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Messages - Irony

#106
Projects / Re: Armada Alpha release!
December 09, 2013, 09:13:18 PM
A few hundred per ship I'd say ;) The texture work makes them look quite a bit more detailed than they are. In case someone's interested, I've got all the models from this guy:
http://www.turbosquid.com/Search/Artists/Angryfly

I have updated the apk with a few tweaks - nothing spectacular. There will be probably around 5 more updates before going beta.
#107
German corner / Re: Helligkeit
December 06, 2013, 02:23:33 PM
Du hast wahrscheinlich wie die meisten die Helligkeit deines Geräts auf automatisch gesetzt. Fällt einem im Alltag nicht auf, aber Spiele schauen dann relativ dunkel aus.
Kleiner Trick:

WindowManager.LayoutParams lp = getWindow().getAttributes();
lp.screenBrightness = 1;
getWindow().setAttributes(lp);

in OnCreate. Braucht mehr Saft schaut aber im Allgemeinen viel besser aus. Wobei ich noch am Überlegen bin ob man seine "Kunden" so bevormunden darf :)
Keine Ahnung ob das üblicherweise gemacht wird...

P.S. Hab grad gelesen, dass bei HTC die automatische Helligkeit diese Einstellung überschreibt. Auf Samsung und Sony geht es.
#108
Projects / Re: Armada Alpha release!
December 04, 2013, 10:56:38 AM
Thanks!
Yeah, usually the controls take some time. By the way, in case you haven't seen it, when you pause during a mission you can configure them to a degree.
There is also gamepad support if you have the hard/software to use it on your mobile.
#109
Projects / Armada Alpha release!
December 03, 2013, 10:58:18 PM


The Space Combat Sim Armada has reached Alpha Status. Get the APK here:
http://www.ironman-project.com/armada.apk

The easiest way to get it is by opening the link above on your Android browser.
Alternatively, you can download the APK to the PC, transfer it to your mobile device and install it from here.

Alpha status means:

  • Graphics (GUI stuff mainly) and some sounds are not final
  • There will be a few tweaks to the missions etc.
  • You will encounter some bugs.

Note that you need a pretty potent device, preferable with a 5" or bigger screen, for full play experience. 
In-game payments are not active, but you get 99 instant repairs and 1000 startup credits instead.

Have fun!

edit: you can also try to scan this QR code to get the game
#110
Hey arash, if you need any input for that space game, let me know. I've worked on mine for nearly 18 months now  ::)
#111
Support / Re: Mipmap black texture
October 25, 2013, 10:20:27 AM
Can this also happen when I use a texture just for blitting? I have a few GUI elements which are everything but square.
#112
Projects / Re: Bringing Space Combat to Android
October 03, 2013, 11:35:29 PM
Thought I'd post a quick unedited gameplay video to show I still work on it.
https://www.youtube.com/watch?v=lUmCnP7tMQ8
This is one of the simpler mission types, just a fighter battle.
#113
I suppose you want this to work like a real fuel indicator, where the line/indicator should rotate. I believe there is no alternative to create a bitmap showing the arrow, use it as a texture on a plane, and rotate this plane accordingly.
If rotation is not necessary, simply create a 8x8 texture out of a color, and blit it in the format 1x20 or something on the correct position.
#114
Works!
#115
That's strange.. when I fly my jet into a space station (about 5x the size), often fly right trough it. When I turn around and try it again one, two or three times, the ship crashes okay. Same thing happens when colliding with other objects (all bigger than the jet)

Code snippet that is called every frame:


if (model.checkForCollision(xAxis, (float) (speed*ticks)/100) != Object3D.NO_OBJECT) {
   kill();
}


(xAxis points forward)

Already checked:

  • latest Engine version
  • Collision_check_self is set on jet model
  • Collision_check_others is set on space station model
  • Objects are all built
  • Tried to play around with the "step" parameter making it longer/shorter

Still, only collides 1 out of 3 times.


#116
Egon, this has probably been asked before, but I wonder if you plan to make this a commercial project, or "just" a demonstration for JPCT-AE (and your game-making skills, of course).
#117
Compressed image file size does not mean a thing. After unpacking, your texture needs x*y*4 bytes of memory.
#118
Tried a few things, nothing really worked, gonna postpone the problem and stick with 3ds for now.
#119
Ok, will try figuring that out when I get home. Thanks!
#120
Don't think so, but not sure... For some reason, I cannot access the server with my code at the moment.
Anyways, I adjust all models within blender so they have their origin at (0,0,0) - should I try to call setCenter(0,0,0) after calling build() ? (Can only try this after work)