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AppGameKit/AppGameKit Studio Showcase / Insel Simulator - AGK 3d Engine

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Jack
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Location: [Germany]
Posted: 15th Apr 2014 04:13 Edited at: 9th Dec 2014 13:17








Type:

Simulation/FPS





Main Features:

* Distance Culling System
* 3d Terrain from Heightmap
* 3d Particles
* Indoor Rooms
* 3d Sound (As far as AppGameKit let me come, currently I/O)



Media already build in:

26 World models(chapel,house,barn...)
3 Hand items (rod,sickle,axe)

* 2 trees
* wheat
* grass





To Do:

Missions
Entities


- There is still a lot of work to do. But I am trying to outsource the soucecode to snippets and post them here too



Free Snippets from this project:

You can find the terrain function set for AppGameKit here:
http://forum.thegamecreators.com/?m=forum_view&t=210685&b=41

Or the 3d particles system here:
http://forum.thegamecreators.com/?m=forum_view&t=210819&b=41&p=0


Here you can find some of the string sclice funciions:
I`ve also added a dialogue function system to this side:
http://forum.thegamecreators.com/?m=forum_view&t=211440&b=41

Infinite Water terrain:
http://forum.thegamecreators.com/?m=forum_view&t=212851&b=41


Play Store:
https://play.google.com/store/apps/details?id=com.onlinearts.island_simulator2014





Videos:



https://www.youtube.com/watch?v=8XcJ7TYKbU8
https://www.youtube.com/watch?v=WXCzigV44Ew
https://www.youtube.com/watch?v=SgIU8kIsFOs
https://www.youtube.com/watch?v=N3jffi5kZ2Y


[/url]
Ancient Lady
Valued Member
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Location: Anchorage, Alaska, USA
Posted: 15th Apr 2014 04:59
Looks good.

Tier 1 or Tier 2?

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
Jack
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Location: [Germany]
Posted: 15th Apr 2014 05:10 Edited at: 15th Apr 2014 08:44
Thank you Ancient Lady.
This was built in Tier 1.


EDIT:

3d Particle System, Rain, Smoke, Watersparks (untextured)



(textured)


Paronamixxe
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Posted: 15th Apr 2014 12:55
Looking good! I've downloaded it to my phone and test it everytime you upload an update!

One thing though... The loading time is unrealistic. Takes literally ages to start! :/

cheers

Jack
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Posted: 15th Apr 2014 13:59 Edited at: 21st Apr 2014 12:41
Thank you Paronamixxe I would be glad, if you post anything bad you see. Any critics or comments are welcome

Currently I can't keep an eye on the graphics there are still a lot of core features to implement


The next update will have
* Alpha textured particles
* Indoor rooms
* Teleporters (For moving in and out)
* Handle functions (Cut tree, enter room, cut wheat )




Quote: "The loading time is unrealistic. Takes literally ages to start!"



Yes I know :S what do I do wrong?

I load all objects and textures to an array, then instance the trees from this array source.

There are no big textures or complex 3d models. The media folder is just 6mb big. I don't know what I do wrong. The loading times are on the pc much slower. But what causes this problem?

@ Rich Dersheimer 4th Jul 2012 12:14
Quote: "Load time for the dictionary files in the "sandbox" is under 1 second!
"


So this is the problem. The Files from the APK should decompile each time the program runs. So I have simply to copy the media folder to the sandbox.

Paronamixxe
AGK Bronze Backer
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Posted: 15th Apr 2014 14:39
@Jack

I'm not sure what is the exact problem, however it might be to do with your arrays. If you are using arrays to create your trees etc you want to make sure that you only actually load an image/model once. So for example you would make the model and texture it and then just clone it in the array. This might bring the load time down. Generally you only want to load a file once and then use it where ever it is needed.

I will write some comments on the app once it's been updated!

cheers

Paronamixxe
AGK Bronze Backer
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Posted: 15th Apr 2014 21:31 Edited at: 15th Apr 2014 21:32
I just downloaded the new update and here's some comments:

Pro's:
Love that some trees are "dead"/have different textures
Very smooth
Easy, good controls
Love the way you have made "waves" in the sea, smart effect... although you could add some more "layers" to it
Ground textures are OK
Grass and wheat is OK, conforms well to the terrain
Nice sounds (church sound cuts off a little... but that's not hard to fix)
Good layout of the island
Good, appropriate models

Con's:
The loading time (as I've said)
I can't seem to use the buttons in the top left corner?
Get rid of/change the footstep sounds! Sounds like you are operating a drill not walking peacefully!
If you stand still... you glide around like you are on ice.

Generally quite good! And I'm looking forward to new updates!

cheers

Jack
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Location: [Germany]
Posted: 17th Apr 2014 06:13 Edited at: 24th Aug 2014 07:21
Thank you for your critics Paronamixxe



The loading times:

I am stuck here.
I thought I could copy all textures to the sandbox to load them faster. But it doesn't seem to work. Even with the original media copied out of the main game root.
Some people say, this is a AGK bug, someone said, that the soulution is to copy all used media files to the sandbox. IDK - doen't seem to work.


The buttons on the top-left corner currently don't have a function. But they will get bigger and open your inventory, menu, stats and missions. Iam nearly done with the crafting system.

Quote: "Get rid of/change the footstep sounds! Sounds like you are operating a drill not walking peacefully!"


Did they work? On my windows everything seems ok, but my
Samsung 3G don't seem to see the getsoundsplaying() command.
So the walking sounds will repeat million times. - What was your result here?

Quote: "If you stand still... you glide around like you are on ice."


I have to rewrite the full player movement code. I procrastinate this problem, because I am lazy *g* - but this problem is fatal. If you stand on the ground, you will be drifting to the deepest point of the map, the ocean. I will fix this later, I promise







There will be a small update soon. Indoor areas and simple actions were added.



EDIT:


Update 0.44 out now The slide effect on the terrain is gone. I've also improved the engine qualities. If I create an entity/trigger system. This could be a serious engine for a lot of `games based on terrain and stuff on it`


There is also a new water layer for more detail. I will make some tests with transparency and shaders, but first I include triggerzones and a simple trigger system.


New Video:


Get it here:
https://play.google.com/store/apps/details?id=com.onlinearts.island_simulator2014

[/url]
Jack
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Posted: 20th Apr 2014 07:59 Edited at: 22nd Apr 2014 08:11
Update 0.45


Improved the graphics by using a detail shader on
some objects.
Fixed some creepy bugs
Added new models
Added new interior levels
Tree falling animation

Still to do:

Lensflares
Item system
Crafting system
Fishing
Sailing with boat
Missions
More interior objects
Church interior
Entity system
-Buttons
-Zones
-Targets


Other jobs to do:

Menu
Tutorial Level
Introduction













Ched80
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Location: Peterborough, UK
Posted: 20th Apr 2014 20:29
The game looks great, but I can't get it to work.

I'm running Android 4.3 on an Xperia SP. I get the leading screen and eventually I hear the sea, but the screen stays black.

Hope you can fix this.

Jack
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Location: [Germany]
Posted: 21st Apr 2014 00:45 Edited at: 21st Apr 2014 10:08
I fixed the problem, the loading times should be shorter now.
I also added a main menu and a logo




EDIT:


Chris Tate
DBPro Master
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Location: London, England
Posted: 21st Apr 2014 09:57
Good work; keep doing your thing.

Jack
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Location: [Germany]
Posted: 22nd Apr 2014 08:21
Thank you Chris



Currently some strange things happen. The app works on the computer and with the AppGameKit player perfectly, but not when compiled to apk.

Does the app work with your devices?



Menu Update:






Paronamixxe
AGK Bronze Backer
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Posted: 22nd Apr 2014 10:44
Doesn't work for me on my samsung galaxy s3. The images do not exist, and the loading time is even worse! The images are replaced with the missing image texture.

cheers

The Zoq2
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Location: Linköping, Sweden
Posted: 22nd Apr 2014 10:52
I tried the version on google play, the splashscreen showed up, then there was a black screen for a while before an ad showed up. A while later it crashed

Say ONE stupid thing and it ends up as a forum signature forever. - Neuro Fuzzy
Jack
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Location: [Germany]
Posted: 22nd Apr 2014 11:50 Edited at: 22nd Apr 2014 13:18
Thank you for your feedback. The Zoq2 and Paronamixxe.
I read about a problem with including files, when the code gets over 3000 lines. My code is about 6000 lines. I copied the whole code to the main file and uploaded a new version (0.51) Please test this one.

Does someone have the same issues?

Problem reference:
http://forum.thegamecreators.com/?m=forum_view&t=193394&b=41

Quote: " A word of warning declaring types in included files, I have had problems where types stop being recognised after a project gets to a certain size. The only solution I have found is moving all UDT declaration into the main file."


Funnell7
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Location: UK, England
Posted: 22nd Apr 2014 12:20 Edited at: 22nd Apr 2014 12:21
Jack, the issue post you are referring to is ~2 years old. I do not believe this is still an issue. I have multiple Include files with many exceeding 3000 lines...

As for the images not existing on Android. Are you certain the files names are identical to what is coded? Image.png is not the same as image.png. They MUST be identical on Android (and probably iOS), but Windows does not have an issue with this...
Jack
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Location: [Germany]
Posted: 22nd Apr 2014 16:17 Edited at: 23rd Apr 2014 14:57
I removed the menu code and it seems to work again. Have to rework it again, the extreme loading times are back.

All media files are written small. I only use .pngs.
Exampe: n=loadimage("path/name.png") - I have checked all load function files. They are all written small.



I will overwork it, once I know the errors
But for the time I disable the main menu.

Conclusion:

* Works on Windows
* Works on AppGameKit Player on Android Galaxy S3
* Doesn't work as compiled .apk
* Works as compiled .agk without the menu routine.


Edit:

I have made a huge process on the entity system
Currently I just have:

world object (3d Model in map)
button (button to activate a target)
render ( can change the visibility or object color)


With this types of entities, I can build a button with an on/off display while the button still manages to trigger the lightflare model of the lighthouse.






I also built a simple HUD to show the ressouces.



I have also added more detail models to the world



And some commercial screenshots with fps tool models








BTW, the massive visualisation on mobile devices is awesome!
I never thought, this game would run so well. Currently Iam using 64x64, 128x128, 256x256, 512x512 and 1024x1024 image maps. I thought I could benchmark my mobile device by using larger texture files.


Thank you for AGK. I like fast progress in programming so I have more time to design the game. Thank you for this masterpiece of software

Jack
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Posted: 23rd Apr 2014 15:11 Edited at: 27th Apr 2014 01:12
Current State:




Edit:

The loading times should be much smaller now, what do you get on your devices?

I can get around 4 seconds in the fast mode and about 8 seconds in the view mode. I have just uploaded a view mode version to the play store, so you may see a progress bar.

Jack
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Posted: 29th Apr 2014 03:19 Edited at: 1st May 2014 05:58
A new week, a new update!

This time, Ive improved the engine. So all maps are loaded now from a seperate definition file. This gives the power to build an easy map editor.
All media files are also loaded automatically. The biggest advantage of this feature is, that I've just to add the files to the right folder, and add them over the map definition file.


If you want to take a look at the map file:


This readable map code was inspired by the obj file format.



There are several entities in this game now:


[terrain] - a heightmap terrain
[model] - a static world object
[transmodel] - a transparent static world object
[shadermodel] - a model with a detail shader on it
[plant] - a tree, wheat or grass
[teleporter] - use it to beam yourself to another point of the map
[target] - a target for teleporters
[button] - a simple button
[statebutton] - a button with an on/off display
[worldobject] - a triggerable transparent model
[rotator] - can rotate a triggerable model
[render] - can change the color/alpha and visibility of a worldobject
[particle] - a 3d particle
[3dsound] - a 3d sound somewhere in the map
[wincondition] - winning condition
[missionmenu] - mission text and so on
[finalmenu] - final briefing text


Edit:
[multimanager] - can trigger up to 5 entities (can also trigger itself)
[delay] - can trigger a target with a delay
[triggerstart] - triggers the target at the beginning of a roundonce

The main menu is working now


Each entity can be triggered by another one.


It is possible to build a button, which triggers a rotator,
which triggers a model so the consequence would be a button to turn the rotation of a worldobject on or off.
Each entity should be placed in the editor, so there are many of options to build a map

Iam going to build an ingame level editor. It should be fun for the players to build own maps.

[/url]
Jack
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Posted: 4th May 2014 10:50 Edited at: 11th May 2014 20:09
Weekend madness:

The menu now works perfectly on my mobile device and the game got new ingame models and items.

Does it work on your devices?



new entities:
[playerstart] - can set the start rotation and position
[musicplayer] - when triggered, this can play a music file from the music folder



I have also added new objects to the game.


A new menu style and layout. I think I should scale all the text and frames to fullscreen. :S



EDIT:

This shows a new concept to hack a tree. I dont know If I implement this 2d mini game. To hack a tree, this is quite extreme to hack more than one tree. I also want to keep the game the whole time in 3d. What do you think of such a concept.


(Concept graphics are not final)

[/url]
Harlequin
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Location: Melbourne (AU)
Posted: 12th May 2014 06:15
Hi Jack,

thought I'd give some feedback on the demo up in playstore.
Struggled to load 30-45sec (in fact it hung at one point), but my phone is an old HTC Incredible-S (dual core 512Mb)

Once loaded it ran like a dream, fast and very smooth!
I found the controls a bit to sensitive for me and the inverted look (for me) was struggle... but that's a user issue not an app issue.

Gave it 5 stars because it's impressive an cool.

It's late, I'm tired, out of coffee and now I'm wet.
Jack
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Location: [Germany]
Posted: 12th May 2014 17:59 Edited at: 15th May 2014 18:42
Quote: "Gave it 5 stars because it's impressive an cool."


Thank you Harlequin I give my best, to improve the game and add more features. I work day and night on this program and I dont see an end soon.

The loading times are huge, the first run will take a litte more time, because the maps are generated by code

There is also a mysterious bug, if you touch the screen during the loading time, the game will crash I really dunno what causes this bug.


I will add more settings for the controls to customize the turning speed.

Today I have added multi language support to the engine
The current supported languages are:

* German
* English
* Spanish

But I have not translated the tutorials yet^^
EDIT: Translated, as good as I can. :S




The option screen looks empty, but I will add more settings like custom font size or font type to fill the screen.

I also add some settings to customize the joystick controls.





Current ToDo List:

Multi language tutorials
Level Editor
CMS Tools to manage the game content
More entities (inspired by Goldsource engine)
Debugging
New/more accurate collision code
AI

Edit:
Here is a new video of the current version



[/url]
29 games
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Posted: 6th Jun 2014 17:37
I downloaded this last week and I was impressed with how well it worked.

I get the same slow load times as other people but it might just be my tablet. Once it's all loaded up it works very well.

Overall the app feels very polished.

Jack
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Location: [Germany]
Posted: 30th Jun 2014 00:31
Thank you 29 games for your review!
Iam really glad to hear this good tones from you, this keeps me motivated

The long loading times are a confirmed bug :/

I will build in animals and people to interact with
There should also be more Items in the world to harvest/combine.
This game will be fun




I have created a new advert trailer


[/url]
Jack
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Posted: 24th Aug 2014 06:41 Edited at: 1st Oct 2014 12:31
I have added new a new GUI to be able to see what the player harvest or craft. The GUI will also show the current amount of the handled material.

Also Ive added more 3d models for the bread,wood and crops.
The next thing will be to be able to drop items from the inventory.


http://www.onlineartsgames.de/tgc/screennew.png




[/url]
xGEKKOx
AGK Master
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Posted: 29th Aug 2014 07:21
You done lot of work! 3D must be perfect to be good. Go on!

Jack
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Posted: 30th Sep 2014 02:21 Edited at: 1st Oct 2014 12:31
Quote: "You done lot of work! 3D must be perfect to be good. Go on!"
Thank you Gekko! Iam gonna give my best, to release my 99 app soon like you did


Update:

Working Level Editor!



Currently there is no entity support in the editor beside models and plants. This editor can help me to get better maps

http://www.onlineartsgames.de/tgc/editor.png
http://www.onlineartsgames.de/tgc/editor2.png

Yes finally! This game is gonna get even better. Soon the core engine is complete and I will start to create more content




[/url]
SoftMotion3D
AGK Developer
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Posted: 24th Oct 2014 19:13
i had a look at this aswell and it looks great! keep up the good work!

Jack
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Posted: 28th Oct 2014 04:32 Edited at: 29th Oct 2014 16:35
Thank you SoftMotion Iam glad to hear that from you^^
I will give my best to build in your animations

Here are two new screenshots. Currently Iam adding new 3d models like buildings to this engine to have more content to build the maps.
The engine contains 5 maps now. I have also rewritten the tutorials section and the map descriptions in the main menu.





EDIT:


A new video has arrived:





[/url]
Jack
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Posted: 1st Nov 2014 03:16 Edited at: 1st Nov 2014 23:49
Cats!



Working and animated





I also rendered a brand new intro video for this app:




Edit: Cat video:



[/url]
SoftMotion3D
AGK Developer
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Posted: 2nd Nov 2014 00:39 Edited at: 11th Nov 2014 20:14
awesome!


just a quick pointer... I'm not sure if you're animation setup is this way.

a basic animation sequence:

0-object base pose
1-base pose of walk animation
2-walk sequence 1
3-base pose of walk animation
4-walk sequence 2
5-base pose of walk animation

now looping the animation would be from frames 1,5

then my next animation sequence would use 6,10 etc and this will produce a smooth animation.
id also have the cat run an animation of walking when its turning or do a separate animation for that.
send your cat rig my way and ill see if i can help you with it (if you want)

keep up the good work!

gwheycs62egydws
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Posted: 7th Nov 2014 20:41
@Jack

hi it works on Samsung S5

seems i still have more speed than most
so the phone still has room for more effects and a bigger island ;o)

to move side ways - is to move forward
Since a Strait line gets thin fast
Jack
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Posted: 12th Nov 2014 17:33 Edited at: 12th Nov 2014 18:00
So I'am back had a lot of work to do, Ive created an automated text to news-video generator in DBP to boost blog informations^^

Thank you, SoftMotion3D!
I will upload a free to use cat- island demonstration here in this board later with a rigged cat model The animations looked very bad, because I wasn't shure, if the object animation code would work inside the island simulator code^^ - It works now (There was a strange error with textures, after reloading a map, some rocks had the cat-texture on it.) The solution was to create a "initialize_objects" reverse function.

I have updated the island simulator apk in the android play store

There where a lot of changes made in this code. Ive also added new maps and new 3d models.

@ Resourceful. Nice The game works also on my Samsung S3 without any problems. But on cheaper devices, the game will be laggy.

Technically I could create unlimited islands now (512 Objects is the limit now), the only problem is the water. It stays at the center of the map and is a limited terrain. I cannot fix the position to the camera like the skybox, because it will look weird. Has anyone a good solution for this?


EDIT:
I have uploaded my rigged and animated cat.ob2.
All limbs origins are set correctly in this rig


[/url]

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SoftMotion3D
AGK Developer
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Posted: 12th Nov 2014 18:02
Quote: " (There was a strange error with textures, after reloading a map, some rocks had the cat-texture on it.) "


all you need to do with this is to edit the code under initialize objects.

re-adjust the limb_start_obj to a higher object.... these same numbers are used to store texture information for those limbs and could explain why you have some rocks texturing as a cat.

ive also done more work on the uv exporting....so its possible you may need to re-rig your cat with the new code.

i will check it out and id like you to experiment with the fix object pivot command now built into the animation editor. After making pivot adjustments it changes the point where the model gets rotated at.

Jack
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Posted: 12th Nov 2014 19:00 Edited at: 12th Nov 2014 21:23
I modified the limb_start_obj already. The problem with the code integration was this calculation (already modified):
limb_start_obj+(object1*50) to load up images (limb_start_obj+(object1*50)+limb)


it has overwritten my image lib xD but it works now without any errors, as far as I can see


EDIT: Oh, the android compile doesnt show the cat texture. Its the odd white/black texture with a red cross on it.

My texture is called "cat_texture.png"
and found in media/players/cat - Works on windows.


[/url]
gwheycs62egydws
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Posted: 13th Nov 2014 21:37
@jack

i like the new intro video

too bad the graphics in are very basic but thats not the programers fault ;o)

the hardware is going to limit things for a bit

there is simcity for android devices
it looks very close to the pc version that made last year

i do not know what they did to get there's to look so good

anther thing that should be added
for the program to detect which language the user is using

a tiny tweak if the axe when cutting would swing a bit from right to left it would make it closer to reality

to move side ways - is to move forward
Since a Strait line gets thin fast
SoftMotion3D
AGK Developer
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Posted: 14th Nov 2014 02:25
Quote: "media/players/cat - Works on windows."
do you have the cat texture in the correct folder for the android?

oh wait a sec
use this:
loadanimatedmodel(1,"players/","cat.ob2",1)

this will set the directory to find it.... hopefully that fixes that problem.


i will take a look at your cat rig.

SoftMotion3D
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Posted: 14th Nov 2014 03:01 Edited at: 14th Nov 2014 03:02
ok heres a new cat

i see you are not using the parent limb setup.... i fixed this for you on this rig posted.

frames 1-5 are for walking
frames 5-6 makes the cat sit down

i would recomend breaking the model up more so you can do more complex animations such as foot rotations...etc

so the cats leg would be great if you could break it into 3 pieces and then link them together using the parent setting.

have a look at what i did and see if you can learn anything from it

im always here for help...just let me know.

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gwheycs62egydws
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Posted: 17th Nov 2014 21:10
@jack

i look forward to see how things go with this

it would be nice if the source code gets released ? ;o) he he


I've seen the video about making levels

is level building posible on the android device or only on the pc ?

on the same thought area is sharing a level that is built would be nice too but i understand it will take a bit to get that part going

I would think a level some one builds would have to be packed into a file
so that it can be sent to a server to be downloaded and unpacked on some one else system

it will be a bit before AppGameKit 2 can get feather along in it's development of 3d physics and effect

just like DBP i am tying to get a better understanding form looking
at other peoples work

to move side ways - is to move forward
Since a Strait line gets thin fast
Jack
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Joined: 4th Oct 2004
Location: [Germany]
Posted: 18th Nov 2014 05:28
Hello Resourceful
Thank you for your interest for this project

I think that the source code is nearly unreadable, its bad formatted and all in a 15000 lines file, including all code made by softmotion for the 3d animation^^
there are also nearly no comments on the code, maybe I could release an SDK to create games based on this engine including the bytecode

Parts of my source code are released (terrain loader, string limiter) and will be released in this thread

"is level building posible on the android device or only on the pc ?" - It works very well on my tablet its also a lot of more fun creating maps on the tablet, than on the pc. The only problem is, that the maps are saved in the sandbox folder of the smartphone and have to copied and sent manually to the pc for the composition. So the creation of maps on a pc is way more easier right now. But the level editor will be added in the final version, when I have a server code to upload and download map files

a map will have different types of media, such as custom music, sounds, models or even players. Everything should be inside the packed zip file for client-server transfer. After downloading the package correctly, all the assets should be installed correctly.

3d physics should be already possible, by doing some math
But I don't have any time to create a 3d physics engine in this game


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SoftMotion3D
AGK Developer
18
Years of Service
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Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 18th Nov 2014 06:09
did you try the new cat i uploaded for you?

Jack
19
Years of Service
User Offline
Joined: 4th Oct 2004
Location: [Germany]
Posted: 18th Nov 2014 15:21
The last week, I had absolutly no time to program or to try anything out Also the current computer Iam using is not suitable for my development enviroment. As soon as I come home, I will try the cat out
Thank you for your help I'll post a video and try to rig the cat correctly


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Jack
19
Years of Service
User Offline
Joined: 4th Oct 2004
Location: [Germany]
Posted: 21st Nov 2014 18:33 Edited at: 21st Nov 2014 19:35
Finally I arrived at home and can develop

The last day's I've bought the TGC Bumper winter deal with 97% off
(http://www.thegamecreators.com/?m=view_bundle&id=65)
This is an awesome pack with tree magik and plant life. Unfortunaly the
.obj export feature doesn't work quite well on this ones, but if I started to export to .b3d or .x and converted the models with an online converter to .obj, it worked quite well Everyone who wants to make a lot of 3d media has to purchase this pack!

(There is a minor bug in tree magic, it sets the UV textures for the branch wrong, so you have to modify each branch UV in Milkshape)








After some work with plant life and tree magic I tried your cat animation, softmotion. It worked pretty well, the animation is fluid but the torso is positioned wrong. I made a video to demonstrate the problem, but the walking cycle can help me to build my own and well animated cat! So there is no need for you to update this model. You are one of the greatest here in the TGC forums, your animation code for Tier1 is just amazing.

EDIT:



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Chris Tate
DBPro Master
15
Years of Service
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Joined: 29th Aug 2008
Location: London, England
Posted: 23rd Nov 2014 17:41
There looks to be a great deal of progress on this simulator. What kind of missions will we look forward to, on these Islands?

Jack
19
Years of Service
User Offline
Joined: 4th Oct 2004
Location: [Germany]
Posted: 23rd Nov 2014 19:14
Thank you Chris Tate

Currently there are just collecting missions like, harvest 20 crops or chop 5 trees to pass the mission. But in the map Devils Camp, there is a function to craft a sack from crops and then to craft a bread from the sack. The crafting system is not fully implemented, but I work on it now^^

The goal is, that the player should be able to build own buildings and items. There should also be an exploration mission, where the player has to explore an area, to get to some goals, they should build a bridge or something like that^^


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SoftMotion3D
AGK Developer
18
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 23rd Nov 2014 20:00 Edited at: 23rd Nov 2014 20:14
Quote: "It worked pretty well, the animation is fluid but the torso is positioned wrong. "

ah dang....its because the sandbox folder with the obj parts need to be deleted again to reset the object.

im not sure what your doing to make the cat go from sitting to walking but try to use runanimationtransition instead of playobject as it will do it 100% smoothly instead of jerking from animation 2 to animation 1. try it and see what happens and make sure its set to looping to the walk animation.

one could do this:

where it says this:
//EXTENDED
//do we need to extract objects??
if objectcounter=objectmaxcounted
closefile(1)
hidelimb(object1,0)
exitfunction
endif

just comment all that out and it will remake the files all the time.
for your final production i would put it back in to speed up load times. Actually i should edit this so it records the last date it was modified. if the dates dont line up then it remakes the files.

Quote: "You are one of the greatest here in the TGC forums, your animation code for Tier1 is just amazing.
"
hehe... well thanks. I enjoy helping people as much as i do coding

SoftMotion3D
AGK Developer
18
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 23rd Nov 2014 21:43 Edited at: 23rd Nov 2014 21:52
ok jack...editor has been updated again as well as the include file.

If you update your cat with the new editor i just posted...you should never need to delete the sandbox folder containing the obj files again.

grab the new editor...grab the new include file and you should be ready to go.

just do not copy the newly generated file .cr as the objects_include file generates these on its own but only for files that use the new editor. This helps it keep track if the files are outdated or not and recreates the models if needed.



edit: here is the new cat.... just make sure you load it with the new include file of it will fail.

new include file here:
http://forum.thegamecreators.com/?m=forum_view&t=212261&b=41

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Jack
19
Years of Service
User Offline
Joined: 4th Oct 2004
Location: [Germany]
Posted: 24th Nov 2014 00:29 Edited at: 24th Nov 2014 08:10
Thank you softmotion! The next thing will be the update on the cat animation

I am happy to see so much progress here

Quote: "I enjoy helping people as much as i do coding"


I think this idea should spread like a virus. If everyone who has been helped, does the same to others, the world would be a better place





Currently I'am creating a workflow from Catography Shop over 3ds max to AGK.




This simple room was designed in Catography Shop and exported to .x.

With an old version of Deep Exploration, I converted the object to .obj. The main problem is, that a lot of models have more than one texture. AppGameKit can only show the first texture, so it is important to "bake" all textures to one.

So I imported the model to 3ds max and done a simpe Unwrap UVW, and success! I was capable of converting a multitextured object to a single textured object!

This is the best tutorial what I have found to explain all the steps from a multi textured to a single textured object.




It is even possible to bake lights from 3ds max to the texture.
This is a simple way to create own levels, or level segments for your own games. I thought I should share this with you




These steps require about 5 minutes of work, once the map is built. Of course you may also create all the maps in 3ds max, but my experience shows, that evolved's mapscape or Catography shop editor are better tools for level creation.

In the attachments you may find a baked version of this small hallway.



Now I'm able to create nice interior scenes really fast (YAY)


EDIT:




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Jack
19
Years of Service
User Offline
Joined: 4th Oct 2004
Location: [Germany]
Posted: 26th Nov 2014 10:36 Edited at: 26th Nov 2014 11:18
A new world entity has been added:
The door

To create a door inside the map definition file, you have to add 3 lines of code


(I also write a documentary for the engine to document all flags and variables in the map definition file.)


Currently the door can only rotate, but a slide door will come next.
Of course it is possible to combine the door with a 3dsound entity to get a decent opening or closing sound. The door can be triggered by different entities. For example, it is possible now to have a key somewhere in the map, and the door will only open, if the key is in the inventory. After opening the door, the key can disappear from the inventory, everything defined by the map file

It is possible to modify the rotation offset of the door, the speed of the door or set the door on reverse. A door can be opened once, or toggled.

This entity also enables to create spinning valves.

The current limit is set to 64 doors for one map of the engine, but it is just a global integer ready to be changed anytime

Here is a short video, that demonstrates the feature:



The current to do list looks like this:
Being able to build stuff
Being able to plant crops and trees
More levels
Create better language files in german, english, spanish and italian
Finally get the 255 extended chars working to display the languages right
More tutorials in the tutorial section of the main menu
A boat to drive around the island and for fishing
A better animal AI code
Waypoint entities for animals and other NPCs
Animated characters like people and animals
A dialogue engine to have conversations with NPCs like in the old SCUMM engine
RPG stats like health/hunger/thirst
Full documentation on this engine
Create an open bytecode package, so everyone can build own games on this engine


- Still a lot of work to do, but I hope to get if finish until the end of december, then I can concentrate my work on content.

How is it, may I port the whole AppGameKit V1 code to AppGameKit V2 without making any changes? This would be great!




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