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Messages - Bahl

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1
Rival Species - News / Re: Dancing skeletons
« on: September 09, 2017, 08:24:33 AM »
Thanks! It still was an interesting exercise in Java Game Development.

2
Rival Species - News / Re: Dancing skeletons
« on: November 17, 2016, 08:25:46 PM »
Interesting to see that someone still passes by some time... . All people wandered off to 40ksource.com and I just kept this one going as my little pet project with the hope to finally transition to Java development. That would've given me a real boost in interest of investing more time.

And I did get there eventually... but in the end too late for it to have much of a meaning anymore.

3
Rival Species - News / Re: Dancing skeletons
« on: September 06, 2014, 02:25:45 PM »
I finished ma 0.2 iteration of the game code and was able to fix the initialization of the connected client and start a sort of proper round for both players where they could see each other parts of their movement. I wouldn't call it playable yet, so that will have to wait for 0.3, but this has clearly been a step forward :-).

4
Rival Species - News / Dancing skeletons
« on: August 31, 2014, 12:48:21 PM »
Hello again, and please welcome the all enticing, magnificent, dancing skeletons! In fact, after a well deserved summer break, I managed to put the success of last news to use and import the first animations! You can see the result below, the player now holds the bolter in animated fashion. There was an intermediate step of development one week ago, where I already imported the animations but they were not actually moving the meshes, so it looked much like dancing skeletons ^^.

Anyways, what you can see still has loads of debugging draw over and you may also notice that the marines arm actually flies up as if he wanted to save his eyes from the harsh radiation on an alien planet. He has a helmet for that purpose though, so this is just a little issue in skeleton importing where negative rotations are not treated correctly. That will be fixed soon, but more importantly, I will at the same time finish my second iteration (0.2) of all game parts with looking at the netcode again and checking if it's possible to actually play with two players.


5
Rival Species - News / Re: Finally a skeleton
« on: July 05, 2014, 08:59:37 AM »
Hi Chrome :-). Those yellow boxes are spawn locations for players. The larger boxes are the entities for the flags. It is even possible to use them and have the gameplay of the round progress through to actually winning the round!

6
Rival Species - News / Finally a skeleton
« on: June 30, 2014, 09:35:20 PM »
This place seems to have become my blog of RivalSpecies JMonkey conversion experience. Speaking of which I can report a success that I had to chew quite a bit before achieving it. But finally I can present a correctly converted Milkshape3D model properly adorned with it's skeleton! That may seem minor to you, but it is the most important step for importing the animations. I'm quite happy about it because it did cost me many attempts to find out why the model looked more like a Chaos Spawn than a Space Marine as soon as I attached it's geometries to an unsuspecting skeleton. But anyways, without further ado, the final result with extensive debugging draw over for all kinds of entities and skeletons:



7
Rival Species - News / two players on the score
« on: February 23, 2014, 08:41:07 PM »
Hello again, it is time for another screenshot! What you can see this time, is a basic scoreboard (very basic, admittedly) and for the first time, two players on the map:


I've also sorted out the spawn point selection so that players spawn at the correct location. So while I sorted out the basic network communication, there is still quite some things left to do, most visible is that the animations are not played. So that's likely going to be my next main task.

8
Rival Species - News / The menus and basic gameplay works
« on: January 25, 2014, 05:13:00 PM »
Hello, it is about time for another screen shot.



What you can see is that the menus now work. I've decided to stick to one size fits all so that they cover the same space no matter how large the screen is. That is at the lowest resolution 640/480 and currently lets some strings overlap but that is a minor issue for later.

Additionally you can see that the player and weapon model is displayed and the hud contains the corresponding information. That is also true for the control areas. So as of now it is possible to actually fullfill a winning condition for the gameplay and thus go through several rounds of basic game play.

There is still a lot of stuff missing as stated in earlier news. But I think my next focus will be to be able to connect to the game with a second client. For reasons of the Open GL rendering engine that means I'll have to connect headless, just by console, but I hope it'll be easy to implement a simple console client that allows basic menu interaction and spatial navigation.

9
Rival Species - News / Happy New Year 2014!
« on: December 31, 2013, 10:18:32 PM »
Last time, I had to realize that the level loading doesn't include the gameplay properties of the map entities. That is fixed now (for the most part) so you do have the right to have a bolter! You still see a tiny model of it because it takes a little more to actually implement dynamic loading ... plus it is New Year so I wanted to post anyways :-P.

In other news, I've fixed the new HUD, specifically the radar bit. So here is a new picture which also shows a few other improvements for the interested viewer. Happy New Year!


10
Rival Species - News / Re: The hud is placed out
« on: October 14, 2013, 10:14:54 PM »
What the framerate is like? ... ummm ... wellll.... it's hidden by the HUD :-P ... for a reason. But honestly, the HUD is not the reason... really, no joke! And yeah? it's the gimp, he wants to stare at you :-).

11
Rival Species - News / The hud is placed out
« on: October 12, 2013, 09:29:36 AM »
The Head Up Display is shaping up! Last time I've finished the hud in it's old form and this time it is placed out to the extents of the screen. Additionally you can see the physics box of the player in sort of debug mode and you can move around with it quite nicely. With that, the current list is three points down from four:
  • [DONE] Things need to move! With physics!
  • [DONE] We want to point and click on a menu!
  • [DONE] We want to see what's up on a hud!
  • When can I shoot the bolter? Effects!


Speaking of the bolter: While doing the hud shape, I had to realize that the current level loading doesn't include the gameplay properties of the map entities and that prevents you from having the right to have a bolter! So what you see now is just a tiny model of it that I loaded for the purpose of testing model loading and resources like textures and texts.

So what I have to do now is improving the level loading so that we actually have the gameplay entities!

12
Rival Species - News / First iteration finished
« on: April 28, 2013, 09:48:41 AM »
Hello again, I just wanted to let you know that the first iteration of RivalSpecies on Java has been finished! This week, I was finally able to get the physics into the game so that every major part of the game is somewhat covered. Now bear in mind that this is a first iteration so it has a lot of issues to deal with:

- Models: They currently lack animation even though the animation data is provided and the physics triggers can be added
- Maps: The texture resolution is pretty wonky and needs to be equalized even in the old HL1 sources
- Physics: That part is extremely basic and I currently have a loads of overlapping areas that mess up the collision
- Netcode: I got carried away by some presentation on JFocus in Stockholm and used akka. That framework is not fit for this purpose though, so I'll try switching to Kryonet
- UI: The current implementation inherited the original screen size and I'll need to flex the structure a bit

On other good news: I think I finally found a good way of dealing with spambots, yay. Now I just need to adjust it a bit and we are ready to reopen the forums.

13
Rival Species - News / The hud is up!
« on: April 07, 2013, 10:18:09 AM »
Here comes another update of my latest progress with the Head Up Display! Last time around the menu system was back in all its old functionality and this time I've finished the hud (for now). With that, the current list is two points down from four:
  • Things need to move! With physics!
  • [DONE] We want to point and click on a menu!
  • [DONE] We want to see what's up on a hud!
  • When can I shoot the bolter? Effects!


You can see that the hud (just as the menu) does not fill the screen. That is due to the original assets and system being written to the hold half life standard screen size (640 / 480, remember those days when everyone had a 14' monitor?).

It is not really hard to fix so I'll keep that for later polish iterations. That is generally the case with many things. There are a lot of things that need to be improved with every aspect that I covered so far, but I am currently trying to achieve something different: A proof of concept for the viability of porting a hl1 mod to a jmonkey standalone game (with bare minimal resources). Works quite well so far and so the next thing down the line is physics :-).




14
Rival Species - News / In the dark of the night...
« on: March 03, 2013, 03:48:21 PM »
Well it's actually quite bright and shiny over, quite contrary to what it was before. We're getting fresh out of the winter and ready for spring and so is a little update. It's been a while, but I finally got point 3 done from the list mentioned in the fore-foregoing news. This time around the menu system is back in all its old functioanlity and I have a screenshots to prove that:



So what is next? Point 3 is not actually really done, as this does not contain a hud. So I created a new list where this is true:
  • Things need to move! With physics!
  • We want to point and click on a menu!
  • We want to see what's up on a hud!
  • When can I shoot the bolter? Effects!

15
I've been trying to get point 3 done from the list mentioned in the foregoing news. The result is not exactly to my full satisfaction to say the least. But considering the time without updates, I thought it'd be best to show it as soon as there is something visible:



What you can see in the lower left corner are images of the teams flags (all of them painted on top of each other) as part of the actual menu drawing system. It required quite some work in the background with client initialization and so on to get there so while it seems little, it is a larger progress. Client initialization is far from done though, so I will mention it in the coming updates as well.

Additionally, I had to realize that the network library I chose (akka) is probably not fit for this service and decided to try out a different one (kryonet) which seems more appropriate for game clients. Feel free to leave a comment if you want links or a rationale why that is.

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