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  TUER: Truly Unusual Experience of Revolution, FPS using JOGL  (Read 210713 times)
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Offline gouessej
« Reply #1140 - Posted 2013-04-19 11:22:07 »


Hello, i tested !

- I confirm the mouse is now visible ^^ . But i didn't see any crosshair, but i have still a textures problem on my laptop (black fog very near), that could explain... (however it's weird, i'll look at the code how the textures are set)
The crosshair doesn't use any texture, it's just a tiny VBO. It's very small. I already checked yesterday on a machine under Windows 7 and it worked, I will check on a laptop.

- The enemies who shoot, the loss of health, that's cool, it progresses toward a real gameplay Cheesy .
Thanks. I have to update the demo, the player falls, a message is displayed and a small music is played when he dies. The blood on the screen is still missing.

I'm not satisfied by the behaviour of the weapons used by the player
After taking the guns, i couldn't shoot (but i didn't understand if it's currently possible, sorry, forget if not...).
Nobody reads the instructions  Wink You need to pick up some ammo and to reload your weapon.

I'm now able to clone enemies without making unnecessary copies of geometric data.
Cool ^^ ! How did you do finally ? Because theorically no need to clone keyframes too, in my case i store one instance of the animated mesh and the "Enemy" objects only store and manage the parametric variable of the animation (but maybe that depends on the Ardor3D structure ^^ ).
That's the point. The morph mesh must be duplicated but not the key frames. You can do the same with JMonkeyEngine but I'm not sure the MD2 loader has been ported to its third version and Ardor3D provides a nice helper to copy meshes.

Next steps:
- hide or disable the menu of the arena mode (this mode is not ready yet and showing it only leads to confusion)
- clarify the display of ammunitions (add some texts until some nice icons are ready)
- improve the ammo box (almost nobody understands that this green box contains some ammo)
- draw some blood on the screen (I really want to get a better result than in the alpha version)
- allow the enemies to turn to the player (the game will become more challenging  Grin)
- allow the modification of mouse sensitivity and key mapping
- use key framed animations for the weapons of the player
- design a cop who would replace the soldier (I don't want to go on using materials that might be copyrighted)
- show the hand(s) of the player on the weapon(s) that he holds

I won't be able to allow the enemies to move without a better collision detection. I will probably extract the skeletons of some existing animations to create the cop but it will require another feature in Ardor3D. I need a mesh exporter to modify mesh data in Ardor3D, edit them in Blender and import them anew in Ardor3D.

I will post some screen captures and a video only when the cop is ready.

If I see that the implementation of a feature takes a long time, I will try to planify the implementation of smaller ones.

Edit.: I will modify the image in the very first post too.

Edit.2: I reproduce the bug with the laptop, thanks N_I_C_S.

Edit.3: I updated the demo, it contains a fix for the bug reported by N_I_C_S. There are still some problems of accuracy in collisions detection. I will have to store vertices of models into a hierarchical data structure to recompute their bounding volumes faster.

Edit.4: My 3 first suggestions have been implemented successfully. I will try to draw some blood on the screen tomorrow.

N.B: Sourceforge upgraded my project some days ago. My Subversion repository has been moved here.

Offline gouessej
« Reply #1141 - Posted 2013-04-22 09:40:52 »


I have improved the accuracy of the collisions detection, it prevents the player from shooting the wrong guy when several ones are in his trajectory.

I have improved the display settings GUI, I have put the handling of screen rotations and the other settings into 2 separate panels instead of displaying a huge list of available display modes. The panel for screen rotations is hidden if your hardware doesn't support them. NEWT will be able to provide enough information about physical monitors soon which will allow me to give to the end users the possibility of choosing a virtual  or a single physical (primary or secondary) monitor.

I have started implementing a GUI to assign keys and mouse buttons to actions. I will add a setting to reverse up & down and to modify the mouse sensitivity. I don't plan to support controllers yet, it will be done later.

The morphing of MD2 models is still a bit buggy. When the frame rate is low, the morphing mesh is really stange  Sad I will have to fix this bug in Ardor3D (it is probably still broken in JMonkeyEngine 2 too).

I will interpolate bounding volumes between key frames instead of using interpolated vertices in order to use less CPU time (even though it is a bit less accurate) without spending months in implementing some tree support in Ardor3D.

The bloody screen is far from being ready. Saturday, I used ffmpeg in command line to extract all frames of a working example from a video (Goldeneye 007, Nintendo 64). Then, I tried to use the editor of color levels in The Gimp 2.8 to keep only the blood. I will have to use the "marching squares" algorithm to extract the contours. After that, I will use the contours to compute some packets of squares and I will merge most of them into bigger rectangles with my array helper. Finally, I will split these rectangles into triangles, put their vertices into a VBO per frame and use them in a key frame animation.

I'm still not satisfied by the absence of the player's hands and the animations of his weapons.

I really have to clean my source code. The class GameState is becoming too big. When it's done, it will be easier to add a true menu displayed when the game is paused. The input triggers have to be registered/unregistered correctly when entering/exiting a state.

I will update the demo when some bug fixes are ready.

Edit.: A regression in NEWT affects keys from F1 to F12, the numerical pad and the arrows on non-QWERTY/QWERTZ keyboard layouts (for example AZERTY).

Offline gouessej
« Reply #1142 - Posted 2013-04-25 22:31:03 »


I've updated the demo. The regression had been caused by me, I compiled Ardor3D and TUER with different versions of JOGL. The bug of the MD2 animations has been fixed too.

I would like to replace the soldier by a cop (I will make it with Blender). I really need an exporter for Ardor3D.

Games published by our own members! Check 'em out!
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Offline gouessej
« Reply #1143 - Posted 2013-05-01 08:59:23 »


A very few keys (arrow keys) are still not handled correctly. I have partially fixed this bug in NEWT for GNU Linux but not for Windows. Best regards.

Offline gouessej
« Reply #1144 - Posted 2013-05-03 21:36:54 »


It is now possible to modify the controls (mouse buttons and wheel, keyboard). I will allow to modify the sensitivity of the mouse and reverse up/down before updating my game. Best regards.

Offline gouessej
« Reply #1145 - Posted 2013-05-22 11:43:45 »


You can modify the sensitivity of the mouse and reverse up/down. I know this is not fantastic but I did that as it was asked by Erikd (several years ago) and I thought it would be useful.

I avoid adding tons of concrete features into the road map of my game because it will be already very difficult to do what I've already planned but when I spend some time in evaluating the remaining amount of work to get the job done, I realize that things will be more complicated than I thought at the beginning. For example, when I planned to improve the artificial intelligence, I didn't think immediately about pathfinding (I'll probably use Dijkstra's Algorithm). When I planned to create some new ennemies, I didn't know that the very old MD2 key-frame controller contained a bug that would directly have an impact on low end machines I use daily and that Blender (>= 2.50) has almost no reliable import scripts for the formats I use. When I planned to switch to Ardor3D, I didn't know I would have to port its JOGL renderer to JOGL 2.0 by myself (because a guy claimed to have a working ported renderer and I thought he would contribute, I was naive). My game won't be complete in 2016. I have a real lack of visibility, I hope that the situation will be better soon. I wonder whether I should keep Android support in my roadmap and my tablet doesn't work any more, I have no device supporting at least Android 2.3.

I'm currently creating several new states:
- game over (at the end of a game, when the players dies, wins or aborts a mission)
- pause menu
- exit (final cleanup)

I'm going to separate the mutable part of the game state from its immutable part so that things required by all levels in all modes will be loaded once and things required by some levels will be loaded on demand and "unloaded" in the loading state if they are no more required. I need to do that before adding a second level, to test OSM2World.

I still want to add at least another enemy into the first level.

Actually, it is still impossible to win... There is no way to leave the first level, I have to fix that.

Edit.: I have just created a ticket to sum up what I plan to do to support vector images:

Edit.2: I'm going to add a new level into the game very soon, stay tuned Smiley

Offline pixelapp

Junior Duke


« Reply #1146 - Posted 2013-10-19 20:25:27 »

Hello. Testing this thread, 1, 2. 1, 2.

Cloud games and fun.
Offline opiop65

JGO Kernel

Medals: 156
Projects: 7
Exp: 3 years

JumpButton Studios

« Reply #1147 - Posted 2013-10-19 20:26:01 »

Hello. Testing this thread, 1, 2. 1, 2.
What? Why?

Offline pixelapp

Junior Duke


« Reply #1148 - Posted 2013-10-19 20:28:29 »

The owner of this thread is a friend of mine and asked me to do this favor for him. If you want more info, please ask him. Smiley

Cloud games and fun.
Offline gouessej
« Reply #1149 - Posted 2013-10-22 13:33:07 »


Hello. Testing this thread, 1, 2. 1, 2.
Received 5 by 5 comrade:

Thank you for your help  Wink

I'll avoid making multiple consecutive posts. Best regards.

Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline gouessej
« Reply #1150 - Posted 2014-01-15 10:24:30 »


I'm going to update JFPSM in a few days with a new tool to convert Quake 2 MD2 files into WaveFront OBJ files, I will probably add key frames data into the comments. This tool will be helpful to avoid wasting a lot of time in fixing Python scripts of Blender each time its public API has been modified. Once the key frames are stored into a WaveFront OBJ file, you can use almost any modeler to edit them. This feature will be used to design a new cop for my game.

TUER can't be run with Java 1.7 update 51 due to its new security requirements (detailed here) as it doesn't use a code signature from a "trusted" authority. I will have to use this kind of signature very soon. In the meantime, please add my JNLP files into the exception site list, it's explained here.

I'll pay someone on DevianART to create a nice 3D model of hand to handle a gun.

Best regards.

Edit.: The alpha version of TUER has just been ported to JOGL 2 but there are a few spelling mistakes in the JNLP file, I'm going to fix that in a few hours.
Edit.2: I've just tested the alpha version of TUER under Windows, it works very well but you still have to lower the security level to run it. Since January 22th 2014, Java 1.7 is necessary, I have to update the minimal requirements. As I don't use JOAL in this version, the sound effects don't work with OpenJDK.
Edit.3: I'm working on MD3 support.
Edit.4: I've updated the website of the game, it supports two languages now. I haven't decided yet whether the game itself should support multiple languages.
Edit.5: I'll write an article about the changes of the policies and in the organization of this project soon.

Offline gouessej
« Reply #1151 - Posted 2014-07-13 00:27:15 »


I've just written an article about the progress of my project:

Sorry, it isn't very impressive but I don't give up.

Offline Nate

JGO Kernel

Medals: 149
Projects: 4
Exp: 14 years

Esoteric Software

« Reply #1152 - Posted 2014-07-13 04:58:13 »

Try this:
Then you just need NSIS to make a Windows installer. NSIS can be run on POSIX systems to compile a Windows installer.

Offline gouessej
« Reply #1153 - Posted 2014-07-13 08:46:08 »

Thank you very much Nate. Are those limitations still there, especially about Windows 32 bits? You're probably right about NSIS:

I'm going to give it a try very soon, at least to create an .app file for Mac OS X. Which versions of Mac OS X does it support? Would you prefer creating RPMs and DEBs instead of ZIP archives for GNU Linux?

Big kudos for having created such a tool in a weekend  Grin

Edit.: I get the expected files in the output directory but how to make a single .app file from them? Is an .app file just a ZIP archive with a different extension?

Offline Nate

JGO Kernel

Medals: 149
Projects: 4
Exp: 14 years

Esoteric Software

« Reply #1154 - Posted 2014-07-13 14:59:46 »

Oh it's Mario's tool, not mine. Smiley Limitations, yeah most likely. An .app is a directory structure. Not sure which OSX versions, likely all that matter (OSX users almost have to stay up to date). I like zip files for all OSes, but users don't.

Offline gouessej
« Reply #1155 - Posted 2014-07-15 21:39:24 »

Ok, I'll try the .app file under Mac OS X 10.6.8. I might need some help to test it with a more recent version of Mac.

Edit.: Result: "You can't open the application out because the Classic environment is no longer supported". I zipped the directory produced by PackR to create an .app file. It does nothing when I just copy the directory as is. I don't know what I should do with this directory.

Edit.2: Actually, I have to rename the directory so that it ends with ".app" and then it runs. However, it crashes under Mac OS X 10.6.8.

Offline gouessej
« Reply #1156 - Posted 2014-07-25 23:31:40 »


Please can some Mac OS X users give it a try?

This is a zipped Mac OS X application bundle created with Packr. It should work with Mac OS X 10.7 and later. It crashes with Mac OS X 10.6.8. Sorry, it's a bit big.

Edit.: jmaasing has just confirmed that the Mac application bundle is now working. It doesn't work with OS X 10.6.8 but it should work with 10.7.3 and later which is better than nothing. I have no Apple ID, this bundle isn't signed. I did the following mistake:
- vmargs in Packr expects forward slashes instead of dots to delimit package names (dots are used inside the manifest)
- the root directory "" must be kept with the ZIP archive (I use "prefix" with zipfileset in the Ant script)
- the launcher file must remain executable after putting it into a ZIP archive, I have to force the file permissions when creating the ZIP (I use "filemode" with zipfileset to do it)
I don't need to buy a Mac  Grin   I reimplemented Packr with Ant, it still works, I only kept its native launchers Smiley I'm going to add a nice picture to "encourage" Mac users to run my game, I know some people here might dislike my sense of humor.

Offline gouessej
« Reply #1157 - Posted 2014-10-23 15:05:36 »


I've just written an article about the progress of my project (8 years  Grin):

There is nothing really eye candy to show because I'm still working on a replacement of Java Webstart. I don't give up.

Offline ags1

JGO Wizard

Medals: 67
Projects: 3
Exp: 5 years

Make code not war!

« Reply #1158 - Posted 2014-10-23 18:36:10 »

Out of curiosity, what do you still have on your to do list?

Offline gouessej
« Reply #1159 - Posted 2014-10-23 20:37:15 »

Sorry, maybe my article isn't clear. All requests for enhancement are in the bug tracker except those about anti-portals and cells-and-portals subdivision. It reminds me that I have forgotten to enter a bug about the gun that stops working sometimes, it becomes impossible to reload.

The bug tracker is here:

Thank you for your question. I'm going to rephrase one paragraph.

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