Title asks it all. Would you give up a kidney to get a completed copy of MMF3D right now? Let's assume it'll have a decent engine (let's say it matches the Quake 3 engine) and be really easy to use. Or would you prefer to wait? I know I probably would.
Discarded pizza boxes are an indispensable source of cheese.
Originally Posted by marky_2 Title asks it all. Would you give up a kidney to get a completed copy of MMF3D right now? Let's assume it'll have a decent engine (let's say it matches the Quake 3 engine) and be really easy to use. Or would you prefer to wait? I know I probably would.
I highly doubt it would have anything close to Quake 3's engine.
I don't see why it would come bundled with such an engine, but I also don't think the Quake engine is anything special by todays standards, so why rule it out completely?
I can't imagine 3D to be easy to use. Not unless it comes with built in library characters and built-in 3D movements (which nobody will use).
Making a 3D animated character is uglier and takes a way longer time to do it yourself, unless you've got a lot of experience. Making 3D movement, even at its simplest, is a pain. 2D vectors are nothing. 3D vectors are a heck lot more effort. If you're not making your custom platform movements with realistic gravity or friction and stuff, chances are there's no way you could handle the math to do 3D custom movement.
Not worth a kidney, IMO. But hey, I'm happy making text based games, it's hard enough convincing me to finish something in 2D in the first place.
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.
I think clickteam missed the boat long ago, now that indie games (which are most of the time 2D based) seem to be rather popular with the mainstream again I don't really see the point on clickteam leaving their confort zone.
Unless it would come with a modern engine, I can't imagine anyone outside the click community having much of an interest on it, and I highly doubt clickteam has the resources and personnel for that.
Summing up, I wouldn't hold my breath if I were you.
I can imagine it being easy to use. Once you import your models, you'll be able to move them around and scale them easily. Then in the events editor you'll just have "while key pressed, rotate model, look towards another model, move model" or something. Remember they did make Jamagic and they've both been programming for over 25 years each.
I guess MMF3D is inconsistent with Clickteam's education model of selling things, though. You're right. It'll never be made.
Discarded pizza boxes are an indispensable source of cheese.
As Muz says unless they use ready made engines, programming a 3D game movement engine is out of the mathematical and or time grasps of a lot of people - myself included. I would just not have the time to make a 3D movement myself
Second to that the engine at best would probably look like a game from the time period of Quake 3 or RTCW at the very best, and will look very very dated.
Thridly as Muz points out 3D animation of chatecters is VERY hard and VERY time consuming to non pro's. Even as someone who can do CAD drawings very I find it very hard to do, and I also find modelling organic things very hard too.
To top it off I like 2D. Game making is a hobby, and always will be for me. I would love to do a game akin to GTA1, but hopefully the openGL tools Hayo is using for Fishhead 3D will be capable of doing what I want .
Why is everyone saying working with 3D is more difficult than 2D ?
From the point of view of the artist it's true because you have to model, texture, rig and then animate if you want to make a model for a Mario 64 clone for example.
From the programmer's point of view, it's the same exact thing except you have to the possibility of using another dimension and some more stuff you couldn't with 2D. And more possibilities don't always mean more complications.
The more difficult aspects of 3D programming would probably be already pre-coded such as a collisions, lightning and so on, so if you're familiar with the other click products (and assuming they keep the same interface) I highly doubt you'll have that many difficulties working with a 3D version of MMF.
Originally Posted by Johnny Look Why is everyone saying working with 3D is more difficult than 2D ?
From the point of view of the artist it's true because you have to model, texture, rig and then animate if you want to make a model for a Mario 64 clone for example.
From the programmer's point of view, it's the same exact thing except you have to the possibility of using another dimension and some more stuff you couldn't with 2D. And more possibilities don't always mean more complications.
The more difficult aspects of 3D programming would probably be already pre-coded such as a collisions, lightning and so on, so if you're familiar with the other click products (and assuming they keep the same interface) I highly doubt you'll have that many difficulties working with a 3D version of MMF.
This is what I think.
But I still wouldn't give a kidney to have it sooner rather than later.
Originally Posted by Johnny Look Why is everyone saying working with 3D is more difficult than 2D ?
From the point of view of the artist it's true because you have to model, texture, rig and then animate if you want to make a model for a Mario 64 clone for example.
From the programmer's point of view, it's the same exact thing except you have to the possibility of using another dimension and some more stuff you couldn't with 2D. And more possibilities don't always mean more complications.
The more difficult aspects of 3D programming would probably be already pre-coded such as a collisions, lightning and so on, so if you're familiar with the other click products (and assuming they keep the same interface) I highly doubt you'll have that many difficulties working with a 3D version of MMF.
I believe this is the first thing you have said that I agree with 100%.
Adding the third plane will make things such as distance calculation etc. more difficult for sure, but I wouldn't expect it to be much harder than most good 3d level editors + mmf2.
This is all true assuming we make fairly simple (effectively 2D games) projected into a 3D plane with the Z plane fixed or perhaps the Z plane used in a simple manner like for a bouncing ball/or bouncing cars micro machines style or perhaps a GTA1 clone (I would love to make a GTA1 style game ).
Many years ago I started following a series of OpenGL tutorials (before any good free C++ libraries like Irrlicht was around), and I also attended some classes at my Uni on 3D game programming - 3D vectors, Matrices and Transformations was used in abundance. I know MMF3D would hopefully handle most of the work but imagine trying to do let's say half decent car physics. You would have to abandon any default movements (as they will inevitably suck) and start from scratch. As an engineering graduate sure I could do the maths given the willpower and time, but I would rather keep game making as a hobby, keep it fun and keep it 2D.
To finish off I also think 3D is a risky venture, as firstly any engine clickteam make will look prehistoric by today's standards due to the size of the company and hence resources and secondly they must very carefully balance how much is done for you. If it does ever get made I do not want it to be an abomination like 3D Game Maker (I unfortunately brought this from Asda for 6 pounds I think!).
hagar: I have to disagree there. You are implying that the engine might be more difficult to use because some of the new features brought by a 3d engine wouldn't be easy to work with.
3D physics work the same way as 2D physics except there's a 3rd dimension, but car physics for example are something that you couldn't do accurately in a 2D engine. It's a new thing that is not that easy to work with (I know, I did this a few years ago, you can check my F1 legends "game" if you could call it that), but it's something that was previously inaccessible, so if you want to use it you are forced to learn, just like you were forced to work with extensions you weren't previously familiar with.
But the more basic functions that MMF2 has that would need to be converted to a 3D engine, such as moving or rotating a model or a sprite would remain pretty much the same. I wouldn't say that moving object A from 0,0,5 to 0,0,10 is significantly more difficult than moving object B from 0,5 to 0,10 for example.
GamesterXIII: Pretty much every 3d engine includes distance calculation functions, so I'd be surprised if MMF3D(or whatever it would be called) didn't.
Originally Posted by Johnny Look hagar: I have to disagree there. You are implying that the engine might be more difficult to use because some of the new features brought by a 3d engine wouldn't be easy to work with.
3D physics work the same way as 2D physics except there's a 3rd dimension, but car physics for example are something that you couldn't do accurately in a 2D engine. It's a new thing that is not that easy to work with (I know, I did this a few years ago, you can check my F1 legends "game" if you could call it that), but it's something that was previously inaccessible, so if you want to use it you are forced to learn, just like you were forced to work with extensions you weren't previously familiar with.
But the more basic functions that MMF2 has that would need to be converted to a 3D engine, such as moving or rotating a model or a sprite would remain pretty much the same. I wouldn't say that moving object A from 0,0,5 to 0,0,10 is significantly more difficult than moving object B from 0,5 to 0,10 for example.
GamesterXIII: Pretty much every 3d engine includes distance calculation functions, so I'd be surprised if MMF3D(or whatever it would be called) didn't.
My point was that I cannot bothered doing 3D, and that I want game making to remain fun and something relaxing to do. I solve complex problems day in day out (I am a PhD student and I already have two engineering degrees so I think I have a pretty good grasp of mathematics involved ), and to relax I want something light yet fun to do - 2D game making fits the bill for me. I also find modelling organic things in 3D a complete and utter pain, and that's before animation!
<cynic> I also do not wish for my games to become a real life simulation of things - I want them to be fun . </cynic>
I tried to download your F1 legends game but all the links seem dead (pointing to mediafire). I did notice on your page that you have used the Tokamak engine for the physics. How many man hours has this engine taken to write? Quite a few I bet. I know this is beside the point, as MMF3D would provisionally have something similar bundled in but this would limit you to either using the built in functionality or your own. Also are people that are capable of making 3D games really going to use MMF3D? I doubt so. Jamagic Mk 2
Out of interest (still thinking of a GTA 1 style game here ) what do you think is the best free 3D engine out? (Barring any basic or Pascal language based ones).
The whole point of MMF and TGF was being able to pick it off a shelf (sadly since TGF CT do not sell them via stores), and for people regardless of their computer skill level pretty much to make some 2D games. A professional game making firm would be probably not choose MMF to make a game, I am not a professional game maker hence I use MMF2. Sorry for being a real misery guts (and some people are probably going to find one or two games made by MMF by "professional companies" in an attempt to disprove what I say) but it's the truth.
Sorry for being overly pessimistic but I would rather CT concentrate on 2D rather than diluting all their efforts by doing both. I can see MMF3D if it ever sees the light of day being overly dumbed down like 3D game maker (http://www.thegamecreators.com/?m=view_product&id=2126) or it being like MMF2 (which would be very nice granted but with what looks like a game engine from about 1999 if we are lucky).
Plus with the OpenGL extensions on the brew (Fishhead 3D is using them) do we really need it?
Duct tape is a practiced engieering standard in the UK - it was commonly found in many places such as the British car industry! Plus I would rather have something duct taped than a rumour anyway
It's a large task for such a tiny company to take on. How long has it taken them to get what is basically TGF1 with layers, sprite rotation and resizing and floating point arithmetic up to scratch?
As for free 3D engines, if you know some C++ I'd recommend you Irrlicht, it's very well supported and I think it would be more than enough to make a GTA 1 style game.
There's also Unity3D and UDK, though I've only had a short time with both of them so I can't really recommend them but they seemed rather simple to use.
GamesterXIII: Pretty much every 3d engine includes distance calculation functions, so I'd be surprised if MMF3D(or whatever it would be called) didn't.
Kinda figured this, but you can never be too sure . 3d and programming have both come a long way and designers/programmers don't need to know as much now as they did back in the day to achieve similar effects. Yay for future.
3D physics work the same way as 2D physics except there's a 3rd dimension, but car physics for example are something that you couldn't do accurately in a 2D engine. It's a new thing that is not that easy to work with (I know, I did this a few years ago, you can check my F1 legends "game" if you could call it that), but it's something that was previously inaccessible, so if you want to use it you are forced to learn, just like you were forced to work with extensions you weren't previously familiar with.
But the more basic functions that MMF2 has that would need to be converted to a 3D engine, such as moving or rotating a model or a sprite would remain pretty much the same. I wouldn't say that moving object A from 0,0,5 to 0,0,10 is significantly more difficult than moving object B from 0,5 to 0,10 for example.
3D physics to 2D is as significant a change as 2D to 1D, IMO. 3D vectors are a headache to work with. If you can work comfortably with 3D physics, it fetches a high salary Even if I had 3D capability, I'd be working in 2D anyway. But 3D has some benefits in that you get more detailed (but not always nicer) graphics. It's tough to depict every small thing a character is wearing in a sprite, or animate them realistically, but that's where 3D shines. Still not worth a kidney.
But I disagree with what a lot of people say about Clickteam not being able to do both. Progress in software normally hinges on only one programmer.. whether you put 2 or 10 people on a project doesn't speed it up. Since 3D and 2D are so far different, they could just hire a few new guys and work on MMF3D.
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.
Originally Posted by UrbanMonk hey, don't knock 3d gamemaker,
it's a good source of ready made 3d models with animations!
Think of it as just a model pack with an engine bundled with it to test them out, a good deal if you ask me.
Oh and distance calculations and movement engines aren't that hard at all, just like 2d cept like this
3D distance:
sqrt((x1-x2)^2+(y1-y2)^2+(z1-z2)^2)
3D platform movement:
X pos = X + cos(angle)*speed
Z pos = Z + sin(angle)*speed
Y pos = Y + Gravity
I've made some 3d games using DarkBasic about 7 years ago, and I was only 13, if I could do the math then it shouldn't be hard now.
I'll see if I can find those old games and compile one and post it here.
My problem is that I can't see formulas as just formulas that are used to accomplish something.
I like to know EXACTLY how they work if I'm going to use them. It seems as if a bunch of people that know what formulas to use simply have them memorized (which seems like the more logical choice as well.) =/
Originally Posted by ..::hagar::.. The maths above is rudimentary basics. Making a decent engine would involve a lot more . Even my isometric game involves a lot more than that
Basic Isometric is more difficult than a basic 3d engine.
For most users the engine I described is exactly what they'd want. Everything else is just a basic modification similar to what can be done in mmf.
Friction for example is just a simple coefficient multiplied by the speed value.
A simple loop for getting the height of the ground, jumping would just be a matter of modifying the Y position and disabling friction.
But I do see your point, if you've never made a decent 2d game how do you expect to make a 3d one.
Imagine you are going 0 degrees with a speed of 10, lets assume we have an overhead 2D shooter or racing car game where
X pos = X + sin(angle)*speed
Y pos = Y + cos(angle)*speed
From that graph we can see that the object would move only in the Y direction, downwards at 10 pixels per always event tick. Now imagine we have the object travelling at 90 degrees at the same speed. We would now not move on the Y axis as the Cos function would return 0 and would move to the right along the x axis at a speed of 10 pixels per always event tick.
That is a very very brief intro to the topics mentioned. I have been meaning to write an article on using basic maths for some time to try and help the community
Originally Posted by ..::hagar::.. The maths above is rudimentary basics. Making a decent engine would involve a lot more . Even my isometric game involves a lot more than that
Basic Isometric is more difficult than a basic 3d engine.
For most users the engine I described is exactly what they'd want. Everything else is just a basic modification similar to what can be done in mmf.
Friction for example is just a simple coefficient multiplied by the speed value.
A simple loop for getting the height of the ground, jumping would just be a matter of modifying the Y position and disabling friction.
But I do see your point, if you've never made a decent 2d game how do you expect to make a 3d one.
I kind of agree, but I do not think it applies to trying to do realistic physics - I think there is reasons why decent commercial engines have development cycles as they do
In fact doing a half decent engine in 2D is a big enough task for me
Originally Posted by UrbanMonk Well no one here really makes real physics engines even in their 2d games.
Point is, these engines aren't any harder to do in 3 dimensions than they are in 2.
I try , my racing engine is based on as close as I can figure out real physics although to make it fun I have upped the acceleration and braking forces to make it fun.
Until an intelligent guy like me, but with the x,y,z know-how shows up with the concept I'm about to disclose, the world will not be wowed. Here it is: Forget 3D modeling. I said: Forget 3D modeling. Hate it with a passion and don't even think about it. It is possible to make a 3D game with REAL HD DIGITAL PHOTOGRAPHY ALONE! HOW? MMF2 does the rest already. So Just bring a blank X,Y,Z plane capability or option to it's Level Editor. I wish I could show this on video. Then, place your active objects on that x,y,z plane. Once you run the game it would be on a 3D space. And once you walk about the landsdcape your HD actives will differentiate according to your position to it. Say you go past a person. It's perspective will change depending on your position to it: if you are in front of it or beside it or behind it. We can create pre-defined 8 directional views of an active, simply by importing digital photographs of these objects taken from these 8 directions and put them in MMF 2D1/2. And if you want to see my concept in action but unfortunately without MMF2 interactivity since it's not a Clickteam product, go here for the youtube video demonstration: http://www.youtube.com/watch?v=yp2ceb2gd-A&feature=related - notice at 1:28 and at 1:51 that the trees are real photographs and they follow your eyes. They're in 2D .tga format with native transparency of course, although I like .png because it's smaller in file size and MMF2 supports .png. So the only thing this video needs is animation which mmf2 does well. Then just throw a main 2d active character in there and you can go explore and interact. Go see and tell me if you understand my concept. BTW, the program used in the video is called Realtime landscaping by ideaspectrum. Their website is: http://www.ideaspectrum.com/
Please use paragraphs - nobody wants to read a massive block of unformatted text.
As for using 2d images projected in 3d - that looks so unbelievably crap.
It would work well for things like flat walls (see: Raycaster extension), and might kind of almost work for something basically spherical/cylindrical, but anything more complicated than that (eg. A person) and I guarantee it will fail miserably.
Anyway, MMF3D is a horrible idea, and I really wish people would stop encouraging Clickteam to waste their time making it.
(I think Hagar outlined the main reasons why it's a bad idea)
Originally Posted by Aloan Moreira Until an intelligent guy like me, but with the x,y,z know-how shows up with the concept I'm about to disclose, the world will not be wowed. Here it is: Forget 3D modeling. I said: Forget 3D modeling. Hate it with a passion and don't even think about it. It is possible to make a 3D game with REAL HD DIGITAL PHOTOGRAPHY ALONE! HOW? MMF2 does the rest already. So Just bring a blank X,Y,Z plane capability or option to it's Level Editor. I wish I could show this on video. Then, place your active objects on that x,y,z plane. Once you run the game it would be on a 3D space. And once you walk about the landsdcape your HD actives will differentiate according to your position to it. Say you go past a person. It's perspective will change depending on your position to it: if you are in front of it or beside it or behind it. We can create pre-defined 8 directional views of an active, simply by importing digital photographs of these objects taken from these 8 directions and put them in MMF 2D1/2. And if you want to see my concept in action but unfortunately without MMF2 interactivity since it's not a Clickteam product, go here for the youtube video demonstration: http://www.youtube.com/watch?v=yp2ceb2gd-A&feature=related - notice at 1:28 and at 1:51 that the trees are real photographs and they follow your eyes. They're in 2D .tga format with native transparency of course, although I like .png because it's smaller in file size and MMF2 supports .png. So the only thing this video needs is animation which mmf2 does well. Then just throw a main 2d active character in there and you can go explore and interact. Go see and tell me if you understand my concept. BTW, the program used in the video is called Realtime landscaping by ideaspectrum. Their website is: http://www.ideaspectrum.com/
Have you played Tomb Raider 1? Whenever you walk past a statue or a vase or something, it uses your technique (because it cut down on the polygons). It looked completely stupid.
Originally Posted by Aloan Moreira Until an intelligent guy like me, but with the x,y,z know-how shows up with the concept I'm about to disclose, the world will not be wowed. Here it is: Forget 3D modeling. I said: Forget 3D modeling. Hate it with a passion and don't even think about it. It is possible to make a 3D game with REAL HD DIGITAL PHOTOGRAPHY ALONE! HOW? MMF2 does the rest already. So Just bring a blank X,Y,Z plane capability or option to it's Level Editor. I wish I could show this on video. Then, place your active objects on that x,y,z plane. Once you run the game it would be on a 3D space. And once you walk about the landsdcape your HD actives will differentiate according to your position to it. Say you go past a person. It's perspective will change depending on your position to it: if you are in front of it or beside it or behind it. We can create pre-defined 8 directional views of an active, simply by importing digital photographs of these objects taken from these 8 directions and put them in MMF 2D1/2. And if you want to see my concept in action but unfortunately without MMF2 interactivity since it's not a Clickteam product, go here for the youtube video demonstration: http://www.youtube.com/watch?v=yp2ceb2gd-A&feature=related - notice at 1:28 and at 1:51 that the trees are real photographs and they follow your eyes. They're in 2D .tga format with native transparency of course, although I like .png because it's smaller in file size and MMF2 supports .png. So the only thing this video needs is animation which mmf2 does well. Then just throw a main 2d active character in there and you can go explore and interact. Go see and tell me if you understand my concept. BTW, the program used in the video is called Realtime landscaping by ideaspectrum. Their website is: http://www.ideaspectrum.com/
What you are talking about is called a 3d sprite, nowadays they are used for little more than particle effects.
That was probably revolutionary...back in 1990, when carmack released hovertank 3d.
Originally Posted by urbanmonk Well no one here really makes real physics engines even in their 2d games.
Point is, these engines aren't any harder to do in 3 dimensions than they are in 2.
I mainly create platformers, probably because I like them, and I wouldn't use real physics since my character won't be able to make any useful jumps in this type of game. That said, it might hold true for many other games here.
But sure you can create a real physics engine and tweak the physics parameters like gravitational acceleration , so it won't match earth's one but perhaps the moon's one or some other unknown (don't read: fantasy) planet with lot's of nice vegetation (don't read: multicolored levels).
But anyways back on topic: Hovertank 3D is a nice fps
Oh and wouldn't sell my kidney, but told you that already, didn't I?