Wow! I'm impressed. Your artwork suggests a game like Blasto, where the goal is to destroy as many objects as possible within the given time limit. You could do much better than that though. For example, it should be possible to make the trees fall in the proper direction - based on what it looked like just before it started falling, or perhaps by the position of the last cut. If so, this could be used for strategy - either knock down a neighbor tree like dominoes, break something next to it (power lines perhaps?), or trigger some other event : ) Of course, you'd need an experienced C programmer in order to add such features. Unfortunately, I'm too busy with other projects, so I cannot offer my programming services. However, you've done something nice here and I want to offer you some suggestions:
* I can see you used the "flash" function to project grass bitmaps onto the terrain. There's a much better way to do it: In Voxed, press Insert on the ground. Then use the keypad controls to move the cursor around. Now face the ground and press 'V' (The procedural texture is aligned by your current position and orientation). When you select the grass texture, it should be burnt into the region you've selected.
* The latest version of SLAB6 saves a suggested palette at the end of the KV6 file. This means there is no longer a reason to keep your KVX files. Before you delete KVX's, just make sure the KV6 has been saved with a recent version of SLAB6.
* Some hills, cliffs, rocks, etc.. would look nice. Unfortunately, Voxed doesn't have an easy-to-use function for making hills quickly. : /
* You could put a fence around the map to hide the sudden cutoff at the borders.
The following text is now obsolete:
It would be nice if your next release was as easy as unzip and run. I will allow you to include my GAME.EXE along with your distribution.
For anybody wanting to run Apegomp's demo now, this is what I had to do: 1. Download the Voxlap Source code distribution. You only need GAME.EXE (and optionally VOXED.EXE) from this. 2. Download Apegomp's ZIP file. 3. Unzip Apegomp's VOXDATA.ZIP. 4. Put his files in the same place as they are in the Voxlap Source code demo: PNG and JPG files go in \PNG, KVX and KV6 files go in \KV6, VXL and SXL files go in \VXL, and WAV files go in \WAV. 5. Now edit Apegomp's DEFAULT.SXL so that the files all point to the correct locations.
Edited by Awesoken at
jojo4u at
Re: Voxlap: Lumberjack Adventure mod! *NEW VERSION + EASY INSTALLATION*
Nice work! Works under linux using wine. I had some fun destroying the house and evading the angry the chickens ;)
apegomp at
Did you find the secrets? :P
Transparent water voxels! :o That would be awesome! ;D Imagine those falling down from the sky and landing on the roof and then flowing down the roof and into/onto the ground.. Each water voxel should also generate a small sound when touching other voxels :)
Speaking of water, I'm thirsty! :D
Edited by apegomp at
Maren at
That was fun, but it's kind of frustrating to have no gravity and proper controls 8)
apegomp at
Yes! We need to have gravity so that the transparent water voxels can fall down from the sky! :o
Spacerat at
How about a large scale voxel landscape at high detail ^^ Especially having dense vegetation in fantasy style, lots of lianas and some tree-houses would be a real challenge.
I found these images are very inspiring 8) http://forums.cgsociety.org/showthread.php?f=137&t=565280 http://img407.imageshack.us/img407/6614/ewokvillagegw5.jpg http://img291.imageshack.us/img291/5290/villagefv8.jpg
Edited by Spacerat at
apegomp at
Spacerat said at
How about a large scale voxel landscape at high detail ^^
I don't know how to scale/increase the voxel volume (.vxl file) :( It would look amazing, but it would only run with a decent framerate on fast computers. Making the voxel volume bigger is only a temporary solution.. If we want voxel engines to have an impact on the gaming community, we will have to find a way to stream/feed new voxel/landscape data into the voxel volume, so that the voxel number remains unchanged.
EDIT I tried to make some hills: http://i225.photobucket.com/albums/dd202/highwingx3/VXL50000-1.png
Edited by apegomp at
Awesoken at
For hills, I have something that might work better. Take a look at "GENLAND" (written by Tom Dobrowolski) inside GROUDRAW.ZIP. This might make a nice starting point for your map. Souce code is included.
Dune at
I have tried GENLAND and it was very fun. I think with that one the terrain is repeated so there might be some streaming terrain code started there. The fluid might have to be small scale, turned on up close, since allot of optimization is going on with the static voxels.
I really would like to see someone modify GENLAND for non repeat terrain. That would be pretty cool. I'll look at it too again.