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Target Selector and Homing Missile...

veganpete
Registered User
Quote
2021-10-19 13:32:00

I wanted to improve the missile system in my Cas-Evac game and decided to upload the result as a ccb demo for reference. I didn't use any coding but it may be useful to someone.

Scanner automatically finds and locks onto target.
Manually switch target-lock by pressing "Enter".
Seeker tracks locked-on target.
Missiles accelerate - allows weaving and guarantees a hit.
Launched missiles can be aborted by switching target-lock.

Keyboard Controls: Select new target with "Enter", Fire missile with "Spacebar"

*The ship and launcher models are just primitive shapes in coppercube. The missile and drone models are just png images (with transparent alphas).

https://drive.google.com/file/d/...

🔎︎



mushwoodooroo
Registered User
Quote
2021-10-22 16:13:10

@veganpete, Hi vegetablepeter, How do I make those game with crispy graphic? Pease I want to know how to make my firts game with this software how do I do it?


vegetablepeter
Guest
Quote
2021-10-29 09:09:13

Hi mushroom.

Thanks for you comment.

You want to know how to make those game with crispy graphic? -Just use crispy fingers to type some crispy code.


mushwoodooroo
Registered User
Quote
2021-10-29 18:14:15

Vegan_pete, Hi vegetablePatter.. or veggiepetes. What do you mean crispy codes? I mean like the graphic. Like, I want the graphic to look REEEAL good, but cant figure the way to do it! How do I do that?, Thanks, and rememba, I the Mush Woo Doo Roo hmpf***hmhmpf****hphmpf


VP
Guest
Quote
2021-11-24 09:57:26

I see. Well, if you want it to look photo-realistic, I guess you can use real photos as textures, then generate normal maps (from the photos) to add light-mapped shadows.

Another technique is to create a scene in 3D software and then bake the lighting before importing to Coppercube. This will give the illusion of rendered light-mapping without using any additional system resources.

You can also use dynamic lighting for characters and animated models so it matches the scene's baked/static lighting.

You can add caustic surfaces (water ripples) with real-time reflections, fake (fast) reflective surfaces, transparencies and animated textures - so with a little bit of innovation and creativity, many great looking effects are available without using too many system resources at all.

Another technique for "crispy graphics" is to use a "vector art" style or "cell shading" style, using the same technique mentioned above with vibrant neon colours to make the scene "pop" or flat-pastel colours to make the scene "wash".

You can also add sprites, particle effects, and 2D overlays to flesh out a scene with many extra details using real photos.

Finally, you can add terrain textures, trees and grass which animate and move with the wind - these can also use real photos.

You can add a light-source to illuminate textures, to make effects such as: torches, flickering fires, muzzle flashes and LASER beams which light the scene and characters as they move around.

Coppercube is fairly limited in the tools it offers for the very latest DirectX features, but that gap can be bridged somewhat simply by adding 3rd-party post-process effects (suchas "reshade") to alter the colouring/fogging/depth of field, LOT, flashlight effect, ambient occlusion etc.

Different game engines use different techniques and focus on different qualities, the current version of Coppercube is fairly "quick and easy" to get decent results - more features are planned to be added in the future. Unless you're using vector colours,hand-drawings or photos, most of the graphical work is done using 3rd party graphic/video software - same for any sound editing and modeling (although it's perfectly possible to create good models in coppercube, using primitive shapes and the polygon editing tool - or even just "stitching" photos together at different angles - to create ultra-low-poly models).

Best way to explore the possibilities is to pick a game you really like the look of,sStudy how it's been created - then try to replicate each part in Coppercube, bit-by-bit.

Terrain>Models>Textures>ParticleEffects>Sprites>Lighting>Gameplay>Sounds.

Ask in the forum for help/encouragement/ideas.


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