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1  Games Center / WIP games, tools & toy projects / Re: Pantless Hero on: 2015-04-23 03:23:44
I wrote an entry in our dev log about our combat system, you can read it here: http://caldera-games.com/dev-log/
Tell me what you think : )
2  Games Center / WIP games, tools & toy projects / Re: Pantless Hero on: 2015-04-14 10:51:18
I added few animated gif at the end of the original post. (I put them in spoiler tags for the post to not be too long, but it's apparently not working)
3  Games Center / WIP games, tools & toy projects / Re: Pantless Hero on: 2015-04-14 02:31:50
Thanks, we'll add a video and some gif so you can see them in action.
4  Games Center / WIP games, tools & toy projects / Pantless Hero on: 2015-04-13 09:29:15

Hi everyone, I come to present to you our first project at Caldera Games, which is Pantless Hero in development since a year.

You can also find all the information below on our website : http://caldera-games.com/

(We are french so excuse me for my imperfect english)

The idea for the scenario was inspired by an anecdote from Naheulbeuk (french fictional audio adventure).



SYNOPSYS

Pantless Hero is a 2D platform game mixing elements of RPG and exploration/adventure. Explore and storm vast and complex galleries of cave, ruins of an old dwarf mine. Brave all the dangers that took place since then, in order to accomplish your noble quest, that is none less than retrieving your most precious possession (a sumptuous mithril pants) stolen by a vile Troll.

Your are the pantless hero and it’s time to change that !

The main influence of Pantless Hero are the Dark Souls and Castlevania series, for the challenging fights, ingenious progression and platform mechanics. The ambiance of that kind of game fits perfectly.

INFORMATIONS
Supported languages: English, French
Release date: Incoming 2015
Developer: Caldera Games
Editor: Caldera Games
Genre: Platform / Adventure
Platform: PC, Mac, Linux
Mode: Solo
Programming language: java + opengl (lwjgl) and some xml

FEATURES
- A world to explore : The underworld of Pantless Hero is huge, illustrated by rich detailed pixel art. There is always a corner to visit, a hide to discover and mysteries to solve !

- Combat system : It is not enough to rush on your enemies swinging your axe in the air to be victorious. You will need to fight strategically most of the enemies by timing your offensive and defensive tactics according to your opponents’ behaviors.

- Items to collect : Gathering items scattered everywhere in the game is essential, either to help you in your progression or make your life easier. A rune system, rewards from succeeding difficult events, allow you to improve a set of skills. Various mushrooms can be gathered and consumed to benefit of temporary buffs. And many more to discover.

- Random components : Many aspects of Pantless Hero change at each game, either like the visual aspect of the mushrooms or the position of some items and enemies, you should always keep an eye open! An supplementary challenge is offered in addition of classic dungeons with dungeons created randomly following predefined formats. Bigger rewards at the end!



SCREENSHOTS -> SEE MORE


WALLPAPERS

1920×1080 1600×900 1366×768 1280×720 | 1920×1080 1600×900 1366×768 1280×720

1920×1080 1600×900 1366×768 1280×720 | 1920×1080 1600×900 1366×768 1280×720

VIDEOS
Coming Soon.

MUSIC
We are still looking for someone to make the music, we will see later in the development.




Yukishi
Role: Co-founder, Graphist, Game Designer, Web Designer, Sound Designer.
Description: Passionate by pop culture like video games, as well cinephile and interested in art in general. I’m oriented in the creation domain as autodidact, as well as game development.




Vivien « Hanksha » Jovet
Role: Co-founder, Game & Web Programmer, Game Designer.
Description: I live in the Philippines where I finish a degree in Computer Science. Very curious, I believe in self-education, which lead me to game development where I express myself through various programming languages.





There is no public demo available for now, we are about to start a private alpha testing. We hope to be able to sell the game on Steam.


ANIMATED GIF
-Wandering through the caves-

Click to Play


-Well deserved rest at a bonfire-

Click to Play


-Fighting a skeleton-

Click to Play

5  Java Game APIs & Engines / OpenGL Development / Re: [lwjgl] Rendering to texture with framebuffer object on: 2014-04-23 23:56:23
Finally fixed it.
I was missing glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);   after line 100 when I bind the texture.
6  Java Game APIs & Engines / OpenGL Development / [lwjgl] Rendering to texture with framebuffer object on: 2014-04-22 14:00:09
Hi,

I'm trying to render to a texture with a frame buffer object like in this tutorial (i'm using lwjgl): FBO

I guess I made some mistakes because it's not working well.

Here is my code:
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import static org.lwjgl.opengl.EXTFramebufferObject.*;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.opengl.GL20.*;

import java.io.BufferedReader;
import java.io.FileReader;
import java.io.IOException;
import java.io.InputStreamReader;

import org.lwjgl.LWJGLException;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import org.lwjgl.util.vector.Vector3f;
import org.newdawn.slick.opengl.Texture;
import org.newdawn.slick.opengl.TextureLoader;

public class FBO {

   //window size
   final int WIDTH = 640;
   final int HEIGHT = 480;
   
   //texture
   Texture box;
   Texture light;
   
   //frame buffer
   int fbo;
   int depthbuffer;
   int fb_texture;
   
   public void start(){
      setUpDisplay();
      setUpGL();
      loadTextures();
      createFBO();
     
      while(!Display.isCloseRequested()){
         render();
         Display.update();
         Display.sync(60);
      }
   }
   
   private void render(){
      //render to fbo
      glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
      glPushAttrib(GL_VIEWPORT_BIT);
      glViewport(0, 0, WIDTH, HEIGHT);
     
      glBindTexture(GL_TEXTURE_2D, light.getTextureID());
      drawTexture(0, 0, 64, 64);
      glBindTexture(GL_TEXTURE_2D, 0);
     
      glPopAttrib();
     
      glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
     
      //render the texture
      glBindTexture(GL_TEXTURE_2D, fb_texture);
      drawTexture(0, 0, WIDTH, HEIGHT);
      glBindTexture(GL_TEXTURE_2D, 0);
     
   }
   
   private void drawTexture(float x, float y, int width, int height){
      glBegin(GL_QUADS);
      glTexCoord2f(0f, 0f);
      glVertex2f(x, y);
     
      glTexCoord2f(1f, 0f);
      glVertex2f(x + width, y);
     
      glTexCoord2f(1f, 1f);
      glVertex2f(x + width, y + height);
     
      glTexCoord2f(0f, 1f);
      glVertex2f(x, y + height);
      glEnd();
   }
   
   private void createFBO() {
     
      //frame buffer
      fbo = glGenFramebuffersEXT();
      glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
     
      //depth buffer
      depthbuffer = glGenRenderbuffersEXT();
      glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depthbuffer);
     
      //allocate space for the renderbuffer
      glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, WIDTH, HEIGHT);
     
      //attach depth buffer to fbo
      glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depthbuffer);
     
      //create texture to render to
      fb_texture = glGenTextures();
      glBindTexture(GL_TEXTURE_2D, fb_texture);
      glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, WIDTH, HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, (java.nio.ByteBuffer)null);
     
      //attach texture to the fbo
      glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, fb_texture, 0);
     
      //check completeness
      if(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT){
         System.out.println("Frame buffer created sucessfully.");
      }
      else
         System.out.println("An error occured creating the frame buffer.");
     
   }
   
   
   

   private void loadTextures(){
      try {
         box = TextureLoader.getTexture("PNG", getClass().getResourceAsStream("/box.png"), GL_NEAREST);
         light = TextureLoader.getTexture("PNG", getClass().getResourceAsStream("/light.png"), GL_NEAREST);
      } catch (IOException e) {
         // TODO Auto-generated catch block
         e.printStackTrace();
      }
   }
   private void setUpGL() {
      glMatrixMode(GL_PROJECTION);
      glLoadIdentity();
      glOrtho(0, WIDTH, HEIGHT, 0, 1, -1);
      glMatrixMode(GL_MODELVIEW);
      glViewport(0, 0, Display.getWidth(), Display.getHeight());
      glEnable(GL_TEXTURE_2D);
      glEnable(GL_BLEND);
      glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
      glClearColor(0f, 0f, 0f, 0f);
     
   }


   private void setUpDisplay() {
      try {
         Display.setDisplayMode(new DisplayMode(WIDTH, HEIGHT));
         Display.setTitle("FBO Test");
         Display.create();
      } catch (LWJGLException e) {
         // TODO Auto-generated catch block
         e.printStackTrace();
      }
     
   }


   public static void main(String[] args){
      new FBO().start();
   }
}


I just obtain a white screen (meaning the rendered to texture is empty).
Any idea what am I doing wrong?
 
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