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Messages - Parezator

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1
Projects / Re: Akarun
« on: September 29, 2012, 11:42:47 am »
I wouldnt mind at all, id be grateful. Thank you :) When its done ill post a google play link.
Ill try to fix the bug in free time but now im going to be afk for a week.

Thomas:
Thanks for sending the time.
Im glad to hear that, i thought it would take much less time.

Edit:
Apk updated.
Bug with turning off the screen is propably solved (i think it was garbage collector messing with textures). So ive done some changes. Im not really sure what caused the Egon's issue and im not able to reproduce the problem on my phone. If you can do it again, could you please send a log?

And one question:
Do you think this kind of game needs sounds or music? I dont know many (if even any) people who plays those games with sound turned on.

2
Projects / Re: Akarun
« on: September 28, 2012, 07:49:05 pm »
Im studying here:  http://www.roznovskastredni.cz/informace.php

Thanks for bug report, ill look at it.

3
Projects / Akarun
« on: September 28, 2012, 06:56:45 pm »
Hi,
for a couple weeks ive been working on logic game Akarun (may be not the final name). When its done i will use it as my last year high school project.
Why im posting it undone? I need some feedback.
Especially im looking for:
-How does it look on different displays
-What do you think about control
-Whats the performance on different devices (i used the fps counter from helloworld, so in log you can find the numbers)
-Bugs (when you find one please post log too)
-Ideas
-Text correcting in "How to play" section, im not sure if its clear enough
-How long does it take you to solve the level(s) - i mean how hard do you find them?
-Is it fun to play?

I was thinking about making two versions of the game: Lite (only a few levels) and paid (10Kč  = cca 0,39) Full(a lot of levels + some new features, new types of blocks or something). I know im not going to make a fortune by this game but i was just curious if its sellable, because may be i would like to make something bigger later. Do you think i should try that?

Now some screenshots:




And apk is here:
http://pokusne.php5.cz/akarun/Qbe.apk

Any help will be appreciated.

4
Support / Re: Object picking - weird behavior
« on: September 10, 2012, 07:35:27 pm »
Thanks! It was the title bar. Now i feel really stupid.
Ill take your advice about the threading.
Now I have figured out the problem with collision detection, so im really looking forward to make something meaningful with this engine.

5
Support / Re: Object picking - weird behavior
« on: September 10, 2012, 04:15:27 pm »
Thanks for quick answer.
I tried your idea but nothing changed. I just cant see what i'm doing wrong. I'll keep looking...
Maybe it could be solved just by some "offsetting" the ypos but i dont think this is the right attitude (and propably it wouldnt work on all resolutions).

The problem is propably in collision detection setting because when i placed there another cube falling on top of the first one, it didnt work properly (didnt recognize collision at all).
Code: [Select]
//onsurfacechanged
//...
cube = Primitives.getCube(10);
cube.calcTextureWrapSpherical();
cube.setTexture("texture");
cube.setCollisionMode(Object3D.COLLISION_CHECK_OTHERS);
cube.strip();
cube.build();
cube.rotateY(0.7853f);


world.addObject(cube);


cube2 = Primitives.getCube(10);
cube2.calcTextureWrapSpherical();
cube2.setTexture("texture");
cube2.translate(0, -50, 0);
cube2.setCollisionMode(Object3D.COLLISION_CHECK_OTHERS);

cube2.strip();
cube2.build();
cube2.rotateY(0.7853f);
//...
//on drawframe
//...  ellipsoid - tried with different values - no change
cube2.translate(0, 0.08f, 0);
SimpleVector posun = cube2.checkForCollisionEllipsoid(new SimpleVector(0, 0.08f,0), ellipsoid, 8);
/* if(cube2.checkForCollision(new SimpleVector(0, 1,0), 10) != Object3D.NO_OBJECT)
{
cube2.translate(0, -0.5f, 0);
}*/
cube2.translate(posun);
It just passes throught the first one.

Quote
its not advised to execute code that deals with jPCT related stuff directly in the event handler methods, because it might interfere with the rendering thread
So i'm not able to implement game logic (for example moving a car forward) in separate thread? (to keep game speed fps independent)
Sorry for my english, if there is anything you dont understand i'll try to make myself clear.

6
Support / Object picking - weird behavior
« on: September 09, 2012, 09:38:20 pm »
Hi,
I've read the posts about picking, but i can't get the picking to work properly.
In onChangeSurface i add a cube (like in HelloWorld)
Code: [Select]
cube = Primitives.getCube(10);
cube.calcTextureWrapSpherical();
cube.setTexture("texture");
//cube.translate(0, 0, 0);
cube.strip();
cube.build();
cube.setCollisionMode(Object3D.COLLISION_CHECK_OTHERS);

world.addObject(cube);

In onTouchEvent i am trying to rotate this cube when picked using the code mentioned in almost all topics
Code: [Select]
public boolean onTouchEvent(MotionEvent me) {


xpos = me.getX();
ypos = me.getY();

SimpleVector dir=Interact2D.reproject2D3DWS(world.getCamera(), fb, (int)xpos, (int)ypos).normalize();
Logger.log("touch: x" + xpos + " y"+ypos);
Object[] res=world.calcMinDistanceAndObject3D(world.getCamera().getPosition(), dir, 100000);
Logger.log(""+res[0]);
if(res[1] != null)
{
Logger.log("picked");
Object3D obj = (Object3D) res[1];
obj.rotateX(50);

}
I tried to edit the ignoreIfLarger parameter and collideOffset - Not a significant difference

Problem: The bottom half of visible part of the cube is unpickable (it doesnt response to touches) and it responses even to touches above the cube.
Has anyoned faced this problem or see the solution?
Im using SE X10 mini

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