Thanks for the tutorial !

but i'm still having big troubles understanding one thing :

How can you make two OO objects collide ? for example, with isCollisionBetween(cloneA, cloneB)

The only solution i found for now is making another table.insert in the metatable (yeah i know..)
then in onSceneUpdate, detect wich objects this is , with :

for i=0, #ListA do
    if isCollisionBetween(ListA[i], ListB[i]) then 
        Stuffhappenhere
    end
end

= horrible + result in hardcore fps drop after a few seconds. but everything else failed.

I'm kinda desperate with this. Any advices would be greatly appreciated

127

(42 replies, posted in Showcase)

I just tried your car level, pretty good idea to have a free camera inside
the car, that gives a nice layer of immersion wink
That would be interesting to see your level with a more detailed buildings such as this

Good work!

Pretty cool ! By the way, what have you used to make the spheres looks like that ? i like that look !

129

(4 replies, posted in Gossip)

Very nice for a first attempt, if you could see my firsts tries... that was utterly ridiculous

130

(61 replies, posted in Editor)

Tutorial Doctor wrote:

Inside of the mesh file you see where the mesh looks for an applied diffuse map or specular map etc. If there were a function that we could use in LUA under the Object functions that would redirect that path to any other path/file that would be very useful. It would be a way to change textures and material from within maratis.

I second this, texture swap would be awesome, either from changing path or UV offset animation

currently UV offset is unusable on characters because it seems animations are all threated the same
(can't do character animation + uv offset animation at the same time)

131

(15 replies, posted in General)

Tutorial Doctor wrote:

Does anyone know of any small software that can calculate the memory of a program dynamically? Perhaps task manager could do it

You can go with System Explorer, it's a enhanced task manager who display all the infos you could need

132

(9 replies, posted in Engine)

Great work Sponk !
With your post processing effect, and eventually when we have a glow shader,
even basic 3D scenes will start to look really good

^
I'm gonna re-write that tutorial as i have a way better method now (everything automated with a blender script)

It can be used for effects like explosions, spells, UI or even animated 2d characters
for example, i'm using this spritesheet (here sized down) in my platformer game project :

PunBB bbcode test
PunBB bbcode test

Yeah.. i guess.. still images .. are not the best way to show an animated sprite -.-

I will work on the tutorial and post it today, but first i need to sleep a bit, see you later wink

I always found this technique wonderful, made some experiment with it, but i never went further.
Can't wait to see a demo project featuring this wink
The explosion stuff also interest me alot, some pretty nice stuff going on here wink
Good work!

135

(6 replies, posted in General)

1. The game idea. I usually start with a pretty clear idea of what i want to make, most of the time a clone of a game i liked (16-bit era games mostly)but that lacked features or has clear flaws in it's gameplay

2. Make some graphics for it (because i hate experimenting with primitives, i usually try to get something that reflect more or less what i have in mind

3. starting basic gameplay, usually full character movement and collision stuff

4. making character statistics, adding items, effects, ennemies.
Stuff such as collectibles, medpack, powerup, or spells and some ennemies with a braindead AI

5. start building a level that is close to what i want to get in the end (<- never succeed)

6. start to make some more mechanics, mostly interactions with the environement such as doors, elevators/platforms, teleporters.

7. start a basic GUI system

6. searching and applying sounds for all this

7. ... i never past point 7. To me it's always the same :

- At this point i usually have 15+ dofiles and lots of single variables that cross multiple files, so i get lost.
- blender inefficiency at level design + no objects/materials library system results in a giant mess for making levels
-  Game mechanics that works, and then who broke when you add or tweak something,
resulting in fixing the same stuff thousands of times, this is the main reason that makes me abandon a project.

com3D wrote:

And don't forget to set the appropriate Maratis BlendMode (just below material Transparency)

It depends, i had to use that material option in some situations but i couldn't remember what,
so i made some tests :

1. Full transparent image // Blendmode : None
PunBB bbcode test

2. Full transparent image // Blendmode : Alpha
PunBB bbcode test

3. Blue color (60% opacity) // Blendmode : Alpha
PunBB bbcode test

4. Blue color (60% opacity) // Blendmode : None
I didn't kept the screenshot ! >.< but result was similiar to (2) and the blue edges were visible all around the brush shape (like when you don't premultiply your texture in blender).. the blue background was gone.

So it seems you can't get shadows when the blendemode is set to alpha. on the other hand you can see through colors.

137

(7 replies, posted in Showcase)

Thanks for your proposal wink
I will stick with 3 turrets for a start (one archer-type, one barrack that spawn units, and one mage-type)
I know exactly what i will do for the archer type but for the others i have no idea yet, if you have good vibes about it, give a shot wink
(there's no hurry, as i'm still working on the others things in the script for now)

To give you an idea, as you will play the bad guys, the look needs to be aggressive, for example, some buildings of warcraft 2 when playing orcs side (sorry, don't have more recent examples lol) plus, decoratives skulls, bones, chains are more than welcome if you have that in stock

and yes i tried quickly some time ago the normal map scrolling, it's working quite nice, but i think i'll stick with diffuse maps only for this project (at least for now) .. and don't pay attention to the tree-head "dog", i was planning to replace that =p

ps. I will post the fog a bit later

138

(4 replies, posted in Gossip)

Wow! pretty nice look and low frames number, that's great stuff, thank you wink

TD, to export an alpha texture you just have to make sure the alpha value under transparency is set to 1.
PunBB bbcode test

this might be confusing because inside blender, that transparency option IS the texture alpha value.
but for maratis, that setting is the material opacity value, not the texture alpha value (so if you export with a 0 alpha value, your object will be totally transparent)

140

(7 replies, posted in Showcase)

Thanks for you comments wink

I keep adding/fixing stuff in the script but for the scene i'm quite stuck..

For now i was using blender particle system and a few objects. but then in maratis, i have a very hard FPS drop when some ennemies are spawned. (with no decor, it runs perfectly smooth)

I know it's better to export every single ogjects one by one then rebuild the scene in maratis, but that's actually taking way too much time, i'm searching for a solution right now because i need to fill the scene with objects (otherwise it looks empty and boring) while keeping 60 FPS at any time.

And for the fog : it's 3 scrollling planes (arrayed) with a cloud texture set to additive when exporting, one on ground level, one middle and one on top of the scene, each plane scrolls on a different axis

(quite similiar to the cheap example i made here)

I can submit files if you want

Looks pretty great, it's exactly that kind of terrain i was trying to make before i give up tongue

142

(7 replies, posted in Showcase)

Here's a project i started working on the past week, it's going quite good wink

Some notes :
- 6 types of ennemies with 1 special skill each (example : Knights can trigger a defense boost, Dogs can trigger a speed boost, Priest can heal himself)
- All mobs have correct walk/hurt/die/skill animations
- Sounds are almost ok (4 per mobs, plus menu, effects) still missing some.
- the tower targetting system is OK !

I'm starting the wave/spawn system right now.
And script-wise, i need to access the self.hp value of mobs at any given times, but i dont know how, if anyone have a clue, that would greatly help

Here's a serie of screenshots (oldest to newest)
Note that graphics gonna change drastically cause i'm not happy at all with the current scenes

PunBB bbcode test

PunBB bbcode test

PunBB bbcode test

PunBB bbcode test

PunBB bbcode test

143

(4 replies, posted in Editor)

You are right, it seems broken, meanwhile i dont know if that can help you but anyway
i have an animated black box Here,used to make some fade in / fade out effects. (problem is there's an error poping up
in the console when launching it (quite annoying but it works)

144

(13 replies, posted in General)

Me yes, i'm on Firefox. note it's also doing it with Opera 12.16
(i dont know about newer versions, but since Opera 15 is now based on chrome, *maybe* it works)

145

(42 replies, posted in Showcase)

No problem wink

146

(42 replies, posted in Showcase)

I used GetUnjprojectedPoint example from the wiki
(single project example Here)

"Unprojected" is the cube i use to test collision
If you replace your level file with the one i gave you, it will work (i've just added a cube, and enabled physics for that cube + the 3 others that you want to click)

147

(42 replies, posted in Showcase)

Here it is
(contain level file and lua script)

148

(3 replies, posted in Gossip)

I do agree screenshots are not enough and some concrete projects would be way better.
The ideal thing would be to provide simple templates for every genres, like anael did with SponzaFPS / YoFrankie.
And additionally some high poly scenes with realistic textures / physics objects as showcase material,
It might be worth making either :
1) A modular set for that purpose
2) Find some models from BlenderSwap and adapt them

What you think ?

149

(12 replies, posted in General)

I know this one : IKinema
That's a free, browser based BVH retarget application

But honestly even with those tools it remains horribly hard.
I'm now looking for ready to use animations, i found a bunch at Open Game Art.

ps. I think animeeple has been shut down long ago

zester wrote:

You can use "H" to hide the different parts, but there all part of one mesh so the individual pieces are not in the "Outliner" once you "hide" them you can not "unhide" them. At-least I don't know how.

It's Alt+H to unhide, i just tried right now, that's working wink