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Messages - ggadwa

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dim3 Versions / Re: dim3 v24 Release
« on: March 23, 2017, 12:36:04 PM »
Hola Brian, question...I recall you putting Scruffy's model on the start screen of Scruffy 3D - is there any way to change the location/colour/intensity of the light source?

Yup.  You made me go back and look at the Scruffy model, that was a really nice model :)

In editor, select the model, go to settings, and way at the bottom there's a bunch of settings for UI lighting.  Basically offsets to where the single light is that lights it.

[>] Brian

dim3 Versions / Re: Web-Shooter Alpha 5
« on: March 06, 2017, 07:39:37 AM »
Looking forward to the big boss in the goal room! Something like Metroid where it has weak spots & different kinds of attacks depending on its health?

Eventually!  I'm doing very little work on AI and models right now, just concentrating on maps, and just do a little AI/monster/model stuff here and there because it's one part of the engine that lags right now.  I really want to get to more puzzle elements, first (i.e., doors that require switches, etc.)  Your regular, standard shooter stuff (and that's the goal, to make a standard shooter, just completely auto-generated.)

[>] Brian

dim3 Versions / Re: Web-Shooter Alpha 5
« on: March 03, 2017, 09:19:28 AM »
FYI: I've updated the running demo.  Lots and lots of work, but a long way to go.  Most all the work was in better maps; there's the concept of start and goal rooms, better paths, more decorations, windows, and ...

... major improvements in all the lighting, so there can be tons more lights (windows, over doors, etc.)

Not much done with models.  There's a lot of incremental updates to AI and projectiles.  AI has some more options (still pretty dumb), more projectile movement types and randomness, the concept of a large "boss" monster (always in the goal room), etc.

[>] Brian

dim3 Versions / Re: Web-Shooter Alpha 5
« on: January 27, 2017, 01:15:37 PM »
FYI: Firefox and Chrome are now shipping WebGL2 implementations (which are much faster if you use the new stuff.)  So time to move up!  Safari tech preview has, too, but this leaves edge behind for now (FF/Chrome both shipping a feature is always my "move up" target.)

Modules is the last big change I'm waiting on.

[>] Brian

Idle Chatter / Re: One Of Them
« on: January 27, 2017, 07:26:17 AM »
That last shot is very pretty!

[>] Brian

dim3 Versions / Re: Web-Shooter Alpha 5
« on: January 21, 2017, 11:04:38 PM »

The way I have been doing lighting -- for a long time -- was pretty old and was really suited back in the days when lighting was very limited by cards, which is not so much a problem.  So now I have finally gotten back to the lighting system and it's 100 times better.  No more pop-ups, lots of lights in a scene (up to 24 now), etc.

So now I'm working on a system of windows and small light sources around doors so they stick out better.  This will end up being v3 of the map generator.  Will have something to show in a week or so, depending on my time!

[>] Brian

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

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