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Messages - Minigame

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Projects / Re: Thinking about some RPG..Android version.
« on: February 05, 2014, 12:13:25 am »
How exactly did you get the terrain to have roads and such? I've only been able to texture the object based on elevation  ???

Edit: To me, implementing defined trails would be the one feature that could turn a huge terrain into a scaled game world

Projects / Re: Thinking about some RPG..Android version.
« on: January 25, 2014, 06:10:10 am »
Wow the way you implemented it came out great you clever dog! ;)

Projects / Re: Thinking about some RPG..Android version.
« on: July 01, 2013, 01:26:02 am »
Nice bit of detail implemented into game play so far!
Any tips for producing a 2D mini map texture based on terraingen maps (.obj)?

Projects / Re: Thinking about some RPG..Android version.
« on: June 26, 2013, 01:21:35 am »
This is coming along great.. Such detailed content. Can't wait for a video........ and a download link in due time ;)

Support / Re: sortOffset problem
« on: April 11, 2013, 06:11:16 pm »
Sorting between transparent objects is done based on the z-coordinate of the object's center in world space. The sort offset that you apply modifies this z-coordinate. In your case, it looks like as if the water plane is always below everything, so you should give it some high positive sort offset to push it back into the sorted list.

That worked. Thanks again ;D

Support / sortOffset problem
« on: April 11, 2013, 02:29:18 pm »
Pic says it all. I don't fully understand how the sortOffset works, but I have played with it a lot and the result is always the same.

Edit: What can I do to determine a proper offset for the z-Sorting? I've read the docs, and the current value is -500k

Support / translation and distance
« on: March 10, 2013, 11:49:54 am »
I have been trying to figure out how to determine the distance between vector A and vector B, then use the result to determine if it is within a certain range in world space.
I have experimented and tried many various attempts for some time but..  ???

Here's an example of code representing what my overall goal would be (1 of many failed attempts)
Code: [Select]
float distanceToDestination = localPlayer.getTransformedCenter().calcSub(dest).length(); // XXX
if (distanceToDestination <= 100) {
// Here, I would translate the local player in my game <distanceToDestination> world units.

I've tried a lot of different solutions and I'm not really that great with these type of mathematics so any help is very much appreciated

Projects / Re: Thinking about some RPG..Android version.
« on: February 13, 2013, 09:27:54 pm »
As a gamer, I really enjoyed watching the YouTube video; as a novice 3D developer, it's inspirational to say the least. Did you create the assets yourself?

Support / Re: Camera follow help
« on: February 13, 2013, 08:44:32 pm »
Camera issues have been resolved, and another issue has occurred that I've toyed with for hours and cannot solve on my own.
The problem is trying to snap the player in a specific direction.. but I'm unable to determine a proper rotation value.

Directions are stored in an enum:
Code: [Select]
NORTH(0, (float) Math.PI * 2),
NORTHEAST(1, ((float) Math.PI * 7) / 4),
... etc

and here's what is being done to "try" to determine the next rotation direction, and definitely where the problem is coming from:
Code: [Select]
private void turnTo(Mob mob, SimpleVector dest) {
// TODO calculate correct angle between location and destination
float angle = mob.getTransformedCenter().calcAngle(dest); // problem here ??

// Find closest direction
Direction dir = Direction.getClosestDirectionForAngle(angle);


Support / Camera follow help
« on: February 13, 2013, 06:28:04 am »
I have a click to walk system in my game app, and previously used a method that just followed the player from behind, but now am trying to base things around a user controlled POV that uses arrow key input (360 degree left / right rotation, and 45 degrees from the ground, or 15 degrees above ground level).
The user controlled camera works fine, but I can't get it to follow the player. I know about Camera.CAMERA_MOVE*, but it goes off screen from being called each tick. Is there a function to determine the distance from the player object, so that I could force a MOVEIN / MOVEOUT appropriately maybe?

Support / Re: Tile Blending
« on: February 02, 2013, 10:13:32 pm »
Difficult...i have no clever idea for solving this. The terrain example that you are referring to uses vertex alpha to do the blending. That requires multiple rendering passes and to use alpha values for blending, you actually have to have something to blend into. In your case, that would mean that objects would have to overlap/tiles which against the idea of using tiles.
In my current Android project, i'm using shaders and a splatting texture to do it, but again, this doesn't transfer very well to tiles. IMHO, i might work best to create additional textures that do the blending, i.e. if sand touches grass, create a texture in which sand slowly fades into grass. One of the earlier jPCT projects (Technopolis)  did that and the results were pretty nice:

Alright. I already have a set of 100 tiles that match the ones in the image I posted, for manual blending, from a previous 2D project. You think it will cause any overhead having 100 tile textures + game assets loaded? If so, is there a solution? I'm using raft's texture pack.

Support / Re: Tile Blending
« on: February 02, 2013, 02:22:08 am »
Quick note: If this map editor is ever completed, I plan publishing for all jPCT users, with some instructions on how to use it in hopes that it will help people design maps for their games, with ease, and implement them into jPCT powered games ;D

Support / Re: Tile Blending
« on: February 01, 2013, 11:26:58 pm »
Bryan will provide a proper response, as he was the original author for the map editor and knows more about it.

Support / Tile Blending
« on: February 01, 2013, 10:48:56 pm »
I have been toying with jPCT for over a year now, and have created a lightweight "game engine" that I use for something I call my 3D digital world project, and a few utilities.

Here is a preview of the map editor utility, and the million dollar question is: how can I blend the tiles?

I've looked at the terrain release, which features some sort of blending, but I wasn't able to get what I needed out of it.
A nice explanation on how to approach blending tiles would be excellent, because I feel it would take my project to a new level (in terms of visual appearance).


Support / Re: blurred text upon resize?
« on: January 13, 2013, 07:19:52 pm »
This happened for odd widths/heights only. It was a problem with the way resize() was calculating the framebuffer's center. It should be fixed in this jar:

Excellent, it seems to be fine. Thank you very much Egon

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