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Games Center / WIP games, tools & toy projects / Re: 3D Turnbased Rougelike (LWJGL)
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on: 2013-05-25 17:29:59
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Update:Finally finished the minimum spanning tree, got distracted by getting an android tablet and libgdx! as Morgan Allen commented, the MST does ensure all rooms will be connected. Other connections will also be formed to add variation. Next job, rastersizing the map, and then make the corridors, add lights, and raycast the lighting (hopefully with a new raycasting engine from my brother Regdon)   The images show the diverse room structure - which was lacking in my original idea. The rooms will vary in height and have stairs connecting them. Walls have not be generated at this stage. I have also took this opportunity to change the class structure of my game tomake adding content to rooms easier.
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2
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Game Development / Articles & tutorials / Re: Particle Effects in libGDX
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on: 2013-05-22 23:12:42
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@nate. It's an amazing program. I looked at that page 2 days ago, neither method would work. But as soon as I use an older pc it will. It is probably me not understanding something. But I have latest eclipse, latest nightly, everything, is as new as can be, yet it will not compile or run.
I've downloaded source, imported into eclipse, tried everything. Can't find main .method.
I have a feeling I need to use the 64bit lwjgl jar. I apologise if I am being a newb and doing something silly, but I spent 2 hours trying to get it to work. And I do recognise that it does obviously work, so I'm missing something!
Anyhow, it's very useful, and I would like to use it more!
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3
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Game Development / Articles & tutorials / Re: Particle Effects in libGDX
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on: 2013-05-22 21:48:42
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Nice tutorial. I have been doing some particles in LIbgdx recently and have had problem after problem trying to run the Partical editor.
I think the problem is that there is no support for 64 bit java. I tried everything to get it to work. The only way it will work for me is to use an old computer.
Has anyone had this issue, or solved this issue?
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5
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Discussions / General Discussions / Re: JGO mission
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on: 2013-05-22 21:28:14
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I agree with the motivation, when you are isolated from other programmers the forum provides access to a community of people who also want to code and develop ideas. People do seem friendly on here and offer help.
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6
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Discussions / General Discussions / Re: JGO mission
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on: 2013-05-22 21:20:29
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JGO needs a mission like a fish needs a bicycle.
What you say Is true, there does not need to be a mission, and I think I chose that topic title poorly. Because really I just wanted to know what people thought about the community, especially as members where discussing the test needed to join. JGO needs a mission like a fish needs a bicycle. Hang on, I thought our mission was: "To explore strange new libraries, to seek out new algorithms and new methodologies, to boldly go where no coder has gone before". Don't tell me I've been wasting my time - splitting the infinitive isn't easy! Thank you for that it encapsulates everything!  Yea, the forum is awesome, I have used it for info way before I ever joined. Eclipse or Netbeans?
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8
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Games Center / Cube World Projects / Re: Voxel Engine Problems
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on: 2013-05-16 09:06:00
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That is looking and working very well. It seems a shame to stop progress on it, but I guess you have an idea for another game now you have developed all the skills with this. Or maybe you could do a UI and crafting? I like your water, looks cool, your project has really developed so far! 
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Games Center / WIP games, tools & toy projects / Re: SF Citybuilder- Buildings/Concept Art
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on: 2013-05-15 16:19:15
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That sounds like a very cool idea. I think having controll over saving is good, and limmiting that even better as It createss tension and balance if done properly. Just being able to hit save at any oppertnity is very safe. Having limited save functionality makes you consider your actions more. The idea of exploring multiple futures is very interesting.
The only issues with save on quit is if the game crashes at anypoint, and also this can be exploited by just quiting and reloading whenever you want - you would not be able to acount for that.
I like your idea of giving the player psi points to spend. Then you are invoving them in that process of saving, and they have to use it as best they can rather than something to exploit.
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13
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Discussions / General Discussions / JGO mission
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on: 2013-05-10 21:07:59
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As a relatively new member and newbie cube world enthusiast, I was pondering how members of JGO view the community.
This is somewhat related to the post regarding the join-up process.
What would you say are the primary things the JGO offers...or what it wants to offer....
Education, Information, Socialisation, inspiration, or appreciation..
(There may be more I have not thought of)
As a new member I have received all of the above. What have you got from this and what do you feel the JGO should offer!
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16
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Games Center / Cube World Projects / Re: Voxel Engine Problems
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on: 2013-05-10 14:10:29
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I looks like you are not translating and rotating it properly. this is from a page on my blockworld page 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
| GL11.glLoadIdentity(); GL11.glRotatef(20, 1.0f, 0, 0); GL11.glRotatef(360.0f - yrot, 0, 1.0f, 0); GL11.glTranslatef(-xpos, (-walkbias/3) - 0.25f - (float)playerheight - hedHeight, -zpos); float xblokpos = xpos - (float) Math.sin((yrot-18) * piover180) * 0.24f; float zblokpos = zpos - (float) Math.cos((yrot-18) * piover180) * 0.24f; GL11.glTranslatef(xblokpos, playerheight+1.83f, zblokpos); GL11.glRotatef(340.0f + yrot, 0,1f, 0f); |
its rotated to the side of the player by 18, and tilted down by 20 (GL11.glRotatef(20, 1.0f, 0, 0); ) Once the camera is rotated, I place the block infront of the player with xblokpos zblockpos (the block is 0.24 units from the player camera) The block is then rotated to maintain its relative rotation to the player I have also reduced the effect of the walkbias by /3 to minimise, but not remove the bobbing effect on the block, as its close to the camera. Hope this is of some help. The values you want to use may be trial and error! To get the look you want to have. you can also download my code, its on there somewhere. This part is halfway down the render method
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17
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Games Center / WIP games, tools & toy projects / Re: 3D Turnbased Rougelike (LWJGL)
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on: 2013-05-06 15:52:10
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@Kpars Thank you for your positive comments  Looks like strong progress. I like the top-down isometric views in particular, with the sense of ambience coming from the lighting.
Thank you for that, originally It was only going to be first person, but after this comment I have considered the merrits of this and think I will include a 3rd person view. I could do more with that with regards to being able to select squares for movment that you couldnt see in 1st person. Also It would be more like a board game... so thanks for that. Are you using shaders for this or fixed pipeline?
I am using a fixed pipline, no shaders. All lighting is pre-calculated. At the moment it uses simlple raycasting, but I might increase the resolution of this. The main idea for this is I wanted to use lots of lights, with shadows. Update:I have restarted the generator after bing inspired by: http://www.reddit.com/r/gamedev/comments/1dlwc4/procedural_dungeon_generation_algorithm_explained/I have made a partitial implimention of this. Working on the rest of it. I have also took this opertunity to change my room data structure to better develop the 3d element of the dungeon. http://www.youtube.com/v/VLyIIPT92Yw?version=3&hl=en_US&start=One the generator is complete I will post a working version of it online 
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18
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Discussions / General Discussions / Re: Why don't many of you use JMonkey Engine?
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on: 2013-05-04 10:07:40
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Before making my current project in LWJGL I did use JMonkey. With JMonkey it was easier and faster to code, also my game looked better. But....
I just did't feel I quite had control or understood how it was working. I wanted to explore graphics from the ground up and solve the problems and understand how my own code worked.
Maybe I should have got a grounding first before Jmonkey, but now I have a little Idea about what I'm doing I wouldn't want to go back to it!
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Games Center / WIP games, tools & toy projects / Re: Pseudo Voxel Expriements
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on: 2013-05-02 18:30:06
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I thought it was interesting before, but the switch to sci-fi is unprecedented on the excitement scale. That just looks so good!
The slopes leading to door have a very severe gradient tho. It might make for some interesting sliding mechanic?
I hope it will be like space crusade! Makes me want to switch to sci-fi now!
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22
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Games Center / WIP games, tools & toy projects / Re: 3D Turnbased Rougelike (LWJGL)
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on: 2013-04-29 22:27:52
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3d models are made using 3 x 2D low res sprites Digging the voxel art by the way. Thank you for that. Update:Not had time to do much, but implimented raycast lighting, added pillers, and water.    Still fixing some generation bugs in them map, and started working on GUI Need to refine the lighting shadow alitte to remove a few aberations.
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Games Center / WIP games, tools & toy projects / Re: SF Citybuilder- Buildings/Concept Art
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on: 2013-04-28 18:43:33
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I could not resist having a quick look at what shadows may look like. Please forgive me for defacing your exellent artwork. It really is superb. I still like the clean fresh look you have made. But here is the results of my shading in! Used 2 overlay layers in paint.net. One for shadow colour, one for illumination colour. I was just curious as to how it would look. 
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Games Center / WIP games, tools & toy projects / Re: Dungeon Wars - An RPG-ish Game!
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on: 2013-04-28 12:26:27
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Yes programming can be so much fun.
Do a google search for quake 2 textures - lots of inspiration there! Amazing array of art to draw inspiration from.
Also the weapon balance in a game like quake 2 - every weapon can be as good as every other weapon - like you say depending on situation....oh..and skill with it!
Maybe you could buy armour, regeneration, as well...or bullets?
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Games Center / Cube World Projects / Re: Voxel - a start
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on: 2013-04-26 19:53:51
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good luck, tho I'm sure you will get that sorted.  Initially used triangles and found little difference with VBO's from quads. Though I believe quads are converted to triangles, so it makes sense to use triangles!
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Games Center / Cube World Projects / Re: Voxel Engine Problems
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on: 2013-04-26 19:48:10
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Wow that's fantastic! I love how that's all working. Sadly, water can't expand to another chunk.
I'm sure you will find a way to solve that. When I did the water on my map I stored the water In another array, this was partly because I used a second render pass to draw it semi -transparent. But it also solved the problem of it not being bound to chunks. I'm not suggesting you do that, but a temporary list of moving water may help get around that. Or some good methods that deal with chunk boundaries. Looks great! 
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Games Center / WIP games, tools & toy projects / Re: Urban Walker
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on: 2013-04-26 19:35:19
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Looks promising, love the light, and I can imagine the sort of mood you are aiming for.
Graphically the grey person has a very similar tonal value to the wall. This does not help the figure to stand out, but I also realise you may be wanting your walker to blend in and walk unseen?
Will keep coming back to see how it's going.
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Games Center / WIP games, tools & toy projects / Re: Dungeon Wars - An RPG-ish Game!
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on: 2013-04-26 19:29:09
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Looks good and I bet that will be a fun project to work on.  Your game should have a good feel to it. How come you have the floor/ceiling and wall textures at different resolutions? It's interesting but a little confusing. Perhaps you have placeholder graphics. The other thing that is odd is your gun placement - how it does not point at the cross-hair. Maybe it does when You fire? Not intending any critical thoughts, just curious as I like the look of it and am quite intrigued. I love the gun graphic, and the colours, It looks like it will be atmospheric. Nice job of that. 
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Add your game by posting it in the WIP section,
or publish it in Showcase.
The first screenshot will be displayed as a thumbnail.
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