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squashed_bug

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About squashed_bug

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  1. Hi All, Please test if my game runs on your computer. Skies is far from finished however any criticism or suggestions are also welcome. Thanks! Download it here. (It's only a couple of megabytes). Note: If the demo crashes on startup you may not have the visual c++ runtime libraries installed. You can get them from here. Controls: [c] Throttle [Space] Roll (and turn when the plane has landed) and Tilt Screen Shots: Flying in the sky. Boom! Ready for take off. [Edited by - squashed_bug on November 6, 2008 4:45:47 PM]
  2. squashed_bug

    Visibility Problem - Need Help

    Quote:Original post by Emergent Oh! I see what you actually want! I get it... OK, here (I think) is the answer: 1. Project the occluder onto the plane at the tops of the dude's heads (as Lord CrC suggested), along the sniper's view lines, to get a 2d polygon in this plane. 2. Project this polygon STRAIGHT DOWN onto the floor, to get a polygon on the floor; I'll call in P1. 3. Project the occluder onto the plane at the dude's feet (aka, the floor), along the sniper's view lines, to get another polygon on the floor. Call it P2. 4. Your safe zone is the intersection of P1 and P2. Check me on this! (Edit: Lord CrC beat me to this suggestion; that's essentially what he wrote two posts back.) Project it STRAIGHT DOWN thats where the money is!!! Thanks for your help guys!!!
  3. squashed_bug

    Visibility Problem - Need Help

    Quote:Original post by Lord Crc Quote:Original post by squashed_bug However if the top of the unit is safe it doesn't mean the rest of it is aswell. In the image the 2nd unit from the right almost has its top under cover, if it was moved a little to the left it would be completly under cover however part of the base would still be exposed. Good point. I think I'd make two zone planes then, top and bottom of unit cylinder, and consider a unit safe only if it's inside a "safe polygon" in both. Alternatively you could keep the "walls" of the shadow volume between the slabs, and perform a quick test against that (store an AABB for each safe zone volume, and check against that first). That may still leave the middle of the unit exposed. The problem is not to test whether a unit is safe, it is to find out where a unit is safe. To test if a unit is safe ( I think this should work ): 1. Project all faces of the Cover Objects onto the Movement Plane. 2. Combine the projected faces which overlap. This will produce a set of polygons. 3. Project the unit onto the Movement Plane. 4. Test if the projected unit is inside any of the polygons. The white dots represent the verticies of a Saftey Zone which is what I want to calculate.
  4. squashed_bug

    Visibility Problem - Need Help

    Quote:Original post by Emergent Does a four-word answer help? "Cylinder-frustum intersection test." Thats the easy part. It's the one word answer that I'm afraid of ... Calculus. The hard part is finding the exact area of the saftey zones. I'm sure I can solve this if the unit was a single point ... 1. Project all faces of the Cover Objects onto the Movement Plane. 2. Combine the projected faces which overlap. Then I would have a set of polygons on the Movement Plane which if the projected point was inside any of them it would be safe. I am having real trouble when a box is used instead ( I think a box is easier than a cylinder, all boxes are the same size, are unable to rotate and its position is from the centre of the base). Somehow I need to convert each polygon in the set to a Saftey Zone for the box. Quote: If I understand you correctly you want to find one or more polygons in the movement plane which represents safe zones from the sniper. Assuming the height of the cylinders are equal, I would consider a plane parallel to the movement plane, but at the height of the top of the cylinders. Then I would project the silhouette of the cover objects onto this "zone plane". Finally I'd merge the projected polygons. Thats what I am working on at the moment. However if the top of the unit is safe it doesn't mean the rest of it is aswell. In the image the 2nd unit from the right almost has its top under cover, if it was moved a little to the left it would be completly under cover however part of the base would still be exposed. It does simplify the problem by keeping the shape of the units silhoiette the same.
  5. squashed_bug

    Visibility Problem - Need Help

    Green Units are safe from the Sniper, Red Units are not. The problem is in 3D and I need to be able to calculate where the Saftey Zones will be ... A unit is represented by a cylinder. Its position is taken from the center of the circle on the base of the cylinder and will always be on the Movement Plane. The Saftey Zone will be a polygon on the Movement Plane and if the units position is inside the polygon then the unit will not be visible by the sniper. A Saftey Zone may be produced by multiple Cover Objects (ie the image above should produce only 1 Saftey Zone). Cover Objects will be a made up of a set covex polygons (they can be assumed to be triangles if it makes the problem easier). The Sniper Position and Cover Objects are static so the Saftey Zones will only needed to be calculated once. So efficiency isn't really an issue, however accuracy is. Thanks.
  6. squashed_bug

    Concer

    Quote:Original post by Mybowlcut I got this error: Did you extract all the files from concer.zip, you can not run concer.exe from inside the zip. freetype6.dll should be in the concer directory. I have made some more changes: Textures are now compressed due to some graphics cards not supporting uncompressed textures. Changes to level5 and level7 to stop conc grenades getting stuck in walls. Fixed a few more game crash issues. The new version can be downloaded from the link above.
  7. squashed_bug

    Concer

    Ok I have made a few changes: Fixed the game crashes when a conc grenade goes off during level change. You can now jump/run when you're standing on a conc grenade. You can now press and hold mouse1 immediately after you have thrown a conc grenade and the next conc grenade will still prime. Fixed being able to stand on a conc grenade that is on top of spikes. Changed the size of the gap you have to jump through in level 3 to make it easier.
  8. squashed_bug

    Concer

    Description: Concer is a 2D platform game based on the concept of "Conc Jumping" which was a technique used in the game Team Fortress Classic (TFC) to jump over a large distance. The game only has 10 levels and is only a ~2MB download. So please give it a try. Download it here!!! If the game crashes on startup you may not have the visual c++ runtime libraries installed. You can get them from here. Controls: [a] Move left [d] Move right [SPACE] Jump [MOUSE1] Press to prime a Conc Grenade, Release to throw the Conc Grenade in the direction of the cursor. Quick Tutorial: A Conc Grenade changes colour depending on the length of the fuse. A Conc Grenade will turn red just before it explodes. If you are close enough to a Conc Grenade when it explodes, you'll receive a boost. This is known as a 'Conc Jump'. The furthur you are away from a Conc Grenade, the greater boost you'll receive. So try and get as far away from the Conc Grenade without loosing the boost all together. Holding [Mouse1] will prime the conc grenade, listen for the beeps. The Conc Grenade will explode after the third beep. You can perform a Conc Jump with multiple concs, to jump even larger distances. Concer (the character you're controlling) has a lot of air resistance. Be sure to hold down [a] or [d] when you are trying to conc jump a great distance. Development Notes: Concer is written in C++ using MSVC++ 2005. OpenGl is used for graphics. SDL and its associated libraries are used as the framework for setup, input, audio and image loading (see http://www.libsdl.org). Box2d for the physics (see http://www.box2d.org). Guichan is used for the GUI (see http://guichan.sourceforge.net). TinyXml is used for parsing XML files (see http://sourceforge.net/projects/tinyxml). Site: http://www.squashedbug.net/projects/concer The Title Screen. A Basic Conc Jump. Watch out for those spikes! A double Conc Jump. [Edited by - squashed_bug on August 3, 2008 7:10:53 PM]
  9. squashed_bug

    Does my game run on your computer?

    I've tried it on three XP systems now and can't get it to crash. What OS are you guys running? Is it only crashing at the beginning of a level? Is error_log.txt empty?
  10. squashed_bug

    Does my game run on your computer?

    Did it crash after the third level for you _fastcall? It should be looping back to the first (tutorial) level again. At the moment I'm creating some more levels. So hopefully in a couple of days I'll be able to release a proper version.
  11. squashed_bug

    Does my game run on your computer?

    Quote:Original post by MasterSlowPoke Doesn't crash for me, but I never got past the double concjump, it's been too long since I've played TFC. I miss my conc jumping sooo much :)
  12. squashed_bug

    Does my game run on your computer?

    Ok after some fairly hectic printf debugging (Ive really got to learn how to debug a crash dump) I think it should be working. So again please be kind enough to give it another whirl!!! Download it here This time I havent included msvc*.dll. I have a feeling these may be platform specific? So if you don't have the visual c++ runtime libraries installed you can get them from here.
  13. squashed_bug

    Does my game run on your computer?

    Well I installed fresh copy of XP and "successfully" got it to crash on that. I narrowed it down to IMG_Load() in the sdl_image library. After reading the documentation I found it required some other dlls. Why doesn't Dependency Walker show these other dlls I need (in particular libpng12-0.dll)??? So now at least I can see the title screen on a clean XP, but its crashing when I try to play. Maybe again I'm missing some dlls? Quote:Original post by _fastcall *I then gave up and decided fixing up the release version, and after a couple of hours I learned that assert statements are stripped from the release build... And I had inline'd some important code in it... ( ie: assert( m_graphics_engine = new graphics); ) Then it worked... And it ran fast. That was my last headache :P
  14. squashed_bug

    Does my game run on your computer?

    I've just uploaded the debug executable which can be found here. Just place it in the concer folder. The zip now also the contains the debug executable. The executables are built with Visual C++ 2005 Express. The runtime library is set to "Multi-threaded DLL" or "Multi-threaded Debug DLL" for the debug build.
  15. squashed_bug

    Does my game run on your computer?

    Quote:Original post by latelate works for me. Running xp home sp2 hmm. Maybe it's the msvc runtime dlls. I'm running XP service pack 2. Has anyone had these issues before? Should I not be including msvc*.dll in my game directory?
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