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GI10H - Extreme Kork Paintball!
GI10H - Extreme Kork Paintball!
| Name: | John Kabus (BobTheCBuilder) | ![]() |
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| Date Posted: | Jul 15, 2006 | |
| Rating: | 5.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for John Kabus (BobTheCBuilder) |
Blog post

My GID team and I (my brothers Alex and Ross) were bored waiting for the next GID, so we got together for a mini-GID or GI10H - a game-in-10-hours. This time around we made the theme "paintball", and our game features everyone's favorite orc; Kork.

Our GID rules were simple:
-Start with a stock Torque Lighting Kit (TLK)
-No code changes allowed other than applying paint to DTS objects
-Ross and I mixed up our roles a bit (Ross worked on scripting and GUI, and I worked on modeling and DTS painting)
-Alex worked on interior and texture creation
-And we only had 10 hours to complete the game

This GID was a blast and the game is awesome to play. Everything apart from the DTS painting is stock TLK with some very creative use of TLK features by Ross (all in script), and even with switching roles we pulled it off in only 10 hours.

GI10H - Extreme Kork Paintball Video (10M)
-John Kabus
Synapse Gaming
Bleeding Edge Indie
Recent Blog Posts
| List: | 09/06/08 - SunBurn Sneak-Peek (Part 1) 02/12/08 - GDC, "SunBurn" Beta, and Write-up on Ziggyware 06/19/07 - Game in a Day 21 - Adventure Game 04/24/07 - Constructor and Torque - Mapping in Style 03/05/07 - GDC, Growing support team, and more 08/05/06 - The Year Long Cycle and IGC 07/15/06 - GI10H - Extreme Kork Paintball! 05/02/06 - Torque Lighting Kit - Demo and Visual Studio 2005 Express |
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Submit your own resources!| Tom Bampton (Jul 15, 2006 at 22:04 GMT) |
Nifty!
T.
| bank (Jul 15, 2006 at 22:42 GMT) |
how did you implement painting on dts? is it decals or texturing/skinning?
| Paul /*Wedge*/ DElia (Jul 15, 2006 at 22:42 GMT) Resource Rating: 5 |
| John Kabus (BobTheCBuilder) (Jul 16, 2006 at 03:40 GMT) |
Bank and Paul, the code dynamically skins decals onto the DTS. It's efficient and it also makes it easy to limit painting to the affected area instead of projecting through the object onto its reverse surfaces.
| Paul /*Wedge*/ DElia (Jul 16, 2006 at 04:10 GMT) Resource Rating: 5 |
| Tom Perry (Jul 16, 2006 at 11:03 GMT) |
| Jesse (Midhir) Liles (Jul 16, 2006 at 20:08 GMT) |
| BrokeAss Games (Jul 17, 2006 at 08:37 GMT) |
Good times!
Love the ammo hopper graphic.
I'm thinking bullet holes for the paint marks?
GID, wow, just shows what a powerful dev can do.
Ari
| Chris \"C2\" Byars (Jul 17, 2006 at 14:31 GMT) |
| Jeff Murray (Jul 17, 2006 at 19:31 GMT) |
The splats on the players looks very cool! I'm putting together a paintball game and will be looking into this soon .. any clues on how it's done?
| Ron Nelson (Jul 25, 2006 at 14:57 GMT) |
| Jacob Dankovchik (Jul 27, 2006 at 13:29 GMT) |
| Alienforce (Aug 31, 2006 at 10:30 GMT) |
| Ron Nelson (Jan 06, 2007 at 20:51 GMT) |
| Ron Nelson (Jan 11, 2007 at 09:39 GMT) |
1. Does your system place decals based upon tris or is it a texture layering system that places the layer by coordinates?
2. Does your system only work on player models?
3. Does your object that recieves the paint have to be one solid mesh or can it have linked meshes?
| Ron Nelson (Feb 17, 2007 at 02:35 GMT) |
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