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Download Ghost Toast FPS Game Video Tutorials

This section will take you through the entire game design and development process of creating a FPS game using the 3D OpenGL Game Engine. All 2D textures and 3D models used in the game are supplied to you as you progress through the VMK. Learn to take your imagination and turn it into reality! To play the Ghost Toast game, download it from here.
127 Files32 hr 54 min
0

Introduction

Free
0
0.7
2 min
A brief introduction to the Ghost Toast series. Where I will be starting and what will be covered.
1

Design Plan

12.1 MB
12.1
12.1
34 min
In this video I talk about the general design of this game. I cover the following topics: Objective, Rules, Screen Layout, AI, Animations, Pickups, Spawning, Damage, Points, Map and Collisions.
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2a

Project Setup Part 1/2

20.3 MB
20.3
20.3
16 min
I show you how to take a fresh copy of the Game Engine Source Code and start using it to make Ghost Toast.
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2b

Project Setup Part 2/2

18.7 MB
18.7
18.7
17 min
I get rid of the old splash screen found in the game engine and replace it with a new one in this video.
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2c

Cursor and Main Menu Part 1/2

13.7 MB
13.7
13.7
16 min
This two part VMK focuses on getting the cursor and main menu setup. In this VMK I get the cursor rendering correctly on the screen. I also fix the GUIButton class so that we can get perfect pixel-to-pixel mapping onto our controls.
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2d

Cursor and Main Menu Part 2/2

18.0 MB
18.0
18.0
17 min
This two part VMK focuses on getting the cursor and main menu set up. In this VMK I explain why the GUIButton class had a problem with perfect pixel-to-pixel mapping. I reactivate the console window and dynamically position the four GUIButton controls (Play, Highscore, Config and Quit) found on the main menu using the gui command.
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2e

GUI Image Class Part 1/2

12.2 MB
12.2
12.2
16 min
A new GUI control is added to the game engine called GUIImage. This control is used to display the Ghost Toast title on the main menu.
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2f

GUI Image Class Part 2/2

8.6 MB
8.6
8.6
11 min
The GUIImage class is also used to display a menu selector [>>] on the main menu. When you highlight over top of a menu option, the selector will move to point at the highlighted option.
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3a

Texture Manager Info

4.4 MB
4.4
4.4
5 min
I will be creating a Texture Manager so that it is easier to load and handle textures inside the game engine. This VMK explains the changes that are going to be made.
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3b

Texture Manager Class

18.1 MB
18.1
18.1
22 min
I create the Texture Manager class in this VMK which I'll be using to handle all my textures from now on. The Texture Manager allows you to load textures into groups for easy management of resources.
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3c

Texture Class Update

12.5 MB
12.5
12.5
14 min
To be able to compile the Texture Manager class, I need to update the Texture class and add a new class (Vertex2i) to the game engine. Both of these things are done in this VMK.
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3d

Scene Class Update Part 1/2

24.5 MB
24.5
24.5
20 min
I update the Scene class so that I can start using the Texture Manager to handle all the loaded textures in the Ghost Toast game. The game engine is cleaned up a little too. I move around all the static member variables from different classes.
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3e

Scene Class Update Part 2/2

19.3 MB
19.3
19.3
15 min
Update (part 2) of the Scene class so that I can start using the Texture Manager to handle all the loaded textures in the Ghost Toast game.
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3f

Font Management

14.2 MB
14.2
14.2
16 min
Function that were previously written for the Scene class are moved into the Texture Manager to expand its capabilities.
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3g

Delete Graphics Renderer

13.8 MB
13.8
13.8
10 min
A short VMK showing how to remove the graphics renderer enumeration in the game engine. We are always using OpenGL so there is no need for extra switch statements everywhere.
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3h

Font Class Upgrade

15.9 MB
15.9
15.9
15 min
The Font class is upgraded so that it will work with the Texture Manager created back in VMK3F. The Font class also had the same 1 pixel offset problem that was described in VMK2C/D, but it is fixed in this VMK.
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3i

Using Font Management

16.3 MB
16.3
16.3
16 min
I update the Scene class to now use the Font Management fuctions in the Texture Manager. The GUIText and GUIList functionality has been disabled so if you try to use these classes, your program will crash. I will address this in VMK 4.
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4a

GUI Manager Intro

1.9 MB
1.9
1.9
3 min
A short introduction to the GUI Manager class which will be added to the game engine. The GUI Manager will be responsible for managing all the GUI assets that are loaded into the game engine.
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4b

GUI Manager Part 1/3

10.3 MB
10.3
10.3
14 min
The GuiManager class is created and all the code used to interface with a GUIButton is added into the manager. This VMK has been split up into three parts. This is the first part.
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4c

GUI Manager Part 2/3

12.3 MB
12.3
12.3
16 min
The GuiManager class is created and all the code used to interface with a GUIButton is added into the manager. This VMK has been split up into three parts. This is the second part.
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4d

GUI Manager Part 3/3

8.6 MB
8.6
8.6
10 min
The GuiManager class is created and all the code used to interface with a GUIButton is added into the manager. This VMK has been split up into three parts. This is the last part.
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4e

GUI Button and GUI Control Upgrade

12.0 MB
12.0
12.0
12 min
The GUIButton class and the GUIControl class are upgraded in this VMK so that they will work with the new GuiManager class.
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4f

Using GUI Manager Part 1/2

20.3 MB
20.3
20.3
18 min
Changes made in the GUI Control class earlier forces me to update the other GUI classes so that they will work with the GUI Manager. The Scene class is also updated to allow for the use of GUI Buttons on the main menu.
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4g

Using GUI Manager Part 2/2

19.5 MB
19.5
19.5
18 min
Changes made in the GUI Control class earlier forces me to update the other GUI classes so that they will work with the GUI Manager. The Scene class is also updated to allow for the use of GUI Buttons on the main menu.
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4h

Adding GUI Image to Manager

8.9 MB
8.9
8.9
9 min
This is a short video showing how to add the GUI Image class to the GUI Manager.
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4i

Using GUI Images

12.2 MB
12.2
12.2
13 min
Now that the GUI Manager can handle GUI Images, I update the Scene class to re introduce the Ghost Toast title and the menu selector found on the main menu. I also convert the splash screen to a GUI Image.
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4j

GUI Cursor

28.3 MB
28.3
28.3
26 min
A cursor object is added to the GUI Manager in this video. You can now easily swap the cursor image any time you like and you can render the cursor on any screen in the game.
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4k

Gui Move Command

28.5 MB
28.5
28.5
28 min
The Gui Manager is updated to include the console command GUI. When you activate this command, you are able to move/position GUI controls on the screen using the mouse. This feature was first introduced in VMK 40 on the Game Development DVD.
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5a

Gui Navigation

21.5 MB
21.5
21.5
21 min
With the GUI Manager now working for us in the Scene class, the GameOGL::frame function can be simplified.
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5b

Animated Introduction

14.6 MB
14.6
14.6
15 min
I show how to animate the splash screen image. The image/logo slides into view from the left, pauses in the middle of the screen, and then slides off to the right.
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5c

Menu Options

15.4 MB
15.4
15.4
15 min
Navigation from the Main Menu screen into and out of the Configure and the High Scores screens is implemented in this VMK.
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5d

Managing GUI List

9.7 MB
9.7
9.7
10 min
I add the necessary function to the Gui Manager class so that we are able to work with GUI List objects using the manager.
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5e

GUI List Update

22.9 MB
22.9
22.9
22 min
The GUI List class is updated in this video so that it will work properly with the GUI Manager. The GUI List class was first introduced in VMK 42 on the Game Development DVD.
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5f

Highscore and Config List Boxes

21.6 MB
21.6
21.6
18 min
A list box is added to the Highscores screen. There are no scores listed here because we can't earn points in the game yet. A list box is also added to the Configure screen which lists all the game controls that are available in the game.
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6a

Managing GUI Text

8.0 MB
8.0
8.0
6 min
I add a few new functions to the GUI Manager class so that I can use GUI Text objects once again with the game engine.
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6b

GUI Text Update

14.6 MB
14.6
14.6
11 min
The GUI Text class is updated in this VMK so that it will work properly with the GUI Manager. The Vertex2 class is also updated to allow for Vertex2 * float calculations to be performed.
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7a

Change Key Mapping Part 1/2

22.6 MB
22.6
22.6
15 min
The configuration screen is completed in this VMK. By the end of the video you'll be able to change what key is associated with each control in the game.
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7b

Change Key Mapping Part 2/2

18.0 MB
18.0
18.0
12 min
The configuration screen is completed in this VMK. By the end of the video you'll be able to change what key is associated with each control in the game.
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8

Bug Fix

12.2 MB
12.2
12.2
6 min
In this video I show how to fix a bad bug in the game engine's parser found by a member of the website. I also show how to fix one other bug.
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9a

Play and Pause Part 1/2

28.0 MB
28.0
28.0
15 min
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.
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9b

Play and Pause Part 2/2

28.1 MB
28.1
28.1
15 min
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.
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10a

Keyboard Navigation Part 1/2

16.0 MB
16.0
16.0
12 min
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.
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10b

Keyboard Navigation Part 2/2

25.4 MB
25.4
25.4
14 min
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.
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11

Geometry Names

17.3 MB
17.3
17.3
10 min
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.
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12a

Basic Level Editor Part 1/2

19.3 MB
19.3
19.3
18 min
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.
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12b

Basic Level Editor Part 2/2

23.6 MB
23.6
23.6
19 min
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.
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13a

Rooms Part 1/2

26.6 MB
26.6
26.6
9 min
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.
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13b

Rooms Part 2/2

36.0 MB
36.0
36.0
10 min
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.
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14a

Ceiling Part 1/2

30.2 MB
30.2
30.2
12 min
First thing is to correct the initial position (and direction) that we start at. Then I show how to add a ceiling above us.
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14b

Ceiling Part 2/2

40.8 MB
40.8
40.8
15 min
Next step is to make the rooms taller than the hallways and raising the ceiling in the process.
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15a

Collision Codes

23.0 MB
23.0
23.0
19 min
In this video I start developing the collision detection system. First thing to establish are the collision codes for each map square.
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15b1

Testing Collisions Part 1/3

28.0 MB
28.0
28.0
 
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.
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15b2

Testing Collisions Part 2/3

28.0 MB
28.0
28.0
 
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.
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15b3

Testing Collisions Part 3/3

23.8 MB
23.8
23.8
44 min
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.
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15c

Corner Collisions Part 1/2

23.8 MB
23.8
23.8
30 min
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.
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15d

Corner Collisions Part 2/2

28.5 MB
28.5
28.5
24 min
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.
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16

HUD Font

12.7 MB
12.7
12.7
15 min
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.
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17a

Pickup Object Class Part 1/2

5.6 MB
5.6
5.6
15 min
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.
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17b

Pickup Object Class Part 2/2

14.2 MB
14.2
14.2
23 min
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.
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18

Physics Engine

23.7 MB
23.7
23.7
22 min
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.
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19a

Health Pack Class

28.1 MB
28.1
28.1
23 min
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.
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19b

Health Pickup and Respawn

30.6 MB
30.6
30.6
19 min
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.
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20a

Pickup Arrows Class

5.8 MB
5.8
5.8
13 min
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.
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20b

Arrows Pickup and Respawn

21.2 MB
21.2
21.2
15 min
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.
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21a

Pickup Energy Class

12.5 MB
12.5
12.5
10 min
The PickupEnergy class is created in this VMK and the nested node transform structure used to animate the battery cell is explained.
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21b

Energy Pickup and Respawn

15.8 MB
15.8
15.8
13 min
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.
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22

General Math Update

5.6 MB
5.6
5.6
17 min
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).
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23

Random Position

21.1 MB
21.1
21.1
16 min
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.
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24

Remove Vertex Classes

14.8 MB
14.8
14.8
11 min
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.
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25a

Radar Display

27.4 MB
27.4
27.4
17 min
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.
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25b1

Radar Dots Part 1/2

18.0 MB
18.0
18.0
 
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.
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25b2

Radar Dots Part 2/2

13.9 MB
13.9
13.9
28 min
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.
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25c

Radar Sweep Arm

14.7 MB
14.7
14.7
14 min
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.
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25d

GUI Fade Dots

21.8 MB
21.8
21.8
29 min
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.
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26

Static UserSettings Class

11.8 MB
11.8
11.8
17 min
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.
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27a1

Mace Weapon Part 1/2

18.0 MB
18.0
18.0
 
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.
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27a2

Mace Weapon Part 2/2

16.5 MB
16.5
16.5
33 min
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.
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27b

Swing the Mace

20.4 MB
20.4
20.4
13 min
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.
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28a

Ghost Class

25.6 MB
25.6
25.6
15 min
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.
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28b

Duplication

13.1 MB
13.1
13.1
38 min
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.
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29

ErrorHandler and Output Log

17.1 MB
17.1
17.1
16 min
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.
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30

Interpolate1 Class

6.7 MB
6.7
6.7
16 min
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.
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31a

Floating Ghosts

14.5 MB
14.5
14.5
13 min
Using the Interpolate1 class created in the previous VMK, the ghosts are given the ability to float on a spot.
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31b

Biting Ghosts

5.9 MB
5.9
5.9
8 min
Using the interpolate class again, and playing with some timing, we make the ghost's jaw move in a biting motion.
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32

Ghost Facing Direction

17.4 MB
17.4
17.4
21 min
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.
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33

Kill a Ghost

12.8 MB
12.8
12.8
16 min
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.
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34

Score Keeping

24.3 MB
24.3
24.3
16 min
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.
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35p1

Game Lighting Part 1/2

21.0 MB
21.0
21.0
 
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.
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35p2

Game Lighting Part 2/2

18.9 MB
18.9
18.9
52 min
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.
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36

Respawn Ghosts

11.2 MB
11.2
11.2
5 min
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.
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37a

Crossbow Weapon

21.0 MB
21.0
21.0
17 min
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.
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37b

Crossbow States

19.5 MB
19.5
19.5
16 min
The crossbow has 5 states that it can be in. The state machine to control the crossbow is implemented in this VMK.
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37c

Arrow Motion

16.0 MB
16.0
16.0
11 min
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.
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38a1

Shooting Arrows Part 1/2

20.0 MB
20.0
20.0
 
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.
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38a2

Shooting Arrows Part 2/2

16.5 MB
16.5
16.5
22 min
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.
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38b

Multiple Arrows

10.6 MB
10.6
10.6
8 min
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.
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38c

Flying Arrows

20.1 MB
20.1
20.1
18 min
Motion equations are implemented for each arrow to make it move across the screen. Arrow collisions with the floor is also added.
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38d

Arrow Collisions

12.6 MB
12.6
12.6
8 min
A method to make flying arrows collide with the walls and ceilings of the level map is presented in this VMK.
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39

Shooting A Ghost

20.9 MB
20.9
20.9
20 min
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.
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40

Crosshairs

10.5 MB
10.5
10.5
4 min
Crosshairs are added to the HUD so that you can see exactly where you are pointing the crossbow weapon before you shoot it.
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41a1

Switch Weapons Part 1/2

18.0 MB
18.0
18.0
 
The Interpolate3 class is created in this VMK and used to allow the player to switch between the Mace and the Crossbow weapon. You can switch weapons using the keyboard or by using the scroll wheel on the mouse.
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41a2

Switch Weapons Part 2/2

14.9 MB
14.9
14.9
32 min
The Interpolate3 class is created in this VMK and used to allow the player to switch between the Mace and the Crossbow weapon. You can switch weapons using the keyboard or by using the scroll wheel on the mouse.
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41b

Weapon Class

19.7 MB
19.7
19.7
24 min
The WeaponCrossbow and WeaponMace classes are simplified in this VMK by inheriting from a general Weapon class that I create in this video.
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42

Path1 Class

11.5 MB
11.5
11.5
16 min
The Path1 class is an extension of the Interpolate1 class created in VMK30. The Interpolate1 class allows you to interpolation a value between two end points. In Path1, you can string together multiple points to form a path, which you can then interpolate across. Each path segment can use either linear or smooth interpolation.
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43

Claw Animation

20.9 MB
20.9
20.9
21 min
Using the Path1 class developed in the previous VMK, the ghosts left and right arms are put into motion. When the player gets close to a ghost, the ghost will react by clawing at the player.
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44

Moving Ghosts

27.4 MB
27.4
27.4
22 min
I show how to make the ghosts damage the player in this VMK. I also give the ghosts the ability to move around in the level so that they don't just stand in one spot.
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45p1

Instruction Screen Part 1/2

22.0 MB
22.0
22.0
 
I go back to working with the GUI system in this two part VMK. A moving ghost image is placed on the main menu screen, and an instruction screen is displayed after you press the Play menu option. The initial position of the player and ghosts are also set to be randomly generated.
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45p2

Instruction Screen Part 2/2

20.8 MB
20.8
20.8
31 min
I go back to working with the GUI system in this two part VMK. A moving ghost image is placed on the main menu screen, and an instruction screen is displayed after you press the Play menu option. The initial position of the player and ghosts are also set to be randomly generated.
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46p1

Game Over Part 1/2

28.5 MB
28.5
28.5
 
I add a text message to the instruction screen that was made in VMK45, and the Game Over state is added to the game engine. The ability to dynamically fade font is also added in this VMK.
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46p2

Game Over Part 2/2

25.7 MB
25.7
25.7
33 min
I add a text message to the instruction screen that was made in VMK45, and the Game Over state is added to the game engine. The ability to dynamically fade font is also added in this VMK.
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47p1

High Score Table Part 1/2

26.0 MB
26.0
26.0
 
When the player's health reaches 0, the game over screen appears. If the player has enough points to be displayed on the high score table, they are asked to input their name and press enter. Their name and score is then stored in a file and the high score table is updated.
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47p2

High Score Table Part 2/2

25.0 MB
25.0
25.0
40 min
When the player's health reaches 0, the game over screen appears. If the player has enough points to be displayed on the high score table, they are asked to input their name and press enter. Their name and score is then stored in a file and the high score table is updated.
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48a1

Add Audio Manager Part 1/2

17.0 MB
17.0
17.0
 
The AudioManager class developed in the 3D Audio Engine VMK series is added to the Ghost Toast game so that we can play sounds. This file is part 1 of 2.
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48a2

Add Audio Manager Part 2/2

14.6 MB
14.6
14.6
20 min
The AudioManager class developed in the 3D Audio Engine VMK series is added to the Ghost Toast game so that we can play sounds. This file is part 2 of 2.
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48b1

AudioManager Cleanup Part 1/2

17.0 MB
17.0
17.0
 
The AudioManager class and all supporting classes are updated so that we replace all printf calls. A new function is added to make it easier to get at the AudioManager from anywhere in the source code.
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48b2

AudioManager Cleanup Part 2/2

12.5 MB
12.5
12.5
21 min
The AudioManager class and all supporting classes are updated so that we replace all printf calls. A new function is added to make it easier to get at the AudioManager from anywhere in the source code.
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49a

Assign Audio Part 1/2

16.0 MB
16.0
16.0
 
In this two part VMK, a function is added to the audio manager that allows us to attach an audio sound effect to a gui button. When the cursor moves over top of the button, the audio file is played automatically.
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49b

Assign Audio Part 2/2

13.4 MB
13.4
13.4
20 min
In this two part VMK, a function is added to the audio manager that allows us to attach an audio sound effect to a gui button. When the cursor moves over top of the button, the audio file is played automatically.
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50

Heartbeat & Footsteps

30.0 MB
30.0
30.0
20 min
Two new sound effects are added into Ghost Toast in this VMK. The heartbeat sound is activated when the players health drops below 20. Footsteps are heard when the player moves in the game.
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51

Radar & Pickup Sounds

19.8 MB
19.8
19.8
12 min
In this VMK six new sound effects are added to Ghost Toast. Three are used by the radar unit and three are used when picking up health, arrows, and the power cell in the game.
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52

Attack Sound Effects

19.7 MB
19.7
19.7
10 min
Four new sounds are added to the game. Two sounds when you swing the mace, and two sounds when you use the crossbow. Near the end of the video I also fix a bug when dealing with rendering the crossbow arrow.
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53p1

Ghost Sounds Part 1/2

13.0 MB
13.0
13.0
 
The sounds that are made by the ghosts are added in this VMK. Near the end I also add a helper function that you can use to turn all the sounds off.
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53p2

Ghost Sounds Part 2/2

11.6 MB
11.6
11.6
14 min
The sounds that are made by the ghosts are added in this VMK. Near the end I also add a helper function that you can use to turn all the sounds off.
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54p1

Stream Game Music Part 1/3

18.0 MB
18.0
18.0
 
Four music streams are added to the game in this VMK. One is used during the intro/splash screen, one is used in the menu, one is used during regular play, and the last is used when the game is over.
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54p2

Stream Game Music Part 2/3

18.0 MB
18.0
18.0
 
Four music streams are added to the game in this VMK. One is used during the intro/splash screen, one is used in the menu, one is used during regular play, and the last is used when the game is over.
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54p3

Stream Game Music Part 3/3

13.3 MB
13.3
13.3
28 min
Four music streams are added to the game in this VMK. One is used during the intro/splash screen, one is used in the menu, one is used during regular play, and the last is used when the game is over.
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55

Ghost Toast Wrap Up

7.4 MB
7.4
7.4
11 min
This is the last VMK in the Ghost Toast VMK series. In this video I present some ideas for expanding and improving the game beyond the things that I have already shown in the VMK series.
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