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Author Topic: Cloud Scream > Development on Pause  (Read 86829 times)

Outcast Orange

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Re: WorldJem: Version 0.7 Released!
« Reply #240 on: October 28, 2009, 09:25:55 am »

I think I'll try that.

The reason I didn't jump straight into that is because the code that handles input wasn't written by me.
I basically have it get input, then stuff it into one of my own variables,
and have my own input code somewhere else.
So I'm not sure how getting the arrow key input would affect my loops.
I'll try it out though.

Nothing today though.
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Burried Houses - Platform Explorer Demo H - Cloud Scream

Alexhans

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Re: WorldJem: Version 0.7 Released!
« Reply #241 on: October 28, 2009, 10:01:29 am »

I've been toying a bit with orange... it's pretty funny.  Didn't build anything yet.   Just jumped and fell all over the place... and carried some things around.  I'll see what I can do later. 

by the way, this is what I told you about:
Function to compare floats
Code: [Select]
bool AreFloatsSimilar(float first, float second, float delta)
{
if( ((first + delta) < second) || ((first - delta) > second) )
return false;
else
return true;
}
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timmeh

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Re: WorldJem: Version 0.7 Released!
« Reply #242 on: October 28, 2009, 10:38:17 am »

Almost forgot, thanks for the extra height on the jump, makes it a lot easier to maneuver!
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jplur

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Re: WorldJem: Version 0.7 Released!
« Reply #243 on: October 28, 2009, 04:45:40 pm »

Thoroughly enjoyed exploring the world.  Can't wait to see where you take this!

My only suggestion, I like the three detail levels, but wish there was a larger view area for the two smaller ones.  It's running really smoothly so I bet you could draw quite a bit more of the area.

Also I wanted to suggest having an external init file where you (we) could adjust select variables.
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Outcast Orange

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Re: WorldJem: Version 0.7 Released!
« Reply #244 on: October 28, 2009, 05:11:32 pm »

I really hate Mondays and Wednesdays.
I'm always itching to work on my game.

Jump Height: Sorry timmeh, but it's the same (I'm pretty sure).

Jplur:
Did you know you can adjust the draw distance with F and G?
Orange will always have a limited draw distance,
this is supposed to be his line of sight.
(I'm not a huge fan of directional LOS on 3rd person games.)

Currently you can increase/decrease his view also,
but I will change that soon enough.
There will be a "look" ability, (which I will rename)
that will allow you to see further while standing still.
It will also be based on your height (at some point).

I can't wait for it to be tomorrow.
There is so much to work on.
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Outcast Orange

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Re: WorldJem: Version 0.7 Released!
« Reply #245 on: October 28, 2009, 05:19:19 pm »

Super glitch:

Spoiler (click to show/hide)

I'll fix that the second I get home.
If any of you want gold bricks for building,
there is an exposed core in the very center-top of the universe.

That will be removed as soon as I can possibly remove it.
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

LegoLord

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Re: WorldJem: Version 0.7 Released!
« Reply #246 on: October 28, 2009, 06:46:29 pm »

For the block-blending problem:  I don't know how to make graphics or implement a graphics engine, but I think I sort of understand what can be done with them, at least.  Have you tried making the sides edged with thin dark lines to distinguish the different blocks?  If not, do you think it would be possible? (I could easily see it working with textures, but I don't have a clue about it being done without textures; and while I know textures can be applied to models, I don't know how hard it is)
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Outcast Orange

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Re: WorldJem: Version 0.7 Released!
« Reply #247 on: October 28, 2009, 08:38:49 pm »

I suspect it will all be resolved when I get textures in.
That will be amazing.
I drool in prospect.
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

qwertyuiopas

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Re: WorldJem: Version 0.7 Released!
« Reply #248 on: October 28, 2009, 09:01:50 pm »

Once they are loaded, using textures is relatively easy.

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Outcast Orange

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Re: WorldJem: Version 0.7 Released!
« Reply #249 on: October 28, 2009, 10:13:23 pm »

I like your code, but I'm afraid I wouldn't know how to use it.

Do I have to specify the name of the BMP?
Do I have to give it some sort of handle, so I can apply it later?

Give me more information so I can implement it.
Tonight.
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

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Alexhans

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Re: WorldJem: Version 0.7 Released!
« Reply #250 on: October 29, 2009, 09:04:05 am »

qwertyuiopas... you're using c... he is using c++... those file functions are not what we are used to.  fseek, fread... we use the istream class (that belongs to the ios_base class).  Also, instead of malloc we tend to use new and delete (although malloc is easy to use too)

try any of these image libraries:
 corona , Devil, Freeimage
an example: http://eonstrife.wordpress.com/2007/06/02/taking-a-screenshot-from-an-opengl-application/

A quick opengl reference to use a texture with corona:
Code: [Select]
#include <corona.h>

GLint textureId;

corona::Image* LoadBMP(char path[])
{
corona::Image* image = corona::OpenImage(path, corona::PF_R8G8B8);
if (!image) {
// error!
}
corona::FlipImage(image,1);
return image;
}
GLuint loadTexture(corona::Image* image) {
    GLuint textureId;
    glGenTextures(1, &textureId);
    glBindTexture(GL_TEXTURE_2D, textureId);
    glTexImage2D(GL_TEXTURE_2D,
                 0,
                 GL_RGB,
                 image->getWidth(), image->getHeight(),
                 0,
                 GL_RGB,
                 GL_UNSIGNED_BYTE,
                 image->getPixels());
    return textureId;
}

void initRendering()
{
    //...
glEnable(GL_TEXTURE_2D);
corona::Image *image = LoadBMP("man 256.bmp");
textureId = loadTexture(image);
delete image;
    //...

}

void drawScene() {
    //...
   
    glEnable(GL_TEXTURE_2D);
    glBindTexture(GL_TEXTURE_2D, textureId);
   
    //Use blurry texture mapping (replace GL_LINEAR with GL_NEAREST for blocky)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
   
    glColor3f(1.0f, 1.0f, 1.0f); //Don't use special coloring
   
    glBegin(GL_TRIANGLES);
    glTexCoord2f(0.0f, 0.0f);  //texture coordinates.  Dont forget these.
    glVertex3f(-1.0f, -1.0f, 0.0f);
    glTexCoord2f(1.0f, 2.0f);
    glVertex3f(0.0f, 1.0f, 0.0f);
    glTexCoord2f(2.0f, 0.0f);
    glVertex3f(1.0f, -1.0f, 0.0f);
    glEnd();
   
    glDisable(GL_TEXTURE_2D); //Switch back to using colors instead of textures
   
    //...
}
« Last Edit: October 29, 2009, 09:09:09 am by Alexhans »
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Outcast Orange

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Re: WorldJem: Version 0.7 Released!
« Reply #251 on: October 29, 2009, 11:03:40 am »

Thank you Alex! You are a useful friend.


Here is what you all want, the newest version:
http://www.mediafire.com/?sharekey=eb8df6fc7b18ae57b94117dade8fc29580a9749c9fc40e5ce04f31aacf568dab

Changes:
-The controls are completely remapped. (ARROW KEYS!!!)
-Directions are dynamic now!
-Press space to cancel digging.
-You don't have to move to place tiles anymore!

That should make construction way easier.
I hope all of you find the dynamic camera movement useful,
because it took nearly two hours to work in.
Painstaking monotonous code editing was involved,
I had to change nearly every function in one way or another.

I hope you all enjoy the labors of my fruits.
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Jack_Bread

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Re: WorldJem: Version 0.76: Better Control
« Reply #252 on: October 29, 2009, 12:29:46 pm »

Yay! Everything is much more easier! :D

Outcast Orange

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Re: WorldJem: Version 0.76: Better Control
« Reply #253 on: October 29, 2009, 01:19:42 pm »

Here you go:

http://www.mediafire.com/?sharekey=eb8df6fc7b18ae57b94117dade8fc2952197ff0f4411e2f492595bc19e6628dc

New features:
-Orange carries stuff on his back.
-Jump height is reduced while carrying.
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

Burried Houses - Platform Explorer Demo H - Cloud Scream

Jack_Bread

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Re: WorldJem: Version 0.77: Improved Carrying
« Reply #254 on: October 29, 2009, 02:59:25 pm »

:o Neat.
There's a glitch, though. I picked up a tree stump and tried to place it on a tree while one block up. I found out I was stuck, so I started trying to place it anywhere else. It was placed and I moved and another was create where I last was. I picked it up again, placed it, and moved with the same results.

I stood on top of the stumps and jumped. I moved to be above another of the stumps and below me, it made a golden block... Everytime I moved, it would create a gold block if there was 1 block between me and another block.

Result:
Spoiler (click to show/hide)

EDIT: Also, I noticed that Orange turned into the cursor thing(block with the center missing) when he would create a gold block.
« Last Edit: October 29, 2009, 03:01:38 pm by Jack_Bread »
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