First Papervision3D Game!

9 03 2007
ObstacleCourse game

Anyone remember the original 1992 Xwing game? When you first started playing the game, you had to do obstacle courses to learn how to fly the various ships. They all had their strengths and you needed to learn how to navigate using those strengths basically.

I couldn’t find a screen shot online of the obstacles, so the ones I created are purely from memory. But they’re fun and they get the job done, so how cares, right? I added a little mutliplayer element with the Leader Board (that added a couple extra days), and I think it really makes it 1000x’s more fun if you see your friend’s times :)

The workflow was incredible on creating this game! All told, i think this is probably about 4weeks work, and that’s with all of the learning curves. I was able to create all courses in 3D Studio Max, export as collada and load at runtime! All I had to do was right a little code around handling the child objects of the collada object (better known as obstacles) and whenever I loaded a new course, it already knows where they are and how many etc. Then, to allow for more obstacles to be used in a course, I only show 10 at a time. Couldn’t be easier to create new corses!

I think with this demo, we can see Paperworld taking shape as this uses many of the same features and principles of what we’re putting together for Paperworld.  On my laptop with dualcore2, it smokes at 30fps!

The objective is simple: Follow the arrow and get through all of the obstacles as fast as you can.

Tips:

  • WATCH YOUR SPEED – DO NOT JUST HOLD DOWN “W” – TAP IT TO SPEED UP AND USE “S” TO SLOW AT THE OBSTACLES TO MAKE YOUR TURNS.
  • Use the roll keys (A, D) to orient yourself to the oncoming obstacle.
  • If you don’t have a fast computer, flying in cockpit view helps give you some extra speed by not rendering the Xwing
  • Go fullscreen and back to gain speed while playing in the browser (remember to go back, otherwise your keys won’t work in fullscreen mode)

Check out the videos:

REQUIRES FLASH PLAYER 9.0.28 OR HIGHER – CLICK HERE FOR ADOBE DOWNLOADS

Play it here!


Rings Race

Speed Test

Cork Screw
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56 responses

9 03 2007
Joachim

Amazing! …however I need to practice a lot to get used to the controls ;)

Really nice work!

10 03 2007
z

invert mouse!!!!!

10 03 2007
John Grden

You see it right? It’s in the options panel :)

10 03 2007
Star Wars Papervision 3D Game · Blogameleon

[...] Read more here. [...]

10 03 2007
noti

flying upside down and drinking a couple of brews can be a disorienting experience… but loads of fun!

10 03 2007
Jeff

It’s just as hard to use as I remember it being in the original.

10 03 2007
First Papervision3D game « Papervision3D

[...] First Papervision3D game [...]

10 03 2007
Webdevotion

Please convert the code to use the arrow keys on the keyboard. It’s unusable for people with azerty layout ; )
Great effort nontheless

11 03 2007
Abe Pazos

Looks cool, but hard to use my graphic tablet to play :)
It tries to install Flash Player 9 on my Firefox, even I got Flash Player 9 Debug version. In IE works fine. Greetings =)

11 03 2007
Chris Allen

Damn! That’s got to be the hardest game to control ever. Great job, I’m just not sure that I’m goign to have the time to perfect my flying skills.

11 03 2007
New era of Flash gaming? Yeah, I think so. « Papervision3D

[...] I just released my first Papervision3D game this last friday (3/9/2007) , and received a ton of great feedback from users who tried the ObstacleCourse game. Thanks to EVERYONE who went out and put up their best scores!! Its been alot of fun to see people out there on the leader board. [...]

12 03 2007
RockOnFlash m/ :: John Grden » New Era of Flash gaming article

[...] I just posted on Papervision3d.org some thoughts I’ve had since launching the Obstacle Course game and wanted to direct some attention and comments over there. [...]

12 03 2007
etc

Doesn’t work in my player. Throws errors like:

TypeError: Error #2007: Parameter type must be non-null.
at flash.events::EventDispatcher/addEventListener()
at fl.core::UIComponent/fl.core:UIComponent::callLater()
at fl.core::UIComponent/invalidate()
at fl.core::UIComponent/setSharedStyle()
at fl.managers::StyleManager$/::setSharedStyles()
at fl.managers::StyleManager$/registerInstance()
at fl.core::UIComponent$iinit()
at fl.controls::BaseButton$iinit()
at fl.controls::LabelButton$iinit()
at fl.controls::CheckBox$iinit()
at flash.display::Sprite/flash.display:Sprite::constructChildren()
at flash.display::Sprite$iinit()
at GameOptionsPanel$iinit()
at flash.display::Sprite/flash.display:Sprite::constructChildren()
at flash.display::Sprite$iinit()
at flash.display::MovieClip$iinit()
at stats_fla::MainTimeline$iinit()

Flash Player 9.0 r15, Firefox 2

12 03 2007
John Grden

Yeah, you’ll need the latest 9.0.28 player for this one I’m afraid. This one’s a bit bleeding edge :)

12 03 2007
Phillip Kerman

you left handed or something?

12 03 2007
John Grden

LOL no! :)

12 03 2007
Nicole Love

Spectacular, Spectacular!

13 03 2007
14 03 2007
fandango

Great real sample! good vision of Flash for future

15 03 2007
Rosytown

So with Papervision 3D I can control the camera which is viewing the 3D object, from within Flash at runtime? Yes or No?

15 03 2007
Rosytown

Does Papervision 3D allow for smooth vector based output (as seen in Swift 3D) or just that pixletated grainy raster look. Yes or No?

15 03 2007
John Grden

To your first question about Camera control: Yes, exactly. You can do that :)

As for the second question – The game might look pixelated, but that’s because of choice for the game performance. I set the quality to “low”, so there’s no anti-aliasing by the Flash player. If you set to “high” or “best” it looks very nice.

now, in saying that, Swift3D is not runtime3D – it’s for design and static animation for the most part. Papervision is realtime 3D – model, scene, camera manipulation etc.

Hope that helps

20 03 2007
Russ

oh my god, I just vomited on my keyboard…

20 03 2007
John Grden

@Russ: Classssssic – anyone remember decent?

23 03 2007
Dave

At first, I thought the controls were absolute trash, with my xwing flying out of control, I almost gave up after 20 seconds. BUT then I realized I was just going too fast, making drastic movements with my mouse, and not playing fullscreen, so my mouse kept leavinAg the stage. I gave it another shot, and love it now.

23 03 2007
John Grden

Thanks Dave! Yeah, the speed key is incremental – if you hold it down you’ll go faster and faster until you hit the speed limit.

Too, on smaller screens it can be hard to play because of the mouse – I’m thinking of releasing an apollo version if I get some spare time

25 03 2007
Jeff Alu

John, very cool game! Having lots of fun here. Brings back good memories…

25 03 2007
yohami

controls are impossible :(

26 03 2007
John Grden

yeah you should watch the videos to see how to do it.

Just remember: the mouse steers the craft, the keys deal with speed and roll.

watch your speed! holding the speed button down will continually increase your speed until you hit the speed limit. At that point, you’re probably going way to fast. So, just tap the W or S key to speed up/slow down

3 04 2007
bluecat

Cool stuff! A speed meter would be helpful too… ;)

3 04 2007
John Grden

If you enter cockpit view ( hit the “;” key ) you can see the speed meter on the hud to the left.

But you’re right, I need to add it to the external view as well – thanks for reminding me!

14 04 2007
moon

Hello, I dont understand how you did this project !
Do you import a 3Ds file then you add the interactivity ???
How can we find the paperVison3D ????

15 04 2007
John Grden

I’m going to go over that at the class I’m teaching in June (www.richmediainstitute.com)

When you create scenes in 3D studio Max, you export as a collada file. Collada is an XML file essentially. So, at runtime, you’re really loading an XML file that carries data with it that you can use. PV3D creates objects in exactly the same way you created them in 3DS and gives you access to those objects via ActionScript.

It’s awesome!

15 04 2007
moon

Hello John,
So if I understood what you said, to add interactivity to a 3D model issues from a 3ds file, I have to export the 3Ds file as a collada format which is a sort of xml file. Then I will access the data ( in the collada file ) with actionscript to add the interactivity. It that true ??
Do I have to use PV3D or it dosen’t matter ??
What I would like to do is to turn arround on my 3D model using Flash.

Think you for your answer.

15 04 2007
John Grden

PV3D is required to render the Collada information, so that part is required.

To simply rotate your 3D model, you can use the PV3D API very easily with calls like:

rotationX, rotationY, rotationZ, roll(), yaw(), pitch() – everything you’d need to rotate your model is in the PV3D API.

16 04 2007
blog aggregatore programmazione flash » Blog Archive » First Papervision3D game

[...] With the wisdom that comes from being enlightened by the Force, our core team jedi has done it again. [...]

16 04 2007
blog aggregatore programmazione flash » Blog Archive » New era of Flash gaming? Yeah, I think so.

[...] I just released my first Papervision3D game this last friday (3/9/2007) , and received a ton of great feedback from users who tried the ObstacleCourse game. Thanks to EVERYONE who went out and put up their best scores!! Its been alot of fun to see people out there on the leader board. [...]

16 04 2007
moon

Is there a PV3D API ????? I thought that PV3D is just some packages written in action script ??
I thaught waht i have to do is to download the the PV3D package and use that code in the action script panel of Flash !!
Please where can I find a complete definition of PV3D ??

16 04 2007
John Grden

Sign up for the email list – when you get the WELCOME email, it will have the SVN URL for getting the packages:

http://osflash.org/mailman/listinfo/Papervision3D_osflash.org

There you go! Good luck!

Then, go to wiki.papervision3d.com – tutorials, links are out there

17 04 2007
pixelvader

Takes a bit of work to figure it out, but a really cool game once you do. I have a suggestion for you though… some sort of spedometer so you know how fast you are going. :) Arrow keys would be good to because then your finger will be closer to the /, ;, and p keys as well. Other wise ground breaking game for Flash, maybe Director games will be finally be a thing of the past.

21 04 2007
Chris Charlton

Very dope.

29 04 2007
Tom

very very very cool but very very very poor controls. that’s the only thing holding you back — usability.

30 04 2007
John Grden

Maybe I need to do a video on how to control it? Or maybe better instructions?

I just have a hard time seeing what’s difficult. I mean, yes, it’s not easy – but you steer with the mouse and control propulsion with the keys. I mean, just about every game I play today has the same setup?

You fly a jet, you do it the same way in every game you play with a mouse.

I don’t mind making adjustments to the controls – I don’t want to come across that way. But, i’m an avid gamer, I play flying games all the time and they all require the same setup.

Maybe some suggestions?

21 05 2007
Tom

yea ideas about the control is correct but something is just off.. sensitivity maybe etc. there’s advantage when you know how it works, but to the average person, it’s something that’s gonna get clicked off in seconds unfortunately.

21 05 2007
John Grden

Yeah I think you’re right Tom – I’ve been staring at it alot lately thinking i need to start from square one again on the physics and options. Need to go back and play some other more recent games and see what they’re doing etc.

26 05 2007
anthony aloschi

when is full version comming out ?

27 05 2007
anthony aloschi

i was just thinking , when u go into 1st person mode , it would be cool insteade of just the blue screen but have the inside cockpit of an x-wing

27 05 2007
John Grden

Yeah, I toyed with that idea, and actually ran some tests. Doing a fully 3D cockpit would have looked awesome, but we would have paid for it on CPU processing. Then I tried a bitmap, and it was very limiting in the area you could view. So, it seemed like you got little reward for a cool affect (IE: it made playing the game harder)

1 06 2007
.: WEREMSOFT :. » Flash Game Evolution

[...] Estaba viendo los links del proyecto paperVision3D, un proyecto para realizar gráficos 3D en flash, y los demos son realmente impresionantes. En la parte de links llegué a un juego muy similar al x-wing hecho integramente con esta librería. Muy bueno, impresionante. No puedo dejar de notar un paralelismo entre la evolución de los juegos en flash y los juegos de D.O.S., solo que flash está recorriendo el mismo camino 10 veces mas rápido. [...]

20 06 2007
anthony aloschi

any idea on when the playable demo of the trench run would come out

30 07 2007
Pixel Acres » Blog Archive » Papervision 3D

[...] The cool thing about Papervision is how it can be adapted to all kinds of 3D applications. My main interest is in the possibilities for creating 3D application interfaces, but people have also created 3D games, models and animations. Expect to see a lot more 3D Flash in the next couple of years! [...]

28 08 2007
peper

I think You should work on physics. This ship is flying lika a plane like tere’s air and all the forces on wings. Spaceship flies rather like a .. brick :) Imagine a brick in space with one engine on the back, and four little steering engines on the front (up, down. left, right). While flying with rear afterburner off, you can turn around the ship “in place” without changing course. It could be more fun I think

11 01 2008
Papervison 3D | Firefly

[...] Papervison3D foi criado por Carlos Ulloa um cara que trabalhava com jogos para playstation e ficou encantado com o Flash e resolveu usar seu conhecimento para criar um ambiente 3D no Flash pois sentia falta desta funcionalidade, começou criando uma forma de importar . Como essa engine é open source John Grden se interessa pelo projeto e começa a desenvolver um jogo de corrida com as naves de StarWars e implementas Classes novas ao projeto. [...]

12 04 2008
actionscripter.co.uk » Blog Archive » Adventures In PaperVision 3D

[...] I’m sure this isn’t the first PaperVision game, but I might make claim on it being the simplest. But then I only really had a day free to do this, which doesn’t allow the time for any sexy 3D modelling or texturing. Otherwise, you’d be looking at day-glo Tron Light Cycles racing around the grid below, rather than blue blobs. The keys are A/D or Left/Right arrows, and the idea is to collect the green things. The rest you can work out for yourself. Fullscreen version here. [...]

28 08 2008
What Video Game » Papervision 3D X-wing

[...] View it here [...]

21 10 2009
Stardust Particle Effects – X-Wing Demo « Matt Eley | Labs

[...] demo was to update John Grden’s legendary Papervision3D X-Wing model – as seen in this classic papervision demo – and really bring it to life with some nice animated 3D particle [...]




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