 |
|
| View previous topic :: View next topic |
| Author |
Message |
Groupie


Joined: 31 May 2010 Posts: 216 Location: England
|
Posted: Sat Apr 02, 2011 12:36 pm Post subject: 3DCK TIPS #4 – ENTRANCES AND MODES |
|
|
3DCK TIPS #4 – ENTRANCES AND MODES
The manual already covers entrances pretty well for travelling between areas when you are using the same mode all the time, e.g. WALK. If however, you wish to permit the player to change modes, i.e. be able to both walk and fly, then I have the following advice:
Entrances are best created/set in the same mode that you wish to use when you goto them. Not doing this gives quirky results- for example if you set an entrance in FLY2 and then GOTO the entrance while you are in WALK, then you will find yourself standing on the entrance, at double standing-height effectively. Moving in any direction would make you fall to normal standing height. So my advice, if you wish to change modes in the game, is to create an entrance for each mode type that you are utilising.
For example, if your projects allows the player the ability to both walk or fly between different areas, then you could have a doorway-entrance handling condition as follows:
IFHIT <DOORWAY>
THEN
ELSE
END -- Didn’t bump into the doorway, so exit this condition sequence here.
ENDIF
CMPV 1 <VAR> -- Assuming variable <VAR> is set to 1 when the player mode is set to WALK.
IFEQ
THEN
GOTO 1 <AREA> --Assuming that entrance 1 in <AREA> was created in WALK mode.
ELSE
GOTO 2 <AREA> --Assuming that entrance 2 in <AREA> was created in FLY2 mode.
END -- As this is the final end of the condition, we can skip the closing ENDIF to save 1 byte.
Last edited by flanimal on Fri Jul 29, 2011 11:32 pm; edited 1 time in total |
|
| Back to top |
|
 |
Team Member


Joined: 31 Dec 2001 Posts: 2057 Location: Gilead
|
Posted: Wed Apr 06, 2011 10:46 am Post subject: |
|
|
We had to draw a how a room once looked from a book in English at school, being a geek a made it on the 3dck and took my c64 in to show it off as we didnt have any software like that in the school at that time. Think we then spent the rest of the lesson playing Creatures... yay! _________________ Long days and pleasant nights....
<fnordpojk> Dan_Gillg: Is WoW down, or what brings you here?  |
|
| Back to top |
|
 |
Groupie


Joined: 31 May 2010 Posts: 216 Location: England
|
Posted: Sun Apr 10, 2011 4:53 pm Post subject: 3DCK TIPS #5 – HOW TO CREATE A MASSIVE AREA |
|
|
3DCK TIPS #5 – HOW TO CREATE A MASSIVE AREA
Total Eclipse and Castle Master have starting areas of a desert and a glassy plane, that are vast in size, with a ‘horizon’ that goes on forever.
The 3DCK allows the area scale to be set under the ‘edit area’ menu option. The lower the scale value, the larger the area is. 1 is the lowest scale value that you can set. However this does not give an area as vast as the aforementioned Freescape games.
A further trick for making a scale 1 area bigger is to do what Phil Boyce did in his ‘The Time Crystal’. He set the MODE to crawl so that the player was lower down and moved in smaller increments. As the player doesn’t realise he is crawling, he thinks the area is bigger!
The ultimate trick for making an area as big as possible is described in the 3DCK Newsletter. The idea is to use scale 1 and set the MODE to FLY1, which has the smallest movement increments. The player must be restrained from attempting to fly by continuously loading the player Z position variables 116 and 117 with a constant value. Of course this means the player will not be able to climb anything in such an area without having to cater for it with specific conditions.
The 8-bit version of the 3DCK does not provide the horizon feature that can be seen in Total Eclipse and Castle Master. However, the effect can be achieved by creating four eye-height rectangles at all four extremes of an area. When these are coloured the same shade as the floor object, it gives a good illusion that the ground goes on forever, and that the horizon where the ground meets the sky is always distant. The effect is akin to standing in an outside giant empty eye-height swimming pool when all 4 walls are painted the same colour as the floor.
Last edited by flanimal on Mon Apr 25, 2011 9:52 pm; edited 1 time in total |
|
| Back to top |
|
 |
Groupie


Joined: 31 May 2010 Posts: 216 Location: England
|
Posted: Sun Apr 10, 2011 9:06 pm Post subject: 3DCK TIPS #6 –MODIFICATIONS TO SUPPORT FAST EMULATION |
|
|
3DCK TIPS #6 – MODIFICATIONS TO SUPPORT FAST EMULATION AND SUPERCPU
Of course a 3DCK project should be written to be played on a real C64, or emulation at 100% speed.
However, not all C64 users appreciated the 1FPS Freescape performance, and these days emulators can easily provide SuperCPU speeds of 2500% (25x).
Unfortunately you can’t just run a standard C64 Freescape game at 2500% speed as the player finds turning uncontrollably fast, and any strength sappers or time limits in the game are accelerated to make the game impossible. Plus messages flash up much too quickly to read. Fortunately, with the 3DCK editors, all of these shortcomings can easily be address, so that you can create an alternative version of your 3DCK project, specifically optimised for fast emulation or SuperCPU.
VICE is very capable at emulating speeds around 25x. For Freescape games, you can ease the CPU load by reducing the refresh rate to 1/6 or even 1/8. This should get you SuperCPU speeds easily even on very old PCs. (When I run at 25x, everything runs 25x faster, including sound and timings. I have heard of a fast emulation that maintains normal clock speeds, but I have never tried it.)
Right then, assuming you have a finished C64 3DCK project, here are the modifications you need to do to create a 10x-25x CPU version:
• decrease the walk and turn increments to improve the smoothness and controllability: In the condition editor, access menu option General>Setup and ‘Turn Speed’ to 5, and ‘Walk Speed’ to, say, 35.
• In the condition editor, access menu option General>Set Window and set the X and Y sizes to the maximum sizes of 32 and 14.
• Wherever the FCL TIMER command is used, increase its parameter value, perhaps to the maximum 255
• Wherever the FCL DELAY command is used, increase its parameter value to 255.
• Create a new PROC with three DELAY 255 commands. Call this procedure whenever a message is printed, or whenever you wish the game to pause for moment.
• If you use a variable to represent Strength or a time limit, then decrease any additions/subtractions to 1, or disable the strength or time limit concept so that the player has infinite strength and time. If you do retain strength or time limit variables, ensure that you use the full range of the variable, from 0-255.
• SPACE activates the target icon in Freescape games. This is useless with fast CPU speeds as the icon whizzes around far to fast to control. Therefore, if there are any items to shoot/activate, then ensure these objects are edited to be large enough to shoot/activate using only the movement keys, so that the central targeting icon can be moved over the object in question. |
|
| Back to top |
|
 |
Groupie in Training


Joined: 25 Mar 2010 Age: 35 Posts: 88 Location: Belfast, Northern Ireland
|
Posted: Mon Apr 25, 2011 9:30 pm Post subject: Re: 3DCK TIPS #5 – HOW TO CREATE A MASSIVE AREA |
|
|
| flanimal wrote: | 3DCK TIPS #5 – HOW TO CREATE A MASSIVE AREA
A further trick for making a scale 1 area bigger is to do what Phil Boyce did in his ‘The Time Crystal’. He set the MODE to crawl so that the player was lower down and moved in smaller increments. As the player doesn’t realise he is crawling, he thinks the area is bigger!
|
Thanks for the mention
Off work for a couple of days now so after my pretty hectic life recently has finally calmed down I'm looking forward to getting stuck into my good ol' 64 again
Especially 3DCK! _________________
|
|
| Back to top |
|
 |
Groupie


Joined: 31 May 2010 Posts: 216 Location: England
|
Posted: Thu Jun 02, 2011 9:03 pm Post subject: |
|
|
Guys,
Take a look at this fantastic new website that Stuart has created:
http://www.3dconstructionkit.co.uk/
Here's hoping that all these 3DCK developments are worthy of a mention in Retro Gamer magazine, and may even worthy of an article... |
|
| Back to top |
|
 |
Groupie


Joined: 09 Jul 2006 Age: 43 Posts: 232 Location: Spain
|
Posted: Fri Jun 03, 2011 4:11 pm Post subject: |
|
|
A very very nice website !!!!!!!!!!!!! _________________ |
|
| Back to top |
|
 |
Newbie

Joined: 04 Jan 2004 Age: 35 Posts: 36 Location: England
|
Posted: Fri Jun 03, 2011 7:38 pm Post subject: |
|
|
Now that's an excellent website, a perfect port of call for anyone who interested. _________________ thee Commodore CHEETAH..... |
|
| Back to top |
|
 |
Groupie


Joined: 31 May 2010 Posts: 216 Location: England
|
Posted: Sat Jul 23, 2011 12:35 am Post subject: |
|
|
I have terrific 3D Construction Kit news!
I have discovered that it is possible to extract the data out of a standalone 3DCK game, so that it can be loaded back into the 3DCK editor! It works!
Expect the datafiles for The Time Crystal, Cyborg 2900 and Remote Control to appear on Stuart's http://www.3dconstructionkit.co.uk/ sometime in the near future, as I will be emailing the datafiles to him.
This means we can examine the innards of the games, discover any hidden secrets, and see if they have endings.
Furthermore, it means that existing games can be updated to run with 25x speed emulation and SuperCPU
The technique for extracting the data is as follows:
1. Load and run a C64 3DCK standalone game.
2. Freeze the Action Replay cartridge
3. Enter the monitor and type S"KIT-DATA0",8,4A00,6000
That gives you a KIT-DATA0 file on the disk that can be loaded directly into the 3DCK editor! 
Last edited by flanimal on Tue May 08, 2012 10:57 am; edited 1 time in total |
|
| Back to top |
|
 |
Master of C64


Joined: 04 May 2002 Posts: 1402 Location: Kent, England
|
Posted: Sat Jul 23, 2011 7:08 pm Post subject: |
|
|
Awesome! ... will be great to learn of anything found in these games that was unused!  _________________ |
|
| Back to top |
|
 |
Groupie


Joined: 31 May 2010 Posts: 216 Location: England
|
Posted: Sun Jul 24, 2011 11:45 pm Post subject: |
|
|
| Frank_gasking wrote: | Awesome! ... will be great to learn of anything found in these games that was unused!  |
Aside from a few primitive objects and walls that the player would never see, there were no extras to be found in the games.
But there were some big surprises.
A Chance in Hell and The Time Crystal I know well and I have completed them many times and have already seen everything, so there were no surprises for me with those two.
But Cyborg 2900 is a game that I had never completed. The graphics in this game are often uninspiring with mostly similar rooms. But, to my great surprise, the later areas near the end of the game contain some very nice 3D for a robot and a spaceship, plus the ending itself is an excellent animation of the spaceship flying away. Screenshots below:
At the other end of the surprise spectrum, the game Remote Control was a BIG disappointment. I had never gotten anywhere in this game, and imagined it must be full of secrets. But the truth is finally out. This 'game' consists of the one area of mis-mash objects, and that's it! No other areas, no game code, nothing. Bit of a shocker that one. Here's a screenshot so you know which one to avoid. This 'game' also goes by the name of Infared:
 |
|
| Back to top |
|
 |
Groupie


Joined: 31 May 2010 Posts: 216 Location: England
|
Posted: Mon Jul 25, 2011 11:35 pm Post subject: |
|
|
|
|
| Back to top |
|
 |
Groupie in Training


Joined: 08 Jan 2003 Posts: 91
|
Posted: Tue Jul 26, 2011 8:23 am Post subject: |
|
|
Hope that Stuart will fix the filedata's download (it does not work for me as now): I wanna check if I can use those data on the Plus/4 version too, it would be quite cool! |
|
| Back to top |
|
 |
Groupie


Joined: 31 May 2010 Posts: 216 Location: England
|
Posted: Tue Jul 26, 2011 12:42 pm Post subject: |
|
|
| Luca|FIRE wrote: | | Hope that Stuart will fix the filedata's download (it does not work for me as now): I wanna check if I can use those data on the Plus/4 version too, it would be quite cool! |
Hi Luca|FIRE,
If you PM me with your email address then I would be happy to email you the datafiles, before Stuart updates and fixes the links on his site.
It believe it is likely that the data files will load into the Plus/4 3DCK. That would be really cool  |
|
| Back to top |
|
 |
Master of C64


Joined: 04 May 2002 Posts: 1402 Location: Kent, England
|
Posted: Wed Jul 27, 2011 8:21 pm Post subject: |
|
|
Found reference to Bodycount in a fanzine i'm currently scanning, and which I thought i'd share:
Here is the game:
http://www.gamebase64.com/game...18&h=0_________________ |
|
| Back to top |
|
 |
Groupie


Joined: 31 May 2010 Posts: 216 Location: England
|
Posted: Thu Jul 28, 2011 12:21 pm Post subject: |
|
|
| Frank_gasking wrote: | | Found reference to Bodycount in a fanzine i'm currently scanning, and which I thought i'd share: |
Thanks Frank, I had not seen or heard of this Bodycount before. I'm surprised my many Google searches for C64 3DCK games hadn't uncovered it.
Excitedly, I used my new-found technique to extract the game data and load it into the 3DCK editor. Now the extent of the game can be revealed...!
Unfortunately, it's another disappointment. There are no other areas, no code, nothing but the few walls that make up the corridors.
I imagine that this author had ambitious intentions to remake DOOM on the 3DCK. He created a few corridors, and then it must have dawned on him that the 3DCK has no real support for moving enemies. The author promptly aborted the game, but still released it to the unsuspecting public.
I checked to see if there were any messages in the data file and there is one. It would never normally get seen as there is no code to print it to the screen. The message is "prepare to meet thy doom". Adds weight to my DOOM clone attempt theory.
Thanks for finding and sharing those Frank.
It's a shame the two known complete 3DCK games, "Doctor Wow" and "Eskape" have never surfaced. My quest continues...
Last edited by flanimal on Wed Jun 27, 2012 2:58 pm; edited 1 time in total |
|
| Back to top |
|
 |
Master of C64


Joined: 04 May 2002 Posts: 1402 Location: Kent, England
|
Posted: Thu Jul 28, 2011 7:39 pm Post subject: |
|
|
No problem!.... I had a quick sift through Gamebase, and found this one too ... http://www.gamebase64.com/game...18&h=0
Not sure if you have that one already.
EDIT:.. Oh, and did I pass on the unfinished effort I did many moons ago? ... It was basically going to be a 3D run around of my old house, turned into some type of game
MY HOUSE - http://www.gtw64.co.uk/mystuff...yhouse.zip
 _________________ |
|
| Back to top |
|
 |
Groupie in Training


Joined: 08 Jan 2003 Posts: 91
|
Posted: Fri Jul 29, 2011 1:28 am Post subject: |
|
|
| flanimal wrote: | | Luca|FIRE wrote: | | Hope that Stuart will fix the filedata's download (it does not work for me as now): I wanna check if I can use those data on the Plus/4 version too, it would be quite cool! |
If you PM me with your email address then I would be happy to email you the datafiles, before Stuart updates and fixes the links on his site.
It believe it is likely that the data files will load into the Plus/4 3DCK. That would be really cool  |
You got mail, thanks!
I tested the Plus/4 version with the Frank's house file, and yes: it works  |
|
| Back to top |
|
 |
Groupie


Joined: 31 May 2010 Posts: 216 Location: England
|
Posted: Fri Jul 29, 2011 11:50 am Post subject: |
|
|
| Luca|FIRE wrote: | You got mail, thanks!
I tested the Plus/4 version with the Frank's house file, and yes: it works  |
You should have mail too.
That's great news that the data files are compatible with the Plus 4.
This is exciting, as I think it might well be possible to be able to use the Plus 4 3DCK compiler to load the datafile and the border screen bitmap file to generate the complete standalone games for the Plus 4!
All we need is for the border bitmap file to be compatible. The file type supported by the C64 3DCK is the OCP Art Studio format. If this is compatible with the Plus 4 graphic chipset, and I suspect it is, then these games can be released into the Plus 4 game databases!
Obtaining the border bitmap files are no problem we either already have them or can easily generate them using an Action Replay cartridge.
The games don't require sprites so that's not a problem, and the games will run at 75% faster speed.
EDIT: Luca|FIRE did confirm that C64 datafiles and border bitmaps do indeed work on the Plus 4 3DCK, albeit with a different colour pallette.
EDIT:
Yep, "Remote Control" and "Infrared" are virtually identical, consisting of a load of abstract shapes in one area and nothing else.
| Frank_gasking wrote: | Oh, and did I pass on the unfinished effort I did many moons ago? ... It was basically going to be a 3D run around of my old house, turned into some type of game
MY HOUSE - http://www.gtw64.co.uk/mystuff...yhouse.zip
 |
Thanks Frank! I hadn't seen this before and it was fun to look through! On your disk kit-datas 7&9 contain the most finished content. In kit-data7 I used the menu to jump to areas 2&3. I loved the TV and Sofa objects in area 2. I was also impressed by the stairs of area 3 which led up to another room. If you had have added conditions and furniture to that area, a good performance trick would have been to make everything upstairs initially invisible, and then toggle their visibilities when the player walks over the middle step of the stairs, so that all the furniture on the floor that the player was not on was always invisible, saving CPU cycles.
Thanks again for sharing. |
|
| Back to top |
|
 |
Groupie


Joined: 31 May 2010 Posts: 216 Location: England
|
Posted: Sat Aug 06, 2011 1:55 pm Post subject: The Time Crystal backstory text |
|
|
| C= Cheetah wrote: | NintendWho, Thanks, I'll hold it there as long as my site is running.
If you fancy adding some comments about the game then e-mail me the text and I'll put it in. |
NintendWho (Phil) sent me this backstory for his The Time Crystal game many months ago. I found it very helpful for playing the game, so it would be helpful for others if you could extract some of his words and put them alongside his Time Crystal game at your C64 Cheetah Freescape site.
Text was as follows:
"THE TIME CRYSTAL by Phil Boyce (1994)
You've been transported to a virtual world inside your computer by a device known as The Time Crystal. After doing this, to protect itself The Time Crystal has carefully seperated itself into four distinct pieces, which together make up its pyramid form. Each individual piece still holds a quarter of the power of The Time Crystal. Your goal is to explore the virtual landscape and recover all the pieces before taking them to a magical cube device to reassemble it. Once assembled it must be destroyed by shattering it, which will release the power and return you home, while also destroying it beyond any future assembly."
Phil also sent me a walkthrough for the game, so I know how to complete it if anybody needs any help. |
|
| Back to top |
|
 |
Master of C64


Joined: 04 May 2002 Posts: 1402 Location: Kent, England
|
Posted: Sat Aug 06, 2011 9:18 pm Post subject: |
|
|
| flanimal wrote: |
Thanks Frank! I hadn't seen this before and it was fun to look through! On your disk kit-datas 7&9 contain the most finished content. In kit-data7 I used the menu to jump to areas 2&3. I loved the TV and Sofa objects in area 2. I was also impressed by the stairs of area 3 which led up to another room. If you had have added conditions and furniture to that area, a good performance trick would have been to make everything upstairs initially invisible, and then toggle their visibilities when the player walks over the middle step of the stairs, so that all the furniture on the floor that the player was not on was always invisible, saving CPU cycles.
Thanks again for sharing. | [/quote]
No problems- and thanks for the heads up on the other 2 areas!.... I had forgotten completely about them and didn't think to look!  _________________
|
|
| Back to top |
|
 |
Groupie


Joined: 31 May 2010 Posts: 216 Location: England
|
Posted: Sat Aug 06, 2011 10:08 pm Post subject: |
|
|
| Frank_gasking wrote: | No problems- and thanks for the heads up on the other 2 areas!.... I had forgotten completely about them and didn't think to look!  |
LOL! Your very own lost and found work!
Actually I can just imagine what happened - you probably created the areas in the environment editor, and then loaded up the condition editor ready to program the conditions for moving from one area to another when walking into doors. Only problem was, which object numbers were the doors??
This happened to me too. It was a pain having to load an entire editor just to obtain a single number only to have to load an entirely different editor to write a condition for it. I remember keeping paper notes of all the interactable objects for each area to avoid this predicament. The 128K owners of Specrum and CPC were so lucky as their 3DCK contained both editors in one load. |
|
| Back to top |
|
 |
Groupie in Training


Joined: 20 May 2003 Age: 36 Posts: 70 Location: England
|
Posted: Mon Sep 26, 2011 8:14 pm Post subject: |
|
|
Apologies for www.3dconstructionkit.co.uk being down for several weeks. whilst we moved the server from one location to another. We had some issues with our ISP which caused the downtime to be longer than anticipated.
I'm pleased to announce that it's back up, with loads of new content for all formats, thanks to flanimal, (and Luca, the datafile is now fixed!) |
|
| Back to top |
|
 |
Groupie


Joined: 31 May 2010 Posts: 216 Location: England
|
Posted: Mon May 07, 2012 5:03 pm Post subject: |
|
|
3DCK Tips #7 – Colours
Thinking about it, colouring and shading areas was quite time consuming work, so it might pay dividends to put time into this area early on in the design stages, with perhaps some experimentation. The sky colour is shared with the border, and this is usually left the same colour, usually black. The other colours impact the look of the any global floor and wall objects activated, so that is worth considering. I tended to make colours of objects symmetrical, but a more advanced technique would to be decide on a light direction and shade the objects accordingly, so that they are lighter at the light source side and darker at the shade size. One avoidance I made in ACIH was shade clash – if one object is slightly behind another, ensure that different shades are used otherwise they will appear to ‘merge’ and the player may be disorientated. I wasn’t especially talented at colouring and shading in ACIH. I did a so-so job. I remember there being a big choice for each area, whether to use two similar shades like brown and orange to give finer shading detail, or go with vividly different colours to achieve a high colour variation, at the cost of some garish shades. I think a whole chapter could be written on C64 4-colour area shading designs! I hope this has been food for thought for you, that was my intention.
FCL COLOR Command can be used to great effect in an area. For example, you could have an area that slowly moves between day and night, or hot and cold, or ghostly white. The colours of an area reset to their defaults if you re-enter the area, but can be overridden with FCL COLOR at any time. Colours are normally changed for a particular area, but you can also change colours in the general conditions for all areas! You could even have a rainbow-world, where all areas are coloured predominantly red at first, and then as you solve puzzles, progress through yellow, orange, and the rest of the rainbow colours.
0 = Black 4 = Purple 8 = Orange 12 = Grey 2
1 = White 5 = Green 9 = Brown 13 = Light Green
2 = Red 6 = Blue 10 = Light Red 14 = Light Blue
3 = Cyan 7 = Yellow 11 = Grey 1 15 = Grey 3
Last edited by flanimal on Tue May 08, 2012 10:11 am; edited 1 time in total |
|
| Back to top |
|
 |
Groupie


Joined: 01 May 2012 Age: 35 Posts: 186 Location: Belfast, Northern Ireland
|
Posted: Tue May 08, 2012 8:26 am Post subject: |
|
|
Firstly I'd better make it clear I'm the Doctor above going by the name nintendwho  It's been great rereading the comments about The Time Crystal and Parallel Logic above, thank you all for your kind words!
Now that I'm back full-time with my 64 I'm going to start dedicating more time to the idea of creating another 3DCK game, as I've already said to Flanimal  and looking forward to getting properly acquanted with everybody again.
Cheetah, if you'd still like the info on the "lost" software like Util 1541 or the text adventure, or more info behind The Venus Trail, Colin's SEUCK game or The Time Crystal just gimme a shout, I'd be more than happy to help out! |
|
| Back to top |
|
 |
|
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
Tip: Get C64 Forever for super-comfy C64 emulation with pre-installed games, demos and other goodies!
Powered by phpBB © 2001, 2005 phpBB Group
|