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Thanks!
Is this using mojo or has it been heavily modified/a custom graphics implementation?
I’m using my gaming framework Alien Phoenix which uses Mojo. So at it’s core it is Mojo that does all the work (lighting/shadow wise). I use all native Monkey2 code and ‘No’ third-party or other libraries, just the Monkey2 API.
.On the Itch page I find the contrast between the text and background a bit hard to read
I’ll make some changes to improve readability.
Rock on,
RichIt’s alive! Checkout this video showing off a new bot AI. Phoenix USC comes alive in a battle with 40 bots. It also features custom colors for weapons impacts and satisfying bot kill explosions.
This is definitely worth a look.
Live bots! I have bots moving around and responding. Pretty cool to see actual space combat. Weapons impacts now feature custom light colors. Bot ships now explode when killed. Video soon!
Phoenix USC now has an ITCH.IO page.
http://vidiot-x.itch.io/phoenix-universe-of-space-combatA view from above. Game play on two separate levels at the same time. I have also cleaned up weapons impacts so that things look clean and ships are still visible. So sweet in real-time.
The mapping system in Alien Phoenix works using layered 2D plane spaces. It makes it easy to layer game play.
I will probably start a new thread for Phoenix USC as it’s getting close to a way early pre-alpha demo.
I should have a video of early game play late Friday
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Example images of a captured and uncaptured flag in Phoenix USC. Control of the flag means ultimate victory.
I am designing the Alien Phoenix framework to use switches, which when crossed can be used activate map objects. In addition to the flag all ramps leading to the upper level of game play use entry and exit switches. It works very well and opens up lots of map design options.
Edit: That caption (red flag) should read “uncaptured”… Oops.
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I’ll be moving to Gitlab, although I will be keeping a Github account active. I’ll post how things go once I’m setup.
More wild bot weapons fire. Over a dozen bots unloading hundreds of weapon objects. Looks awesome in real-time with all the lighting effects.
The Alien Phoenix framework can really handle much more in terms of performance.
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Oh man.. the fun begins!
Massive bot weapons fire. Video of Phoenix USC using Alien Phoenix up soon.
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Meh, I don’t trust any of ’em any more!
Ditto!
I’ll checkout Gitlab. My main concern is how is MS going to recoup the 7.5 Billion (US dollars) price tag to purchase Github? Github lost millions last year and is not a money maker. I’m sure MS has a game plan to recover the cost of purchasing Github which may involve lots of objectionable practices and back-end deals. Also MS is the same company that actively tried to squash open source and Linux. All of this gives me pause.
I guess it’s wait and see, but, offhand I cant think of an example where MS has purchased an asset/company and made it better.
Edit: Apparently 17,000+ projects moved from Github to Gitlab the day the MS purchase was announced.
I’ve posted 9 images of the final look and base design here on Phoenix USC’s Twitter page.
Sample:
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Thanks.
It’s all Monkey2 voodoo.
Checkout the ‘simple light’ demo in the bananas folder. I essentially use the same approach as in Marks demo.
Btw: This is all 2D. Just FYI.
Hi,
Here is a look at the splash screens for Phoenix USC and Monkey2. I’ll have some game play video hopefully very soon.Where have I been?
Well, I had to take care of a medical issue. Basically I was having chest pain, fatigue and shortness of breath. I thought for sure I had a blocked artery in my heart. It turns out that my heart is in great shape, but is pumping or squeezing to vigorously (it’s to strong.. lol). The fix was simple medication and now I feel great.Long live Monkey!
I’ve been changing my static mapping model to one that is dynamic. So for the results are great with an initial increase in collision performance of 6-7 times, although at the cost of a larger memory footprint (acceptable amounts). These changes allow for dynamic map part objects that can be positioned in real-time (including player ships or whatever), so real-time interactions between bullets and map objects is now possible, where a bullet moves a map object for example.
I will be implementing a slightly different strategy for bullet objects and am working on that currently. All in all it’s coming along nicely.
Off to code.
^Right on… Thanks.
I’m going to package this up and submit it to github/bananas (hopefully Mark likes it). If anyone would like to post an alternative font I would be open to possibly including it. The “Friendly. Open Source. Awesome!” text is currently a font size of 48 and an image size of 1024×100. I would like to keep the color the same
I’m hoping that others see the value of using this splash screen on their projects, especially the flashy and well done ones.
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