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Introduction - Zarg / nStream

Posted: Wed Sep 09, 2009 7:00 pm
by Lupo
Hi !

(Let me introduce myself.)

I programed prototypes of 3d games for several years, but with little or no time to program, its difficult to find time for your hobby (of course that family, friends, fulltime job and such are always first), but always I got stuck with some nasty bug or leaving a project for a couple of month and then it was really hard to start it again.

I started using Pascal, then move to allegro & djgpp then to SDL, then to Python + Pyopengl, then move to Python+Soya3d, then Panda3d, then I tried GlBasic with mixed results.

A couple of months ago I found jph's VectorLocust (I love 3d vector games), and I find this litlle logo at the start of the game "Z something" and I started to search what engine was that.

I downloaded it, try it and I wandered (anonymously) the forums for a couple of weeks searching for info and keep trying and ...

...suddenly I fall in love with ZGE... let me tell you, your work is Amazing!

Thanks for ZGE!

(and thanks jph for your games, your work is inspiring.)

Now I can hack a proto in a week, create all the content myself and I'll start porting a couple of games that I liked.

I attached a couple of pics of the games I'm working right now (a remake of targ) and a racer ( a-la-tron), more info soon.

Greetings

Posted: Wed Sep 09, 2009 8:17 pm
by jph_wacheski
Welcome Lupo, glad you found us! Indeed, the reason all my ZGE games say 'made with ZGameEditor' is that i hope more ppl will find this amazing tool for efficiently building stuff,. your screens look cool, hope to see some demos soon,. post any problems or questions you have and we will try to help,.
peace.

Posted: Thu Sep 10, 2009 7:27 am
by kattle87
Welcome Lupo! It's always nice when someone found this little (and amazing, IMHO) project. Yes, we are trying to use JPH as the main advertisement for ZGE.
I am one of the "collaborators" of the ZGE... As you might already know, the CEO here is Ville and in some way we try to contribute his work with some code, or pre-fab scripts. (ZGE is OpenSource and programmed in Delphi, so if you need to add something and you already know how to code a little in Object Pascal, you will be able to add functionalities as a sharm!)
Your screens looks really good! I hope to see some demos soon, too.

Feel free to discuss about anything, and don't be scared by asking for help ;)

Posted: Thu Sep 10, 2009 2:10 pm
by Kjell
Lupo!

Any chance we'll see a port of ..

Image

Ah .. the good old days :wink: I accidentally wrecked my TH55 some time ago, so I had to dust of my TG50 to bridge the gap until the release of the Pre in Europe.

Welcome to the boards ~
Kjell

:)

Posted: Thu Sep 10, 2009 4:16 pm
by Lupo
:)

Yes, indeed!

I cannot recall exactly the year, but Caverns of Kalisto, was my first game for the Palm, the second was something called "P-Targ" a clone of Targ (by Exidy) and I'm working right now on the remake.

BTW Thanks Kjell / kattle87 / jph for your tips and comments over the board, they were very helpfull in understanding how ZGE works.

Posted: Fri Sep 11, 2009 4:13 pm
by VilleK
Welcome Lupo!

It's always fun with new users to the forum and your projects looks very interesting! And I believe you are the first forum-member from Uruguay :) . It's nice to get in touch with people from all over the world that share interest in game development.

As others have said, feel free to ask any questions or make suggestions! Development of ZGE goes in intervals of sometimes slow activity but I read all the posts and never ignore suggestions even if they may take some time to be implemented in one form or another. And if you or anyone you know is experienced in Delphi programming then you are also welcome to participate in ZGE Open Source development.

New screnshots!

Posted: Tue Oct 06, 2009 5:04 pm
by Lupo
I could do more dev in the last couple of days. I hope I could sustain the pace :) :) :)

Maybe a playable demo next week ;)

BTW I'm happy with the last beta version. Great work Ville!

Another version of n-stream

Posted: Sat Feb 06, 2010 11:18 am
by Lupo
Its very unplayable at the moment.
The idea is to follow the line/stream with your "bike".

Posted: Sat Feb 06, 2010 3:33 pm
by jph_wacheski
interesting,. the angle is disconcerting at first as the keys are not aligned,. I wanted the right arrow to move it 'forward',. but not a problem once you figure it out.
If you render the streams with Zbuffer turned off (and perhaps w/ alpha blending on for a color mixing look) you will do away with the overlap noise that the streams currently generate. Or, another way to possibly fix that is to use a micro z offset so they are not in the same z plane.