Results for "Author: spodii"
I was looking all over the net and couldn't find anything on how to create real-time 2d shadows from a single texture, so I made this. What it does is creates a shadow (without real lighting of corse =P) behind the character surface by editing the verticies a bit to angle it so it looks more shadow-ish, then changes the RGB value to 0 (black) and puts on an alpha value to blend it in with the ground, so your shadow doesn't hide stuff from you =) It is all real time and can be put into any DirectX 8 (DX8) project (dont know how it would work in DirectX8 3d though). It creates the shadow with very nice speed, probably just a milisecond longer than it takes to draw the character normally. Again, I couldn't find any other source code that does something like this, so please vote =) You can also check out DXRE (which is here) or Mercenary (http://mindless.sytes.net) to see it in action! =D
Many people's favorite 2d DirectX 8 engine is back with more updates (thats this engine btw...) =) I have now added better alphablending and real time shadowing (without use of lights of corse =P) to go along with the .mid support from DirectMusic (volume and temp support), .wav support from DirectSound (panning/balance, volume and frequency support), fullscreen or windowed mode, DirectInput and GetAsyncKeyState for checking key presses, partially finished particle engine (with alpha and lighting support), npcs that randomly walk around, multiple maps able to be loaded from .map files, minor scripting engine (just creates and places NPCs and sets map name so far), DirectMouse and mouse movement speed, custom font configuration (bold, size, italic, font set name, etc), real-time rendering (no FPS limiting), an unfinished menu screen, total uninitialzing (erases all dx variables, array, and forms), and plenty more. Great to use for base engine of many and many types of 2d games! =D Right now, it is being used for my action-rpg game, Mercenary, which you can check out at http://mindless.sytes.net =)
VBHexic is a hexic clone game I never quite completed. It includes a particle engine and scoring system, along with combinations of all types except for stars. Although it is unfinished, the framework is very sturdy and powerful. Wouldn't take a whole lot to finish this bad boy up. :) Update July 9: Added support for stars, point multipliers, better effects, and some other goodies. Still a pretty dead project, though... I was just bored one night and decided to give it a little work. ;)
I was looking all over the net and couldn't find anything on how to create real-time 2d shadows from a single texture, so I made this. What it does is creates a shadow (without real lighting of corse =P) behind the character surface by editing the verticies a bit to angle it so it looks more shadow-ish, then changes the RGB value to 0 (black) and puts on an alpha value to blend it in with the ground, so your shadow doesn't hide stuff from you =) It is all real time and can be put into any DirectX 8 (DX8) project (dont know how it would work in DirectX8 3d though). It creates the shadow with very nice speed, probably just a milisecond longer than it takes to draw the character normally. Again, I couldn't find any other source code that does something like this, so please vote =) You can also check out DXRE (which is here) or Mercenary (http://mindless.sytes.net) to see it in action! =D
Many people's favorite 2d DirectX 8 engine is back with more updates (thats this engine btw...) =) I have now added better alphablending and real time shadowing (without use of lights of corse =P) to go along with the .mid support from DirectMusic (volume and temp support), .wav support from DirectSound (panning/balance, volume and frequency support), fullscreen or windowed mode, DirectInput and GetAsyncKeyState for checking key presses, partially finished particle engine (with alpha and lighting support), npcs that randomly walk around, multiple maps able to be loaded from .map files, minor scripting engine (just creates and places NPCs and sets map name so far), DirectMouse and mouse movement speed, custom font configuration (bold, size, italic, font set name, etc), real-time rendering (no FPS limiting), an unfinished menu screen, total uninitialzing (erases all dx variables, array, and forms), and plenty more. Great to use for base engine of many and many types of 2d games! =D Right now, it is being used for my action-rpg game, Mercenary, which you can check out at http://mindless.sytes.net =)
I was looking all over the net and couldn't find anything on how to create real-time 2d shadows from a single texture, so I made this. What it does is creates a shadow (without real lighting of corse =P) behind the character surface by editing the verticies a bit to angle it so it looks more shadow-ish, then changes the RGB value to 0 (black) and puts on an alpha value to blend it in with the ground, so your shadow doesn't hide stuff from you =) It is all real time and can be put into any DirectX 8 (DX8) project (dont know how it would work in DirectX8 3d though). It creates the shadow with very nice speed, probably just a milisecond longer than it takes to draw the character normally. Again, I couldn't find any other source code that does something like this, so please vote =) You can also check out DXRE (which is here) or Mercenary (http://mindless.sytes.net) to see it in action! =D
Many people's favorite 2d DirectX 8 engine is back with more updates (thats this engine btw...) =) I have now added better alphablending and real time shadowing (without use of lights of corse =P) to go along with the .mid support from DirectMusic (volume and temp support), .wav support from DirectSound (panning/balance, volume and frequency support), fullscreen or windowed mode, DirectInput and GetAsyncKeyState for checking key presses, partially finished particle engine (with alpha and lighting support), npcs that randomly walk around, multiple maps able to be loaded from .map files, minor scripting engine (just creates and places NPCs and sets map name so far), DirectMouse and mouse movement speed, custom font configuration (bold, size, italic, font set name, etc), real-time rendering (no FPS limiting), an unfinished menu screen, total uninitialzing (erases all dx variables, array, and forms), and plenty more. Great to use for base engine of many and many types of 2d games! =D Right now, it is being used for my action-rpg game, Mercenary, which you can check out at http://mindless.sytes.net =)
I was looking all over the net and couldn't find anything on how to create real-time 2d shadows from a single texture, so I made this. What it does is creates a shadow (without real lighting of corse =P) behind the character surface by editing the verticies a bit to angle it so it looks more shadow-ish, then changes the RGB value to 0 (black) and puts on an alpha value to blend it in with the ground, so your shadow doesn't hide stuff from you =) It is all real time and can be put into any DirectX 8 (DX8) project (dont know how it would work in DirectX8 3d though). It creates the shadow with very nice speed, probably just a milisecond longer than it takes to draw the character normally. Again, I couldn't find any other source code that does something like this, so please vote =) You can also check out DXRE (which is here) or Mercenary (http://mindless.sytes.net) to see it in action! =D
Many people's favorite 2d DirectX 8 engine is back with more updates (thats this engine btw...) =) I have now added better alphablending and real time shadowing (without use of lights of corse =P) to go along with the .mid support from DirectMusic (volume and temp support), .wav support from DirectSound (panning/balance, volume and frequency support), fullscreen or windowed mode, DirectInput and GetAsyncKeyState for checking key presses, partially finished particle engine (with alpha and lighting support), npcs that randomly walk around, multiple maps able to be loaded from .map files, minor scripting engine (just creates and places NPCs and sets map name so far), DirectMouse and mouse movement speed, custom font configuration (bold, size, italic, font set name, etc), real-time rendering (no FPS limiting), an unfinished menu screen, total uninitialzing (erases all dx variables, array, and forms), and plenty more. Great to use for base engine of many and many types of 2d games! =D Right now, it is being used for my action-rpg game, Mercenary, which you can check out at http://mindless.sytes.net =)
I was looking all over the net and couldn't find anything on how to create real-time 2d shadows from a single texture, so I made this. What it does is creates a shadow (without real lighting of corse =P) behind the character surface by editing the verticies a bit to angle it so it looks more shadow-ish, then changes the RGB value to 0 (black) and puts on an alpha value to blend it in with the ground, so your shadow doesn't hide stuff from you =) It is all real time and can be put into any DirectX 8 (DX8) project (dont know how it would work in DirectX8 3d though). It creates the shadow with very nice speed, probably just a milisecond longer than it takes to draw the character normally. Again, I couldn't find any other source code that does something like this, so please vote =) You can also check out DXRE (which is here) or Mercenary (http://mindless.sytes.net) to see it in action! =D
Many people's favorite 2d DirectX 8 engine is back with more updates (thats this engine btw...) =) I have now added better alphablending and real time shadowing (without use of lights of corse =P) to go along with the .mid support from DirectMusic (volume and temp support), .wav support from DirectSound (panning/balance, volume and frequency support), fullscreen or windowed mode, DirectInput and GetAsyncKeyState for checking key presses, partially finished particle engine (with alpha and lighting support), npcs that randomly walk around, multiple maps able to be loaded from .map files, minor scripting engine (just creates and places NPCs and sets map name so far), DirectMouse and mouse movement speed, custom font configuration (bold, size, italic, font set name, etc), real-time rendering (no FPS limiting), an unfinished menu screen, total uninitialzing (erases all dx variables, array, and forms), and plenty more. Great to use for base engine of many and many types of 2d games! =D Right now, it is being used for my action-rpg game, Mercenary, which you can check out at http://mindless.sytes.net =)
VBHexic is a hexic clone game I never quite completed. It includes a particle engine and scoring system, along with combinations of all types except for stars. Although it is unfinished, the framework is very sturdy and powerful. Wouldn't take a whole lot to finish this bad boy up. :) Update July 9: Added support for stars, point multipliers, better effects, and some other goodies. Still a pretty dead project, though... I was just bored one night and decided to give it a little work. ;)
VBHexic is a hexic clone game I never quite completed. It includes a particle engine and scoring system, along with combinations of all types except for stars. Although it is unfinished, the framework is very sturdy and powerful. Wouldn't take a whole lot to finish this bad boy up. :) Update July 9: Added support for stars, point multipliers, better effects, and some other goodies. Still a pretty dead project, though... I was just bored one night and decided to give it a little work. ;)
VBHexic is a hexic clone game I never quite completed. It includes a particle engine and scoring system, along with combinations of all types except for stars. Although it is unfinished, the framework is very sturdy and powerful. Wouldn't take a whole lot to finish this bad boy up. :) Update July 9: Added support for stars, point multipliers, better effects, and some other goodies. Still a pretty dead project, though... I was just bored one night and decided to give it a little work. ;)
VBHexic is a hexic clone game I never quite completed. It includes a particle engine and scoring system, along with combinations of all types except for stars. Although it is unfinished, the framework is very sturdy and powerful. Wouldn't take a whole lot to finish this bad boy up. :) Update July 9: Added support for stars, point multipliers, better effects, and some other goodies. Still a pretty dead project, though... I was just bored one night and decided to give it a little work. ;)