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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 5 of 6<< First 2  3  4  5  6 
VMK 29 ErrorHandler and Output Log
Difficulty = Easy
A bunch of clean up tasks are performed in this video. The ErrorHandler pointer inside a number of classes is handled better. All Wall, Floor and Ceiling objects loaded by the level are named so that they are easy to find in the scene graph and the Scene::OutputSceneGraphLog function is updated.
16 min 50 sec
17.1 MB
forum (1 post)
VMK 30 Interpolate1 Class
Difficulty = Medium
This video is tied closely to Math VMK 10 - Smooth Interpolation. The equations derived in the Math VMK are implemented in a new class called Interpolate1.
16 min 21 sec
6.73 MB
forum (1 post)
VMK 31a Floating Ghosts
Required VMKVMK 28b
Difficulty = Medium
Using the Interpolate1 class created in the previous VMK, the ghosts are given the ability to float on a spot.
13 min 56 sec
14.5 MB
forum (1 post)
VMK 31b Biting Ghosts
Required VMKVMK 31a
Difficulty = Medium
Using the interpolate class again, and playing with some timing, we make the ghost's jaw move in a biting motion.
8 min 4 sec
5.89 MB
forum (1 post)
VMK 32 Ghost Facing Direction
Required VMKVMK 31b
Difficulty = Medium
In this VMK I make the ghosts aware of the player's position so that they can turn to face the player. A typo in the Vector3 class is fixed and a new GeneralMath function is added.
21 min 4 sec
17.4 MB
forum (1 post)
VMK 33 Kill a Ghost
Required VMKVMK 32
Difficulty = Medium
I show how to add 4 states to the Ghost class. The states are used to control the ghosts behavior. One of the states is the dying state which allows the player to hit a ghost with the mace and kill it.
16 min 20 sec
12.8 MB
forum (1 post)
VMK 34 Score Keeping
Required VMKVMK 33
Difficulty = Medium
I add a score indicator to the HUD. When a ghost is hit with the mace we collect points and the indicator updates. The renderHud function is also updated so that the HUD is always drawn on top of everything rather than having it get clipped by objects inside the scene.
16 min 25 sec
24.3 MB
forum (1 post)
VMK 35p1 Game Lighting Part 1/2
Required VMKVMK 34
Difficulty = Medium
I explain what causes little white dots to appear on the screen and I show how to fix them. I add some light attenuation to the game to make things a little darker and also attach light sources to the ghosts to make them stand out better.
0 min 0 sec
21 MB
forum (1 post)
VMK 35p2 Game Lighting Part 2/2
Required VMKVMK 35p1
Difficulty = Medium
I explain what causes little white dots to appear on the screen and I show how to fix them. I add some light attenuation to the game to make things a little darker and also attach light sources to the ghosts to make them stand out better.
52 min 0 sec
18.9 MB
forum (1 post)
VMK 36 Respawn Ghosts
Required VMKVMK 35p2
Difficulty = Easy
When a ghost is killed, it will be off the screen for a few seconds. When the time is up, it will reappear back in the level ready to go again.
5 min 24 sec
11.2 MB
forum (1 post)
VMK 37a Crossbow Weapon
Required VMKVMK 36
Difficulty = Medium
Included with this video are the 3D models for the crossbow and arrow objects. The video shows how to create the Crossbow class and use it to render the crossbow on the screen.
17 min 15 sec
21 MB
forum (1 post)
VMK 37b Crossbow States
Required VMKVMK 37a
Difficulty = Medium
The crossbow has 5 states that it can be in. The state machine to control the crossbow is implemented in this VMK.
16 min 59 sec
19.5 MB
forum (1 post)
VMK 37c Arrow Motion
Required VMKVMK 37b
Difficulty = Medium
The arrow object is placed on the crossbow in this VMK when the player picks up a quiver of arrows. We also animate the arrow being pulled back and shot forward when the attack button is pressed.
11 min 44 sec
16 MB
forum (1 post)
VMK 38a1 Shooting Arrows Part 1/2
Required VMKVMK 37c
Difficulty = Hard
In this two part VMK I explain how to handle arrow objects when the player shoot using the crossbow. This video focuses on rendering a single arrow object as it leaves the crossbow.
0 min 0 sec
20 MB
forum (1 post)
VMK 38a2 Shooting Arrows Part 2/2
Required VMKVMK 38a1
Difficulty = Hard
In this two part VMK I explain how to handle arrow objects when the player shoot using the crossbow. This video focuses on rendering a single arrow object as it leaves the crossbow.
22 min 48 sec
16.5 MB
forum (1 post)
VMK 38b Multiple Arrows
Required VMKVMK 38a2
Difficulty = Medium
The arrow object is duplicated multiple times and code is added to allow for more than one arrow to be rendered on the screen at a time.
8 min 21 sec
10.6 MB
forum (1 post)
VMK 38c Flying Arrows
Required VMKVMK 38b
Difficulty = Hard
Motion equations are implemented for each arrow to make it move across the screen. Arrow collisions with the floor is also added.
18 min 38 sec
20.1 MB
forum (1 post)
VMK 38d Arrow Collisions
Required VMKVMK 38c
Difficulty = Medium
A method to make flying arrows collide with the walls and ceilings of the level map is presented in this VMK.
8 min 31 sec
12.6 MB
forum (1 post)
VMK 39 Shooting A Ghost
Required VMKVMK 38d
Difficulty = Hard
This VMK dives into the math required to allow the player to shoot and kill ghosts. Three hot zones are set up on the ghosts head, chest, and hips. These zones are monitored to see if any arrow hit them.
20 min 52 sec
20.9 MB
forum (1 post)
VMK 40 Crosshairs
Required VMKVMK 36
Difficulty = Easy
Crosshairs are added to the HUD so that you can see exactly where you are pointing the crossbow weapon before you shoot it.
4 min 58 sec
10.5 MB
forum (1 post)
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