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Messages - Minigame

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16
Projects / jPCT A* Path Finding Example (Open Source)
« on: December 13, 2014, 11:58:00 pm »
This is a hacked together test application to show off a VERY BASIC A* Path Finding implementation.
There is room for a better implementation... but for those having trouble with the first step, this is a great starting point  :P



Credits go to jPCT forum user Bryan, and a bit for myself as well

Uppit links are quite infested with fake download links, so I copied the direct file URL, but I don't know if it will work:
http://stor4530.uppcdn.com/dl/lropkbgpygui563mxigmv5pvuquk7eeuuz3hyuxds763m2ecamvpnwd5/Game.zip

If that link does not work, here is the generated URL (be weary uppit is full of fake download links)
http://uppit.com/6fmg62rim7ot/Game.zip

17
Support / Re: Realistic Water Translations?
« on: December 03, 2014, 01:10:57 am »
Do you know how MineCraft water moves? That's the best way I can explain. I'm not looking for particles like splashing, but more so a system which a pool of water can be distributed outwards if there is a downward area it can flow towards.

Edit: Deforming a mesh I suppose? I really don't have a clue where to start with this  :-X

18
Support / Realistic Water Translations?
« on: December 02, 2014, 07:12:19 am »
I want some type of "realistic water flow".. Is this possible with jPCT? If so, where do I even begin. I've never done anything like it before.

Example:

19
News / Re: All your MD2s are belong to us!
« on: November 30, 2014, 05:12:43 pm »
Excellent share! Feel free to include all of the md2 models from AeonRPG  ;D

20
Projects / Re: AeonRPG 3D | open source | high detail
« on: November 28, 2014, 01:58:14 am »
Thanks, that's nice of you. I will have a look at it this week. But wouldn't it be funny if, as you suggested, someone sold it on Steam or something and made money off of it as is? :- )

As long as they hire me as developer I wouldn't mind haha  ;D

21
Projects / AeonRPG 3D | open source | high detail
« on: November 23, 2014, 09:31:56 pm »
Ok so I've hoarded this for a while, mostly due to the insane amount of $ invested into asset creation.. But times change, and I'm ready to let it go, and move on.  ;D





Anyways do as you want. Everything is public domain. IT would be nice however, to if I don't see this renamed to Whatever RPG and publishing it without any content modifications..

AeonRPG3D.zip - 27.5 MB

Quote
Open the client source folder, and run Engine as a Java Application..

* Press F to toggle first person or third person camera mode
* Hold WASD (or ARROE KEYS) to move around / rotate
* Use your mouse and click buttons on the UI to do some stuff.. (interfaces aren't finished)
* Press I to spawn a random ground item
* Press ENTER when near an entity, to interact (ex. talk to npc, pick up item)
* Press ESCAPE to terminate the application

* There might be more, I forget, it has been a little while since I've worked with this project
other than adding some notes and testing things before the release.

Private Message me if you need any help (The natives and jars are in /file_storage/java/)

Edit:
If you want to add props, lights, or mob spawns to the game, it's pretty simple. The data loads from .cfg files which can be found in /file_storage/config/

Here is an example from npcs.cfg to show the easy to use syntax.. <entity id> <x> <y> <z> // comment
Code: [Select]
// lumber ridge
2, 9872.726, 90.9, 10147.348 // wizard
1, 10867.035, 90.9, 10961.692 // archer
0, 9039.265, 90.9, 10227.28 // warrior

In Settings.java you can change a few things which will effect performance and game detail.
If you want a higher frame rate, go into Engine.java -> int requestedFPS = XXX;

There are some hot keys which will teleport you to different areas of the game world, and if you press CTRL you will walk with incredible speed (all of this was for development)

22
Support / Re: advice before implementation
« on: September 03, 2014, 10:35:39 am »
By the way, if it's a character and you're using Object3D, I assume you'll be using vertex animation (presumably from MD2 models). Wouldn't you be better off with Bones?

Possible. I don't know / care anymore. I just paid a guy to create some consistent basic md2 models and use default jPCT code to render and animate them. Chances are I will be releasing this project open source very soon as I have completed all basic goals and I want to give back to the community, and let the project go. :)

23
Support / Re: advice before implementation
« on: August 30, 2014, 12:13:46 am »
If i got this right, i would prefer composition over inheritance in this case. If possible, make the player contain the Object3D that defines its view, don't make it inherit it. That way, you could simply swap the Object3D instance and keep the player instance.

Excellent concept! Thank you yet again Egon for your time!!! :D

24
Support / advice before implementation
« on: August 29, 2014, 01:51:23 pm »
I'm rendering a multi player scene with jPCT and netty. I want to create a character design interface, but I'm not sure what the best way to swap a model on the fly..

Example:
Player entity is either set to male or female upon initialization. But it needs to be changable after init too... but it's not, yet.

class Player extends Object3D { ...
    super(Primitives.getPyramide(4.2f, 2f)); ...

    // what is the most efficient way to add an overlaying model and keep the pyramid from rendering or using necessary resources

25
Support / Re: Resizable seems a little buggy
« on: July 12, 2014, 03:26:34 am »
I've no idea about the mouse cursor. I'm not doing anything with it, so this has to be either an LWJGL or an OS issue. About the scaling...i've no idea either. Have you tried to print out the values of width and height to see if they actually match the window size?

After various testing I realized the in-game interfaces re-size and scale just fine... It's just the login screen that's glitching. Probably just a small bug somewhere in the rendering loop I'll have to hunt for...... It's rendered at -25, -25, due to the login screen being slightly too large for the frame - would that be the issue?

Edit: In resizable mode I also noticed that whenever I click the terrain to begin walking to the mouse-to-terrain-collision-location that it's all bugged up.

I've had resizable mode disabled for a long time due to numerous small bugs and finally have them pinned down to just these 2.. :$

26
Support / Resizable seems a little buggy
« on: July 01, 2014, 08:54:08 pm »
This code is ready for execution in the main loop, but when I resize the frame the mouse pointer turns into a scroll pointer (2 ended arrow) and it seems like in-game / terrain clicking is completely whack. Am I doing something wrong?

            if (Display.wasResized()) {
               frameBuffer.resize(Display.getWidth(), Display.getHeight());
               frameBuffer.refresh();
               mouseYOffset = frameBuffer.getOutputHeight();
            }
            frameBuffer.clear(Color.BLACK);
                                // all other rendering stuff is under here

Oh.. and here's a screen shot of what happens on the login menu when the frame is resized (everything becomes distorted and placed / scaled awkwardly)


27
Support / Best way to remove objects safely / building walls
« on: May 12, 2014, 04:11:03 am »
What is the best way to remove a specific object (or list of objects) from a jpct world, safely and efficiently? I am rendering a multi player scene but having issues with removing only some models upon logout.. (ex: static props will not need removed)

..and another question.. How can I create a proper 2 sided wall? I've been using rotated planes with wooden textures to create buildings using code. The walls only render when looked at from a certain angle with the camera.

28
Projects / Re: VoxelShop - voxel editor
« on: February 10, 2014, 06:09:42 am »
Does this application have the option to export any created models into a jPCT usable format?

You can export to COLLADA, so yes.

Nvm, the COLLADA importer doesn't ship with jpct. So no, unfortunately atm you would need to convert the output (should be easy and fast, e.g. with blender) before you can import it to jpct.

Other formats are on my todo list though!

Very nice. I'll be following development! Also, using the bones api would work for collada :)

29
Projects / Re: VoxelShop - voxel editor
« on: February 09, 2014, 06:07:17 am »
Does this application have the option to export any created models into a jPCT usable format?

30
Projects / Re: Thinking about some RPG...
« on: February 05, 2014, 04:47:07 am »
You should release the source since the AE edition is your primary project  :P

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