2 Level rooms!
427 2013-10-09 22:43:46
Re: Let's Stick it to em! (3 replies, posted in Gossip)
0.0 I am working as fast as I can!!!!!!!! lol
Hahaha!
428 2013-10-09 18:30:06
Topic: Let's Stick it to em! (3 replies, posted in Gossip)
The main reason I have been trying to flood this site with content is that what I find is that people who might be interested in Maratis come here and find a community that is almost non-existent. But the main thing is that they go to the showcase area and don't see any CONTENT. People want to know what is possible with the engine. So people kinda say Maratis? Yeah right!
Or they might see some cool things, but don't know how the engine works, and might need some downloadable examples to test and play with to see how things work, and again, what is possible.
For instance, one person was able to download the Jules N Funland example I made, and change the terrain and edit the code and add other features. This makes a person comfortable working in Maratis.
http://forum.maratis3d.com/viewtopic.php?id=775
It is part of the reason I put up the TEST LEVELS:
http://forum.maratis3d.com/viewtopic.php?id=797
We really need more CONTENT. Even if it may not be the best, you will learn from what you DO. And also let other people test it and make suggestions also.
Pictures are cool, but I know I am a hands on person.
If I can get this Normal Map thing down, I will make some nice looking levels that prove Maratis can really compete.
But I think the key advantage that Maratis has over some others is EASE OF USE and SPEED.
Anael, keep it FAST. Unity is very sluggish. Optimization is key also, and I know you work like that already.
LET'S STICK IT TO EM
429 2013-10-09 16:21:28
Re: TD Levels (with downloads) (42 replies, posted in Showcase)
Nice! You should bake some ambient occlusion into your level as well. I like how you used the water and made the apples re-spawn like jumping beans, hahaha
430 2013-10-09 06:31:07
Re: TD Levels (with downloads) (42 replies, posted in Showcase)
431 2013-10-09 03:32:26
Topic: TD Game Assets(downloads) (0 replies, posted in Showcase)
I want to create a bunch of tools that aid me in making a game. I will post them on this page:
START AND FINISH LINE:
In the file are two meshes, a start line mesh and a finish line mesh. Also there is a very basic script on how you could use them. The start line script sets an object of your choice at the location of the start line. The finish line checks for a collision between itself and the object of your choice and then performs an action of your choice.
Note: The SpawnAtStart() function should have "object" as an argument. I changed it here, but it needs to be done in the script.
--Variables
start_line = getObject("StartLine")
finish_line = getObject("FinishLine")
start_location = getPosition(start_line)
--Functions
function SpawnAtStart(object)
setPosition(object,start_location)
end
function GoToNextLevel()
if isCollisionBetween(finish_line,object) then
--loadLevel("levelName")
end
end
function GoToMenu()
if isCollisionBetween(finish_line,object) then
--scene = getScene("nextScene")
--changeScene(scene)
end
end
Download:
https://sites.google.com/site/aasfsfasa
Finish.zip
More to come...
432 2013-10-08 23:51:06
Topic: Community (1 replies, posted in Off-Topic)
I haven't been a part of a forum community in a while, but I got to thinking about the word COMMUNITY (feeling a little mushy).
I don't know everything, and I am learning just like the next guy, even if he might be at a higher level than me. Now, I do wish I could do it all by myself, and make a game all by myself. I wish I could promote it all by myself etc.
I have learned a lot. But every time I think I am ready, I find there is more to learn. Every venture I have taken it ends up like this, so I find myself getting overwhelmed and usually quitting.
The next guy always seems to be on some higher level, and RARELY does the next guy take the time out to help someone who just is not on their level.
Then I thought, ''THAT'S THE REASON FOR COMMUNITY! DUH!" hahaha.
I went on one website. New guy asked a simple question and got shot down. Sorta rude really. Question not answered. I know the feeling. So I at least attempted, because I am new myself.
Thanks Zester for taking time out to help the other guy. In all facets of life, that is honorable. As long as Maratis maintains a good community, people will just want to help out any way they can.
You too anael. You help a lot.
-TD
433 2013-10-07 22:21:34
Re: Unity3D Medieval Environment clone for Maratis (17 replies, posted in Showcase)
That's it! One of my first posts on this forum was that I like to make BASE MODELS. A base model is a model that is a base for a character that can be edited a little to become unique.
It is sorta like that proxy mesh of makehuman. Not too much detail to be complicated to adjust, but not too much to be unique already.
I like your style! haha.
434 2013-10-07 22:15:28
Re: TD Testing Areas (downloads) (15 replies, posted in Showcase)
Tutorial Doctor wrote:Added another test level HALLWAY
We should work together on assets and tutorials. You appear to be good at things I am not. I like your interior(indoors) models mine never turn out right.
That's sorta interesting. I was just thinking the same thing! haha. I was getting ready to start a topic on it.
One thing I am lacking is good animation skills (or at least I want to make the process faster). I am thinking of buying an xbox kinect and using it as a motion capture device.
I will make a tutorial on how I do these interiors. They are so simple and fast. Sort of like the way you do your characters. I will think of a format for that topic and create it soon.
Thanks.
435 2013-10-07 21:42:17
Re: TD Testing Areas (downloads) (15 replies, posted in Showcase)
Added another test level HALLWAY
436 2013-10-07 20:52:50
Re: Blender Plugins (9 replies, posted in External Tools)
Oh, from the included in blender by default, here's the ones i'm using the most :
• Material Utils
• Inset Polygon
• LoopTools
• Import Images as planes (not so much because it's bugging alot)also, the texture atlas plugin (2nd in the list) is now included by default in blender (from 2.68 if i'm correct)
THANK YOU! i needed that image as planes one!
LOOP TOOLS!
437 2013-10-07 20:49:10
Re: Unity3D Medieval Environment clone for Maratis (17 replies, posted in Showcase)
Zester, you do some very clean modeling. I am trying to do some box modeling now, but I don't feel I can make anything. I mean I made an ottoman:
But I can only do it with rectilinear shapes. I was wondering if you have a specific workflow. I see that using mainly extrude with edge loops gives a neat look, but how would I do that for something like, say, your models?
438 2013-10-07 19:28:43
Re: Blender Plugins (9 replies, posted in External Tools)
Just added a bunch more. And thanks for adding to the list!
439 2013-10-07 18:39:17
Topic: Blender Plugins (9 replies, posted in External Tools)
I will be posting here of cool Blender plugins to help you in making games in Maratis. Of course you know about the Maratis Exporter, and perhaps about the makehuman importer, but here are a few more:
Easy Rig animation: (BEPUIK)
http://blenderartists.org/forum/showthr
Kinematics
UV unwrap entire scene: (Texture Atlas)
http://www.blendernation.com/2012/09/13
re-scenes/
UV unwrap box and planar easy!
http://blenderartists.org/forum/showthr
p-Modifier
Motion Capture(paid):
https://www.youtube.com/watch?v=u0Y9EAMlF8E
Projection Painting:
https://www.youtube.com/watch?v=JJgNCxtgSb4
Real Time Animation(Now Free!):
https://www.youtube.com/watch?v=JVIdlfNFlro
Easy Car Rig:
https://www.youtube.com/watch?v=xPSmmmuokgY
Automatic Face Rigging and Animation Blending:
https://www.youtube.com/watch?v=OuqYPJoBnT4
https://sites.google.com/site/khuuyjble
der/script
Faster poly modeling: (F2 Addon)
https://www.youtube.com/watch?v=ImSNOuvkKsw
Icon tools(I gotta get this one!):
https://www.youtube.com/watch?v=0YYsA7NvS48
Dynamic SpaceBar Menu(inluded already):
http://wiki.blender.org/index.php/Exten
cebar_Menu
Create HTML DOCUMENT from .blend file(Account needed):
https://www.youtube.com/watch?v=neN2esmQf50
Garment Maker:
http://blenderartists.org/forum/showthr
in-blender
Animate UVs:
http://www.blendernation.com/2011/11/12
-textures/
(this is included but must be activated)
Model using grease pencil: (DrawMesh and BSurfaces
http://www.youtube.com/watch?v=YUOhCFrfeN8
Muscle animation:
https://www.youtube.com/watch?v=Ki4IVZFzLuA
(Will Update periodically)
440 2013-10-07 17:10:06
Topic: How to Game (5 replies, posted in Tutorials/Examples)
I have been learning game theory for a few days, and it is very exhaustive. So I decided to put it in my own words and make it easy to jump into making GOOD games without having to understand all of game theory or game mechanics.
Game theory and game mechanics are what help you to establish a good "OORR WE DO":
441 2013-10-06 17:56:19
Topic: Decision Tree Exploration (0 replies, posted in Scripting)
In this post I want to explore DECISION TREES. If you have a very comprehensive example of a way to use decision trees, please post it here. Please make it easy to understand (clean and simple naming conventions).
-DECISION TREE EXPLORATION
--States
normal = true
happy = false
sad = false
worried = false
afraid = false
--Conditions
got_some_money = false
bump_your_head = false
loose_wallet = false
walk_into_dark_room = false
function GetEmotional(x)
x = true
end
if got_some_money then
GetEmotional(happy)
end
--What if we want an animation to play if they are happy:
if got_some_money then
GetEmotional(happy)
changeAnimation(object,animationID)
end
--Multiple conditions?
if bump_your_head and walk_into_dark_room then
GetEmotional(sad)
GetEmotional(afraid)
end
Certain CONDITIONS affect your current STATE.
442 2013-10-06 16:56:21
Re: Customizable Game Script (In_Progress) (10 replies, posted in Scripting)
Heavily Commented it to show how the code works.
----CUSTOMIZABLE GAME SCRIPT----
----OBJECTS
--This is where you create all of the objects in your game
box=getObject("cube")
man=getObject("man")
monkey = getObject("monkey")
cone = getObject("cone")
person = getObject("person")
steps = getObject("steps")
Player = getObject("Player")
Set = getObject("Set")
Feet = getObject("Feet")
apple = getObject("apple")
snd_collect = getObject("collect")
apple_clone = getClone(apple)
----END OBJECTS
----MOTION (Self-Explanatory)
--MOVE VARIABLES
--Below, I commented out some of the Maratis functions I might want to use in my motion functions
--[[translate(object,direction,"local")
onKeyDown(key)
onKeyUp(key)
setAnimationSpeed(object, speed)
playSound(object)
pauseSound(object)
stopSound(object)
getSoundGain(object)
setSoundGain(object, gain)]]
--These are all of the motion variables
move_object = box
move_speed = .1
--These are the various DIRECTIONS in which you can move. They are Vector3 variables.
--A vector3(vec3) is just a spot in 3D space.
--I used a variable inside of the vector3 so that I can change it outside of the vec3 function.
--[[
The reason that I made one negative and positive inside of the vec3 function is so that when
I change it outside of the function I don't have to make it negative (I can just use positive values)
]]
move_forward = vec3(x, -move_speed, z) --[1]
move_backward = vec3(x, move_speed, z) --[2]
move_left = vec3(move_speed, y, z) --[3]
move_right = vec3(-move_speed, y, z) --[4]
move_down= vec3(x, y,-move_speed) --[5]
move_up= vec3(x, y, move_speed) --[6]
--This table/array holds all of the directions so that I don't have to keep type out every direction. Instead of:
--[[
move_forward
move_backward
move_right
move_down
move_up
]]
--I can type:
--[[
move_direction[1]
move_direction[2]
etc
]]
move_direction = {move_forward,move_backward,move_left,move_right,move_down,move_up}
--This is another table for choosing which buttons are used to move something
--I can quickly change what button moves an object up by switching out the "W" to "UP"
move_btn = {move_btn_U,move_btn_D,move_btn_L,move_btn,R}
move_btn_U = "W"
move_btn_D = "S"
move_btn_L = "LEFT"
move_btn_R = "RIGHT"
--These variables deterine animations that are played, as well as the speed at which they are played.
-- I don't have to dig through functions to simply adjust the speed at whcih the animation plays
move_animation = 1
idle_animation = 0
move_animation_speed = 2
idle_animation_speed = .5
--The sound made when moving
move_sound = steps
--JUMP VARIABLES
--[[translate(object,direction,"local") ]]
--The Jump area works just like the Move area.
col = getNumCollisions(jump_object)
jump_object = box
jump_height = 3
jump_speed = 1
jump_btn = "SPACE"
jump_animation = changeAnimation(object, animationId)
jump_direction = {jump_up,jump_down,jump,left,jump_right}
jump_up = vec3(x, y, jump_speed*jump_height)
jump_down = vec3(x, y, jump_speed*jump_height)
jump_left = vec3(-jump_speed*jump_height, y, z)
jump_right = vec3(jump_speed*jump_height, y, z)
collisions = getNumCollisions(box)
--SPIN VARIABLES
--[[rotate(object,direction,angle,"local")]]
--Same as the Move area
spin_speed = 7
spin_object = box
spin_direction = {spin_left,spin_right}
spin_left = vec3(x, y, spin_speed)
spin_right = vec3(x, y, -spin_speed)
spin_btn = {spin_btn_L,spin_btn_R}
spin_btn_L = "A"
spin_btn_R = "D"
spin_animation = changeAnimation(object, animationId)
--MOVE FUNCTION
--All of the variables above are substituted into their respective functions.
--The goals is to have NO VALUES inside of the function itself as it simply controls variables.
--This way we can adjust variables outside of the function and have easy access to them.
--Also, complete and descriptive naming conventions are a MUST for clarity
function Move(move_object,move_direction,move_btn,move_animation,idle_animation)
if isKeyPressed(move_btn) then
changeAnimation(move_object,move_animation)
translate(move_object,move_direction,"local")
playSound(move_sound)
setAnimationSpeed(move_object, move_animation_speed)
end
if onKeyDown(move_btn) then
playSound(move_sound)
end
if onKeyUp(move_btn) then
changeAnimation(move_object,idle_animation)
setAnimationSpeed(move_object, idle_animation_speed)
stopSound(move_sound)
end
end
--JUMP FUNCTION
function Jump(jump_object,jump_direction,jump_btn--[[,jump_animation]])
if isKeyPressed(jump_btn) then
--changeAnimation(jump_object,jump_animation)
addCentralForce(jump_object, jump_direction, "local")
end
end
--SPIN FUNCTION
function Spin(spin_object,spin_direction,spin_btn)
if isKeyPressed(spin_btn) then
--changeAnimation(spin_object,spin_animation)
rotate(spin_object,spin_direction,spin_speed,"local")
end
end
----END MOTION
----ARTIFICIAL INTELLIGENCE
--This section works like the Motion section also.
--[[
So far I am trying to simulate the 5 senses. All of the senses are physics base and use basic collision to determine if something
is either SEEN or HEARD etc.
]]
--SEE VARIABLES
--[[isCollisionTest(object)
isCollisionBetween(object1, object2)
getNumCollisions(object)
setScale(object, {x, y, z})
changeAnimation(object, animationId)
setAnimationSpeed(object, speed)]]
--The SEEING section is a COLLISION TEST. A cone is representive of the eyes.
--object that can be seen
seen_object = monkey
--object that is seeing
seeing_object = cone
--A boolean to see if something is seen (if there was a collision between the seen and seeing object)
seen = isCollisionBetween(seeing_object,seen_object)--true or false
--Field of view. Basically the width of the cone
see_FOV = 0
--Length of the cone
see_distance = 0
--Animation to be played when SEEN is TRUE
see_animation = 0--animatinoID
--SMELL VARIABLES
--The smelling section is also COLLISION BASED. However, it detects collisions with a particle system
smelled = isCollisionTest(object)--true or false
smell_particle_system =
smell_animation = 0--animatinoID
--HEAR VARIABLES
--[[playSound(object)
--pauseSound(object)
--stopSound(object)
--getSoundGain(object)
--setSoundGain(object, gain)]]
--The hearing section is not physics based. It detects whether or not the volume of a sound is above a certain number. If it is, it is HEARD.
heard = false
hear_sound = getSoundGain(object)
hear_proximity = 0
hear_pitch = 0
hear_animation = 0--animationID
hear_limit = 3 --limit at which sound can be heard
--TOUCH VARIABLES
--Phsycs based.
touched = isCollisionTest(object)
touch_object = getObject("finish_line")
touch_animation = 0--animationID
--TASTE VARIABLES
--Physics based
tasted = isCollisionTest(object)
taste_object = getObject(« objectName »)
taste_proximity = 0
taste_animation = 0
--SEE FUNCTION
function See(seeing_object,seen_object)
if isCollisionBetween(seeing_object,seen_object) then
quit()
end
end
--HEAR FUNCTION
--the object in parenthesis is the object being heard (a sound object)
function Hear()
if heard and hear_sound > hear_limit then
changeAnimation(object,hear_animation)
end
end
--TOUCH FUNCTION
function Touch()
if touched then
changeAnimation(object,touch_animation)
end
end
--TASTE FUNCTION
function Taste()
if tasted then
changeAnimation(object,taste_animation)
tasted=true
end
end
--SMELL FUNCTION
function Smell()
if smelled then
changeAnimation(object,smell_animation)
smelled=true
end
end
----END ARTIFICIAL INTELLIGENCE
----DEFAULTS
changeAnimation(person,0)
stopSound(steps)
----END DEFAULTS
----ADDITIONAL FUNCTIONS
function GetText()
--Apples
--apples = {apple_clone,apple_clone,apple_clone,apple_clone}
--apples_collected = 0
--scale = vec3(2,2,2)
GuiScene = getScene("Scene_name")
Camera = getObject("Camera_name")
enableCameraLayer(Camera, GuiScene)
text = getObject(GuiScene,"Text_object")
show_apples_collected = "Apples = " .. apples_collected
setText(text,show_apples_collected)
--Collect(apple)
--Collect(apple_clone)
--coll = getNumCollisions(Feet)
end
--[[COLLECTION FUNCTION
function Collect(object)
if isCollisionBetween(Player,object) then
deactivate(object)
playSound(snd_collect)
--Scale()
apples_collected = apples_collected + 1
end
end
]]
----END OF ADDITIONAL FUNCTIONS
----GAME
function onSceneUpdate()
--Move Box
Move(box,move_direction[1],move_btn_U)
Move(box,move_direction[2],move_btn_D)
Move(box,move_direction[3],move_btn_L)
Move(box,move_direction[4],move_btn_R)
--Jump Box
Jump(box,jump_up,jump_btn)
--Spin Box
Spin(box,spin_left,spin_btn_L)
Spin(box,spin_right,spin_btn_R)
----------------------------------------------------------------
--Move Person
Move(person,move_direction[1],move_btn_U,move_animation,idle_animation)
Move(person,move_direction[2],move_btn_D,move_animation,idle_animation)
Move(person,move_direction[3],move_btn_L,move_animation,idle_animation)
Move(person,move_direction[4],move_btn_R,move_animation,idle_animation)
--Jump Person
Jump(person,jump_up,jump_btn)
--Spin Person
Spin(person,spin_left,spin_btn_L)
Spin(person,spin_right,spin_btn_R)
end
----END GAME
The difference between the SEEING OBJECT and the TASTING OBJECT and the FEELING OBJECT is simply the SHAPE of the representative geometry. Seeing object is a cone. Tasting object can be a cube if you want. Feeling Object can be a cylinder etc. Whatever geometry best portrays the sense. Cone is best for sight.
These objects can also be parented to different objects and in various locations on the object so that the object itself will only be able to, for example, TOUCH something that has collided with it's RIGHT SHOE. hehe
443 2013-10-06 15:34:08
Topic: Trivia Game. (0 replies, posted in Off-Topic)
mars
mars
mars
mapson
white
mapson
marpson
mapson
white
mars
mars
Thanks for playing!
444 2013-10-06 15:32:44
Re: Never ending cubes drop (2 replies, posted in Tutorials/Examples)
Thanks for uploading the lua script. I like to look at scripts and get ideas! I might try to work on some dynamic text object using only lua. (really needed)
445 2013-10-06 05:39:59
Re: Physics and joints (2 replies, posted in Tutorials/Examples)
You want a tutorial on how bullet physics work? How to make a bullet physics library?
446 2013-10-06 04:09:03
Re: Game Mechanics Creation (WIP) (4 replies, posted in Tutorials/Examples)
I just got finished watching 2 hours worth of videos on game mechanics at PAX.
Here is one of the videos:
http://www.youtube.com/watch?v=GXdfU2DoF8o
There is so much that goes into game mechanics that is sorta tires me. haha. I mean, the most popular games today (I understand now) use very basic game mechanics if any.
It seems that if a mechanic doesn't have a specific purpose or intended outcome, then it is useless, or it can create another mechanic in and of itself.
One thing I have deduced from it all is that before any work goes into any sort of mechanic or anything, the overall PURPOSE of the game has to be established. Everything else has to be designed to fit the purpose.
I really don't play games myself, except for games that help me learn some skill I can use in real life.
Most modern games use lazy mechanics to make you feel you have accomplished something, but meanwhile in your actual life you can't even cook your own food. But that is the purpose of those games, so that they can get your money and your time. Etc.
After learning about game mechanics, I think the only type of game i could get some sort of satisfaction out of is one that is educational.
As far as RANDOM goes, i stumbled across something called randomseed() a while ago, because math.random wasn't actually behaving random enough:
447 2013-10-05 22:56:09
Re: Project: Pavoris Maxima (29 replies, posted in Showcase)
Sponk, was wondering if you might like this video:
http://www.youtube.com/watch?feature=pl
AvG2E7p_W8
I will be working on a similar environment soon.
448 2013-10-05 22:29:25
Re: Conversion Factors (2 replies, posted in External Tools)
As written in the Maratis website, 10 Blender units is equal to 1 meter in Maratis.
1 meter is 3.2808399 feet.
So 1 Blender unit is 0,32808399 feet in Maratis.
So if
1[SUU(ft)] = .30480[BU]
that means that
1[SUU(ft)] = ( .30480[BU] * 0,32808399[Maratis(ft)] ) [Maratis(ft)]
which is = 0.1So 1[SUU(ft)] = 0.1[Maratis(ft)]
Thanks! So 1ft in Maratis is 10 feet in Sketchup!
That is a big difference! hehe. But I can always make the sketchup model at regular scale and then adjust the size of the entire model easily (multiply by 10?)
These factors all all over the place, but it is kinda neat now (glad they aren't too strange)
449 2013-10-05 21:34:11
Re: Resources (11 replies, posted in Gossip)
Under SOUNDS I added the SPEAK IT app. It allows you to convert text to speech. The voices are very realistic and don't cost much for additional voices.
450 2013-10-05 20:01:37
Re: Tutorial Doctor's Maratis Showcase: (16 replies, posted in Showcase)
Got a walking character now! (Image 19)