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This game can be downloaded from here. The Ghost Toast series takes you through the entire game design process of creating a FPS game on paper and then building it inside Visual C++ 2005. I use the OpenGL Game Engine (which can be purchased from the store) as the starting point for this project. All 2D textures and 3D models used in the game will be given to you as you progress through the videos but feel free to customize the game to your own needs as you see fit. Learn to take your imagination and turn it into reality!
Total Running Time : 30 hrs 14 min    Size: 2,024 MB ( 112 VMK Files)


[Intro] [VMK 1] [VMK 2a] [VMK 2b] [VMK 2c] [VMK 2d] [VMK 2e] [VMK 2f] [VMK 3a] [VMK 3b] [VMK 3c] [VMK 3d] [VMK 3e] [VMK 3f] [VMK 3g] [VMK 3h] [VMK 3i] [VMK 4a] [VMK 4b] [VMK 4c] [VMK 4d] [VMK 4e] [VMK 4f] [VMK 4g] [VMK 4h] [VMK 4i] [VMK 4j] [VMK 4k] [VMK 5a] [VMK 5b] [VMK 5c] [VMK 5d] [VMK 5e] [VMK 5f] [VMK 6a] [VMK 6b] [VMK 7a] [VMK 7b] [VMK 8] [VMK 9a] [VMK 9b] [VMK 10a] [VMK 10b] [VMK 11] [VMK 12a] [VMK 12b] [VMK 13a] [VMK 13b] [VMK 14a] [VMK 14b] [VMK 15a] [VMK 15b1] [VMK 15b2] [VMK 15b3] [VMK 15c] [VMK 15d] [VMK 16] [VMK 17a] [VMK 17b] [VMK 18] [VMK 19a] [VMK 19b] [VMK 20a] [VMK 20b] [VMK 21a] [VMK 21b] [VMK 22] [VMK 23] [VMK 24] [VMK 25a] [VMK 25b1] [VMK 25b2] [VMK 25c] [VMK 25d] [VMK 26] [VMK 27a1] [VMK 27a2] [VMK 27b] [VMK 28a] [VMK 28b] [VMK 29] [VMK 30] [VMK 31a] [VMK 31b] [VMK 32] [VMK 33] [VMK 34] [VMK 35p1] [VMK 35p2] [VMK 36] [VMK 37a] [VMK 37b] [VMK 37c] [VMK 38a1] [VMK 38a2] [VMK 38b] [VMK 38c] [VMK 38d] [VMK 39] [VMK 40] [VMK 41a1] [VMK 41a2] [VMK 41b] [VMK 42] [VMK 43] [VMK 44] [VMK 45p1] [VMK 45p2] [VMK 46p1] [VMK 46p2] [VMK 47p1] [VMK 47p2]


Page 3 of 6 1  2  3  4  5 Last >>
VMK 9b Play and Pause Part 2/2
Required VMKVMK 9a
Difficulty = Medium
I update the game so that we can click on the Play button on the main menu. This causes the game resources to get loaded into the group 2 memory space. From the play screen you can also ESC into the pause screen and from there you can now return back to the main menu.
15 min 32 sec
28.1 MB
forum (1 post)
VMK 10a Keyboard Navigation Part 1/2
Required VMKVMK 9b
Difficulty = Medium
In this video I show how to implement a method that will allow the user to navigate through all the menus without having to use the mouse. All navigation can now happen just by using the keyboard arrow keys.
12 min 0 sec
16 MB
forum (1 post)
VMK 10b Keyboard Navigation Part 2/2
Required VMKVMK 10a
Difficulty = Medium
In this video I show how to implement a method that will allow the user to navigate through all the menus without having to use the mouse. All navigation can now happen just by using the keyboard arrow keys.
14 min 0 sec
25.4 MB
forum (1 post)
VMK 11 Geometry Names
Required VMKVMK 10b
Difficulty = Easy
This is a preparation video for the next VMK. Right now all geometry that gets loaded by the LVL loader is not easily accessed via the source code. To fix this, I've given a name tag to all the geometry classes so that from within the Scene class I can quickly do a search for each one that I want.
10 min 58 sec
17.3 MB
forum (1 post)
VMK 12a Basic Level Editor Part 1/2
Required VMKVMK 11
Difficulty = Medium
I start work on the level editor that we will be using in Ghost Toast. At this stage we will be using a TGA file (named map) to hold all our level data. By the end of this VMK, you'll be able to load a map file and extract the pixel data from it. We use white pixels to represent the floor, and black pixels to represent walls.
18 min 0 sec
19.3 MB
forum (8 posts)
VMK 12b Basic Level Editor Part 2/2
Required VMKVMK 12a
Difficulty = Medium
I start work on the level editor that we will be using in Ghost Toast. At this stage we will be using a TGA file (named map) to hold all our level data. By the end of this VMK, you'll be able to load a map file and extract the pixel data from it. We use white pixels to represent the floor, and black pixels to represent walls.
19 min 22 sec
23.6 MB
forum (8 posts)
VMK 13a Rooms Part 1/2

more screen shots here
Required VMKVMK 12b
Difficulty = Medium
I introduce two new color codes into our maps so that we can add details. I add yellow and magenta to represent wooden and carpet floors. All textures used in the project are included with this VMK.
9 min 0 sec
26.6 MB
forum (1 post)
VMK 13b Rooms Part 2/2

more screen shots here
Required VMKVMK 13a
Difficulty = Medium
I introduce two new color codes into our maps so that we can add details. I add yellow and magenta to represent wooden and carpet floors.
10 min 53 sec
36 MB
forum (1 post)
VMK 14a Ceiling Part 1/2

more screen shots here
Required VMKVMK 13b
Difficulty = Medium
First thing is to correct the initial position (and direction) that we start at. Then I show how to add a ceiling above us.
12 min 0 sec
30.2 MB
forum (1 post)
VMK 14b Ceiling Part 2/2

more screen shots here
Required VMKVMK 14a
Difficulty = Medium
Next step is to make the rooms taller than the hallways and raising the ceiling in the process.
15 min 5 sec
40.8 MB
forum (1 post)
VMK 15a Collision Codes
Required VMKVMK 14b
Difficulty = Medium
In this video I start developing the collision detection system. First thing to establish are the collision codes for each map square.
19 min 35 sec
23 MB
forum (2 posts)
VMK 15b1 Testing Collisions Part 1/3
Required VMKVMK 15a
Difficulty = Hard
Preventing the user from walking through walls that are beside or in front of the player is explained and implemented in this three part VMK.
0 min 0 sec
28 MB
forum (2 posts)
VMK 15b2 Testing Collisions Part 2/3
Required VMKVMK 15b1
Difficulty = Hard
Preventing the user from walking through walls that are beside or in front of the player is explained and implemented in this three part VMK.
0 min 0 sec
28 MB
forum (2 posts)
VMK 15b3 Testing Collisions Part 3/3
Required VMKVMK 15b2
Difficulty = Hard
Preventing the user from walking through walls that are beside or in front of the player is explained and implemented in this three part VMK.
44 min 38 sec
23.8 MB
forum (2 posts)
VMK 15c Corner Collisions part 1/2
Required VMKVMK 15b3
Difficulty = Hard
The final collision equations are developed in this VMK. These are used to react when a player tries to walk through corners on the map.
30 min 0 sec
23.8 MB
forum (2 posts)
VMK 15d Corner Collisions part 2/2
Required VMKVMK 15c
Difficulty = Hard
The final collision equations are developed in this VMK. These are used to react when a player tries to walk through corners on the map.
24 min 56 sec
28.5 MB
forum (2 posts)
VMK 16 HUD Font
Required VMKVMK 15d
Difficulty = Medium
A new font is added to the Ghost Toast game and it is used to display numerical items on the HUD. The Health, Energy and Arrow count indicators are now visible when you play the game.
15 min 35 sec
12.7 MB
forum (1 post)
VMK 17a Pickup Object Class Part 1/2
Required VMKVMK 16
Difficulty = Medium
The generic pickup object class is defined in this VMK. We will be using this class to derive classes used for the health packs, arrows and energy pickups within the game.
15 min 23 sec
5.55 MB
forum (2 posts)
VMK 17b Pickup Object Class Part 2/2

more screen shots here
Difficulty = Medium
To simplify the game engine and also make the Pickup Object class compile, I made some fundamental changes to the game engine. In this VMK you'll see that the ErrorHandler can now be accessed from anywhere, GameOGL is updated and I clean up all the virtual keywords throughout the program.
23 min 45 sec
14.2 MB
forum (2 posts)
VMK 18 Physics Engine
Required VMKVMK 17a
Difficulty = Medium
I copy the physics engine code from Physics Engine VMK 14B and add it into the game engine. In the process I also update the WindowsParameters structure.
22 min 14 sec
23.7 MB
forum (1 post)
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