they were cool or lame, and all I found was dead-links and reviews on how awesome a game will be once it's finished and the expected date is (was) last August...etc etc... Does anyone know of some real, live, downloadable or on the market Blender games? Can anyone tell m…
Last reply by Shazam3D, -
- 3 replies
- 541 views
I've been able to make IK kinematics, aim-at, and aim-at w/ scale to reach ON constraints work fine. Euler constraints dont seem to work, but that is not my problem. The problem is my fingers I'm using no constraints on them, and they are rigged in the 2001 skelleton manner with the rollhandle being used exclusively to flexing the fingers. In the bone view, the initial rolls of each of the fingers is set to 0. Now for some reason when I make an animation of the hand closing into a fist (for instance) the fingers will roll too far and consistently go into or through the palm in the exported version. Any tips would be greatly appreciated.
Last reply by DWARVEN_KING, -
- 5 replies
- 535 views
Which game engine do you use?
Last reply by PlanetMongo, -
- 1 reply
- 529 views
Great article on a great game.
Last reply by Zaryin, -
- 9 replies
- 507 views
1. Is expecting AM to create levels just too much? It has created nice enviroments, but should I only really use it to create the game characters? What about small levels, say, like a house or a shop? 2. What is a good game engine to use for it? One that does not suck, and supports .X format?
Last reply by Feline Witch, -
- 8 replies
- 505 views
Has anyone had any success getting their A:M models into other games ie. Doom 3, Unreal, Farcry? Thanks.
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- 2 replies
- 505 views
Sorry I don't know to much about game development, but have heard (read) the .X file name tossed around some. I have some models that are in the .x format and was wondering if they were usable in AM? Thanks in advance for your comments. David
Last reply by ddustin, -
- 5 replies
- 504 views
I am and will be there on May 10, so if anyone wants to hook up for lunch...
Last reply by gschumsky, -
- 3 replies
- 502 views
On the newbie forum I was advise to use .x for my video game because it was a safe bet for animation and all. 1. Anyhow, besides .x there's .obj, 3ds, md2 --- is there anymore? 2. If so, (question above) why? 3. Also do you animate the model inside AM or inside the game editor?
Last reply by Obsidian Games, -
- 4 replies
- 498 views
Kay here's the low down, I'm creating a game and I am inviting others(you people) to help with it. The game theme is fantasy; dragons, demons, imps, dungeons, golems, elves etc... The battle system if I can get a good enough programmer will be in real time and possibly 3D. For now though it will be a sprite based game. It will be first person, will be dialogue trees and fighting. I am going to go with heavy storyline backed up by good graphics. The sprites are of course going to be made using A:M, I am currently looking for programmers and of course animators/ modelers. I also looking for people who can do 2D art. I'm sorry to say the…
Last reply by Feline Witch, -
- 10 replies
- 492 views
Gah! Every time I try and find a particle engine, it is always crap somehow. The ones I have seen look dated, create crummy effects and only work for particular game engines. Is there anyway I can use the particles in AM for a game? Or is it completly impossible? Please help.
Last reply by Feline Witch, -
- 5 replies
- 491 views
I'm the author of a perl SDK. The next step in its evolution is output to game data. I have long ago taken the view that the geometry is the central database of large virtual environments. After basic rendering the main task is for direct connection from a high level description of an environment within a geometry tool. Ours is Animation Master. A problem has arisen within the online communitites that they lack this geometry tool, usually called middleware. They can code the fastest texture and triangle strips procedures yet they cannot demostrate nor scale their basic code. Anyway my anticipated route to the PS2 engine is to directly …
Last reply by dingo, -
- 1 follower
- 3 replies
- 491 views
I need some advise and it was kind of hard to get any from the new user section. So I'm posting it here, in hope that is... 1. I asked Chris this, but I forgot to ask you guys too. I'm using a Riva tnt2 model 64, and it appears that anything more than 70,000 polygons puts it to its knees. I need some way to gauge how many polygons I have. Also some technique in "modeling" with less patches yet still producing subperb-looking models. Any advice or tricks? 2. Okay this is not 100% about video game development. Which is why I did not stick it in the "development section." My second tech. inquire is one that's been bugging me for some time now. Picture this: Y…
Last reply by triath5147, -
- 0 replies
- 490 views
Here is a real-time strategy game unit. This is a fancy way of saying "This model is best viewed from afar.." Feel free to use it in your projects. It is not much when weighed against what I have received from this generous community, but at least it is a start. I hope to offer more once I have reached a stage of completion with my current project. Believe it or not, building an online game is allot of work. Scout Ship
Last reply by RViewer, -
- 1 reply
- 477 views
Just thought I'd share the info, but for all you artists using AM to make games, I found a really nice texture site, that has a great selection of textures in powers of 2 which is perfect for game engines. http://www.tiledtextures.com/ the have a cheap yearly or quarterly subscription, and they add textures all the time. They have even made me custom textures at my request at no charge once i became a member. Definately worth checking into, if your serious about developing realtime content.
Last reply by dborruso, -
Howdy, anybody going ot E3 this year? Should be some pretty interesting stuff going on with all the next gen boxes coming out.
Last reply by gschumsky, -
- 1 follower
- 3 replies
- 468 views
I'm working on a game and I'm using A:M's excellent modeller for some of my models that have insides to them, such as ships, space stations, etc. The only problem is that the engine requires the textures to be UV Mapped on. I don't want to have to transfer all my models over to wings for UV mapping eery time, as it's not exactly easy. I was wondering if A:A can UV or UVW map objects so that i could export it directly into the game?
Last reply by teh1ghool, -
In АМ there is only one built-in a way to export skin and bones animaion - model .act, animation .mot. I have tried - they do not open in engins similar Genesis3D. In MilkShape too . Somebody tried?
Last reply by triath5147, -
- 5 replies
- 464 views
Hey Folks, I was just wondering if anyone has used Flash as a game engine? I know that it would be fairly simple to make a side scroller using images build in A:M then rendered out flat. Anyone know how? Flashkit.com has a little tutorial, any other good resources? -Alonso
Last reply by cfree68f, -
hamapatches .x exporter compared to amxtex .x exporter?
by Guest SandGroper- 1 reply
- 464 views
can hamapatch's .x export bones, textures and animations or is amxtex the only one? dont worry i will still support obsidian games .x file format , i just wanna know if there is another avenue to go through. cheers groper
Last reply by dborruso, -
Hair
by Feline Witch- 6 replies
- 463 views
The thing that is supposed to be the biggest improvement of AM 2005 is hair. From what I hear, it is a lot easier to create realistic or interesting looking hair. This sounds very interesting to me. I want to give my characters very weird hairdos, from Lazuli's hip length black and peacock blue hair, to Dreamer's explosion of beads and braids. But will it transfer to a game engine with the Obsidian exporter?
Last reply by Feline Witch, -
- 7 replies
- 457 views
If you can't use materials export materials to a game, how can you make textures look good? Could I: I dunno, like draw a butterfly or a celtic knot or something, could I put it in adobe and alter it so it looks like cloth or stone, then use it on my model or level?
Last reply by Feline Witch, -
- 1 reply
- 457 views
http://www.xbox.com/en-US/dev/developingforxbox360.htm dingo
Last reply by triath5147, -
- 1 reply
- 438 views
I am a Indie Game Developer and I was interested to know How would I go about creating level/progress screens for use in my game. Here is an example of what I am talking about in terms of style. I Really like the second example since it is more generic: http://tccons.com/PingoPango/level_progress_example.jpg http://tccons.com/PingoPango/level_progress_example2.jpg
Last reply by dborruso, -
- 4 replies
- 437 views
Hi there, i am also very interested in games design, but i am using quest3d. Anyway, i am looking for a way to use AM to create prerendered lightning. You know, setting up a game enviroment, then creating a scene with Lightning, and then getting the maps which are used on the models out of AM INCLUDING the lightning effects .... I know, this functionality is not there yet, but has somebody come up with an "workaround"? Cheers, Heiner
Last reply by Heiner, -
- 6 replies
- 436 views
Has anybody heard of this engine? It seems like the right one for me, but- I don't know if it will accept stuff from AM. Do you know if it can?
Last reply by Feline Witch, -
- 1 follower
- 3 replies
- 428 views
If you haven't read this. Check it out now. Gamers Manifesto
Last reply by LordPython, -
- 1 follower
- 1 reply
- 428 views
I read somewhere in this thread about the problems of getting a publisher. I don't know how well it could work... but one of Cafépress products is a multimidia CD, which could be any software. It's printed 'on demand'. You can take a look at some titles here: http://www.cafepress.com/cp/browse/Ne-1160_N-1262_bt-1
Last reply by dborruso, -
- 4 replies
- 427 views
Hi, If I have a model with 500 polys but most of it share the same texture location, meaning that they share the same coordinates and ended up with fewer polys. Any one know if this will help speed up the redraw in a game engine? Thanks
Last reply by filipmun, -
- 3 replies
- 424 views
Ok...so I swiped a copy of Visual C++ 6.0 from work and am slowly slogging my way through a couple of PDF tuts that I downloaded. Very confusing. In the meantime I have been reading the books that I mentioned in other posts as well as some other gome dev books that I downloaded. So I downloaded MySql which is a free database utility. I am fluent with Microsoft Access so I have quickly picked up on the whys and wherefores of Mysql. This is great so the next step in one of the tuts is to download a Win32 'plugin' for mysql. I do this and in the process read where it is not supported by Visual C++ version 6 because version 6 apparently sucks. But if I want I can downlo…
Last reply by zandoriastudios, -
- 4 replies
- 423 views
Anyone going to GDC this year? I'll be there Wed - Fri.
Last reply by gschumsky, -
- 0 replies
- 423 views
Maybe some of you haven't seen this tutorial. Seems good: http://www.cstone.net/~martan/quake/qmodel.htm
Last reply by KenH, -
- 1 reply
- 418 views
I was curious if Animation Master's realtime renderer can render normal maps in realtime. Is there a setting that would turn such a feature on... perhaps. Or is it not possible. Any assistance a user who owns Version 13 could give would be greatly appreciated.
Last reply by KenH, -
- 3 replies
- 415 views
I WANT to get into gaming, but it seems it is just ANOTHER discipline I would need to throw on to the pile, along with: -Traditional art -Photoshop and image editing -2D character animation -After Effects and video -3D graphics and character animation, A:M, Maya... -Html, Flash and Flash animation -DVD and authoring I'm getting a bit scattered. I DO have an excellent idea for a game though, and perhaps I could 'hook-up' and get some programmers interested in collaboration. Is there any 'gamers' forums where you can 'hook-up' or share ideas...?
Last reply by Morgan, -
- 1 follower
- 2 replies
- 415 views
I've done some research into normal mapping before, and this stuff sounds terrific if it really works. Anyhow, I kind of gave up on the idea because how is it possible with AM? Or would it be in the hands of my game engine?
Last reply by triath5147, -
wait HA:MR.. Anything doing it?
Last reply by another, -
- 2 replies
- 408 views
Just wondering if anyone uses or see's value in Macromedia Flash as a game authoring engine. I realise you could never do realtime 3D but for sprite based it may have some possibilities. Anyone ?
Last reply by amarillospider, -
- 2 replies
- 404 views
I have been clicking and dragging Decals successfully, but I just noticed something I forgot about. For complex shapes I think I need to make UV maps. I have seen some of my textures stretch incorrect around some models. Can someone tell me what I need to do for this in AM?
Last reply by dborruso, -
- 0 replies
- 391 views
Here's the direct link: http://www.igda.org/casual/IGDA_CasualGame...epaper_2005.pdf Very good read.
Last reply by dingo, -
- 1 reply
- 389 views
Another game unit. I started it Saturday night. I still have a good bit of work to do. Unit is currently 1050 polygons. This is what I have so far:
Last reply by RViewer, -
- 4 replies
- 387 views
Would this be a good program to build DVD menus? Could it be used in that manner to create the menu and launch the movie, special features etc etc?
Last reply by gschumsky, -
- 2 replies
- 386 views
This is a much needed topic here I think. I have found a couple of great sites and they get lost in the shuffle. So here is a new one. World Creator I have only briefly read through some of the features of this software. It is basically a tile creator. It is also freeware (there is a more powerful version available for purchase). I think that it might be a useful tool for learning how to create tiles and this knowledge could probably translate to A:M. Just a thought. Wade
Last reply by Sacman, -
- 1 follower
- 0 replies
- 378 views
This was started on another thread, but the posts were getting a little off-topic, so I decided to start a new thread. Some hints on working with A:M and 3DGS were post before on this thread. I just wanted to share some more information on this: 1) The MED (model editor) has a simple but nice SKIN editor/painting utility. It is not any automatic UV unwrapper, but it remembers the old LithUnwrap functionallity. 2) Because of this skin editor, I found out that you should NOT check the "Shift Y to 1" option. UV coords exported from AM with this option will be located OUTSIDE the image. Since skins repeat, the model will look good, but it will be ha…
Last reply by Emilio Le Roux,