How to run a map with Visual Studio 2010


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Joined: Mon Apr 16, 2012
Posts: 34
Country: Belgium (be)
PostPosted: Mon Apr 16, 2012 12:20 pm Post subject: How to run a map with Visual Studio 2010
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Hello there!

I have just startet to work with neoaxis engine. The map editor is great and its easy to learn how everything works, thanks to the tutorials!

Now I want to create a smple map with some boxes, trees etc. and run it with visual studio to test it.
Is there a tutorial for this issue?

Thanks in advance,
Paula

 
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Joined: Wed Apr 11, 2012
Posts: 8
Country: United States (us)
PostPosted: Mon Apr 16, 2012 8:19 pm 
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I'm not 100% that I can help you, but I do want to clarify your question:

Are you asking how to generate a map purely from code, or how to build a map in the editor and launch that map from code?

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Joined: Mon Apr 16, 2012
Posts: 34
Country: Belgium (be)
PostPosted: Mon Apr 16, 2012 8:35 pm 
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I want to build a map in the editor and launch it from code!
So that I can navigate through it with the main character.

Thanks in advance for your help,
Paula

 
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Joined: Mon Apr 16, 2012
Posts: 34
Country: Belgium (be)
PostPosted: Mon Apr 16, 2012 8:40 pm 
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Hey BHolzman,

thats very nice of you!
As I said before, I want to create a simple terrain and navigate through it with a main character.
Would be perfect to have a fixed camera, so that I can see the character as I am moving. (3rd person perspective)

Thanks in advance,
Paula

 
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Joined: Fri Apr 13, 2012
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PostPosted: Mon Apr 16, 2012 9:01 pm 
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Hi Paula, I thought from your first description that you wanted to do something similar to what I'm doing. But from subsequent posts it appears that we don't have similar goals in mind. I would be happy to share some code with you if you're interested. But it may not be all that interesting to you.

What I'm doing is creating meshes by mathematical description so I can pass in parameters and generate primitive shapes. They will be used in a WPF 3d editor. Not quite as fun as putting a video game together, but still may be of interest to somebody else too.

Let me know if you're still interested.

 
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Joined: Mon Apr 16, 2012
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Country: Belgium (be)
PostPosted: Mon Apr 16, 2012 9:38 pm 
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BHolzman wrote:
Hi Paula, I thought from your first description that you wanted to do something similar to what I'm doing. But from subsequent posts it appears that we don't have similar goals in mind. I would be happy to share some code with you if you're interested. But it may not be all that interesting to you.

What I'm doing is creating meshes by mathematical description so I can pass in parameters and generate primitive shapes. They will be used in a WPF 3d editor. Not quite as fun as putting a video game together, but still may be of interest to somebody else too.

Let me know if you're still interested.

awww, I think you are right. I am looking for something different than you are doing currently.
but thanks a lot for trying to help me?

anyone else? :)

 
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Joined: Sun Sep 14, 2008
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PostPosted: Tue Apr 17, 2012 12:26 am 
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Example methods for creating (loading) and destroying maps,
Code: Select all   Expand view
void CreateMap()
{
    WorldType worldType = EntitySystemWorld.Instance.DefaultWorldType;

    if ( !GameEngineApp.Instance.ServerOrSingle_MapLoad( "Maps\\MainMenu\\Map.map", worldType, true, false ) )
        return;

    mapInstance = Map.Instance;

    EntitySystemWorld.Instance.Simulation = true;
}

void DestroyMap()
{
    if ( mapInstance == Map.Instance )
    {
        MapSystemWorld.MapDestroy();
        EntitySystemWorld.Instance.WorldDestroy();
    }
}

 
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Joined: Mon Apr 16, 2012
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Country: Belgium (be)
PostPosted: Tue Apr 17, 2012 11:00 am 
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Hey Goto!

Thanks a lot for your help. I will try this later.

Regards,
Paula

 
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Joined: Mon Apr 16, 2012
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Country: Belgium (be)
PostPosted: Tue Apr 17, 2012 3:58 pm 
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Now I had some time to test it. Works good!
I have changed GameWindow.cs and choosed my own map as "AutostartMap". If I compile the project like this, I directly start in my own map. :)

Next step should be, to replace the "Girl" character with a simple car (for the beginning physic's not necessary).
For that Reason I will use nMechanics and import by own map.

Do you recommend to use the demo game do build up an own little game?
I want to integrate some enemies (mostly turrets and things like that), so that you have to "survive" as long as you can.

Thanks for your help,
Paula

 
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Joined: Wed Nov 14, 2007
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PostPosted: Tue Apr 17, 2012 6:56 pm 
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I would use anything that you see as usable from the demo. Many type are linked like weapons and players already, so just modify the existing.

Don't use the rest. Source code doesn't take much space so just leave it all in. Remove unused models and textures.

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Joined: Mon Apr 16, 2012
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PostPosted: Wed Apr 18, 2012 6:05 am 
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Sounds great, I will try to do so!

How hard is it later, to make the finished game installable von other computers? You know what I mean?
I want to make an own intro and main menu etc. so that I can send it to a friend and he can install it easyly on his computer and it looks to him like a "normal" computergame.

Thanks,
Paula

 
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Joined: Wed Nov 14, 2007
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PostPosted: Wed Apr 18, 2012 8:11 am 
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You can use the Deployment Tool to strip all unnecessary components to create a "final" product. After that you are left with a folder structure that has your final game. After that I would use some product to create an executable installation package (like .msi) that does installation with one click.

You can also just .zip the final game folder and send that to your friends. He/she unpacks it and runs Configurator.exe and then Game.exe

I you are making a commercial product you might consider zipping your /data-directory with AES256, then putting the password inside your code and finally use some obfuscator to make your code virtually undebuggable (http://www.eziriz.com/dotnet_reactor.htm)

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Joined: Mon Apr 16, 2012
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Country: Belgium (be)
PostPosted: Wed Apr 18, 2012 9:56 am 
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Awww, thank you so much Wellu! Thats quite helpful for me. :)
Okay, now I think I got nearly all tools to create my first little game.

As an advanced step I will try to create my own model of a car and import it to neoaxis.
Is there a nice tutorial for this? Also for the animation of the wheels and the physic?

Thank a lot,
Paula

 
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PostPosted: Wed Apr 18, 2012 10:29 am 
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Joined: Mon Apr 16, 2012
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PostPosted: Wed Apr 18, 2012 11:15 am 
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I already tried nMechancis and it works great.
But I didn't know that I can animate my own models with it.
Hope I can find a good documentation/tut for doing this.

Thanks,
Paula :)

 
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