Ogre Tower Defense

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TorWithoutH
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Ogre Tower Defense

Post by TorWithoutH »

Hi

Here is a project I worked on in recent months.
My goal was to learn how game engines works, I am currently a student in an engineering school in computer science, I do not really have experience in this area the moment.


So I have the basic game, which incorporates the principle of Tower Defense.
I did not really work on the modeling and GUI for now.

Here are some images and a video showing my work.

Image
Image


[youtube]U002KXhZR7A[/youtube]



In the same time, I developed a minimalist editor that allows me to define the maps and monsters (features, animation, ...)
Everything is then saved in XML which are then automatically loaded into the game

The Map editor
Image

The Monster Editor
Image




I must now integrate a scripting language into the engine to develop the gameplay.
I'm using Ogre version 1.7.1, CEGUI for the 2D interface and the maps are created with Ogitor.
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voyvf
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Re: Ogre Tower Defense

Post by voyvf »

Nice! :D

What scripting languages have you considered?
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altren
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Re: Ogre Tower Defense

Post by altren »

Nice. I wonder why you have cursor from MyGUI, but use CEGUI.
Image
TorWithoutH
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Re: Ogre Tower Defense

Post by TorWithoutH »

i tried both mygui and cegui, and when i have began to try to change the cegui skin, i have started by the cursor, taking the first one i found.
The MyGUI's skin is really pretty BTW

And i'm using C++.
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chaosavy
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Re: Ogre Tower Defense

Post by chaosavy »

looks realy cool! Nice job on the editors
Visit http://www.VoidDestroyer.com to check out my space sim project - Void Destroyer
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kulik
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Re: Ogre Tower Defense

Post by kulik »

A great choice for a starter project! Different project name, some polishing and you have a legit indie game ;-)
altren wrote:Nice. I wonder why you have cursor from MyGUI, but use CEGUI.
To be honest I am not surprised at all :-D All current CEGUI stock skins (including the cursor) are quite "dated" to say it politely. What sucks is that people think that this means that CEGUI can't power a nice GUI :cry:
0.8 will hopefully have a new skin (partly done)!
mpreisler on IRC | CEGUI team member, CEGUI Unified Editor developer, OISB founder
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jacmoe
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Re: Ogre Tower Defense

Post by jacmoe »

altren wrote:Nice. I wonder why you have cursor from MyGUI, but use CEGUI.
Because CEGUI is a bit more powerful than MyGUI, although MyGUI is a very strong number two. :)
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Slappy
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Re: Ogre Tower Defense

Post by Slappy »

Nice work!!
The map editor looks great but character editor?
All animations are already baked in .skeleton files so I suppose you cannot edit/add them such easy... ???
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TorWithoutH
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Re: Ogre Tower Defense

Post by TorWithoutH »

Right, i am using this editor to select the good animation to put in the xml file. Nothing very advanced.
Sgw32
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Re: Ogre Tower Defense

Post by Sgw32 »

Batch count: 1012
FPS: 182
OMG :shock: My computer will just hang.
How did you get this amazing FPS in a such a high batch count?
SpeCter
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Re: Ogre Tower Defense

Post by SpeCter »

Are you going to release the source?
I´m planning on doing something similar and it would be nice if i could look at it :)
fishcakedev
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Re: Ogre Tower Defense

Post by fishcakedev »

Yep, it would be nice if you're planning to release the source. I'm working on a tower defense game as well, and it's not looking very good. :?
TorWithoutH
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Re: Ogre Tower Defense

Post by TorWithoutH »

Tanks

@Sgw32 : I have things to change. I know i have some problems on the batch count and on the texture layers of the Map.

About the source.
I will add at least a scripting language in the engine and a sound engine before realeasing it.
I tried to do a code as clean as possible, both for myself and for those who can be interested by the sources
UT2007
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Re: Ogre Tower Defense

Post by UT2007 »

any chance to get source code please ?
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