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Messages - Irony

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136
Projects / Re: Thinking about some RPG..Android version.
« on: February 13, 2013, 11:22:20 pm »
Sweet stuff... do you plan to add (fake) shadows to the trees etc.?

137
Support / 9-Patch?
« on: February 07, 2013, 12:39:41 pm »
Quick question: Is there any out-of-the-box solution to blit a 9-patch image (an image that only resizes in the center, leaving border parts in the original size - used for GUI elements)
If not, I'll implement something myself and post it if there's interest.

138
Projects / Re: Bringing Space Combat to Android
« on: January 21, 2013, 08:25:44 am »
No wonder, this guy is basically the Leonardo of low-poly space models  ;D

139
Projects / Re: Music Ride
« on: January 21, 2013, 08:23:58 am »
I love the "neon" look ... Maybe you can tweak the ship's textures a little (make them brighter/more colourful) so they fit better to the environment. Other than that, very nice!

140
Projects / Re: Bringing Space Combat to Android
« on: January 11, 2013, 10:02:15 am »
I guess it's been 200-300 hours so far and I expect this to at least triple....

141
Projects / Bringing Space Combat to Android
« on: January 10, 2013, 09:50:41 pm »
This is the current game project from Ironman project



It's a space combat game. While simpler to play than Starlancer or X-Wing, it still has some simulation elements and missions where you need a little tactic. It's a war against bug-eyed aliens with the usual evil motives and total lack of backstory (so far)
It is not really multiplayer in the sense of head-to-head; However, you still get to play with others, as every one is playing on the same galaxy map. You can also pick other players as your wingmen; they are controlled by the AI then, but you take advantage of the weapons they bought and their pilot stats.



The models are from Turbosquid.com



It's strange to have stabilizer fins on a space missile, but every game has them so why not this.



The skybox or rather spacebox was made with a cool free program called Spacescape



Explosions are multiple billboards with transparency. Bitmaps were created with http://www.positech.co.uk/content/explosion/explosiongenerator.html



The GUI is still pretty much alpha and should become a lot more elegant



Those yellow/green pods are the enemy missiles. Shoot them down fast or your transport ships are history
In the background is an enemy mothership. It can produce an endless number of fighters




Early version of the equipment screen


The game should be finished in late spring/early summer. It will be free but feature IAPs (which you don't have to buy if you are good enough). Runs best on medium to high class devices (like Galaxy S2 and later). Best to play on a fast tablet.

Used tools and libs:
JPCT-AE
Eclipse
Blender
Gimp
Audacity
IAP library

Hope you'll like it,
greetz Irony

142
Support / Re: vertexBufferSize
« on: January 10, 2013, 07:53:55 pm »
Ok thanks. Most time it's fast enough on my device anyway, just curious if I could get those few extra fps when lots of stuff is going on.

143
Support / vertexBufferSize
« on: January 10, 2013, 10:56:30 am »
Hello Egon,
what is the default value of Config.vertexBufferSize and is it even worth playing around with the value? I guess I have around 5000-10000 vertices in a typcial scene and aim for mid- to high-class devices.

144
Support / Re: GC happens when object first becomes visible
« on: January 03, 2013, 12:10:27 am »
Holy shit, this totally did the trick. Thank you so much!!

145
Support / Re: GC happens when object first becomes visible
« on: January 02, 2013, 10:42:01 pm »
<edit>nope, problem still there and the question is still valid. It runs smooth as butter but only after the objects first became visible.

146
Support / GC happens when object first becomes visible
« on: January 02, 2013, 10:32:13 pm »
I make an effort to avoid any active object creation during runtime or methods that create new objects internally.
However, as soon as a certain object becomes visible by moving into the viewing frustrum, there are several GCs happening causing a delay of ~200 ms. However, this only happens one time. When they move out of the frustrum or I hide them, and show them again, no more GCs happen.
Do any memory intensive things happen when an object becomes visible, and can I preload that somehow? I am already calling build().
There is nothing in the Log besides a lot of VBO creation, but disabling them did not help.

147
Support / Re: Confused about SimpleVectors
« on: December 28, 2012, 09:20:30 pm »
how cool is that?
works beautifully
thank you!

148
Support / Re: Confused about SimpleVectors
« on: December 27, 2012, 12:36:03 pm »
well, let's pretend for a moment that I just recently started with the whole Java thing :D
I solved it by

v.set(something(p));

instead of v = something(p);

outside of the method.

Sometimes being too deep within game logic lets you forget the most basic stuff.


post script:
Does the getXAxis() method create a new vector internally, and if yes, do you plan to add a parameterized version like getTranslation(SimpleVector) ? Any other ways to elimiate as much object creation as possible besides from not using calcAdd etc. ?

149
Support / Confused about SimpleVectors
« on: December 27, 2012, 12:02:57 pm »
private static SimpleVector v4 = new SimpleVector();

Do you have any idea how this

public static synchronized SimpleVector something(SimpleVector p) {
  v4 = new SimpleVector();
  v4.set(p);

.... // do something with v4

 return v4;
}


can, under certain circumstances, produce something different than that:

public static synchronized SimpleVector something(SimpleVector p) {
  v4.set(p);

.... // do something with v4

 return v4;
}


Is this even possible?

150
Support / Re: Low range of blitting transparency
« on: December 25, 2012, 11:40:00 pm »
Cool! You even work on christmas day :)
thx a lot

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