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Klik3D by Zxy
Author: Disthron Submitted: 17th May, 2011 Favourites:0
Genre: Demo Downloads: 140
Rated:


Edited By Disthron on 5/23/2011

Edited By Disthron on 5/21/2011

Edited By Disthron on 5/21/2011

Edited By Disthron on 5/17/2011

Edited By Disthron on 5/17/2011

Edited By Disthron on 5/17/2011

I was bumbling around the Click Team forum the other day and came across a project called Klik3D. It was a widget project to make a basic 3D engine with openGL and .net scripting. It seemed to have the same idea that the Stone Goose engine, even though it's rendered in 3D the game would still be programmed like a 2D overhead game.

It looked like it had a lot of potential. As demonstrated by what I've done here. I put this together in one afternoon just by cloning the different objects and editing the variables. However the project has apparently died.

It seems that this kind of thing has been tried a number to times before and I'm wondering if people would use such an engine if a complete one was to ever be produced. I mean it seems awesome to me.

Anyway, Here is the link to the original widget post. Witch has the extensions you may need to download to open the MFX file.

http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=109261&page=1

And here is a link to where you can download the second beta, witch is what I used for the base of this demo.

http://www.clickteam.com/epicenter/ubbthreads.php?ubb=download&Number=3216&filename=Klik3D%20b02.1.zip

PS - I had to shrink some of the textures, particularly the sky texture, in order to make it fit into Click Team forum's download limit.

************READ THIS***********

I went and check the original post, witch is back on the Click Team forums, and it says that you have to unzip all the files into the same directory for it to work. The MFA, and any .exe files you make with it, use the scripts that are in those files to make it work. It also uses a couple of extensions that you may need to download. The downloads for both are in the original post, a link to witch can be found above.

Before I talked about the scripting being in C# but it's actually in .net. So you may have to install the .net framework in order for this demo to work. Also, while opening the file on a laptop I noticed that I had to build the project in order to see the OpenGL 3D view. Simply Running the frame would simply show the map.

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http://www.clickteam.com/epicenter/ubbthreads.php?ubb=download&Number=5937&filename=Disthron_stuff.zip (863 kkb )



Posted by Chris Burrows 18th May, 2011

When I run the mfa, the game plays in top down view. Not 3d. Do I need to put the DLL files anywhere?

The screen shots look amazing!
 
Posted by Disthron 18th May, 2011

Well, I'm pretty sure you need to unzip the hole zip file into a folder somewhere so that the script extension can access it.

If you still have trouble let me know.
 
Posted by PotatoCannon 21st May, 2011

i have the same problem...
(when i go in to the event editor... on every icon is it a big B in the down left corner of the icon...)
 
Posted by Disthron 21st May, 2011

The B means that it has a "behavior". This means it has code in it. It's in the "events" section of the objects properties. It's what makes it a widget instead of a proper extension.
I went and check the original post, witch is back on the Click Team forums, and it says that you have to unzip all the files into the same directory for it to work. The MFA, and any .exe files you make with it, use the scripts that are in those files to make it work.
 
Posted by ~Matt Esch~ 22nd May, 2011

Stone Goose OpenGL is alive, I just have to finish my degree first before getting to work on finishing it. As it stands the base object is very close to completion. I recently added viewports for multiplayer rendering, 2x and 4x and 8x pixel mode. 2D graphics for HUD elements, or you could just make a hardware accelerated 2D game rendering the sprites with OpenGL. I am also looking into the possibility of hardware accelerated vector graphics based on the SVG standard and an implementation of the OpenVG standard. Other things to do include using actives as ingame sprites, but I think this will be moved to an update just so that the engine is alive and out there. I also have the intention of making a seamless option where by the rendering code is all contained within the base object extension. The use of the placeholders will make it significantly quicker to use; remembering which alterable values do what is a pain. Further updates are likely to include implementations for the various runtimes, Java being the easiest to implement. Doesn't look like it will happen in Flash though, at least my initial research suggests its not possible.
 
Posted by Disthron 22nd May, 2011

@~Matt Esch~

That's good to here. I was becoming afraid that yet another promising OpenGL project was going to go down the drain. As this one did.

So I'm guessing we won't be seeing Stone Goose until next year after you graduate... or are you only in the middle of your degree?
 
Posted by ~Matt Esch~ 22nd May, 2011

I have 1 week left of exams, and my degree is complete
 
Posted by Disthron 22nd May, 2011

@~Matt Esch~

Hooray!! I'm really looking forward to finally checking this out.
 
Posted by Fanotherpg 23rd May, 2011
Rated :

It looks promising but for me the only example which works is ZYX sprite face. Matt any plans to showcase it on CC11?
 

 



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