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Showing content with the highest reputation on 04/25/19 in all areas

  1. 2 points
    @DerTroll: It doesn't look like FFA702 is using C++. If not, that may explain some of the things you mentioned (e.g. 'C-style' casts and use of 'new'). @FFA702: I'm not sure if a suggestion of reformatting will be well-received here, but I think your code would be easier to read if it were formatted more consistently. Also, breaking it up further into smaller functions, as DerTroll suggested, could reduce indentation levels and increase clarity. Maybe someone will be able to help out as is, but for me at least, the code in its current form is a little hard to follow.
  2. 2 points
    Meet the almighty PLACEHOLDER! Isn't he cute? His round face, his little nose... I think he is the all time most used protagonist for games. He does all the hard work, and later another fancy model gets all the credit. So unfair. Let's give him proper animations for such a hero. I used Unity animation editor to create an animation controller and a bunch of animations for movement, idle times and combat using only position, rotation and scale transforms. Now my combat implementation was firing triggers in the animation controller and, suddenly, all this tiny capsules were alive. Even the flow of combat was easy to follow, admiring heros swinging their swords instead of squeezing my eyes looking for the damage line in a log. I admit it, they grew on me. I found myself cosplaying them and... well...let me tell you they are cute as hell. Fierce warriors I also added some more UI elements and some code to show Action Points cost while moving. All that felt like a big step. But just two warriors... even for testing purposes... was too boring. I needed more characters, and everybody knows behind every great warrior there is a great mage. And it would be a good test for the combat engine, as it would add more diversity to abilities. While implementing mage abilities soon I realized I was missing a key ingredient of combat and visual wowness... particle effects. Now I have to stop here and admire how many good videos about this subject youtube has. So many people doing such a great work. I would like to, at least, mention the videos from Gabriel Aguiar. Almost all particle effects I ended up using are "inspired" by his tutorials. Thanks, man. So now with the mage. I chose three basic abilities: Fireball. Of course. It works as a projectile. Fireblast. To introduce critical hits to combat. Firewave. An AoE. Everybody loves AoE. So much magic. When the spells were implemented, the game suddenly became gorgeus. It's amazing how much can movement and particles add to the most simple visuals. As I was enjoying the upgrade in graphics, I started messing around with post processing effects. It added another whole level to visual appealing. So much with so little... It was very basic, but it definitely was a game. Except for one thing. A huge thing, in fact. I was playing both sides all the time. Not very interesting. The fun part is beating another one, even if it is a dumb computer player. And so the next step became clear...
  3. 1 point
    Maybe you are right... I always forget that there is something called C# ... never learned it. So forget the things about new and casts that I wrote.
  4. 1 point
    I gave it a run through, i thought it was really good... Level 20 was far too easy though, 24 doesnt require you to do anything other than wait for the momentum to build up, and 28 was much easier than it looked, particularly after the flappy birds level. The bounce momentum feels wrong, and i found that as soon as you had even a slight angle on the line the bounce wouldnt work, but overall i found it fun. all up took me about 10 minutes to run through.
  5. 1 point
    wow you got two downvotes goliath
  6. 1 point
    I'm going to skip a blog week and just throw up a video progress. This week was character/animation controller. Nice to start thinking about the action bits. Thanks for playing.
  7. 1 point
    me too. Pretty decent community, huh! Tough love is not always a greener pasture. @CrazyCdn you know the insane part, over this last three plus weeks of observing/interacting with this, I've found a ton of buried personal potential in the things I do, a slight more focused clarity and perhaps an appreciation for finer things. so thank you for that @phil67rpg good luck with your new project.
  8. 1 point
    I was in this similar situation last time. My approach was to choose based on the main theme of the story/game. Like while i playing an rpg game about knights & mages, i battle many types of foes, some of them are monster & animal. After win a battle i can collect items including animal fur, meat or ivory, which is can be sold for gold, or create unique armor. That way, me and other kids player will gonna hunting the animal as much as possible for gains. The other game like simulation of zoo park, or kids playing ground, i will put any animals with fun and cute approach, whether the shape or behaviours. So when sometime there are sick animals, we do any health treatments, anything to cure them or saving life. Another game like fastfood restaurant, where owner have their expensive lineup that include various meats in one food, so they have to stock much meats in storage, orelse they can only sell cheaper food which affects the gross in that month. Well, perhap not my direct solution 😃 .. it is depend on the whole current story/game idea.
  9. 1 point
    Hi, I think your problem is in the Normal matrix. Maybe I am wrong because it is early in the morning and I didn't have enough coffee but you are using a vec4 Normal and a mat4 normal matrix which might be the root of all evil. Detailed answer: Thing is, your model matrix creates a position vector when multiplied with another position vector from your model. This includes displacements (translation). A normal is not a position vector. It is a direction vector. Directions don't have displacements and you should never use them on direction vectors. The simple trick to disable the displacement of a vector is to set its fourth component to zero while you need a one as their fourth component if you want them to contribute. This works since the displacement part of a transformation matrix is completely stored in the fourth column. Just have a look at the individual components (scaling, rotation, displacement) of a transformation matrix (look at the picture in section 10: http://www.c-jump.com/bcc/common/Talk3/Math/Matrices/Matrices.html) The rules of matrix-vector multiplication will do the rest for you. In your case, by using the transposed inverse of your full model matrix, you have some displacement part inside your normal matrix. This displacement part distorts your normals if your displacements are others than 0,0,0. However, I am not sure if the "fourth-component-is-zero" trick will work here since you calculated the inverse of your model matrix and transposed it. So displacement components may have left the fourth column. That's why you usually determine your normal matrix by using the transposed inverse of the upper left 3x3 submatrix instead of the full 4x4 model matrix. This part contains the scaling and rotation part of the transformation. Short answer: To solve your problem do the following (might contain coding errors): mat3 normal_matrix = transpose(inverse(mat3(model_matrix))); vec3 v_normal_tmp = normalize(normal_matrix * vec3(v_normal)); v_normal = vec4(v_normal_tmp,0) You should think about using vec3 and mat3 for normals. Otherwise, do it as above. Think about that too: Addition: You should also think about why the normal matrix is the transposed inverse of the model matrix: Normals are usually rotated the same as the model itself. But if you have any scaling that is not equal in all directions, the scaling of the normals needs to be inverted, otherwise, you get wrong normals. So you invert your matrix to get inverse scaling. But this inverts also your rotations. The nice thing about rotations is, that their inverse is equal to the transposed matrix. Since scaling happens only on the main diagonal, which is not affected by transposing the matrix, we transpose to undo the inversion of the rotation. If you think about it, it seems a little bit wasteful. That's why I usually calculate the normal matrix together with the model matrix in one function. While the model matrix is Translation * Rotation * Scaling the normal matrix is Rotation * inverse(Scaling). The inverse scaling matrix is just calculating 1/scaling_factor for each component. Greetings
  10. 1 point
    This journal has been quiet lately, for a number of reasons. But before we get to that, here's the last video update (for now): I grabbed various images from Google image search, and replaced most of my textures. This wouldn't be close to final in a proper game (even if we ignore the fact that I do not own commercial licenses for these images), but at least I think it looks better than what I had. As some of the keen readers might have noticed, this journal became very quiet the last weeks compared to the initial ones. There's a number of reasons for that. Firstly, there were birthdays to attend (both my own and a friend's) and other social activities needing to be done. Additionally, there were some developments pertaining to other things I can't talk about yet, but which I might elaborate on in the future. I should know a bit more before the end of the month, so I might post something at that time... Combined, this does mean I couldn't invest as much time as originally planned, but the shift in focus from my side feels worth it going forward. So, where does that leave this project? For now, it will remain in its current state until further notice. I still want to come back to it and finish it off, as I think it could be quite a fun little bite-sized game with a fairly contained scope, but for now other things and potentially other projects will have to take priority. I definitely gained some valuable experience with using Unity, and it's highly likely there will be more Unity related work/posts/projects coming. Thanks for reading, and stay tuned... :)
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