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1  Games Center / WIP games, tools & toy projects / Re: Army Men - a 3do fangame! on: 2014-10-30 22:33:07
There is food in the scene, because this is a kitchen design I started Smiley

Here's another screenshot depicting a new color change for the soldier:


I'm not quite sure which one I should go with. I personally like the darker one. Thoughts?
2  Games Center / WIP games, tools & toy projects / Re: Army Men - a 3do fangame! on: 2014-10-30 17:12:10
Here's a screenshot of what I've been working on today Smiley


I've also begun making a frame-interpolation system for the player animations. I'll get that finished and release the next demo Smiley
3  Game Development / Newbie & Debugging Questions / Re: [LWJGL] Change axis of a model when using matrices on: 2014-10-24 03:45:26
I figured it out Smiley

I had to translate it to the text origin, rotate it, then translate again to the specific coordinate of that letter (in relation to the text origin).
4  Game Development / Newbie & Debugging Questions / [Solved] [LWJGL] Change axis of a model when using matrices on: 2014-10-24 02:25:00
Hello!

I am trying to draw a line of text, but then rotate the whole line of text. Currently, each letter rotates independently, instead of following in a line.

This is how I have it setup at the moment:
  • Draw Text
    • Start drawing a letter
      • Translate matrix to specific x,y coordinate (for each letter, x increases)
      • Rotate matrix on z axis

What I think I need to do:
  • Draw Text
    • Start drawing a letter
      • Translate matrix to specific x,y coordinate of the START of where the text is drawn
      • Shift origin of matrix over on X axis by how far away the letter is
      • Rotate matrix on z axis



However, I do not know how to shift the origin of the matrix.
5  Game Development / Newbie & Debugging Questions / Re: Could someone explain this snippet of code i found? on: 2014-10-22 13:30:27
From what I can tell, the author of the code is setting the pixel color components (R, G, B) at a given location i based on the value of the "height" variable.

pixels is an array where each entry depicts a specific color value. Because it is 1-dimensional, you need to specify your own "width" in order to correctly draw the array.

-Any height less than 0 has a more "blue" color as that represents the water.
-Any height less than 2945 has a more "green" color as that represents grass
-Any height that is greater or equal to 2945 has (I think) a greenish-white color.
6  Games Center / WIP games, tools & toy projects / Re: Army Men - a 3do fangame! on: 2014-10-17 04:21:45
Update Smiley

Changes:
  • You can change graphics settings without leaving the game (does not yet work for textures)
  • A friend of mine mixed together some nice sounds for the game
  • Added "3d" sound type
  • Added Health bar
  • Players make a grunt sound when damaged
  • Players make a scream sound when they die
  • Changed rocket explosion sound
  • Added "FOV" for the enemies
  • Worked on the enemy AI a little bit
  • Added crouching (press C)

Download here

Other stuff:
I found the voice actor that worked on the original Army Men I game. He's agreed to help out with the game!
7  Games Center / WIP games, tools & toy projects / Re: Army Men - a 3do fangame! on: 2014-10-14 14:31:14
I don't know much about Trademark-Stuff, so i have to ask: Why do you think you could get problems? Are you using their models? 
If you created them yourself, could you really get problems, just cause they look similar?
In what I'm planning to create, the only thing that I am using that belongs to TakeTwo Interactive, is the name "Army Men".

Anyone can make a game about plastic soldiers as that's pretty darn generic. And no, I won't be using any resources from the older Army Men games.
8  Games Center / WIP games, tools & toy projects / Re: Army Men - a 3do fangame! on: 2014-10-14 14:14:51
anyway its not like you are right in front of making a massive game about this
Very true, but I don't know if they're like Nintendo and actively patrol all their Trademarks.
9  Games Center / WIP games, tools & toy projects / Re: Army Men - a 3do fangame! on: 2014-10-13 21:34:34
I contacted Trip Hawkens (original owner of 3DO). He isn't quite sure who owns the TM for Army Men now.

After searching through the USPTO Trademark Database, I found that there is one Trademark for the Army Men games still active. It is currently registered to Take-Two Interactive Software.

Fun.
10  Games Center / WIP games, tools & toy projects / Re: Army Men - a 3do fangame! on: 2014-10-12 23:05:00
- option screen, labels, white text on cyan background is ok but green-on-cyan-onmouseover is hard to read.
I've been meaning to change those menu buttons all together; they're from First Recon which has a more cyan-colored menu theme.

- option for master volume would be really nice, sound comes in very loud on my "regular" setup.
Can do! Smiley

- starting a game, going into settings does not allow going back to game (?), would be nice tho' Smiley
I'll make it so "esc" doesn't send you back to the titlescreen, and instead opens up a pause menu.

- got a few
java.lang.NullPointerException
, around
net.mantagames.anarchyengine.model.VBOModel.getVertex

I haven't seen this error in quite awhile. Would you  happen to have a full stacktrace?

- ARB Debug spams alot, after asking for ultra-shadows + SSAO, or shadows+textures on ultra. i guess a
GL_OUT_OF_MEMORY
caused a
GL_INVALID_FRAMEBUFFER_OPERATION

Hmm... I don't seem to be getting this debug error. I suppressed a few of the ones my machine was having (due to the newest version of my graphics drivers). I'll look into it! Smiley

- running-animation, could use interpolation. looks like it plays at 15 hz while the screen renders at 60 hz.
Yah, I'll be sure to add in player animation smoothing soon!

Thanks for the feedback!
11  Games Center / WIP games, tools & toy projects / Re: Army Men - a 3do fangame! on: 2014-10-12 13:29:53
New Update Wink
Link

Changes:
  • Created new test level (bathroom setting)
  • Added some temp enemies
  • You can kill soldiers by shooting them (unfinished)
  • Enemy soldiers can kill you
  • Changed green soldier color
  • Changed tan soldier color
  • Added a small animation when you first start to shoot (whilst standing)
  • You can no longer run while aiming your gun
  • Worked on climbing animation
  • Increased max size of shadow map resolution
12  Games Center / WIP games, tools & toy projects / Re: Army Men - a 3do fangame! on: 2014-10-10 19:05:55
The other is that every now and then, the screen flickers. It looks like as if the camera renders the scene from another position for a single frame. It's hard to explain, so i captured it in a video: http://jpct.de/pix/army.m2v

Turn off your forced Antialiasing through the NVidia Control Panel. We have the same GPU; I only get those rings around the shadows when I have it forced on 16x AA.
13  Game Development / Newbie & Debugging Questions / Re: (LWJGL) A new aproach on: 2014-10-08 12:06:02
Make sure you learn modern OpenGL Smiley
Rewriting a game to use it is never fun.
14  Games Center / WIP games, tools & toy projects / Re: Army Men - a 3do fangame! on: 2014-10-08 03:37:26
Not quite. There's still some shaking for me when pressing the right mouse button (i.e. zooming) in some situations (for example when standing left of the keyboard aiming at the computer).

Alright, I believe it is now all fixed! Smiley

Changes:
  • I believe I have fixed most/all occurrences of camera shaking
  • I added a new test level
  • holding ALT key unlocks the camera rotation from the player


Very impressive demo, nice job! Some of the edges of your sky box cube map are visible as black lines by the way! Smiley
Thanks for the compliment! Smiley
Yah, the cube map texture is just something I pulled off of google for the time being Tongue
15  Games Center / WIP games, tools & toy projects / Re: Army Men - a 3do fangame! on: 2014-10-07 15:10:35
I'm getting this when I run on my mac.

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Sris-iMac:ARMY MEN harsha$ java -Xmx1G -Xms1G -jar "Game.jar" nogui
#
# A fatal error has been detected by the Java Runtime Environment:
#
#  SIGSEGV (0xb) at pc=0x00000001054261af, pid=704, tid=3335
#
# JRE version: Java(TM) SE Runtime Environment (8.0_20-b26) (build 1.8.0_20-b26)
# Java VM: Java HotSpot(TM) 64-Bit Server VM (25.20-b23 mixed mode bsd-amd64 compressed oops)
# Problematic frame:
# V  [libjvm.dylib+0x4261af]
#
# Failed to write core dump. Core dumps have been disabled. To enable core dumping, try "ulimit -c unlimited" before starting Java again
#
# An error report file with more information is saved as:
# /Users/harsha/Downloads/ARMY MEN/hs_err_pid704.log
#
# If you would like to submit a bug report, please visit:
#   http://bugreport.sun.com/bugreport/crash.jsp
#
Abort trap: 6
Sris-iMac:ARMY MEN harsha$

But works on windows, looks awesome.

Oh, you're right... It doesn't work on my mac either. I'll check that out! Smiley

[EDIT 1]
I can get it to work though eclipse on my mac, and /sometimes/ by double clicking the JAR directly. However, I can't seem to get it to run through terminal. I'll keep working on it!

[EDIT 2]
There's a new update available.

Changes:
-Fixed the camera shaking
-Fixed most (if not all) cases where the climbing animation doesn't work properly.
-Changed the color of the green soldier slightly
-Rockets now collide with soldiers (they don't do damage yet)

My artist made some new book models Smiley

16  Games Center / WIP games, tools & toy projects / Re: Army Men - a 3do fangame! on: 2014-10-06 19:45:08
I had two issues with this game. One is a minor visual one and can be seen here: http://jpct.de/pix/army.jpg

The other is that every now and then, the screen flickers. It looks like as if the camera renders the scene from another position for a single frame. It's hard to explain, so i captured it in a video: http://jpct.de/pix/army.m2v

System is a Core i7 @ 4Ghz, Windows 7 64bit, Geforce GTX 680 (latest official drivers)

Hope this helps!
I believe that first bug has to do with the directional light shader -- I'll pass that on to TheAgentD Smiley

That second bug is something I'm aware of, I'll try to that fixed as soon as possible!
17  Games Center / WIP games, tools & toy projects / Re: Army Men - a 3do fangame! on: 2014-10-06 14:05:51
A thought just occurred.

While I most likely would never develop this game to the point of sale, if I did, would I be able to sell it? 3DO went bankrupt almost 10 years ago, and there hasn't been an Army Men game since Army Men: Major Malfunction (2006); which was produced by Global Star Software (they bought the rights to Army Men). A mobile game called Army Men: Mobile Ops was released in 2010 by some random company, and they don't seem to be in any legal debacle.
18  Games Center / WIP games, tools & toy projects / Re: Army Men - a 3do fangame! on: 2014-10-06 12:18:43
I like the style and the idea of being a little "plastic soldier" in a big room Smiley 
The first picture reminds me of the Kids Room in Lego Movie Videogame :p
It's supposed to be more like Mission 10 of Army Men Sarge's Heroes 2 Tongue
19  Games Center / WIP games, tools & toy projects / Army Men - a 3do fangame! on: 2014-10-06 04:25:00
I've been working on a first person shooter called First Recon for a few months now. Yesterday, however I had a sudden urge to make an Army Men styled game Smiley

So... This is what I've been working on... for a day Grin




Controls:
  • Left Mouse - shoot
  • Right Mouse - aim
  • WSAD - movement
  • Space - jump
  • C - crouch
  • ALT - unlink camera rotation from player
  • E - spawn bot player
  • O - spawn decal
  • T - talk (remnant from first recon engine)
  • Y - spawn shadowed light

Download:
Mediafire

Known Bugs:
  • Some sounds start off staticky
  • Camera sometimes glitches when aimed
  • Player animations aren't smoothed

Team:
  • Andrew Hamilton - Lead Developer
  • TheAgentD - Shader Programmer
  • Adam Pasek - Lead Graphics Artist
  • Roland La Goy - Lead Sound Developer

Don't be too harsh :x This is only the second game I've written in lwjgl. <3


Older Pics:


20  Games Center / WIP games, tools & toy projects / Re: Red Game 2D Engine (unfinished, feedback please) on: 2014-09-28 01:10:41
Instead of Reflection for your events, you could make your own customizable event listener

http://stackoverflow.com/questions/6270132/create-a-custom-event-in-java
21  Games Center / WIP games, tools & toy projects / Re: WIP Publication Reel on: 2014-09-17 18:01:35
Continuing work on my first person shooter, First Recon Smiley~





22  Game Development / Newbie & Debugging Questions / Re: Paulscode - Soundsystem - Load from bytebutter? on: 2014-09-05 22:30:15
The reason I switched to an OpenAL sound library was because JavaSound wouldn't cut it.

I wasn't suggesting you change library (though personally, I'd much rather use JavaSound - just most people use it wrong!).  The AudioInputStream is JavaSound - I'm suggesting you make sure that JavaSound can play that stream - then you'll know whether the problem is the stream implementation or how Paul's library is using it.  For that matter, are you sure that Paul's library implements playing a JavaSound stream through OpenAL?

I'm quite sure, yes. I was looking through his lwjgl api and it uses a similar method to what I tried.
23  Game Development / Newbie & Debugging Questions / Re: Paulscode - Soundsystem - Load from bytebutter? on: 2014-09-05 18:08:03
The sound loads into the sound system with no error, however it doesn't seem to make a sound when played.

Have you tried it with plain JavaSound?  I'd rule out issues with the sound library to start with.
The reason I switched to an OpenAL sound library was because JavaSound wouldn't cut it.

I seem to be getting somewhere though Wink
When I use this soundSystem's "loadSound()" method, and supply all the information (byte[] of audio, audio format), and I pick a Name, it loads the sound into memory.
24  Game Development / Newbie & Debugging Questions / Re: Paulscode - Soundsystem - Load from bytebutter? on: 2014-09-05 14:03:26
I still haven't figured this out, however. I do not want to have to create a temporary file just to load a sound; there has to be a way to use Pauls soundsystem to load a sound from a bytebuffer Sad

I keep meaning to try wrapping a ByteBuffer in an InputStream (and wrapping in eg. AudioInputStream) Something like this might help you on your way - http://stackoverflow.com/questions/4332264/wrapping-a-bytebuffer-with-an-inputstream  That of course depends on whether Pauls system has a way to provide an input stream directly.

Quite helpful! I feel as though I'm almost there! Smiley

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// Get bytebuffer from the sound lump in the wad
ByteBuffer audioByteBuffer = lump.getRawLumpData().getByteBuffer();

// Create new byte array
byte[] audioBuffer = new byte[audioByteBuffer.remaining()];

// Fill byte array with wad buffer data
audioByteBuffer.get(audioBuffer);

// Flip the buffer for reading
audioByteBuffer.flip();

// Create Inputstream based on Bytebuffer
InputStream audioStream = new ByteBufferInputStream(audioByteBuffer);

// Buffer the Inputstream
BufferedInputStream bufferedAudioStream = new BufferedInputStream(audioStream);

// Create AudioInputStream from BufferedInputStream
AudioInputStream audioInputStream = AudioSystem.getAudioInputStream(bufferedAudioStream);

// Send to sound system
soundSystem.rawDataStream(audioInputStream.getFormat(), true, "testSound", 0, 0, 0, SoundSystemConfig.ATTENUATION_ROLLOFF, SoundSystemConfig.getDefaultRolloff());
soundSystem.feedRawAudioData("testSound", audioBuffer);


The sound loads into the sound system with no error, however it doesn't seem to make a sound when played.
Thanks for the idea with the bytebuffer - input stream Smiley
25  Game Development / Newbie & Debugging Questions / Re: Paulscode - Soundsystem - Load from bytebutter? on: 2014-09-04 17:08:04
I did a similar thing with Slick2D's OpenAL code for OGG files. I did all the decoding, and serialized it in a byte array to a .buffer file. Then I simply added some code that if the filename loading the file ended with .buffer it would skip OGG decoding, and then load the buffer data right from the byte array. I know this is probably different than your situation, and I know that OGG files and WAV files are decoded differently but if you want the code I can post it.

Edit: My code has been trimmed down to just work for .ogg files, but if anybody wants to use it they can. You load clips by creating Music and SoundEffect objects, and you serialize sound data by modifying the SerializableSoundWrapper class with the filenames and where to get the files.
http://github.com/copyablecougar4/OpenAL-Reader I know when you post links to code it shouldn't need much updating to work, but for that code to be modified you need to change SoundStore line 18 and 626 and ObjectLoading line 11 to not use
warlord.opengl.Game
to either construct a file for use another method to get the file, and remove those two imports.

CopyableCougar4
Thanks for the reply!

I still haven't figured this out, however. I do not want to have to create a temporary file just to load a sound; there has to be a way to use Pauls soundsystem to load a sound from a bytebuffer Sad
26  Game Development / Newbie & Debugging Questions / Re: Noob Questions from Nickropheliac: Your stories, programming lifestyle, etc. on: 2014-09-02 11:41:33
I started programming using a tool called Game Maker (8 years ago). I was 10 at the time. It wasn't until I was 12 when I started learning Game Maker's programming language.

When I found Java, I already had a decent programming background which allowed me to pick it up relatively easily. However, over the past 4 years of it, I have become a tremendously better programmer. One of the best things in my opinion that you can do, is develop something like Minecraft plugins. It's nice because it gives you the satisfaction of writing something which has a huge impact on a game, without having to write the whole game.

About 3 years ago, I started making Minecrafft servers using the base server, Bukkit. I created MCBrawl with a friend of mine. It became incredibly popular, and in fact still has a ton of people that play on it, even though I left to focus more on my own projects.

Stick with programming though! There's no feeling like making something awesome in code Wink
27  Discussions / General Discussions / Re: Performance Test for the Voxel Thing on: 2014-09-01 21:57:50
280-310 fps (generally above 300)

CPU: Intel i7-4960 2.6 Ghz
GPU: NVidia GeForce GT 750M
RAM: 16 GB
28  Games Center / WIP games, tools & toy projects / Re: JGB (Java Game Boy) emulator on: 2014-09-01 19:37:04
Works with:
-Super Mario Land
-Super Mario 4
-Super Mario Bros DX

Nice work! Smiley
29  Games Center / WIP games, tools & toy projects / Re: Oppugno on: 2014-08-31 19:53:01
Your file host seems to be down. I tried 12 hours ago, and now.
30  Game Development / Newbie & Debugging Questions / Re: Paulscode - Soundsystem - Load from bytebutter? on: 2014-07-31 22:23:19
I'm using the Wad file architecture for storing external files together, they're not being stored inside of the Jar.
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