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Temas - Breadcaster

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Projects / [WIP] La Venganza Del Toro - a yeti3D horror game
« en: Agosto 26, 2017, 11:25:58 am »
Hi all!

So as you may of seen, Ive decided to see if I can make a full game using Yeti3D. It probably won't be too long of a game, since it's quite labour intensive to make, but it should be fun all the same :D

It's a third person/fixed camera survival horror game called La Venganza Del Toro - a black and white hammer horror movie inspired, PS1 influenced horror tale. Current features include a small inventory and operate/inspect options to explore your surroundings, and one basic puzzle - in the future there will be combat, more puzzles, chase sequences, and possibly stealth and RPG elements :)

Have some screenshots! <3

Hopefully if this project goes well, I will attempt other 3D games in Yeti3D in the future.

- Dani

Helpdesk / Yeti3D and angles
« en: Agosto 25, 2017, 05:23:24 am »
Hey all

So I've been making something in Yeti3D recently, and I've hit upon a problem. I'm trying to make environmental objects the player can inspect from any side, provided that they're looking towards the object. I've been using a function that Ecko wrote, a long time ago, to fix Bennu/Fenix/DIVs angle wraparound issue, however after a few hours of programming I've discovered angles don't work the same way in Yeti3D - for one, the maximum turn (t, Yeti3Ds version of angle - for looking around using the X axis) that an entity can have isnt as high as the default Bennu angle variable.

What I've been trying is this:

Código: [Seleccionar]
players_angle=playerpos.t; // in player process, after LOOP;


// in environmental object process
if (exists(type player));
    player_id=get_id(type player);
check_player_angle=closest_angle(players_angle, lookatme_angle);

if (yeti_getdistance(placeholdermodelpos, playerpos)<col_radius and check_player_angle<col_span);
// do thing


// closest angle process
function closest_angle(angle1, int angle2); // Thanks Ecko :)

    if (result>180000)
        if (result<-180000);
    if (result<0);
    return (result);

I'm just not getting good results - is there something I'm missing, or something someone else could suggest for some good check-if-the-player-is-looking-at-something code??

Thanks guys


Resources / Spanish voice request! :) / Solicitud de clip de voz :)
« en: Agosto 22, 2017, 04:30:17 am »
Hi all!!

So I've started working on a little game in Yeti3D, as it's the only Bennu 3D mode that'll work on my laptop at the moment. It's not going to be very long, I just wanted to provide a practical example of a full game made in Yeti3D.

I'm looking to give it a Resident Evil style opening, with someone reading the name of the game out in a male voice - but the name of the game is a Spanish phrase - "La Venganza Del Toro" - so someone with a Spanish accent would be good. Are there any guys who would be willing to record their voice? You'll get a game credit and karma points :)




¡Hola! Estoy usando google translate para esto lo siento si no tiene sentido.

Estoy buscando un clip de voz de un tipo con un acento español que dice "La venganza del toro" para la pantalla de título de mi nuevo juego Yeti3D. ¿Podría alguien ayudar? Le acreditaré en juego y le daré algo de karma de foro. ¡¡Gracias!!



General / Mode 8
« en: Agosto 07, 2017, 11:25:05 am »
Hi all

just wanted to have a quick ask if Mode 8 is present in Bennu at all - if not natively then via a DLL or extension of some kind. Most of my systems cant handle proper 3D (some unity programs simply wont run at all) so raycasting is ideal for me! If not then no biggie, just wanted to check. :)

- BC

Projects / CyberCrisis Release v1.0
« en: Agosto 07, 2017, 03:14:32 am »
Hey everyone!!!!

So after months of procrastinating, my Bennu game, CyberCrysis is finally up for free download on

Screenshots are on the page, as well as a trailer/video =)


- BC

Helpdesk / Decimal dilemma!
« en: Julio 03, 2016, 08:43:37 am »
Hello everyone!

So CyberCrisis is coming along well. There's a few things to be added, like FMV sequences and a few more sound effects, but the bulk of the work is done - now there's just a few pesky bugs left to be fixed. I'd like to thank everyone who's helped so far on the forums, I'll be sure to put a nod to you in the ingame credits. Here's a trailer of the game so far, to show that your assistance has not been in vain!

Now, onto the aforementioned "decimal dilemma". One of the last remaining game bugs is that the health bars do not always accurately depict the health of the units they are floating over, including the player. As this is the only indicator for the players health, this is a pretty major issue.

The reason for this bug, as far as I can tell, is because the system of updating it is so weird - at present, the healthbar(); process is updated by a local variable called "wounded" in the father of the process that called it - which is how processes communicate that they're doing damage to each other in CyberCrisis (via "wounded"). So in the context of the healthbar - "if (father.wounded<>0)" is how the health bar process knows to update itself, taking drawing the red box further to the left of its map. This has an issue when the gameplay gets as frantic as you see in that above trailer there ^^^^ so another solution is required.

Other variables used in the game are health and maxhealth - these should be self explanatory, but essentially maxhealth is the maximum amount of health the player can have, and health is how much health the player currently has. What I thought would be a better idea than using the if (father.wounded<>0) method would be to just update the healthbar(); process every frame, using a calculation between the width of the health bar graphic (50 - 50 pixels wide and 3 pixels high), health and maxhealth - regardless of if the player has taken any damage or not (I would need to somehow adjust this for the enemy units, destructible objects and buildings, as their health variables are private - this could be done with a local variable for health, let's say notplayer_health :p ).

So, the solution I came up with, was firstly to declare some private variables - health_unit and h_unittoremove. health_unit=(50/maxhealth) to come up with the amount of pixels to remove for each health point lost, and h_unittoremove=(health_unit*health), to come up with the total number of pixels to redraw as red (with the red box). Then draw_box(0, 3, h_unittoremove, 3); frame; in the main loop of the process. Now, this works just fine in theory. Maxhealth and health start as the same amount - 300. (you can upgrade the amount of maxhealth you can have later on in the game, through the use of the ingame shop :) )

So, 50/300 (maxhealth) =0.166666666666667 - so 0.166666666666667*300 (health) = 50. Lower the health (the second 300), let's say to halfway - 150 - and you get 0.166666666666667*150 = 25. Perfect. Except, not. Because Bennu does not support floating point maths/decimal points. So what you actually get from 0.166666666666667*300, or 0.166666666666667*150, or 0.166666666666667*anything, is a big fat 0. Doh!

Is there a way around this that anyone can think of? It's a real head scratcher.

Again, thank you so much for everyone's help so far! <3

- Breadcaster

Helpdesk / A bug in screen_get ?
« en: Junio 09, 2016, 11:01:56 am »
Hello all, hello hello hello.

So I've seen this done a million times in before, and I'm sure you all have as well :) Where ingame, there's a TV screen or a display of some kind which shows exactly what the player's looking at, using the screen_get function. In DIV, this would of originally been screen_copy.

I've got it working just fine in my game at present, except that every now and again, it causes a random crash - the game will quit and I'll get the "blabla has encountered a problem and needs to close" Windows box pop up.

Before the loop/just after the Begin, I have this code:

displayscreen_graph=map_new(73, 55, 16);
map_xput(0, displayscreen_graph, playersscreen_graph, 36, 27, 0, 15, 0);

and then in the main process loop, this code:

playersscreen_graph=screen_get(); // Crash
map_xput(0, displayscreen_graph, playersscreen_graph, 36, 27, 0, 15, 0);

For some reason, the line I've commented with "Crash" makes the game, well, crash. Commenting it out/removing it and running the game works just fine (except the screen doesn't update beyond the first frame of course).

Has anyone here had any experience with it, any why this might be crashing the game? I've searched the forum and, of course, all the relevant results I can find are in Spanish, haha. Is Screen_copy still in Bennu or has it been replaced entirely by screen_get?

The game's very near completion and it's a blast to play, I'm sure you'll enjoy it when it's done :)

Thank you for your help!!

- Breadcaster

Helpdesk / BGDC woes on Windows XP
« en: Abril 14, 2016, 10:27:54 am »
Hi there!

I've just recently redownloaded Bennu and attempted to get it running on my Windows XP (Professional version, service pack 3) operating system running on a virtual machine through VirtualBoxVM. I've used this method before on other machines and it hasn't had any issues, but this time I can't seem to compile a .dcb.

I can play Bennu games which were compiled on other systems, so the modules and the bgdi works just fine, but whenever I drag a file to the bgdc it fails to compile.

Dragging it to the compile_error batch file I've set up (using the command line - which is just "bgdc.exe %1 pause") just produces this error: "bgdc.exe is not recognised as an internal or external command, operable program or batch file."

I've searched all over the forums and can't seem to find any kind of help for this. What am I doing wrong here? Everything's all in the same folder so I can't see why there should be any issues!


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