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The 3rd person plugin goes open-source

PostPosted: Tue Oct 23, 2007 11:06 pm
by GM-Support
Dear AM users,

I am pleased to announce that the plugin for creating 3rd person games with Adventure Maker has now become open-source.

You can make changes to the source code and distribute the changes under the same license.

Please find attached the source code of both the plugin itself and the configuration utility that allows configuring the sprite.

To modify it, all you need is Visual Basic 6. Then double-click on the ".vbp" file and you are ready to make changes.

To see where the methods are called from Adventure Maker, launch Adventure Maker, click "create/modify plugins", and then edit the 3rd person plugin from there.

Please feel free to ask any questions about the source code. I will do my best to try to answer them.

Best regards,
GM-Support

3rd person "open source"?

PostPosted: Wed Oct 24, 2007 5:49 pm
by imothep85
Hi, im a little bit affraid, stress by this new, you now, i have buy your engine, version pro, only for this reason (the 3rd person pluggin) , i HOPE you dont STOP the developpment of 3rd person games pluggin, i see now you put it on, open source...so...maybe someone can make bigger improvements ( but i dont deam...).
PLEASE TELL US whats happens whit this extension and your engine, i cant Believing you Abandoned this 3rd person pluggin.

THANKS.
:?

PostPosted: Wed Oct 24, 2007 7:19 pm
by GM-Support
Hi,

I did not abandon the plugin at all!

On the contrary, I hope it can be greatly improved because so far there hasn't been any major 3rd person AM game released, and this has to change. I hope that going open-source will bring a new start to the improvements.

When I make changes to the plugin I will just post the updated source code, so that people can integrate their changes with mine. I encourage other people who make changes to also post the modified source code, so that we can work together.

I see a good future for the 3rd person plugin, and I hope that soon it will even be available for the other platforms in addition to Windows (HTML, iPhone, iPodTouch, PSP...), with many new features.

I cannot wait to see a real full-length 3rd person game developed with Adventure Maker. If such a game is released, I will do all my best to give great exposure to it.

GM-Support

3rd person plugin

PostPosted: Wed Oct 24, 2007 7:29 pm
by imothep85
OUF, THATS a GOOD news for me, thanks, i can sleep tonight :oops: , You now, im working on Movies Effects,But if i have BUY your engine its because i BELIEVE in this engine, i now you can, improve your engine, im waiting for a good 3rd person plugin.
I have started to write a Scenario Police-Science Fiction like Blade runner, this can take, one year or two, to develop whit your engine, and with my scenarist, and the musicien artist.
NOW i think ITS TIME ton UPGRADE your engine, :P
THANKS again!

Great!!!

PostPosted: Sun Nov 25, 2007 9:55 pm
by riobros76
Very Nice GM!!!

PostPosted: Sat Apr 11, 2009 8:49 pm
by zeke
I'm new here, but this was one of the first game making programs I found and think that, for the most part its good. What I want to know is how to make a FIRST person game :roll:

PostPosted: Sun Apr 12, 2009 2:37 am
by Mystery
I would recommend you to check the Help Files, and especially the Getting Started tutorials:
http://www.adventuremaker.com/help/getting_started.htm

PostPosted: Sun Apr 12, 2009 3:30 am
by Zenoc2
Wow, I didn't know this plugin was open-source! Have there been any big improvements?

PostPosted: Mon Jan 25, 2010 2:36 am
by Netjera
Do you think this plugin could be used for some form of collision detection? Would it be hard to do somehow?

I'm looking for the ability to have something drop on the player sprite, and having him react to it. Or having him able to walk into items and be stopped by them. Being able to grab falling items, that sort of thing.

I'm not sure how to do that, if it's possible.

PostPosted: Mon Jan 25, 2010 3:39 am
by reneuend
If you know where the sprite is at any given time on the screen (xy coordinate), then its fairly easy to detect when it has collided with something else.

It is much the same as being able to detect where the cursor is and what should happen when it crosses over a certain coordinate. This is how I made some of my games that involve shooting a gun, or mouse hovering changes (which I have a video tutorial in the tutorial section).

I didn't realize the 3rd person plugin was open source, I'll have to play with it one of these days.

PostPosted: Mon Jan 25, 2010 5:42 am
by Netjera
reneuend wrote:If you know where the sprite is at any given time on the screen (xy coordinate), then its fairly easy to detect when it has collided with something else.


So it's just a matter of comparing the player sprite location, with the location of said object? I'm used to using "bounding boxes" in other engines, and they're good, because they look for a collision from all sides, and not a specific one-point location. Would I be able to do the same thing here somehow?

reneuend wrote: It is much the same as being able to detect where the cursor is and what should happen when it crosses over a certain coordinate. This is how I made some of my games that involve shooting a gun, or mouse hovering changes (which I have a video tutorial in the tutorial section).


In the above example, would you have to click on the player sprite, the object falling on him, or would doing it automatically without a click trigger be possible?

Thanks for answering my questions. Everyone here has been great so far. I need an engine capable of doing specific things. I don't mind doing some coding, but I'm pretty bad at it, and so I'd rather find one that does 80% of what I need, and then have to code the rest, rather than finding one that does 40% and having to code. Many of the ones I've looked at, have more physics, but aren't as easy to use, and lack built-in things like inventory systems (a nightmare I'd rather not deal with), or plugins to extend them. (Most don't even have the ability to use plugins, which is a far better system imo.) The four or five I've looked at all require C, and imo, Basic is MUCH easier to program in.

Thanks again. :)

PostPosted: Mon Jan 25, 2010 6:34 am
by reneuend
Yes, its much easier in other tools that are designed for arcade-style gaming. None of this is built-in AM. It would have to be done custom. AM wasn't designed for arcade-style gaming, so extending it to do this type of gaming requires a lot of work and development knowledge. It would definitely require building a custom plugin.