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Adding Weapons, Compiling..

Posted: December 20th, 2009, 7:45 pm
by makis
Hi
As a new Sandbox 3D user i'm mightly impressed, however there are some issues that prevent me from adopting it as my 3D game creation tool.

1st) Lack of "proper" documentation and tutorials.
2nd) Is there a way to add weapons and dialog ?
3rd) Can Sandbox 3D create executable files (.exe)?
4th) How can i ad interaction in the game environment (opening doors,using switches etc)?.
I'm planning of creating a 3D exploration game with 8bit "retro" graphics and i'm wondering if Sandbox 3D is up for the job. :?:

Thanks.

Re: Adding Weapons, Compiling..

Posted: December 20th, 2009, 8:28 pm
by Chaze007
These are the reasons Sandbox is Open Source, if you want to be a game designer you'll most likely have to do everything yourself just about, from creating the ground to your own weapons. Once you learn to code well, add in your own weapons code, until then all I can say is wait.

Re: Adding Weapons, Compiling..

Posted: December 21st, 2009, 12:23 am
by Eagle
Hi Makis, Welcome to Sandbox!
There is documentation around but you have to look for it in the forum and the main site wiki. This is a great community and everyone here helps each other so all you have to do is ask for help.

Mike the lead developer of Sandbox told me you can make stand alone games with Sandbox so I am assuming you can make an executable file with it.

I’m not sure about 8bit graphics, this engine uses shaders and bump mapping but I guess it’s always possible to downgrade your graphics.

Always~
Vickie ;)

Re: Adding Weapons, Compiling..

Posted: December 21st, 2009, 1:00 am
by Chaze007
Vickie, I think he means a 3D NES style game, with all those 8-bit looks. If that's the case, yes that should also be possible. (:

Re: Adding Weapons, Compiling..

Posted: December 21st, 2009, 3:02 am
by makis
Can you please be more spefic about compiling games? Do i have to write code in order to achieve that?

Re: Adding Weapons, Compiling..

Posted: December 21st, 2009, 12:39 pm
by offtools
*dialogs/gui:
dialogs can be done by script. look for examples in the village rpg map and the scripts used for that map. hirato also wrote a inventory gui the rpg mod.
rpg also has spells and other interessting stuff.

*downgrading graphics:
try "texreduce 12" and "rotosscope + blur 3" in the Options FX Menu

*buidling executables:
for what purpose do you need executables?

1. building own executables only makes sense in addition with an own mod (see rpggame or ssp). as this is open source, you can change or add things as you wish. most of the implemented features can be called or configured via cubescript. if want to add an feature here's my advice: please first look for it in the forum or in the code. some stuff is not documented, nobody wants to do work out twice. second, look if it make sense to add this feature to an existing mod, which also lags on this feature. third: think about an own mod, which means intense effort.
2. building executable in the meaning of packing the game, the gamedata, the entities, content ... into one binary executable and redistribute it is not possible.


*interaction:
PAS has triggers in Singleplayer mode, have it on my list to make them avabiable in Multiplayer too.

offtools.

Re: Adding Weapons, Compiling..

Posted: December 21st, 2009, 8:18 pm
by offtools
about exectuables:

viewtopic.php?f=8&t=630

Re: Adding Weapons, Compiling..

Posted: August 9th, 2010, 2:45 am
by poefighter
I am forever fan of knife...That's the best weapon for me..


___________
knives