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Submitted by Christian Ofenberg, posted on September 07, 2001




Image Description, by Christian Ofenberg



AblazeBall is an skillfull game with random generated levels. The game goal is to bring up two big fire balls into an ablaze space in the middle of each level. This could be done by pushing them there.

Because your 'passengers' are not loaded at the beginning and therefore couldn't be moved you first have to give them fire by collecting sparks which you have to hand over to the big balls. This task is complicated by steady increasing water... because fire and water donīt like each other and therefore you should avoid the water as good as possible.

But fortunately you have got the ability of terraforming, and so you have the possibility to build something like an 'marble path' on which you could move your protege in a save way. Further game objects will make your life more comfortable...

Some technical details:
  • Using Fmod for sound and music
  • Hardware-multitexturing
  • Use field of view culling to cut of the stuff which isn't visible
  • Using quadtrees to optimize the field of view culling
  • The terrain could be manipulated by the player (update of the quadtress required...)
  • The balls burning the earth using vertex colors
  • The game speed could be changed using an cheat to create the well known 'slow-motion'-effect
  • Pictures created of animated particles
  • Lightmaps
  • Correct collision detection and response if two balls collide
  • Lens flare effects
  • Using the Intels-Jpg-Library to load in jpg pictures
  • Using the funny lock array function which has no influence on the framerate...
  • Buh, I think that enought for now...
    The game is freeware and could be found at: www.ablazespace.de.
    The source-code is also free available!


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    Archive Notice: This thread is old and no longer active. It is here for reference purposes. This thread was created on an older version of the flipcode forums, before the site closed in 2005. Please keep that in mind as you view this thread, as many of the topics and opinions may be outdated.
     
    Compman

    September 07, 2001, 06:17 PM

    Excellent Work!

     
    Dr.Mosh

    September 07, 2001, 06:47 PM

    um. colourfull :) a bit toooo colourfull methinks.
    But looking very interesting and it look like it has gameplay!!! dare I say it?

     
    Jefftoe

    September 07, 2001, 06:55 PM

    I like the colors actually.
    A photo-realistic scene here might be inappropriate. Anyway, with
    these exaggerated colors, they can have more meaning. "Uh, oh. I'm
    on that damn green level again. I die here every time..."

    How many of you know exactly what's in store in Robotron when the border dissapears? (grunt level)

    Looks fun!

    Jefftoe

     
    TrapZZ

    September 07, 2001, 07:03 PM

    wow very awesome - a finished game that has complete random levels. I'm assuming you mean the terrain is generated randomly?

    thanks for the source too!

     
    David Olsson

    September 07, 2001, 07:54 PM

    It crashes immediately for me.

     
    zed zeek

    September 07, 2001, 07:59 PM

    this game looks quite fun, downloaded it ( a bit like marble madness ) the graphics are excellant btw. one minor problem if u play it in a window the mouse isnt captured in it, ie the any mouse clicks get picked up by the window underneath the game window.
    apart from that it ran fast + without incident on my vanta, win2000

     
    NEGA

    September 07, 2001, 08:32 PM

    This is why OpenGL rocks. DirectX games rarely have this kind of vibrance. Of course, that depends on the person who made it, which in this case is quite talented, awsomly done!

     
    L.e.Denninger

    September 07, 2001, 08:56 PM

    The previous statement is ofcourse totally absurd 'cause you can draw the same colored polys with DX as with OpenGL, but that aside...
    :)

     
    NEGA

    September 07, 2001, 09:20 PM

    actually thats not quite true LeDDy, at least not for me, DX colors actually have their colors with less contrast, I don't know wether this is gamma correction issue, or what. To try this out i wrote a single poly app for GL and one for DX8 and by comparing screenshots in Photoshop there was a color difference, or should I say contrast difference. As soon as i find where i put that app, ill prove it. I assumed others noticed this also.

     
    Stefan Karlsson

    September 07, 2001, 09:42 PM

    Bullshit.. You have made something wrong:)

    Anyways... The music is ripped from various scene musicians or what?

    Didnt say anything under the credits..

     
    Genu

    September 07, 2001, 10:16 PM

    I really like this kind of graphic:

    Great colors - nice forms -

    I wondering about the return of game like marble madness and Buble buble!

    Genu

     
    SientStrike

    September 07, 2001, 11:34 PM

    Same thing happens when using the OpenGL renderer for UT over the standard DirectX one. The lighting seems much more contrasted and vibrant with OpenGL.

     
    Kezza

    September 07, 2001, 11:44 PM

    Does anyone realize that this guy also wrote that bock shifting "convoy" game only a few months ago?!

    Damn you're fast dude!
    I've spent nearly a year stopping, starting and restarting my projects and I have got NOWHERE! How the hell do you get so much done?

     
    Mace

    September 08, 2001, 12:43 AM

    Looks fun. *downloading*
    Great look-and-feel of the game.
    I prefer colorful games rather than brown-ish/pale quake style colors.

     
    NEGA

    September 08, 2001, 01:06 AM

    Oh I had some time, coudn't find my app, but i modified The DX8 Vert Tut Sample and NEHE's Tut#2 to prove my point. On both examples: 32bit color, 16bit z-depth, and each tri vert has each color channel set to max which is 255 and 50% gray backround. The only difference is in primary pixel channel intensity, and that is DX has 25 less according to Photoshop. Hmm, hope I explained that right.

    Here look at the composite yourself:(65.5k)
    http://www.negdesign.com/rendercomp.jpg
    I swear that the screen shots were not altered at all. other than the fact that i made one out of two, no color modifications, i mean.

    I must sleep now...
    -NEGA

     
    PrimeOrdeal

    September 08, 2001, 02:21 AM

    Is it possible MS has coded some gamut restrictions into DX8, in anticipation of XBox? Does this "feature" apply as well to DX7 on down? Not sure about this though - 220 seems a little "hot" for a red channel in NTSC.

     
    Thunderbird

    September 08, 2001, 02:33 AM

    Suddenly I'm glad I choose OpenGL over Direct3D (although I do plan on learning both).

     
    zed zeek

    September 08, 2001, 02:56 AM

    i know a few years ago d3d stuff looked worse than the equivilant opengl stuff but that was because of shitty drivers, i have a hard time believing that the same still exists vtoday.

     
    AblazeSpace

    September 08, 2001, 02:57 AM

    First, thanks for all your comments!
    It's extreme interesting and useful to hear what other people think over my work.

    Colorful:
    Its quit simple to make a game colorful... but extreme difficult to make it realistic.
    I'am only an hobby programmer and no graphic artist...

    To the music:
    It's from Purple Motion, (Jonne Valtonen) an really talented music guru. As far as I know: he done the music of Unreal and some tracks of the
    Merregnon CD. I found his mods in a ModAchive and I was impressed, at that time I had no idea that he's so famous....
    I contacted him and he allowed me to use it :) I'am no musician, too... ;-)
    >> Didnt say anything under the credits..
    I mentioned it a lot of times...

    >> marble madness
    It's easy to programm, because you need no models you could make lod spheres in an easy way and the collision detection (sphere/plane) is quit simple...
    Hm, if someone sees an sphere (could be interpreted as an 'marble' :) in a game he's remembered on marble madness... interesting phenomena, should be checked...

    Convey, its called Convey, because you move boxes... Convoy would be an great name for an spaceshooter ;-)
    And Christian Ofenberg has only to much spare time, he's still in school ;-) It's my last school year before I
    take an job offer and go into the software industrie... then I'am no longer 'free', therefore I want to use that time
    that good as possible. (to make experiments and to learn that many as possible. I'am code addicted, PLEASE HELP ME :)

    Btw. Sorry for my english, isn't my native language... unfortunately... (as result I need longer to write stuff etc.)

     
    Roch Denis

    September 08, 2001, 03:07 AM

    I must say the effect with the logo when the game start is incredible. One thing tho, I have an ATI card and the game suffer from the classical border effect around all the triangles. There was an explanation for the fix in a thread a while ago, I'm sure someone has a link ^_^.

     
    zed zeek

    September 08, 2001, 05:32 AM

    i done a test of my own and both d3d + opengl gave the same colours, perhaps u(NEGA) had lighting/dithering or someit turned on in the d3d program?

     
    shrike

    September 08, 2001, 06:26 AM

    It would be good if you posted the programs and code so that other people can test it. Perhaps it is just a quirk of your computer.

     
    Octopussy

    September 08, 2001, 07:59 AM

    Hi Christian,

    I was really interested about your game because it is the kind of game I'd like to do.. fun graphism, good effets, game play oriented..

    Unfortunately, the game also crashes for me, as for David Olsson.. I downloaded your source and compile it.. I used ijl version 15 and fmod 3.33. I achieved to compile it but can't run it ! In debug configuration, pushing F10 to break on the first line give me the error message "Could not execute: Unknown error(Win32 error 4294967295)" ( this code number is 0xFFFFFFFF-1 ).

    It's a shame for me but I will look at your source anyway.. thank you for this project, I'm sure I will learn a lot from it.

    Alexis.

     
    Stefan Karlsson

    September 08, 2001, 09:39 AM

    FOGGING ;))))

     
    narbo

    September 08, 2001, 10:42 AM

    yeah, maybe your D3D and OpenGL registry settings are different (depends on your GFX card and your drivers)

     
    337

    September 08, 2001, 11:51 AM

    Crashes for me in some z buffer depths -when I switch from 16 bit to 32 bit zbuffer (maybe my card-gf1 does not support that and it is not properly recovering from the error). When it does crash, it still goes in and I hear music playing, but the desktop is still present and no game.

     
    NEGA

    September 08, 2001, 01:20 PM

    Like I said maybe it is my comp, the only thing I do above the standard is force my GF2Ultra Drivers into Quatro2 mode, so MAYA will run better, but that souldn't have an effect on gama apperance. I also have Detonator drivers 14.70 with Digital Vibrance at Level3. So all that combined...I dunno :o

    Shrike asked for the progs i used to test this.
    here they are testprogs.zip

    -NEGA :)

     
    Squint

    September 08, 2001, 01:49 PM

    Runs smooth as anything on a Geforce 256 / PIII 500 but...

    I can't play to save my life - I never have been able to handle absolute controls (as opposed to relative). If I could change one thing it would be an option to have 'forwards, back, turn left, turn right' with the viewpoint left/right locked to the balls...

    How many sparks do I need to give to a big ball to make it pushable? Im usually underwater by the time Ive collected 2 for it and it still wont budge...

     
    AblazeSpace

    September 08, 2001, 01:55 PM

    I use VisualC++ 6.0, ijl version 11 (smaller...) and fmod 3.33...

    >> error message "Could not execute: Unknown error(Win32 error 4294967295)" ( this code number is 0xFFFFFFFF-1 )
    Sorry, that error says nothing to me, never seen before... does anyone has an idea why that nice thing happed??

    >> from 16 bit to 32 bit zbuffer
    Is there am way in OpenGL to check out if the graphic card supports that format??
    I have an old TNT2 and there were no problems...

    In general:
    Does anyone know why the game crashes on one system and went fine on the other? (I have only one computer at home to test it,
    and at the friends computers all went fine...)
    Any tips how to avoid this??
    Maybe someone with such an nice crash system could send me his 'Log.html'-File, maybe there are some information were and why the problem happened...

     
    AblazeSpace

    September 08, 2001, 02:00 PM

    You will need 4 sparks... does I forgot to mention it in the help file? Do you know, that you could press space for an thrust??

    If its to difficult then use the cheats... have a look at my homepage under the AblazeBall features...

     
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