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eforhan
NewBe
Joined: 05 Oct 2002
Posts: 4
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Posted: Sat Oct 05, 2002 8:27 pm1 Post subject: Porting our game...
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Hello,
I'm Eric Forhan, Art directory at Midnight Ryder Technologies (http://www.midnightryder.com. We're in the final stages of developing a cross-platform game, TrajectoryZone (sorry, no screenshots yet) with the Torque Game Engine (http://www.garagegames.com. Having been a fan of BeOS for over two years, I thought I would pose some questons on porting TZ.
TZ is an openGL 3Dgame that can be compiled using GCC. The Torque engine is a modern game engine that Tribes2 was buit with. We'll have Win, Linux, and Mac versions.
I realize there is no hardware OGL support--how well would a 3D FPS-style game work in BeOS?
I read recently that BeOS still is downloaded some 2500 times a week. Is this really true?
We might be able to work out a deal with someone to port it. Are there any programmers that might take on such a task?
Thank you very much for your time.
Eric Forhan
Art Director
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Technix
Junior Scribe
Joined: 02 Jun 2002
Posts: 137
Location: The Netherlands
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Posted: Sun Oct 06, 2002 3:09 pm2 Post subject: porting...
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What kind of deal did you have in mind for someone who would port it?
Are you talking about a financial offer to that someone?
I would recommend that you contact the media kit and openGL kit team leads. They would know for sure how far along their work is for openBeOS, and how hard a game would be to port, among other things.
Check out http://www.openbeos.net for more information.
At this point, all I can say is, kewl, and good luck!
_________________
-Chris Simmons,
Avid BeOS User.
BeOSJournal Admin...
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eforhan
NewBe
Joined: 05 Oct 2002
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Posted: Wed Oct 09, 2002 12:06 pm3 Post subject:
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Thank you, Chris!
As far as the compensation, it would be a percentage of the BeOS profits. We are also looking for someone to take care of the Linux port, so perhaps the same person would take care of both. It *shouldn't* be hard to port (to Linux, at least), since as I had said before, the engine itself can be compiled to linux.
If anyone is interested, I'd be happy to discuss it at mailto:
About OpenGL, I had forgotten that MesaGL runs in BeOS. So, perhaps it's not so far-fetched afterall. Trajectory Zone is an OpenGL game.
Eric Forhan
Art Director
Midnight Ryder Technologies
www.midnightryder.com
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Technix
Junior Scribe
Joined: 02 Jun 2002
Posts: 137
Location: The Netherlands
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Posted: Wed Oct 09, 2002 6:46 pm4 Post subject: framework
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Can you provide more details on how far you have come, and what is missing at this point?
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-Chris Simmons,
Avid BeOS User.
BeOSJournal Admin...
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eforhan
NewBe
Joined: 05 Oct 2002
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Posted: Wed Oct 09, 2002 7:05 pm5 Post subject:
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Certainly.
Our self-imposed deadline for the Windows version is at the end of this month--in time for the Indies Game Conference (http://www.indiegamescon.com/ for Nov. 1-3. Barring any unforseen problems, we should make that.
The Linux version shouldn't be too far behind that, although we don't have someone on that just yet.
Trajectory Zone is a bit like the old 2D game 'Scorched Earth'. Players can be either tanks or turrets. In most games, the tanks will stay fixed in a spot, like a turret. But in others, they are allowed to move.
Up to 128 players can be in a game (in theory, but it's not very practical).
Does this interest you?
Eric Forhan
Art Director
Midnight Ryder Technologies
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Esperantolo
Pencil Pusher
Joined: 29 Jun 2002
Posts: 29
Location: The People's Socialist Republic of Aotearoa
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Posted: Sat Nov 09, 2002 12:31 pm6 Post subject:
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Sounds cool
Any game developement in BeOS is awesome !
Cheers
Esperantolo
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scottmc
Pencil Pusher
Joined: 25 Jun 2002
Posts: 36
Location: Northern California, US
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Posted: Sat Nov 09, 2002 7:01 pm7 Post subject:
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A 3D scorched earth? That would be cool. I remember playing that back in the early 90's as a two-player game. Yes MesaGL does work on BeOS, not sure how the speed would be as it's software only, but might work for this.
You might try contacting BeUnited.org
( http://www.beunited.org http://code.beunited.org ) about porting it. I believe they handle both Open and Closed source projects there and can help in finding devs to work on them.
-Scottmc
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eforhan
NewBe
Joined: 05 Oct 2002
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Posted: Sat Nov 09, 2002 7:29 pm8 Post subject:
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Hello!
Thank you for your replies. I've even got some pics to show now.
A couple of the levels: http://garagegames.com/mg/snapshot/view.php?qid=358
Four of our tank models: http://garagegames.com/mg/snapshot/view.php?qid=365
Trajectory Zone is probably the more ambitious of our projects, in that we will be grooming it for showing to publishers. The first link shows a picture for the Azteca level. The trees there are bilboards, but number in the thousands.
We have other, smaller projects in the works that mesaGL may be able to better handle. I'm all for working on a project with BeOS/OBeOS--I just need the 'firepower' to take to the boss.
I've seen how many web hits the Beos Max Sourceforge site has gotten recently--amazing. But then, it's an amazing little O/S, isn't it?
Eric Forhan
Art Director
www.trajectoryzone.com
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Esperantolo
Pencil Pusher
Joined: 29 Jun 2002
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Location: The People's Socialist Republic of Aotearoa
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Posted: Sun Nov 10, 2002 9:02 am9 Post subject:
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*Drool*
Esperantolo
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BeFrank
NewBe
Joined: 03 Jun 2002
Posts: 3
Location: Oslo, Norway
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Posted: Sun Nov 10, 2002 11:05 am10 Post subject: Awesome screenshots
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Hi!
This game looks cool, and I hope that somebody would sign up to port it.
It would be great having such a game for BeOS. There haven't been to many of them lately.
Frank Paul Silye
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