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  TUER: Truly Unusual Experience of Revolution, FPS using JOGL  (Read 378146 times)
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Offline ShadedVertex
« Reply #1170 - Posted 2015-12-04 07:34:09 »

The  models may be sweet, but you should improve the lighting. Maybe add some reflections, fog effects, etc. You aren't using the fixed function pipeline of OpenGL are you?
Offline SHC
« Reply #1171 - Posted 2015-12-04 08:24:25 »

The  models may be sweet, but you should improve the lighting. Maybe add some reflections, fog effects, etc. You aren't using the fixed function pipeline of OpenGL are you?

He might be, considering that this game is now 8 years old. I dunno if he updated the code to render using modern OpenGL, but I think he didn't, as the game is big enough to make the porting consume some months time.

Offline gouessej
« Reply #1172 - Posted 2015-12-04 09:44:59 »

Hi

The models may be sweet, but you should improve the lighting. Maybe add some reflections, fog effects, etc.
My game will never be beautiful, I'm not a computer artist and the lights don't work at all on a few machines I use for my tests. The list of bugs (including requests for enhancement) is already very long, I prefer not to use any lighting now in this first version of my game. Maybe I'll use the fog effect in one level. I want to keep the graphics style of my game simple and consistent. Using more advanced lighting might be done in another major version. My game is old.

You aren't using the fixed function pipeline of OpenGL are you?
I'm using the fixed pipeline, which is emulated by JOGL when it isn't available (typically with OpenGL ES 2).

He might be, considering that this game is now 8 years old.
My game is 9 years old, it's explained here.

I dunno if he updated the code to render using modern OpenGL, but I think he didn't, as the game is big enough to make the porting consume some months time.
My game uses JogAmp's Ardor3D Continuation, it supports shaders but my game isn't intended to work only on modern machines. Yes, fully using the programmable pipeline in the engine would consume some months time.

I fixed a few bugs in the model converter yesterday. I hope to be able to edit the keyframe animations and to import them soon.

Games published by our own members! Check 'em out!
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Offline gouessej
« Reply #1173 - Posted 2016-02-04 10:30:09 »

Hi

I updated the source code of the alpha version yesterday so that it uses JOGL 2.3.2 as there are still a few developers using it. I haven't tested the screenshot feature but the other ones should work. This old version now uses the JogAmp fat JAR too, it simplifies the deployment a lot, the Ant script is a lot simpler.

I still have to modify the texture of the Peugeot 308 (the police car), I'm currently rewriting the introduction state as the updates of the texture seems to work slowly on some machines with Intel integrated GPUs and I'll reuse some code to make the blood flow on the screen when the player dies.

Offline gouessej
« Reply #1174 - Posted 2016-03-15 01:03:59 »

Hi

Sorry, I was heedless several months ago when I tried to fix the bug reported by N_I_C_S, I added the missing files into the fat JAR of the editor (JFPSM) but I forgot the fat JAR of the game:
https://sourceforge.net/p/tuer/code/1160/
https://sourceforge.net/p/tuer/code/1254/

I've just fixed my mistake and I'm currently uploading the bundles. The game should work anew under Windows. I'll add a screen capture into the documentation for Windows 10 users, Smartscreen prevents my game from running and you have to click on a button to show another button to run it despite the scary message. I won't pay the toll, I won't buy a "trusted" certificate.

I wrote a small program to convert the pixels of the frames (10 seconds, 60 frames per second => 600 frames) in the introduction state into as few triangles as possible. I was spending more than 2 days to complete but now it takes only 9 hours by detecting that the occupancy map of a color doesn't change. I'll implement another optimization so that it takes less than an hour to complete. I had to split my test into smaller unit tests. In my humble opinion, it helps a lot, it's more rewarding as you see that some parts of the code are working instead of seeing a single broken test and it's more readable. I still have to replace the moving cube by my animated mesh in the introduction state. After that, I'll try to implement the bloody screen, I will only need to extract the bloody frames, the rest will reuse the same mechanism than the introduction state.

GNU Mediagoblin has become terribly slow. I'll have to setup my own server to host my files later. I don't want to go back to Youtube.

Finally, better late than never, I have dropped my custom code conventions, now I use the famous Java code conventions and only spaces (no tabs) in Eclipse. Best regards.

2016/03/22: The test of the introduction state reimplementation seems to be working but its memory footprint is unacceptable to me. The previous implementation uses about 1 MB whereas this implementation uses about 180 MB. I'm going to keep the previous implementation for the introduction state despite the slowdown on a very few Intel GPUs but I'll use this mechanism for the blood.

2016/03/24: I'll have to implement a slightly different mechanism for the blood in order to use only about 2048 triangles per frame (about 13 MB, 30 fps, about 3.5 seconds).

Offline gouessej
« Reply #1175 - Posted 2016-07-02 18:48:44 »

Hi

  • There seems to be a problem with Mediagoblin. The videos might be temporarily unavailable. My Internet brick isn't ready for prime time yet.
  • The Java Webstart version of the pre-beta version is no longer available
  • JFPSM won't be available until I succeed in deploying it without Java Webstart
  • The Java Webstart version of the abandoned pre-beta version will become unavailable in a few days but its source code will remain available
  • I will probably use JNDT instead of Java Webstart for the alpha version too in order to completely drop Java Webstart
  • Red Hat provides OpenJDK 1.8 binary builds for Microsoft Windows, I wonder whether I will use them in order to switch to Java 1.8
  • I have become recently able to concentrate myself enough anew after a long time with personal troubles, I hope to implement a few features.

2016/08/06: I've just fixed Java 1.9 support, the deallocation helper was a little bit broken. I'm going to stop using Ant classloader task which is unmaintained, I'm going to update the documentation very soon.
2016/08/11: JNDT will rather produce a Windows installer based on NSIS instead of a MSI as there are already a NSIS script and an Ant task both working correctly under GNU Linux.
2016/08/13: The NSIS Ant task is available here, I modified it a little bit.
2016/08/24: I succeeded in generating some Windows installers under GNU Linux but I'll probably need your help to test them.
2016/10/28: I've just uploaded those Windows installers, please can you give them a try?
2016/11/04: The Windows installer just works  Grin (tested under Windows 10). You may have to disable Windows Defender and you have to execute it despite the scary warning coming from Windows Smartscreen.

Offline gouessej
« Reply #1176 - Posted 2016-11-27 18:52:58 »

Hi

TUER is ten years old, I've just published a new article about it.

By the way, I updated the documentation a few hours ago, especially for the end users under Microsoft Windows. I tried to install the English language pack on a friend's laptop, it was very painful and SmartScreen went on showing the warning message in French anyway, sorry for the bad "fake" screen captures used to illustrate the explanations:





2016/11/30: There is a new teleporter to go to the last level, there is a new poster at the exit of the museum and the artificial intelligence has been improved: the enemy tries to face the player (but it's not smart as he rotates brutally, I'll use slerp very soon).
My website is temporarily down because of a problem with Sourceforge.
2016/12/01: The game version and release numbers are stored in order to implement the system of update suggestion.
My website is back online, you may need to clear your cache to make it work. As Sourceforge has more and more technical problems, I will have to seriously reconsider hosting my infrastructure on my own low-energy server.
2016/12/02: JNDT is now packaged as a JAR and I've just updated its documentation, it should be a bit easier to use. Some complementary clarifications will be added very soon.

Offline elect

JGO Knight


Medals: 42



« Reply #1177 - Posted 2017-04-17 07:42:16 »

What's new for 2017? I know you're busy with some other projects...
Offline gouessej
« Reply #1178 - Posted 2017-04-19 22:23:30 »

Hi elect

Thank you for the reminder.

The website of my game will probably move to a new location in May, its source code, its images and its videos will follow. If I can't afford some complementary protection of my intellectual property, the new website will be used as a backup until my financial situation allows me to go to the next step. My own low-energy server works correctly, the main problem comes from my ISP that provides fixed external IP addresses to non professional customers at a very high price and that blocks the default port used by SMTP. I could work around this limitations by using a VPN. I've had too much problems with Sourceforge. Actually, I'm very happy to have my own piece of Internet entirely under my control  Grin  The problems of hosting and with Subversion on Sourceforge were discouraging. Finding some time to work on my game is difficult, being unable to commit for hours is demotivating.

I still have to improve the accuracy of the new abilities implemented in the artificial intelligence. The way the soldier turns is still unnatural :s After that, I'll have to allow him to go forth, the game will become a bit more challenging and a little bit less boring.

JNDT still relies on a forked version of Apache Commons Imaging, I plan to switch to Twelve Monkeys ImageIO and to port my conversion code from Apache Commons Imaging into javax.imageio, it seems to be a lot more viable on the long term especially since an Apache contributor rejected my contributions.

I have to fix some bugs in JOGL 2, we would like to release JOGL 2.3.3 this year and I'd like to use it in my game of course.

Best regards

Offline Archive
« Reply #1179 - Posted 2017-04-20 01:50:46 »

I've seen this thread for a long time and I've wanted to play your game, but I cant seem to find a running version of your game. The Mac version on your website seems to be an outdated app that isn't compatible with a modern macOS.

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline gouessej
« Reply #1180 - Posted 2017-04-20 18:31:25 »

Hi

I've seen this thread for a long time and I've wanted to play your game, but I cant seem to find a running version of your game. The Mac version on your website seems to be an outdated app that isn't compatible with a modern macOS.
Which version of Mac OS X do you use? jmaasing tested under OS X 10.11 and it worked. I don't understand why you claim that the Mac version is an outdated app whereas it's simply an OS X application bundle. I know that OS X 10.12 hides the "Anywhere" option in Gatekeeper but you should be able to run my game anyway. As far as I know, OS X 10.12 still allows to package a software as a disk image and as an application bundle. Maybe I'm missing something obvious as I haven't tested it under OS X 10.12, how can I help you?

P.S: This might help under Sierra (OS X 10.12):
http://osxdaily.com/2016/09/27/allow-apps-from-anywhere-macos-gatekeeper/

P.S 2: This solution is less scary:
https://apple.stackexchange.com/a/243689

Offline Archive
« Reply #1181 - Posted 2017-04-20 19:33:02 »

http://tuer.sourceforge.net/en/play/

Is this the wrong site? And yes, I'm running 10.12.2

The application in Apple Mac OS X section of the Current pre-beta version brings up this error

Offline gouessej
« Reply #1182 - Posted 2017-04-20 21:49:58 »

Maybe it will work if you force the 64-bit mode:
http://support.apple.com/kb/HT3773

If it's the opposite problem, open the game in 32-bit mode:

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