Counter-Strike for iPhone, new community based project.

Discussion in 'Game Development General Discussion' started by Twimfy, Mar 23, 2010.

  1. XxHennersXx

    XxHennersXx I post here on the toilet sometimes.

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    I do have never used hacks in game. I have however, many times, been accused of hacks.
     
  2. G0dLiKe

    G0dLiKe <B>Site Supporter 2013</B>

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    Hacks are for losers, the only way to become good in a game is to play it.
     
  3. Legion

    Legion Peppy Member

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    I don't see the point of cheating online - as with you guys I get great satisfaction with knowing I pulled off a kill or a victory with skill not because I knew the opponent was coming and conversely it's so frustrating not knowing whether you were killed by skill or by hax
     
  4. G0dLiKe

    G0dLiKe <B>Site Supporter 2013</B>

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    I used to play cs and css every day and was pretty good pulling off godlike combos and stuff but if you are facing some cheaters is pretty boring as even a well skilled player has no chance at all...
     
  5. Twimfy

    Twimfy Site Supporter 2015

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    This was cancelled due to my Macbook being stolen and all of the source code going with it. (don't blast me about back ups...I know I know.).

    Anyway, it's back on track and I have a 3D modeller on board too!
     
  6. Tchoin

    Tchoin Site Patron

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    OUCH!

    That sucks!!!!! :dammit:

    Good luck starting over, keep us posted with your progress! I'm not an iPhone user but would like to see how this comes out :)
     
  7. leonamessi9

    leonamessi9 Newly Registered

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    Thank you, this is good news for other visitors
     
  8. Twimfy

    Twimfy Site Supporter 2015

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    Got my engine back up and running. Waiting on my friend to finish some character models for me. I've tested basic AI with sphere's but that was easy. Want to see what it looks like running rigged models for framerate reasons. I want to get it running smoothly on a 3G.

    Another issue I'm having which someone might be able to help me with is that at the moment I'm using CS 1.6 maps in unity until I can get someone to agree to let me use their own custom ones for a fee. Problem is, the CS maps lose all collision detection when loaded into unity anyone have any idea why?
     
  9. retro

    retro Resigned from mod duty 15 March 2018

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    Counterfeit-Strike? :p

    Nope, never! My friends and I did this thing you'll find very weird. We practised the game, and got good at it! Strangely enough, at the 4 LAN centres I helped set up, that's how everyone "rolled"! As a result, we had one of the top UT players in the World, one of the top Quake 3 players in the World and some pretty damn good CS and Red Alert 2 players.
     
  10. Twimfy

    Twimfy Site Supporter 2015

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    Engine completely finished. Menu's, re-spawning, head-shots, weapon change all work.

    Just need to work on grenade physics, at the moment they just drop and stop, need some help with the maths for them to bounce but physics tax the iPhone a hell of a lot.

    My friend still hasn't produced any models or textures yet which is annoying, just have a load of gourard shaded blobs running around shooting each other.

    Got no network play at all as I know nothing about it at all, gamecenter has thrown a spanner in the works too, it's not supported in my version of unity.

    Thinking of releasing it as bot match only and if the game succeeds, use the attention to hire someone to do networking.

    Anyway screenshots this weekend hopefully. I'm guessing there's no way to make the thread unsearchable is there? I don't want anyone stealing the idea...still can't believe it hasn't been done.
     
  11. rso

    rso Gone. See y'all elsewhere, maybe.

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    Trying to shoehorn in network capabilites after everything else is done = really bad idea. I suggest you either read up on the basic concepts now (you don't have to actually implement it, but you need to at least have a general idea of how you want everything to work later on and (re-)design accordingly) or forget about multiplayer and concentrate on a solid single player experience...

    Btw, regarding physics: Why not take a look at the Quake (1-3, shouldn't matter too much since it's not about graphics) sources? Since they're designed for older machines they should be a good match for iDevices.
     
  12. Twimfy

    Twimfy Site Supporter 2015

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    A few alpha pics:

    [​IMG]

    [​IMG]
     
  13. JamesMichael

    JamesMichael Light Hearted Drunk

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    Progress is coming along nicely! looking good mate keep up the good work. Been following this since you started this thread a while ago. Looking forward to seeing the finished product.
     
  14. Twimfy

    Twimfy Site Supporter 2015

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    Thanks. It's way ahead of the screen shots but I'm refraining from posting up something recent until it's totally finished.

    My biggest problem at the moment is the computer I'm using to work on it, a Netbook hackintosh, the video card gives me a very shallow depth of field in the Unity 3D window. Hoping to get something better soon.
     
  15. Cyantist

    Cyantist Site Supporter 2012,2013,2014,2015

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    Will there be any way for users to submit there own maps like on real CS?
     
  16. Twimfy

    Twimfy Site Supporter 2015

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    At the moment the games menu allows you to pick from 3 maps which are a dust and office style map as well as a city environment. They are maps taken from the fpsbananna community on loan from their creators. They are just .BSP's converted to .3DS, texture baked and then reformatted to .DXF and dropped into Unity. The collision detection works automatically so I can pretty much drop whatever map I wish in without too much trouble. There is no dynamic lighting so only the skybox and sun need to be edited to suit the environment be it open or closed.

    Adding custom maps is tricky. Unity compiles the app in xcode for you and the directory structure it creates is closed as far as I can see. If it's not then content could only be added via download as USB transfer is strictly prohibited under Apple's terms. Because the map file formats I'm using act a little chaotically with Unity (i.e they need a lot of adjustment within the editor) then it wouldn't be a smooth process unless I posted a comprehensive set of instructions for the people wanting to do this. I will look into it but just getting the game in a fun playable state is my top priority at the moment. This is my first game and I'm just taking it a step at a time and seeing as it's very ambitious and I'm working completely on my own (my 3D guy is being a little elusive) it's a lot of work.

    Anyway the game is shaping up nicely issues aside. It's pretty basic but I'm hoping people will enjoy it, I'm really aiming for a Counter Strike in my pocket and want to deliver everything that would be expected of that.

    At current the game has 3 maps as I mentioned. Adjustable dual on screens sticks, fire and jump buttons. 6 weapons (3 for CT 3 for T) which are 2 pistol variants, AK47, M4 and knifes. Grenades are out at the moment. There is only one skin for each team.

    It's pretty basic but I've found myself semi-addicted while debugging and surely that's a good thing as I've made little games in the past which have just gotten damn annoying and no fun to play due to knowledge of the inner workings. I'm sure any game developer can empathise with that.

    I've started off a new blog which will have a lot more info and media and I'm going to be looking for a few testers soon as well, I know I've been saying over and over that I'll be showing more screens etc but I'm a worrier and perfectionist and I'd hate to have people clambering all over this just for it to be never released or damn right awful. I get a lot of attention from iPhone users due to some of the apps I've released and I just wanna keep them all in the dark for a while. So thank you to all of you for showing an interest when I've been all talk and no action since I started this. It is coming!

    I'll post the blog URL when I've done setting it up.

    Also I need suggestions for the games name. I can't use the term Counter strike. So maybe something like iCS i:CS CS:i Pocket CS Counter Force....erm help.
     
    Last edited: Dec 29, 2010
  17. PCB_Master

    PCB_Master Rapidly Rising Member

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    Will it be on the App Store or Cydia? I'd be willing to test it, it sounds pretty fun.
     
    Last edited: Dec 29, 2010
  18. Twimfy

    Twimfy Site Supporter 2015

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    App Store. IMO cydia will die a death, the holes in iOS security are slowly being closed up and it's getting to the point where it's becoming very difficult to Jailbreak. Those who prefer not to update miss out on a lot of stuff.

    I also make a living from the app store, I intend to charge a very small amount for this game, if anything just to cover my Unity license fee.
     
  19. PCB_Master

    PCB_Master Rapidly Rising Member

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    That's true. I forgot that it costs money to put apps onto the App Store...
    That's one of the reasons that I didn't get into the iPhone Dev scene, well that and not having a Mac...
     
    Last edited: Dec 29, 2010
  20. Twimfy

    Twimfy Site Supporter 2015

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    £60 a year isn't much to be a developer really and you could always run a hackintosh or a virtual machine.

    There is serious money to be made if you have a good idea and some patience with a splash of luck.

    The license fee for Unity is $500 it's a huge risk for me but I wanna give it a try.
     
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