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Messages - ggadwa

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dim3 Versions / Re: Web-Shooter Alpha 5
« on: January 12, 2017, 09:41:19 AM »

My list of "things to do" is enormous, so I'm just concentrating on a couple things now.  I've been slowed down lately, but last drop was v2 of both map and model generation, and I'm working on the next version for both.  Maps now:

1. Have more random "paths" (i.e., each map has a start and end point)
2. More defined start + end points
3. Truly random platforms (they weren't random before)
4. Much better decorations
5. Better monster placement on paths

It's coming along, just slowly.  I think when I get further I'm going to work on actual monster AI so there can be different types of monsters.

[>] Brian

dim3 Versions / Re: Web-Shooter Alpha 5
« on: December 22, 2016, 12:35:31 PM »
Very disturbing Brian ;-) I do like the weird dog things and kinda like the howling bleep noises they make, and the colours seem more complimentary and cohesive too!  Did you implement palettes or something?

Physics-wise, when trying to walk onto a lift I got stuck inside the lift a few times and had to wait until it was at its lowest point then jump to get back outside of it.  Oh and I did fall through the map into infinity once too when one of those dogs pinned me into a corner and I attempted to jump

Room layouts are sooo much better than before 8)

Yeah, there's a random "theme color" that becomes the highlight or main color on all the textures so they have a single look.  And I've already rebuild most of the map generating routines -- the platform (multiple story) generators are now truly random, include staircases, and only appear in certain areas so it doesn't overwhelm the map.

Physics -- yeah, problems abound.  Haven't really put more than the minimum amount of work into that, still working on generators.

[>] Brian

dim3 Versions / Web-Shooter Alpha 5
« on: December 19, 2016, 03:05:08 PM »
Early Christmas!

There's not much to say, this is just how far I've gotten.  Light maps default to off (you can turn them on with a check box.)  They are slow, and running it a couple times shows what it can do, as you might not get everything at once.

Note, this is still super alpha.  I might throw a lot of it away, I might build on this, but it's a playable game at this point!  Also, auto-generated sound effects!

(Chrome or FireFox at this point, Safari tech preview should work.)

[>] Brian

Idle Chatter / Re: new Zombie game :-)
« on: December 15, 2016, 02:40:38 PM »
Those are some really nice textures!

[>] Brian

dim3 Versions / Re: Web-Shooter Alpha 5
« on: December 13, 2016, 01:13:20 PM »
Might be an early xmas present coming in the next couple days, depending on how far I get with what I'm working on!

[>] Brian

dim3 Versions / Re: Web-Shooter Alpha 5
« on: December 07, 2016, 11:48:25 AM »
Newest Safari Developer Build implements Pointer Lock, finally!  So it looks like that's one thing I don't have to worry about.

(Pointer lock is a full screen relative movement API, obviously specifically for things like 3D game controls.  Apple has dragged it feet on the API for various Apple reasons, but it looks like it's part of the developer preview, so that means I can finally get a good working copy on Safari in the future.)

[>] Brian

dim3 Versions / Re: Web-Shooter Alpha 5
« on: December 04, 2016, 09:50:06 AM »
Sound generation as in two things collide in 3D space, and depending on the material, an appropriate sound is automatically generated?

That's a great idea but that would be very resource heavy.

No, like the textures, the maps, the models, the sounds are auto generated when the program starts up.  There are no data files.  Figuring out how to make a monster roar out of just bytes is what I'm working on now and have some ideas.

[>] Brian

dim3 Versions / Re: Web-Shooter Alpha 5
« on: December 02, 2016, 03:02:42 PM »
More FYI:

Got in all the sound code, sound positioning (all live) and everything else.  Working on sound generation.  Googled to find out if anybody had done this before.  It seems nobody has, except one group of people who did a paper on generating the sound of water by modeling water droplets.  Took a high end computer 4 hours to do it.  Don't think I'll be using that technique!

Got some ideas, though!

[>] Brian

dim3 Versions / Re: Web-Shooter Alpha 5
« on: November 28, 2016, 02:08:15 PM »

I'm pretty happy with the new map generators (v2) so I'm moving onto other areas.  That doesn't mean they won't change or get torn out for v3, it just means I've made a lot of notable progress for making more interesting layout and "flow" maps.

I'm working on sound effect generation, sound positioning, etc.  Leaving how to do some of the filters I take for granted in LPX.

Then onto updates to model generation, some more AI updates, and then I'll probably have something to show.

[>] Brian

dim3 Versions / Re: Web-Shooter Alpha 5
« on: November 17, 2016, 07:54:20 AM »

So things are moving right along with v2.  Firefox finally implements the new webaudio API, so that gives me chrome and FF.  Still waiting for modules, and webassembly looks really promising.

So I'll tool away (it'll be a LONG time before I see enough updates in browsers to get to where I want it to be) but the future is looking bright.  Module support is my next big change whenever it hits in both FF and Chrome (Safari really needs to catch up in some areas.)  Then when webassembly matures, I might start back-porting some stuff to C and then using that as webassembly, which will speed everything up.

[>] Brian

Idle Chatter / Re: Hello!
« on: November 17, 2016, 05:52:36 AM »
There's no game files, everything, bitmaps, sounds, are auto-generated.  What's up there now is kind of first try, I've rewritten most of it but not ready to show anything new yet.

[>] Brian

Idle Chatter / Re: Hello!
« on: November 16, 2016, 08:58:43 PM »
Galavant Garde above is.

I'm working on a new auto-generating (everything) engine, showed a version of it a while ago but redoing most of it, as it's a learning experience and something nobody has successfully done yet.  And waiting for browser to catch up to ES6 :)

[>] Brian

dim3 Versions / Re: Web-Shooter Alpha 5
« on: September 23, 2016, 01:15:17 PM »
The state of the web audio API is really awful right now, I swear every browser maker is using completely different math, and the spec actually has every playing sound relative to the listener, so if only the listener moves, you have to move all the playing sounds.

That said, the chaining of audio units is nice.

They replaced how they are going to do panning multiple times, and at this point I have no idea where any of the browser vendors are as they've all made and re-made the panning multiple times.

I repeat: mess :)

[>] Brian

Idle Chatter / Re: new Zombie game :-)
« on: September 22, 2016, 04:59:11 AM »
I just spent a minute and checked it out. A few of those vertex shader params might not be present in Dim3... tangent and bitangent...

They should be there.  Couldn't do bumps without them.

[>] Brian

dim3 Versions / Re: Web-Shooter Alpha 5
« on: September 19, 2016, 08:08:08 AM »
I've finished the redo of textures.  There's still a lot of work to do to create new random types of textures and more variance, but not the textures are all "classed" into different chunks of the map; those classes will always share a similar tint and so chunks of the map, like walls and pillars, will be within the same color scheme and same texture "looks", same for floors and platforms, and then ceilings, and then map decorations, like boxes and shelves and such.

While there is some high color bright stuff (I'm trying to be really random, not just your regular grays and browns) it works well together because the tints cover the map across classes of textures and the map gains a "look" instead of the crazy quilt it was before.

Next step is the redo of how the map generates.  The base is there, but I'm going to change the algorithm to make maps that are linear instead of blobs (i.e., have a path, like all modern shooters.)  When most people make maps, they usually start with a path and build the map around it, and it'll never make a good shooter if it's a giant blob with enemies just everywhere.

Then that will influence monster placement.

[>] Brian

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