Show Posts

You can view here all posts made by this member. Note that you can only see posts made in areas to which you currently have access.


Messages - Rahakasvi

Pages: [1] 2
1
I remember why I discarded it : At the moment, it relies heavily on scripting. The IDE is still in developement. Also, it's not clear how good is the rendering engine (there's not point using 3D if it then looks ugly :-D)

So you want a such game engine with what you can (alone) make games that look like Crysis, of course without scripting, modeling or any work from you, and you want it free, preferably with option that you can sell the games as much as you like?

I'm wondering also why anybody haven't ever done this? That would be SO awesome!

2
Don't kill me, but for some reason the game started working after I restarted my computer - right now I'm having the time of my life with a Vegas Showgirl. :D

Interesting :) I wish all my programming problems could be solved like this!

3
RadeonX1950 on WinXP and I do have the latest (or should I say last) drivers for it installed.

Ok, I really don't have a clue then  ???

My computer has only really allowed me to preview it, the animations run fine but walking around is extremely laggy on this machine. But what I saw seemed fantastic Ali, well done! Lots of potential. If only the resolution could be lowered for older machines like mine!

I hear you. Though you can change the resolution from config.lua file - all the hud sprites and texts doesn't scale accordingly. So this is something I need to implement on newer versions.

4
"Access violation at address 012540C3 in module 'ATKOGL32.dll'. Read of address 0483200."

You probably need to update your graphic card drivers. What graphic card/OS are you using?

5
Well one reason was that no one did provide me the functionality I really wanted. And they were actually hard to integrate to use other authentication system (yes I tried). Firstly Dage were using Dokuwiki, but after finding no way to actually include another article to another, I gave up and wrote myself. Theming is much easier when you have full control and you don't have to learn the templating system. Well I used a Codeigniter as a base system, and markup language parser is Markdown PHP. So it was really not a big deal to make the wiki around it. It's all about copy&paste really :D Plus making things yourself really teaches you a lot.


6
Greeting everybody!

My name is Pauli Suuraho, and I am the creator of Dog Adventure Game Engine, or shorter, Dage. Dage is dedicated for creating 3D adventure games with easy scripting and it is completely free for anyone to use.

For this Dage, I have also made a portal-style website called DagePort, which is dedicated for independent 3D adventure games and making of them. We have hand coded content management system, called DageCMS, and integrated wiki, which enabled us to provide services so cool you will melt when you see them. You can upload games, scripts, models, animations, tutorials and everything related to the genre of independent adventure gaming.

If you are good at modeling, we encourage you to participate into DagePort and making it grow so people coming there with skills of programming and no art can create games also!

Please for a few minutes take a look at our site and tell how you like it. I am very eager to hear to feedback.

http://www.dageport.com/

Thank you for your time.

Pauli Suuraho

7
Hello there, and sorry for bumping this thread up. But I didn't really feel i would need new one.

There has been little activity from me simply because the public interest has been very low on Dage.

Few days back I was contacted by mr. Reece, who said he wants to help to bring the Dage back to life and he made this new Youtube channel DageEngine with new video showcasing major Dage features. Check it out!

http://www.youtube.com/watch?v=B9Dg0f0peQA

He has also promised to create video tutorials and everything so please comment/rate/subscribe etc to make the Dage develop further!

Merry Christmas to you all!

Pauli, Dage Dev.

8
Hello.

My name is Pauli Suuraho. I'm developing new tool for creating 3D adventure games, called Dage.
The tool is in the stage where it needs a full quality demo game that will show the world what Dage is all about.

I'm gathering a team to create small 10-20 room adventure game. The game will be traditional point and click style game in 3D. I'm especially interested in story, character and puzzle design. I will be project leader and leading tool programmer and scripter. I will call for concept artists and modelers once initial designs has been completed.

Do you have short story ideas in back pocket, you write smooth English dialogue with humor added, you master describing environments, and just love to create interesting characters?

I'm looking for Leading Game Designer and Game Designer.

Leading game designer will have responsibility to design the story, puzzles, characters (included dialogues) and locations (as needed by story).
Required to know how to create sketches also. If you are interested in filling this position, please send your possible design document samples, at least one short story sample, minimum two page dialogue sample with character descriptions in English to address below.

Game designer will have responsibility to write additional dialogues and puzzles and generally help leading game designer.
If you are interested in filling this position, please send your two page dialogue sample between two characters in English to address below.

Note that this is non paid project. The game will be published as freeware, but closed source. If we get the right people and the team will work well together, the possibility is to create another, commercial game using the engine.

General requirements for both positions:
- Fluent English writing/reading
- Responsibility
- Will to learn new and work in a team.
- Obsession for adventure games is plus ;)
- All the work will be done as remote working, so access to internet is compulsory. We are going to use forums and Microsoft Live Messenger for communication.

Please send an email, where you tell little about yourself, list your past projects and have all needed documents as PDF attachment to
Set the topic to which position you are applying. If you are filling for both positions, please send two separate emails.

The positions will be filled as soon as right candidates are found.

Pauli Suuraho
Developer of Dage

9
Hi.

Demo project features two characters both having around 800 polygons, and a room model that features around 2000 polygons (but i have tested 10 000 polygons and no speed issues). Textures are the thing that affects the performance, if you keep textures optimal, no larger than 512x512, you shouldn't have to worry too much about polygon counts.

Changing room is easy. See Tutorial 4 for example how to make a extremely simple two room game.

You can post questions to Dage Forum, and read more information about Dage on Dage Documentation

Pauli,
Developer of Dage

10
Only an idea, that I could be there speaking about Dage, Dog Adventure Game Engine. (http://rahakasvi.hinguere.fi/Dage/docs/doku.php)

That is I still develop that next year ;)

Gotta find some money first though...

11
Maybe a system that tracks time that player uses for solving a puzzle. Like if player has make no real progress for X minutes, suddenly looking some object the character says: "Maybe I could use this as an some kind of wrench?"

12
Eggie, what computer hardwarer are you using? Have you upgraded your video card drivers to the latest?

13
Oh well.. Mind asking how you find using Dage? What have you been creating for? :P

14
Dage doesn't limit polygons by any mean. So you could theoretically make as high polygon count as possible. But most computers can't run the game then :)

If you mean having 3D characters over pre-rendered 3D scenes? Then answer is not officially. I can add to next release that you can have background image, but all the scrolling and hotspot detection etc, you have to code yourself. I'm keeping the development to the full 3D scenery.

Maybe you could use Wintermute instead?

15
I have no trouble exporting mesh from Blender 2.48a. However I'm exporting sample Monkey head, as I cannot use Blenders interface to create anything else ;). But if someone could give me a 3DS file that crashes Dage, please give it to me and I can see what crashes it.

16
Okay, couple versions later Dage now supports OBJ files and easy-to-use Sound & Music features with wide range of audio file formats.

See documentation and download latest release

Post your question and/or comments to Dage forum (no registration required, but advisable).

This is the last message about new version I will post to these forums. If you are interested in developing games with Dage, use Dage forum.  :-*

Dage Forum

-Pauli

17
Thank you very much for feedback :)

If you have more questions about Dage, or want to get serious, I recommend using

Dage Forum

Currently you don't have to register in order to post questions.

It's better to talk there, because it helps more people interested in Dage. Your questions probably are surely common ones. (And I don't want to flood this forum ;))

-Pauli

18
Well Walkarea is little bit off-named. In AGS the walkarea refers to a polygon, inside which characters can walk. As Dage is 3D, walkarea has to be also 3D. Walkarea is actually a simplified mesh to check collisions faster with the environment. Dage actors can't get out from Walkarea. In tutorials, we use Walkarea differently, and you can see what happens, if you try to get the actor to fall from the edge :)

edit: yes you can change the name of the EXE. In future releases I try to find a way to change the icon for the EXE.

19
Wow, this looks very impressive. I've yet to try it out but will update as soon as.

Edit: Impressive start, looks straight forward to use. In need of cleaning up and further documentation, but a great start. I know you stated it was just an engine but an editor would be very helpful and make everything much more straightforward.

I agree about the cleaning up ;) Demo is built gradually from first releases, so it has got little messy. I tried to make it so that it showcases a lot of features instead of being clean :P

I have no plans for creating editor. Engine part takes enough time. Who knows if someone is inspired to create some tools for this game...

20
Ok, just two more questions: does it support normal/bump/light maps, and can you completly disable the shadows? oh and will it be open source?

Dage supports GLSL shading language (though it is not complete yet, i must add some way to post parameters to shaders) so that way you should be able to create normal and bump maps.

Demo game shows how static lightmaps works. Textures are not baked, but illuminated with light map. If you export 3ds file from Max, put your lightmaps to self-illumination map-slot and Dage will read it from there.

You can disable shadows by pressing F5 during running (for debug purposes). I can insert "disable shadows via script" in next release. I always thought using shadows should be determinated in players end.

Dage is not open source.

Pages: [1] 2