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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]


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VMK 19a Health Pack Class
Required VMKVMK 18
Difficulty = Medium
The health pack pickup object class is created in this VMK and the 3D model of the health pack is loaded into the game. The VMK file format has been recently updated to v1.1 so I also show the changes that need to be made to be able to load this new format.
23 min 25 sec
28.1 MB
forum (1 post)
VMK 19b Health Pickup and Respawn
Required VMKVMK 19a
Difficulty = Medium
The isRetrieved function is implemented in this video. You will now be able to pickup health packs in the game and the player's health is updated accordingly every time you do.
19 min 58 sec
30.6 MB
forum (1 post)
VMK 20a Pickup Arrows Class

more screen shots here
Required VMKVMK 19b
Difficulty = Easy
I create the PickupArrows class used to animate, render and keep track of the arrow pack pickup object. Also in this VMK, the Integrator1 class from the physics engine is imported.
13 min 26 sec
5.79 MB
forum (1 post)
VMK 20b Arrows Pickup and Respawn
Required VMKVMK 20a
Difficulty = Medium
Using the class created in the previous VMK I add the animated arrow pickup object to the game. Updates are made to the Player class and to the Scene class to make this happen.
15 min 13 sec
21.2 MB
forum (1 post)
VMK 21a Pickup Energy Class

more screen shots here
Required VMKVMK 20b
Difficulty = Medium
The PickupEnergy class is created in this VMK and the nested node transform structure used to animate the battery cell is explained.
10 min 32 sec
12.5 MB
forum (1 post)
VMK 21b Energy Pickup and Respawn
Required VMKVMK 21a
Difficulty = Easy
The battery object is added into the scene and animated. Near the end of this VMK, I clean up the Sleep(1); issue that I forgot about earlier and also removed one extra keyboard control.
13 min 30 sec
15.8 MB
forum (1 post)
VMK 22 General Math Update
Difficulty = Medium
A number of small updates are made to the GeneralMath class. The random number generator function is updated, the swap function is added, and the constant values that use the value of PI are also updated. For more information about random numbers check out Intro to C++ VMK 16 (coming soon).
17 min 21 sec
5.58 MB
forum (1 post)
VMK 23 Random Position
Required VMKVMK 22
Difficulty = Medium
New functions are created in the Scene class that allow you to randomly place items in the map. Care is taken to make sure that the item will always land on an empty square (not in a wall) and that there is nothing else already in the same spot. This is used to randomly scatter all the pickup objects in the level and also to randomly place the player when the game starts.
16 min 22 sec
21.1 MB
forum (1 post)
VMK 24 Remove Vertex Classes
Required VMKVMK 23
Difficulty = Easy
Three classes (Vertex2, Vertex2i and Vertex3) are removed from the game engine in this VMK. These classes are not needed so they are replaced with our Vector classes.
11 min 26 sec
14.8 MB
forum (1 post)
VMK 25a Radar Display
Required VMKVMK 24
Difficulty = Medium
I start work on the radar map unit by adding the graphic image to the resource files. This video focuses on making the radar map display in the top right hand corner of the screen and also animating it open and close based on the battery power.
17 min 15 sec
27.4 MB
forum (2 posts)
VMK 25b1 Radar Dots Part 1/2
Required VMKVMK 25a
Difficulty = Hard
In this VMK I add the radar dots showing where things are located relative to the player. Blue dots for arrows, and yellow dots for batteries.
0 min 0 sec
18 MB
forum (2 posts)
VMK 25b2 Radar Dots Part 2/2
Required VMKVMK 25b1
Difficulty = Hard
In this VMK I add the radar dots showing where things are located relative to the player. Blue dots for arrows, and yellow dots for batteries.
28 min 38 sec
13.9 MB
forum (2 posts)
VMK 25c Radar Sweep Arm
Required VMKVMK 25b2
Difficulty = Medium
The arm that sweeps around in a circle in the radar unit is created in this VMK. A new function is also added to the GeneralMath class that will make things easier for us a little later on.
14 min 41 sec
14.7 MB
forum (2 posts)
VMK 25d GUI Fade Dots

more screen shots here
Required VMKVMK 25c
Difficulty = Hard
In this last VMK in the Radar Unit section, I show how to make the dots appear when the arm sweeps by them, and slowly fade out of view when the arm moves away from the dot. New functions are added to the Vector2 and Math classes.
29 min 51 sec
21.8 MB
forum (2 posts)
VMK 26 Static UserSettings Class
Difficulty = Medium
In this VMK, I update the UserSettings class and make a static get() function to allow us to retrieve a pointer to this class anywhere in the code without having to explicitly pass a pointer around.
17 min 24 sec
11.8 MB
forum (1 post)
VMK 27a1 Mace Weapon Part 1/2
Required VMKVMK 25d
Difficulty = Medium
I have included the mace.vmk file with this video so that you can use it in the game. The mace class is started in this VMK and used to position and render the mace on the screen.
0 min 0 sec
18 MB
forum (1 post)
VMK 27a2 Mace Weapon Part 2/2
Required VMKVMK 27a1
Difficulty = Medium
I have included the mace.vmk file with this video so that you can use it in the game. The mace class is started in this VMK and used to position and render the mace on the screen.
33 min 23 sec
16.5 MB
forum (1 post)
VMK 27b Swing the Mace

more screen shots here
Required VMKVMK 27a2
Difficulty = Medium
Three states are added to the mace class in this video. These states are used to animate the swinging motion of the mace when the attack button is pressed.
13 min 2 sec
20.4 MB
forum (1 post)
VMK 28a Ghost Class
Required VMKVMK 27b
Difficulty = Medium
I have supplied the ghost.vmk 3D model with this video to be used to render a ghost on the screen. A Ghost class is created in this video to manage the ghost object in the game. The radar unit is also updated to show a red dot where the ghost is positioned in the map.
15 min 10 sec
25.6 MB
forum (2 posts)
VMK 28b Duplication
Required VMKVMK 28a
Difficulty = Hard
The ability to duplicate a subtree of the scenegraph is added in this VMK. I use the duplication function to make two more copies of the previously loaded ghost.vmk so that we have 3 ghosts in the game.
38 min 24 sec
13.1 MB
forum (2 posts)
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