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ballseng.txt
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1999-08-29
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I've got some BALLS v1.01 (3D-engine v4.0)
(C) Sebastian Aaltonen 1999
-----------------------------------------------
This game is fully FREEWARE so you may copy it as much as
you want. The game is allowed to be distributed by all
distribution channels (like collection CDs, WWW-pages and BBS
etc.) without special authorization. Selfmade levels to the game
and other addons may be distributed freely as long as you
don't try to change the name of the author or try in any
other way to cause harm to author. If you make addons to
the game then remember also to mention that you have made them
yourself and they are not my productions. You are permitted
to make money with the game and it can be used for advertising
purposes, etc...
NOTICE!
Balls requires DirectX 6.0 to function but recommendation
is however newest possible version of DirectX because they
usually have better optimized processor's instruction set
usage (like 3dNow/SSE). Don't run any other programs on
the background when you use the game because they can cause
sudden slowdowns and thus worsen the playability enormously.
Especially avoid launching the game from MSDOS "fullscreen" -
prompt, or you may get problems with 3d-cards because some
old 3d-cards don't recognize all of their screen modes.
About 3D-engine
---------------
This is my first game based on my new 3D-engine and hopefully
it can show some of it's abilities. The new 3D engine is
almost completely reprogrammed (from v2.0) and it uses DX6.1's
Direct3D API.
New in the engine:
* Considerable faster and code has been improved in other ways too
* Uses "strips" to draw polygons (speeds rendering up a lot)
* Realtime moving lights
* Specular reflections of lights
* Object's path routes
* Object pivot-points for rotation etc.
* Decent colliding routines via raytrace
-> makes multiple floors possible etc.
* Decent bouncing routines
* Better material handling
* Better object handling and object groups
* No object, texture, face, vertex, etc limitations anymore
* Support for different instruction sets through DX6.1's D3D (3dNOW! and SSE)
I haven't had time to do lens flares, vertex shadows,
%-transparency and few other things to the newest version of
the engine. Flares are just piece of cake but shadows and
%-transparency are harder to do now because I don't use
anymore my own lightning routines but DX6's integrated routines.
This because of that engine can support the special instructions of
the processors (3dNOW!/SSE) and in future 3d-card's internal rotations
and light calculations.
(...just when NV10 and others will come)
You can take screenshots from the game by pressing PRINTSCRN-
key. (Notice, Windows' build up screen capturing works only
with video cards which also have 2d-abilities so NOT with
Voodoo 1/2).
The game has been tested with following systems and it has worked
without problems and fast:
Tested processors:
AMD K6 (200)
AMD K6-2 (300/333/350)
Celeron (333/433/462)
Pentium (166MMX/200/200MMX)
Pentium II (262)
Dual celeron (433*2)
Tested memory amounts:
32MB, 64MB, 128MB, 192MB, 256MB
Tested 3d-cards (worked with all fast and without problems)
VOODOO 1 (4/6 MB)
VOODOO 2 (8/12 MB)
VOODOO RUSH (6/8 MB)
VOODOO BANSHEE (16MB)
RIVA 128 (4MB)
RIVA TNT (16MB)
RIVA Ultra-TNT2 (32MB)
INTEL I770 (8MB)
SOFTWARE RGB EMULATION (OK, but really slow)
If you own a 3d-card which haven't been tested here could you send
mail and tell how does the game work on your card. Please send
also the information of your computer (processor+memory). Betatesters
with Matrox newest's G400 card are needed for testing bumpmapping.
G400 is the only card currently with hardware bumpmapping support.
About game making and other
---------------------------
Tappo II's last version had finally gotten to distribution and
I thought that I had enough time for the next game... But
matriculation examination took all my time... Now, however
everything is over and I've also got free-time for programming. First
I was going to start Tappo III, but then I noticed one thing:
MBNet's pages were every month full of new "cave shoot'em ups" and
more is coming... Maybe there would be demand for other kind games
too. I myself felt in love last year with game called Action
Supercross. It was really different from the common games and it
had before unseen ideas. I was in hook immediately.
Hopefully BALLS is also a bit more idea-rich than my former
shoot'em ups:
Tappo II, Fight 2, Space Command 2, Tappo!, Cruiser, Fight, Star...
(In fact Tappo III got almost ready and it would had been the
world's first 3d-"cave shoot 'em up"...)
----------------------------------
I've got some BALLS game's actions
----------------------------------
Menus
-----
In menus you move with arrowkeys and select options with SPACE-button.
With ESC you get backwards. If you have altered keys then you of course
use them.
When you first time start the game, it goes automatically to SETUP menu
position. Change settings and keys to which you like. Game saves settings
and you don't have to change them in future.
Mainmenu
--------
START GAME - Starts game. In game you go through all 12 levels.
SINGLE MAP - In single map game you choose one level and you can
play it thorugh many times. This game type is useful
for making level records.
SETUP - Setup menu, in which you can change game settings and keys.
QUIT - Quits game and goes back to Windows.
Setup Menu
----------
SPECULAR: OFF / ON(NORMAL) / ON(AMD FIXED)
Toggles light's specular reflections on/off. If you own DX6.1 and AMD
3dNOW! processor then choose "AMD FIXED" otherwise select "NORMAL".
If your system's 3d card is too slow then choose "OFF" and you gain some
more speed.
ANTIALIAS: OFF / FULLSCENE
Toggles antialias. This feature works only with newest 3d-cards and
with them only if feature has been enabled from drivers. Fullscene
antialiasing 'costs' a heck lot of 3d-card's power and only the most
powerful 3d cards can maintain some kind of playable game speed.
CONTROLS
Changings key settings. You can restore default settings by deleting
file "keys.dat" from game's directory.
How do I play BALLS??
---------------------
In "I've got some BALLS" your mission is to guide a small ball through
levels full of dangers. In order to complete the level you must collect
all the diamonds. You are helped by different colored balls, to get through
the levels, which you'll get on your use by moving through different colored
gates. Different balls have their own special abilities.
Game controls: (unless you have changed default settings)
Arrows - Accelerates balls's speed to desired direction
R - Restart level
SPACE - Ball's special ability (jumping/braking etc.)
ESC - From game to menu
F2 - Changes graphic-settings
F12 - Quits to Windows (fast quit)
ALT+ENTER - Toggles between fullscreen/windowed graphics mode
Different colored balls:
Red: 200% speed
Yellow: Can jump (from ACTION-button)
Blue: Shoots diamonds with electricity from distance
Green: Can brake quickly and can float in the air (from ACTION-button)
You'll get different balls on your use by moving through different
colored gates, which changes the color of your ball. The special
ability of the ball can be activated with ACTION-button (normally SPACE).
Controlling of the ball may feel difficult at the beginning but
you'll get used to it. Let's fix a common misunderstandment:
Sidearrows DON'T turn the moving direction of the ball and the
upper arrow doesn't accelerate ball's speed or down arrow doesn't
deaccelerate... Rather all arrow keys work in the same way, which means
that they INCREASE ball's speed to wanted direction. It is completely normal
if you'll lose your nerves with the game controls during the first test
times - I have experience with it. (so don't send me a mail
about the jerkiness of the controls after the first game, but learn
those properly and you'll notice that they work well)
----------------
Balls' WWW pages
----------------
All new game levels are added to Balls' WWW pages. There are also links
in which you can download the levels to your computer.
If you have made a level and want it to be in list just send email
to me.
Worldwide map records are also found from the pages.
You can also copy records to your computer and see how they have been
made and then you can try to get better record.
If you have made a better records than in WWW pages then send me email
which must include:
1. Your name
2. As attachment : ".rep" and ".rec" -files from specified record
(files can be found from Balls' MAPS directory)
----------
Map making
----------
There are 12 levels and more of them are still needed. You can
make and distribute levels by yourself.
If your levels are good quality you can also contact me with
email and thus you get your levels with Balls' next version.
There is a list of all levels made to game in Balls' WWW pages
and links in which you can download them. If you want your
level to list then email me.
In order to make level you need 3D-studio or some other 3d-modelling
program which can save in 3DS format (as Lightwave, etc.).
Or you can get from Internet a compiler which will convert your
modellers files to 3DS format. There are many compilers and probably
for almost all favourite 3d-modelling programs. But easiest way is to
use 3D-Studio Max because I have made a easy compiler for it which
direcly makes files used by the game.
Level making instructions can be found from file MAKEMAPE.TXT.
Also remember to include all new textures with your level, when
you send it to me. Use ".MAX" format if possible so I can
edit it, if it has problems or it is unoptimimal. And with newest
versions of the game old level files may not work because engine
develops continuously. When you use ".MAX" format I can recompile
your level easily when new version of the engine comes and you have
not to send your level for me again and again. And ofcourse if you
don't use 3D Studio you should save as ".3DS" format if possible.
Free Paint Shop PRO 5 suits very weel to textures and background pictures
drawing. You can copy it to you from MBNET (www.mikrobitti.fi). Ofcourse
if you already own some commercial drawing program like Photoshop use it.
Textures' size can be 256x256, 128x128, 64x64, 32x32 or 16x16. Background
picture recommended size is 256x256. Textures' should be saved as 256 colors
and background picture can be saved in truecolor as well.
--------
Versions
--------
v0.11
+ Text drawing rutines
+ More accurate timer (0.1sec)
+ BMPs are saved in RLE-packing (reduces the size of the packet)
v0.2
+ Colliding/moving rutine has been fixed (works better on rotating and
close to each other objects)
+ The pathbug of the points/lights has been fixed
+ Texts are scaled depending to the screen (bugfix)
+ Numerous text-informartions ("Best time", "level completed" etc.)
+ Mouse button won't bring the popup-menu anymore (mouse can be used
better if needed)
+ You can get back to the starting menu from the game (ESC or by playing
all levels through)
+ F12 quickquit
+ "Fadeout" to the end of the levels
+ Fps-meter back (now you can see the average fps also)
+ Instructions to make your own levels (MAKEMAP.TXT). Only in finnish at
this version.
v0.3
+ Level loading rutines (makes own levels possible)
+ Single map -mode
+ Levels transferred to their own directory (MAPS)
+ Minor bug fixes
v0.4
+ Again a more accurate timer (0.01sec)
+ Backgrounds have been improved (loopapble from the edges)
+ Top scores -menu works now
+ Setup -menu works now
+ ... and all of the other menus work now completly
+ New level (now 5)
v0.5
+ Windows icon
+ Colliding rutines of the ball are improved (rotating objects work
better)
+ MIDAS-soundlibrary added for the sounds
+ Sound effects
+ Musics (argh... few years old...)
+ Minor bugs fixed
+ New map (now 6)
+ Single map -option works now more than 13 levels, now there may be
39 levels on the screen.
v0.6
+ 3D-ENGINE'S v3.5 completed:
+ Objects are drawn as strips instead of single polygons. Fastens
engine dramatically (about 30% ++)
+ Coordinates of the vertexes and normals which are near to each
other changed to same -> specular-reflections looks better and
there won't be any holes between the objects anymore.
+ Optimization: Reduction of the additional vertexes/tvertexes from
the objects.
+ Object's ADDSPEED-ability (makes bouncing floors / speedarrows
possible)
+ "MAKEMAP.EXE" compiler's new version. Old 3DOs won't work anymore,
and they must be converted again. (that means your own levels)
+ Rotating objects are refreshed every tic. (now it won't go through
easily)
+ The "waves" of the start-menu works now in equal speed and height
despite the 3d-speed.
+ WHOOPS: I forgot (too hard) topscores on the previous version, now
emptied.
v0.9
+ Game completation thing... (when you pass-through all levels)
+ 3D-engine rotation/scaling optimizations (extra matrixes are not
calculated -> considerable faster when there are lots of objects)
+ Fixed a bug in ADDSPEED object and detailed ADDSPEED-command
(makemap.txt)
+ 3D engine's route things fixing:
+ Fixed a bug in object's and light's route routines
+ Object's and light's route wait, angles, and changing velocities
+ When level begins at start ("R"-key) also object's route locations are
resetted.
+ Now diamonds can travel through routes (like other objects).
+ Makemap.exe has been optimized (twice as fast but still SLOW)
+ Detected a bug in specular lights with AMD/DX6.1 combination.
This bug is caused by a DirectX driver problem. Because of it
there are two specular modes from which to choose. One normal
and if it won't work (= white screen) then there's also other
alternative mode (this is why now specular is off by first start
time)
+ New level (now 7)
+ SETUP-settings are saved
+ Bug fixed: BEST-TIME resetting between levels (records 'transfered'
from level to level)
+ Bug fixed in menus (exitted game in wrong locations)
+ Small bug fixed in FPS calculators
+ Replays and "Best-Time"-REPLAY saving
+ From TOP-SCORES menu you can watch "BEST-TIME"-REPLAYs
+ Key changing to SETUP menu
+ Levelmenu (Restart level/View replay/Quit to menu/Continue to next)
+ English documents (old 0.6 version)
v1.0
+ New 3d engine v4.0 (bug fixing and better materials, groups, objects, etc,
fullscene antialias and better extendability)
+ 5 new levels (now total 12)
+ Name letters to Besttime (finally)
+ Worldwide TOP-SCORE tables to WWW pages
+ New musics
+ New sound effects
+ Plenty of new textures and level backgrounds
+ Name's to levels
+ Mainmenu improved
+ Movement has been speed up
+ Cooler appearance
+ No more level limitations. Now menus scroll
+ You are now always returned to right position in menus
+ Old levels fixed and improved
+ Engine's "smoothing" bug fixed
+ Visibility distance increased (2000->3000)
+ New font draw routine (handles character widths) and detailed font (64x64)
+ Gamemenu improved
+ "Return to game" option so you need not to restart the level
if you visit the menu
+ Continue remains as option if you restart level after completing it
+ Time won't elapse in menus (you can use it as pause)
+ Ball's colliding routine has been improved (with fast speed won't go
through walls anymore)
+ Now up to date english documents
v1.01 [FINAL]
+ 24bit textures, now works with VOODOO/G400/G200 too. Also better image
quality.
--------------------------------
Producers of I've got some BALLS
--------------------------------
Designing: Sebastian Aaltonen
Programming: Sebastian Aaltonen
3d-models : Sebastian Aaltonen
Textures: Sebastian Aaltonen, Jaakko and Jukka Tapio, Heikki VΣisΣnen
Levels: Sebastian Aaltonen
Finnish documents: Sebastian Aaltonen
English documents: Ismo Horppu
Sound effects: Tommi Lahtinen
Musics: Tommi Lahtinen and Sebastian Aaltonen
Betatesting: Andrei Stepanov and Sebastian Aaltonen
Soundlibrary:
MIDAS Digital Audio System 1.1.2
Copyright 1996, 1997 Housemarque Inc.
-----------------------
If the game won't work:
-----------------------
1. Game crashes right in the beginning before any windows appear:
Ensure that you have DirectX 6.0 or newer installed. Also old drivers
of the 3d-card and soundcard may prevent the game to work properly.
2. Game crashes when I choose my 3d-card from the list but it works in
software RGB-emulation:
You have propably out of date or somehow non-compatible DX-drivers. Update
to the most recent version of your drivers and try again. If your 3d-card
is not mentioned in the 3d-card list (at the beginning of the TXT) then it
might be, that the game won't work on your card for some reason.
3. Game crashes when I choose the sound card or when game/menu starts:
Try choosing "No sound" from the SoundCard-menu in start up. If the game
works this way without sounds you may also try to choose "Never use
DirectSound" from Advanced-menu and then try if sounds would work.
-------------
Contact info:
-------------
EMAIL: seppo.j.aaltonen@kolumbus.fi
SHATTERSTORM WWW-SITE:
www.kolumbus.fi/seppo.j.aaltonen/shatter
PS. Remember to send all your new ideas and possible bugs/faults found
from the game. Level ideas are extremely welcome and levels even more...