AdamStrange

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  • in reply to: check for monkey2 version? #9032

    AdamStrange
    Participant

    it’s not really that important, but something along that would be a good option 😉

    in reply to: V1.105 SDL commands flooding console #9031

    AdamStrange
    Participant

    I’m just using desktop – macos

    to reproduce I just made a default letterbox app. when the mouse entered/moved in the window, you get the SDL_ notifications.

    in reply to: Basic opengl 3d code (complete) #8999

    AdamStrange
    Participant

    just been testing it on the latest release.

    if you have a problem with textureGL just change any references to Texture (and remove the import from Rameses.monkey2)

    Marks new code will work fine

    in reply to: Miralon Farm Game completed #8982

    AdamStrange
    Participant

    yep. the tools I used are these:

    fontsprite to create 2d graphics (you can see version 2 of the font being used, with darker graphics for the cards):

    and then fontmap to create the cards (showing version 1 of the font). You can see how the grey font is being used to create both the green and blue edges for the cards. it also shows that most of the layers are off.

    and the maps (with the final version of the font). you can also see that the map display is offset allowing me to quickly work on hex based maps)

    I also used a bit of photoshop to do the other graphics.

    All the tools are monkey2. But NOT MojoX. I wrote a custom GUI system that allows much better and simpler UI design.

    coming on to the GUI of Miralon, I rewrote the above custom gui for game use. it’s a very small system that allows for fast prototyping:

    You can see it here with the grid showing and 6 controls. they can use standard text, bitmaps, or graphics. and can be simply subclassed to write other handlers for any purpose. In this case I added the ability to use 3 images for a button: Off, over and top (the top text)

    Here’s a snippet of code direct from miralon showing how I create a button:

    You can see there is still code to do with Text that I should remove as its not being used, but it show how the code was quickly taken from another project and reused

    The MouseEnter and MouseClicked signal back to the main program that it needs a sound. so when you hover a sound plays and when you click another sound plays

    in reply to: doom research #8981

    AdamStrange
    Participant

    I’de be very interested in any suggestions to do with AI?

    in reply to: doom research #8957

    AdamStrange
    Participant

    And the final one for the day adding some cross braces along the lines. Again the map has not changed, just added a single model to the drawing:

    in reply to: doom research #8956

    AdamStrange
    Participant

    taking the above a single step further by adding some more ‘stuff’ to the wall and correcting the heights:

    and maybe boost the light a bit:

    there are no textures and just a single light. you can see it’s all the same map as was being used before…

    in reply to: doom research #8955

    AdamStrange
    Participant

    replacing the blank walls with some test geometry

    although there are height errors, you can see that we don’t need to test for the geometry, just the underlying map

    as proof of working, it is not too bad. I need to add heights to things now

    in reply to: doom research #8953

    AdamStrange
    Participant

    ooh, solved the stuttering with sliding collision and some interesting math.

    for any line, it has a normalised vector (all calculated automatically when you add a line) and also an angle (of direction)

    when you collide with a line, you can compare your angle of direction with the lines angle of direction. if you add 90 (degrees) you should be parallel to the line

    using this you get a – if you are facing towards the core vertex of the line or a + if you are facing away. you use this to modify the position – simples….

    and heres the code:

    with the debug code as well

    px, py is the position you are checking

    ops,opy is the old position

    in reply to: doom research #8951

    AdamStrange
    Participant

    Using 3d as the display was always my intention. but I take your point…

    I am using the original doom concepts though.

    Using a few custom models I can now view a basic framework:

    You can see it’s the same map with the lines, etc. I’m working on sliding collision as it currently stutters, so I am looking into using some vectors and other weird stuff.

    But the essence of it is operational 😉

    in reply to: Unamed 3d game becomes Pyragrid #8950

    AdamStrange
    Participant

    LOL. yep I tied to argue that point, but the Jam runner stuck to the 4 color palette.

    got 49 out of 129 btw

    in reply to: doom research #8939

    AdamStrange
    Participant

    Moved direct into 3d. so I’ve now got a proper openGL 3d view, with the 2d map being added so I can see whats going on.

    The red diamond, is just a marker denoting 1 in the X axis, with the grid being at .5 spaces

    in reply to: doom research #8934

    AdamStrange
    Participant

    small steps this stage. but looking positive

    in reply to: Miralon Farm Game completed #8886

    AdamStrange
    Participant

    the simple answer is TOOLS!  Let me expand on that using Maralon farm

    This is the first dev image:

    It’s a custom openGL system for monkey2 based on shaders. and based on Cocons base code. I took the framework nd rewrote it to support stuff I needed and then added a 3do model importer (3do is the model format I created for a 3d modeller I wrote called Rameses).

    To use the monkey2 version you will need these 3 files:

    Ramese3d.monkey2

    matrix.monkey2

    textural.monkey2

    and finally the demo file:

    I’ve included all the files in a zip for you. but I thought the main file was better to be seen. the assets folder has lots of .3do files to play with

    Attachments:
    1. demo.zip
    in reply to: Unamed 3d game becomes Pyragrid #8872

    AdamStrange
    Participant

    yep. very simple to use with shader support. I’ll get a demo for you 😉

Viewing 15 posts - 241 through 255 (of 648 total)