Author Topic: Castle Storm II  (Read 47049 times)

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Offline Geekboy1011

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Re: Castle Storm II
« Reply #60 on: January 23, 2010, 10:42:53 am »
or maby g as it is right where your hand lays when it i sin home row so it is not a very odd position :)   

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Re: Castle Storm II
« Reply #61 on: January 23, 2010, 11:54:19 am »
Possibly, let me check...

Offline Builderboy

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Re: Castle Storm II
« Reply #62 on: February 08, 2010, 07:26:20 pm »
Alright, so after a couple weeks or wrestling around with code and concepts, I finaly have a workable occlusion system working!!  <(^.^<)  You may be confused, as there seemed to be a working one already, but it failed some other very basic tests when i put it under strain.  So now that i have a working occlusion system, I am working on sorting and organizing the thousands of lines of code that make this work.  Its quite a task, and I plan on doing some cleaning while i am at it, as well as adding some comments here and there.  After finishing in the variable object system, i will upload a new version to play with, and then start tackling weapons.  I have a working rayCast() method, so I am so far confident.

Offline ztrumpet

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Re: Castle Storm II
« Reply #63 on: February 08, 2010, 08:59:12 pm »
Sounds cool!  I can't wait for you to update it! ;D

Offline DJ Omnimaga

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Re: Castle Storm II
« Reply #64 on: February 09, 2010, 02:25:38 am »
No clue what is occlusion but cool to hear updates ^^

Offline Builderboy

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Re: Castle Storm II
« Reply #65 on: February 09, 2010, 10:14:27 am »
Oh oops haha, forot to explain that XD.  It's where when an object, like an enemy, goes behind a wall, the wall looks like it's in front of the enemy, and you can't see all o the object because some of it is being covered by the wall.

Offline DJ Omnimaga

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Re: Castle Storm II
« Reply #66 on: February 09, 2010, 12:48:45 pm »
Oooh ok, I assume it's for enemies like ghosts, right?

Offline Builderboy

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Re: Castle Storm II
« Reply #67 on: February 10, 2010, 07:37:21 pm »
Yeah, although i don't think there will be any ghosts in Castle Storm, I think more robots and stuff, easier to model XD

Speaking of modeling, I just wrote a script that converts Blender OBJ files into the format that my Object3D class uses, so now making 3D objects will be much much easier!  Before i had to type in every single vertex and connection by hand O.O and thats partially the reason that my models are so low detail, because it takes a looong time :P
« Last Edit: February 10, 2010, 07:37:35 pm by Builderboy »

Offline Eeems

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Re: Castle Storm II
« Reply #68 on: February 10, 2010, 08:36:46 pm »
Yay for blender!
/e

Offline Builderboy

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Re: Castle Storm II
« Reply #69 on: February 10, 2010, 08:39:26 pm »
For a while there I had you shooting Suzanns XD (the blender monkey ;D) Unfortunately it does not support Color yet, I am working on it though.

Offline Eeems

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Re: Castle Storm II
« Reply #70 on: February 11, 2010, 12:01:59 am »
Lol :p
well I can't wait to play this! Especially with blender stuff! If you want I could design something for you this weekend like an enemy or something. Btw, does it support smooth serfaces yet? Or no?
/e

Offline Builderboy

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Re: Castle Storm II
« Reply #71 on: February 11, 2010, 12:26:48 am »
It does not support smooth surfaces, nor will it ever, i'm sad to say :( Unfortunately Java just isn't fast enough (or I'm not knowledgeable enough :P) to do the proper shading.

As for enemies, it would be awesome if you could model some enemies!  I myself am horrible with modeling, so it would be great to get some help with that :) Just keep in mind that enemies will be machine based, and try to keep the polygon level pretty low, like from about 50 to 100 faces.  I will have to test out my engine a bit more though before i can decide on how many polygons it will be able to support.  I haven't done any optimising yet so i'm sure there is some hidden speed in there somewhere ;D

Offline DJ Omnimaga

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Re: Castle Storm II
« Reply #72 on: February 11, 2010, 12:41:53 am »
nice does it means  some forms of textures might be supported eventually?
* DJ Omnimaga also wonders when next version will be avaliable to test

Offline Eeems

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Re: Castle Storm II
« Reply #73 on: February 11, 2010, 12:50:06 am »
Ah ok :/
I'll need some ideas on what to do though.
I'm ok at modeling, but I can only do the more basic stuff, so tat should be good for machine based stuff.
/e

Offline Builderboy

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Re: Castle Storm II
« Reply #74 on: February 11, 2010, 01:02:51 am »
nice does it means  some forms of textures might be supported eventually?
* DJ Omnimaga also wonders when next version will be avaliable to test

Textures will not ever be supported unless I find some sort of unknow exploit or pixel plotting code that I was unaware of.  Anything further than plain polygons unfortunately means i have to plot pixel by pixel, which is just too slow for Java.  The most I think i will ever be able to do is simple things like Tile floors, since that is simple vector textures.

And the new version will be released as soon as I get the multi-Object system all sorted out so you can shoot your gun ^^

Ah ok :/
I'll need some ideas on what to do though.
I'm ok at modeling, but I can only do the more basic stuff, so tat should be good for machine based stuff.

Hmmmm lets see...  I know for sure I want to bring back the floating orbish robots that shoot lazers at you.  Perhaps also robots with kind of treads or something?  Hmm i'll have to do some brainstorming.