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Ortu
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Posted: 19th Feb 2019 23:57
I like the work being done here guys, populous is a worthy classic
http://games.joshkirklin.com/sulium

A single player RPG featuring a branching, player driven storyline of meaningful choices and multiple endings alongside challenging active combat and intelligent AI.
fubarpk
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Posted: 19th Feb 2019 23:59 Edited at: 20th Feb 2019 00:00
thanks ortu

just incase


so much work just to show a minor change dang computers sometimes
fubar
puzzler2018
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Posted: 20th Feb 2019 00:01
Thank you ortu too.

Thank Fubarpk that code the code and see chopper.obj and chopper.png in code now - but didnt attach them to here

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puzzler2018
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Posted: 20th Feb 2019 00:06
You always had some kind of issues with zipping stuff up - get rid of winrar crap and get 7zip lol
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fubarpk
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Posted: 20th Feb 2019 00:09 Edited at: 20th Feb 2019 00:10
Its 7zip Im using only because chafari cant open the latest rars
but ive emailed the zip the problem is for some reason your not getting latest version
but when i download it is the latest version. so some caching going on notr sure
fubar
puzzler2018
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Posted: 20th Feb 2019 00:15 Edited at: 20th Feb 2019 00:16
Thanks fubarpk for the package

Try this.... (attached) so got the media involved.

and also looks very awesome.... Sorry about the frustration...

Hope you can get your zips sorted - perhaps have a treble check in opening the ZIPs on your machine first before publishing..
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fubarpk
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Posted: 20th Feb 2019 00:20 Edited at: 20th Feb 2019 00:22
that's ok no probs

the issue was for some reason you wasn't seeing the updated file.
when i checked the zip it had worked perfectly, but for some reason
you was getting the older version. some caching somewhere going on
but dont matter fixed now

I was wondering if the webpage hadnt updated itself on the server but
when i downloaded it it was complete with all the media


anyway that's me done for the day going to chill to some music
fubar
puzzler2018
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Posted: 20th Feb 2019 00:22 Edited at: 20th Feb 2019 00:24
Dont worry --- All good now..

Time for more serious stuff been happy coding...

if you want to bring in any more zips stuff, post directly to me and ill test them first before put on here
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puzzler2018
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Posted: 20th Feb 2019 00:26
Ill try make a tank tomorrow
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puzzler2018
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Posted: 20th Feb 2019 00:33 Edited at: 20th Feb 2019 00:35
Do I get it yet with Populous that the enemies / AI are always trying to attack you and you have got to make sure they dont? by making diversions for them? and if they havent got a chance of attacking all the good peoples comodoties then i win otherwise game over.
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puzzler2018
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Posted: 20th Feb 2019 00:39
dam i should been a sleep 4 hours ago - but you now know why my love and passion lies in life
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fubarpk
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Posted: 20th Feb 2019 03:34 Edited at: 20th Feb 2019 14:54
Edited to give it shadows looks better


The media now includes a tank and the helicopters blade rotates
http://users.tpg.com.au/subarpk/media.zip

you could still try and design a tank I just had one but you may be able to design one lower polly

PS both the tank and heli may need to be rotated so as setting rotation(0,0,0) heads north for when proper
movements are used and the pointing of objects can head towards a bearing. That is best to set that in Blender


Edited just made these changes

fubar
Ortu
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Posted: 20th Feb 2019 04:50
You know, all this mucking about with zips, why not use git?
http://games.joshkirklin.com/sulium

A single player RPG featuring a branching, player driven storyline of meaningful choices and multiple endings alongside challenging active combat and intelligent AI.
puzzler2018
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Posted: 20th Feb 2019 09:19
Lol ortu. Could do and one day may head to github. Shall see what can do.

Awesome models too fubarpk. Look at trying these after work
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fubarpk
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Posted: 20th Feb 2019 17:01 Edited at: 20th Feb 2019 17:15
Quote: "Awesome models too fubarpk. Look at trying these after work"

Thanks

I just changed the moveObjects function to incorporate heights of the below terrain, the raycasting needs some fine tuning but now the helicopter and tank
move in the y direction according to the terrain height below


the function could possibly use a direction being passed so as would know to calculate ahead of the of the heli/tank etc
but im thinking as rotations and movements will be dependant on the angle they are facing a getdirectionvector function
may be a better idea to calculate the directions ahead of the object passed. but it gives the general idea
fubar
puzzler2018
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Posted: 20th Feb 2019 17:42
Sorry for the delay - my AppGameKit fell to peices after an update - it always messes the Project folders up for some reason, so been trying to reset it all and redownload the latest media and that last snippet

Also must have about 10000 Populus versions now, so I have got rid of them all an using this this latest as the master one

nice work too, to move objects on the Y, but when i lift or lower - they just dont quiet manage to stay above ground, it tries but not just quiet there yet.

Ill take a look through the code and see what i can see


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puzzler2018
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Posted: 20th Feb 2019 17:52
I think we may need to figure out the sloping angles on any given height and change the tanks rotation accordingly so will climb up and ride down a slope

i think thats all thats needed
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fubarpk
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Posted: 20th Feb 2019 18:00
Dang that's a pain when it messes up like that

prob a good idea to delete all the versions and go back to just one, Ive had that problem in the past using wrong versions

yes the ground height raycast need to project ahead of the heli/tank objects
I think need to work out an offset vector for x and z as everything will adventually be done with angles and movements i figure
need to create a function that calculates the vector forward of the object and use this as an offset to this command

hitObj=ObjectRayCast(0,getobjectx(obj),getobjecty(obj)-150,getobjectz(obj),getobjectx(obj),getobjecty(obj),getobjectz(obj))


I think the direction vector can be calculated somethi9ng like this



fubar
fubarpk
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Posted: 20th Feb 2019 18:00 Edited at: 20th Feb 2019 18:01
Dang that's a pain when it messes up like that

prob a good idea to delete all the versions and go back to just one, Ive had that problem in the past using wrong versions

yes the ground height raycast need to project ahead of the heli/tank objects
I think need to work out an offset vector for x and z as everything will adventually be done with angles and movements i figure
need to create a function that calculates the vector forward of the object and use this as an offset to this command


I think the direction vector can be calculated somethi9ng like this


fubar
chafari
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Posted: 20th Feb 2019 18:15
Hey ...this is looking better and better . Nice work puzzler and fubarpk
I'm not a grumpy grandpa
fubarpk
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Posted: 20th Feb 2019 18:18 Edited at: 20th Feb 2019 18:24
Using these two functions gives the desired effect for the helicopter I think the height passed needs to be more for the tank tho and then the tank should be fine






EDITED yep set there heights like this

fubar
puzzler2018
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Posted: 20th Feb 2019 18:45
Thanks Chafari - you doing extremely well too - thanks for taking a look

Fubarpk that is getting ever so closer and closer - just maybe rotation now on a slope

Well done to acheive that bit of code too though - i wouldnt know where to begin with that idea.


Im also till pondering on

- the height of the land as when make the height way higher than the frame sprite, its just hiding the tops - i must try and resolve that.

- Plus when move map - it makes black spaces as if the vertexes are not joining up quite right

- Plus making the bigger world - so it feels like things are just not repeating when roll around - so to have a lot more variation of things in the world

Ill take a look at these few problems next
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fubarpk
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Posted: 20th Feb 2019 19:00
Quote: "Fubarpk that is getting ever so closer and closer - just maybe rotation now on a slope "

I was hoping wouldnt need to work out the angles as that seems hard so im raycasting ahead, it works ok if the hills arent too steep

Quote: "the height of the land as when make the height way higher than the frame sprite, its just hiding the tops - i must try and resolve that."

It did in the orginal too but the frame was drawn to hide that fact like it needs to have a 3D look to it, otherwise could just remove it altogether

Quote: "Plus when move map - it makes black spaces as if the vertexes are not joining up quite right"

yeh that's a bit strange how that happens

Quote: "Plus making the bigger world - so it feels like things are just not repeating when roll around - so to have a lot more variation of things in the world"

That would be nice

Quote: "Ill take a look at these few problems next"

cool i shouldve gone to bed hours ago lol its now 525am ohwell looks like il be having a grandpa nap this afternoon
fubar
puzzler2018
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Posted: 20th Feb 2019 19:10
Thanks for those - I shall read them contently

Nothing much to add here - I just done a little bit of reorganization of the code - it was becoming really messy



Use this has the master...


right... im going to do those points i suggested.

You get plenty of rest



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puzzler2018
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Posted: 20th Feb 2019 19:48
Tried the plane idea out for the frame and here is potentially how it looks now - just need to do some jiggery pokery with the gray colors to match the title gray color



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chafari
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Posted: 20th Feb 2019 19:49 Edited at: 20th Feb 2019 19:51
Hi there.... Long ago I made something like what you need . Here's the code in Dbpro , it works on a matrix but it should work aswell on rotated objects....we just have to convert from Dbpro to Agk.

The rar file contain the exe that shows what I have done.

Dbpro code


I'm not a grumpy grandpa

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puzzler2018
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Posted: 20th Feb 2019 22:49 Edited at: 20th Feb 2019 22:50
Awesome Chafari - but i cant run that exe cause i dont have DBPro DLLs or DBPro installed what so ever

Im sure we will review the code and see how it works

But from that pic - thats the premise of the idea trying to acheive

Cheers
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puzzler2018
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Posted: 20th Feb 2019 22:57
Sorry folks for talking this way. but i must been feeling down recently. im reaching out all the time... I think a good positive step would be to try to help others thats what makes me happier

Anyway....

Back to populous tomorrow
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fubarpk
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Posted: 20th Feb 2019 23:31 Edited at: 20th Feb 2019 23:33
Thanks Chafari
it needs some form of max terrain height (#constant maxTerrainHeight# 50)




no probs Puzzler actually I think you been screaming help in many ways only cos I know the signs from my own, helping others is a great way for happiness
fubar
puzzler2018
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Posted: 20th Feb 2019 23:41
Excellent -
Lets concentrate on what one object is doing at a time i think

An hellcoptor stays on the height well. just need to fly over mountains or if getting towards a mountiain to start rotating in a different direction.

Maybe find the forward height vector of a mountain position (to fly over it)

But then they would have their own AI too so to fly around mountains to get it destination.



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puzzler2018
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Posted: 20th Feb 2019 23:43
Should be called Apocolypse instead of Populous
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fubarpk
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Posted: 20th Feb 2019 23:46 Edited at: 20th Feb 2019 23:48
yeh I think the problem with the tank is in the model and its rotation as both models should face forward in the modelling software
that makes the getangle commands work better and hence the raycasts

then when rotate locally the angles are relative

Quote: "Should be called Apocolypse instead of Populous"

great name maybe a variation of that name because of other game that may or may not be called appocolypse
fubar
puzzler2018
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Posted: 20th Feb 2019 23:55
Thanks fubarpk for your energetic ideas on code my bed is calling.

Perhaps maybe "Paroxysm"

My brain needs my pillow now im afraid.
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fubarpk
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Posted: 21st Feb 2019 00:06
maybe Apocolyptic Gods

anyway get some sleep

just rotated the tank in blender to face forward
and rotated locally in code to face correctly
and wallah the tank code works better

fubar
fubarpk
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Posted: 21st Feb 2019 02:59
This code works better with the movements for both tank and heli but as I changed the tank object I kept the old one and changed the name of the new one
the maximum height works but should perhaps set that in your vertex adjustments, apart from that both heli and tank move allot better, still may need to
adjust in the getForwardDirectionVector(obj as integer) this command "MoveObjectLocalZ(DirBox,-0.005)"




http://users.tpg.com.au/subarpk/media.zip
fubar
puzzler2018
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Posted: 21st Feb 2019 07:26
Excellent work fubarpk. Can't wait to test later on where I will crack on with the maps will try The broken vertices tonight too. Ill have a think during the day. Maybe will have a go at change of textures according to height too. Water. Dirt. Snow. Grass etc x and then a world sprite to sit on the screen too so can see the whole world on a much smaller sprite where can click on that sprite x must crack on with work now
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chafari
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Posted: 21st Feb 2019 10:55 Edited at: 21st Feb 2019 11:00
Hi there .

Quote: "it needs some form of max terrain height (#constant maxTerrainHeight# 50)"


It needs terrain height if we use a matrix or a terrain and we get automatically the height...but if there are an object, we can do the same just adding several sensor to the object...Front /Side etc. Here's an example I tried to translate from Dbpro to Agk...it works by half...I'm trying to figure out what commands to use to make it works perfect ...anyway this is what I have so far .




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puzzler2018
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Posted: 21st Feb 2019 16:41
Dangggg. That's impressive. Worth having a look tonight too
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fubarpk
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Posted: 21st Feb 2019 18:56 Edited at: 21st Feb 2019 20:00
Using sliding collisions both the tank and heli tend to go around mountains
fubar
puzzler2018
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Posted: 21st Feb 2019 19:39
Thanks - we will get there with it. Ill take a look in abit

In the mean time How about a waterfall



Build some land to see the effect first
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puzzler2018
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Posted: 21st Feb 2019 19:43 Edited at: 21st Feb 2019 19:52
Or just some gentle moving water



Change the texture code to



to produce better waves

Catch up later
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fubarpk
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Posted: 21st Feb 2019 20:01 Edited at: 21st Feb 2019 20:13
the water is nice

fubar
puzzler2018
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Posted: 21st Feb 2019 20:42 Edited at: 21st Feb 2019 20:44
Thanks

I was shocked but pleasantly surprised when just suddenly came to me with UV Offset would be useful

Thanks Chafari too, your code is just the ticket...

I shall review too

Luckily i have next week off next week, so can spend a little more time on this, in between things to do, people to see, cafe's to visit, courses to attend to etc.

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fubarpk
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Posted: 21st Feb 2019 20:57

just made it so as it can go around or over still would need the maxheight thing set but I think it is working nicer. I had the heli going over and tank going around with this
the main reason for the maxterrainheight is for raycasts, and I believe there should be a min and max

Did notice when moving the map around it messes up could either pass a parameter for that or a dif function when moving map around


fubar
puzzler2018
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Posted: 21st Feb 2019 21:02 Edited at: 21st Feb 2019 21:06
Awesome - that working a little better

The map messes up or black areas on any height structure - is because the map doesnt know the vertexes of the wrap arounds yet.

We really do need to make the map larger now (virtual larger) and the vertexes wont get into any dis-array. and make the movement of the map stop when it gets close to the edge of the world size

Im on it... you seem happy and content doing the object movement work.

Ill be with you soon when full map is in place.
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fubarpk
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Posted: 21st Feb 2019 21:11
cool
The other issue with any form of sliding collision any sharp edges will cause any object to get stuck
increasing the objects height helps but doesn't solve the problem with sharp edges (I mean like a 90 degree corner etc will always cause an issue)

ideally when building on the land if the left vertexs are less than the right vertexs building only
increases the left vertexs until they are same height as right vertexs for example so the land is always
flattened where building is commencing but sides may be increased. I will leave that to you if and
how you decide to solve that issue. That's why Chafaris slides nice the land has no sharp edges
fubar
puzzler2018
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Posted: 21st Feb 2019 21:18 Edited at: 21st Feb 2019 21:20
Thanks bud

Ill read your thoughts carefully and implement them with the prepareheights command

Cause if we even start the map with lots of heights variations like in the BuildMap having Y as random(0,1) instead of now random(0,0) - then it messes up too.

Something is just not quite right yet with that

Let me try and work things out about that to see what is a miss
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puzzler2018
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Posted: 21st Feb 2019 21:27 Edited at: 21st Feb 2019 21:28
If we change the size to some a little bigger that the edges wont get messed up - or wont see them been messed up as its behind the framespr

#constant sizex=18 // change this to extend the map
#constant sizez=18 // change this to exend the map


not too large though cause FPS will be effected

Now we dont see any messed up stuff on the edges
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puzzler2018
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Posted: 21st Feb 2019 21:46 Edited at: 21st Feb 2019 21:53
hey folks - just a minute of madness

The heights raised up with open tops - could put lava textures there

What could that be...melting objects in its expoded path could be a challenge

and uvoffset the lava texture like did with the water
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puzzler2018
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Posted: 21st Feb 2019 22:22
It must be the image i have seen going around in AppGameKit Studio. Volcano... You got it folks, but this volcano is active and ready to blow at anytime and melt the land into smithereeens
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