krasse
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Posted
2011-03-06 10:32:55 » |
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I have started to work with my physics-based space combat game again.   Blog postHere are some videos (most recent first): Cool battleShip configuration and battleShip hull texturesRamming testProcedural ship hull testerPlanned features: * Evolve you own ship (and friendly bot) by buying new segments, weapons etc. * Generative/reactive music * Procedural levels and ships It is currently rendered using Java2D. My plan is to keep the renderer/sound/music separate so I can simply make LWJGL, GWT (webGL and pure canvas), Android variants as well. I will however make the first game an Applet/Java application with Java2D.
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Eli Delventhal
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Reply #1 - Posted
2011-03-06 21:39:35 » |
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Looks nifty! Hard to tell exactly what is going on but that youtube reminds me a lot of what gish prototypes looked like (which is a good thing).
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krasse
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Reply #2 - Posted
2011-03-07 05:18:48 » |
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Looks nifty! Hard to tell exactly what is going on but that youtube reminds me a lot of what gish prototypes looked like (which is a good thing).
Thanks! If this week's work turns out like planned, I'll have a much better video soon 
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Games published by our own members! Check 'em out!
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Eli Delventhal
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Reply #4 - Posted
2011-03-08 18:31:27 » |
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Now the real question is: how are you going to draw all that so it doesn't look crappy? :-)
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krasse
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Reply #5 - Posted
2011-03-08 20:29:39 » |
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Now the real question is: how are you going to draw all that so it doesn't look crappy? :-)
The Java2D renderer will probably always look crappy with its flat shaded, vector graphics stuff  . It might look a bit better when I add backgrounds and make the obstacles more visually varied. For the OpenGL renderer (LWJGL or WebGL), the plan is to use textures with normal maps for everything which will spice it up. I have a lot of particle effects/animations as well that I want to use for explosions, smoke etc. Do you have any anti-crap hints for me when it comes to Java2D (and JS canvas) rendering?
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Eli Delventhal
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Reply #6 - Posted
2011-03-08 22:54:06 » |
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Now the real question is: how are you going to draw all that so it doesn't look crappy? :-)
The Java2D renderer will probably always look crappy with its flat shaded, vector graphics stuff  . It might look a bit better when I add backgrounds and make the obstacles more visually varied. For the OpenGL renderer (LWJGL or WebGL), the plan is to use textures with normal maps for everything which will spice it up. I have a lot of particle effects/animations as well that I want to use for explosions, smoke etc. Do you have any anti-crap hints for me when it comes to Java2D (and JS canvas) rendering? There isn't much you can do with Java2D, I'm afraid. You can make gradient fills perhaps, and anti-alias lines, but textures are mostly out of the question as far as I know.
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CommanderKeith
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Reply #8 - Posted
2011-03-09 01:36:52 » |
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There isn't much you can do with Java2D, I'm afraid. You can make gradient fills perhaps, and anti-alias lines, but textures are mostly out of the question as far as I know.
If by textures you mean images, Java2D is actually quite good. It can paint heaps of transformed images pretty quickly, so long as java2D lets the video card hardware accelerate, which it doesn't for many intel cards  There's radial and linear gradient paints and they're also fast with hardware accel. A tip: One problem with java2D is that you can't do soft-clipping or anti-aliasing of images, so if you paint a rotated image it will always have jaggies on the edges. One way to make it look better is to draw a rectangle around the edge of the image in feint grey or some other translucent color to make it look less jaggy.
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Games published by our own members! Check 'em out!
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krasse
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Reply #10 - Posted
2011-03-09 07:17:42 » |
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Thanks for all the info! I remember now that I tried some texture paint a couple of years ago but it was extremely slow on my machine so I forgot about it 
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ra4king
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Reply #11 - Posted
2011-03-09 07:23:59 » |
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Well that was a couple years ago. Computers are now much more powerful. The demo on those websites ran instantly on my relatively crappy laptop. 
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Eli Delventhal
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Reply #12 - Posted
2011-03-09 17:12:03 » |
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Nice, I didn't know you could do all that in Java2D. Cool.
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krasse
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Reply #13 - Posted
2011-03-15 23:31:09 » |
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Added a video with some sound effects, procedural level generation, automatic path planning graph and a not so smart bot: http://www.youtube.com/watch?v=dzosXl-VJkQThe sound effects are played with the Gervill Midi player with some key-based tuning messages for doppler effects (currently not really working well).
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ra4king
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Reply #14 - Posted
2011-03-15 23:52:52 » |
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Holy crap how many classes do you have?!?
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krasse
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Reply #15 - Posted
2011-03-15 23:58:37 » |
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Holy crap how many classes do you have?!?
Far to many! 
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loom_weaver
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Reply #16 - Posted
2011-03-16 00:10:35 » |
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I would differentiate the smoke from damage from ejector thrust. Grey circles for the first and lines for the second. Upon first glance, I thought I was seeing a top-down of Archie's jalopy as he was driving over to pickup Veronica. 
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krasse
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Reply #17 - Posted
2011-03-16 00:25:16 » |
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I would differentiate the smoke from damage from ejector thrust. Grey circles for the first and lines for the second. Upon first glance, I thought I was seeing a top-down of Archie's jalopy as he was driving over to pickup Veronica.  Damage from ejector thrust? I had to google two times since I didn't know what Archie's jalopy was either  OpenGL will solve all the visual stuff for me eventually. In my vision I have a lot of nice looking cool explosions, weapons, backgrounds etc. that will hide the fact that it is extremely stupid to make a mass-spring based shmup 
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loom_weaver
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Reply #18 - Posted
2011-03-16 00:38:58 » |
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Heh, minus points to me for vague cultural references.
What I meant to say (and you figured out by now) is that the grey circle special effects for thrust looks more like billowing smoke and makes me think that the ship is heavily damaged (possibly on fire) and about to fall apart--like Archie's clunker.
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ra4king
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Reply #19 - Posted
2011-03-16 02:27:01 » |
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What I meant to say (and you figured out by now) is that the grey circle special effects for thrust looks more like billowing smoke and makes me think that the ship is heavily damaged (possibly on fire) and about to fall apart--like Archie's clunker.
Exactly my first impressions! It took me a while to realize that the grey circles are just special effects when you're moving 
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krasse
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Reply #20 - Posted
2011-03-16 07:49:49 » |
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Heh, minus points to me for vague cultural references.
What I meant to say (and you figured out by now) is that the grey circle special effects for thrust looks more like billowing smoke and makes me think that the ship is heavily damaged (possibly on fire) and about to fall apart--like Archie's clunker.
I see what you mean  . Thanks for pointing that out.
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krasse
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Reply #21 - Posted
2011-03-18 07:39:34 » |
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A first go at procedural ship hulls: Larger image
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Mads
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Reply #22 - Posted
2011-03-20 15:39:35 » |
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Nice! I love games that has procedural elements. It keeps it from getting boring and same-y, if it's done correctly I think the ones that are only composed of (2 - 3) big ellipses are ugly.. They need more shape than boring ellipses 
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krasse
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Reply #23 - Posted
2011-03-20 19:56:14 » |
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Nice! I love games that has procedural elements. It keeps it from getting boring and same-y, if it's done correctly I think the ones that are only composed of (2 - 3) big ellipses are ugly.. They need more shape than boring ellipses  Yes, some are ugly  It is really interesting to see what can be done with different shapes. I want the friendly ships to be recognized by the shape grammar they use, for example more soft shapes or something else. A future more tricky issue is to transform them to masses and springs while keeping them stable. Tesselation alone isn't enough 
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Eli Delventhal
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Reply #24 - Posted
2011-03-24 00:03:05 » |
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This is a very interesting project, I like your experimentation with the procedural ships, looks super cool!
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ra4king
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Reply #26 - Posted
2011-03-25 02:45:20 » |
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Pretty cool!! Did you use the generative and reactive music module thing? I remember seeing a thread a while back where someone showcased this amazing tool to procedurally create music.
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krasse
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Reply #27 - Posted
2011-03-25 06:38:48 » |
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Pretty cool!! Did you use the generative and reactive music module thing? I remember seeing a thread a while back where someone showcased this amazing tool to procedurally create music.
I used my own music module, but I have also showcased it on JGO so I could be that someone  Anyways, the following is a demo of the latest music module. It sounds a lot better now, but I am not satisfied yet: http://www.youtube.com/watch?v=91YokdJ9jqoThe coolest parts are when the threat and intensity goes up and happyness down 
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krasse
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Reply #29 - Posted
2011-05-20 10:02:13 » |
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Here is a new video when I use my procedural ship hull tester: http://www.youtube.com/watch?v=KG_XttiqNs0The idea is that the player can evolve his/her ship and place weapons, rocket engines etc to be able to complete the levels. The interface will not be ugly like this though 
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