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AppGameKit/AppGameKit Studio Showcase / [ WIP ][ Tier 1 ] Eat drink slay - Dungeon crawler

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Cliff Mellangard 3DEGS
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Posted: 13th May 2013 00:18 Edited at: 19th May 2014 17:26













Old thread where it started.
http://forum.thegamecreators.com/?m=forum_view&b=41&t=203613&p=0

Latest alpha progress while we do the things neaded to release a alpha demo.





Some of the first tests of the dungeon system and an old mobile test.


Team Members!
Van B
Cliff Mellangard
.......................................................................................
Game content.
Some of the things we are working on to give the player a new experience each time they play.
Randomly selected dungeons from a map database of 100 maps.
Random Texture selection each time a dungeon is generated.
How the dungeon is textured is controlled by the subimages file as we use it as a texture script.
The dungeon generator Scans this file for specific image files, and if they exist either textures parts with them or generate objects.
Randomly generate 8 types of enemies controlled thru script.
Users can create and share there scripts and dungeons with friends thru ingame option. WIP
Currently so do you send them manually your self to friends.
Enemys can be added and shared thru scripts and image files.
The editor is completely optimized for touch screens but works also on ordinary computers.
.......................................................................................
The enemy ai.
Default is guarding or roaming randomly around the dungeon.
Enemys can feel the sent of the player if he recently visited a position and start to track where the sent comes from.
Alerted enemys calls for help and enemies Close will join the hunt on the player.
Enemies if Close enough will hear when the player opens doors,smash doors/crates/barrels.
Enemie Death cries will alert Close enemies.
Enemi alert have a cooldown factor so the player can run away and hide.
You can sneak up on enemies from behinde and make silent kills on weak enemies with a weapon bonus damage as the enemy whas unaware of you.
.......................................................................................
The history of this project.
The short storie is that i started experimenting with agk early 3d functions and made a simple dungeon Engine.
When van b our dear mod noticed it so did he Think it looked cool and wanted to do a similar game.
So i asked him to team up with me and that have pretty much made the Project more fun and have a chanse of being completed
I will fill in some more info and data in an later stage and van is probably better at it then me.

Here is a small video roadtrip.
http://www.indiedb.com/games/eat-drink-slay/news/project-boot-sequence-start-to-current


Some of the things we are working on is an better ai.
More randomized variations on the dungeons.


Formats to be released on is pretty much all formats supported by agk.
--------------------------------------------------------------------
++
--------------------------------------------------------------------
Alpha demo for windows operating system.
2014-03-04




Cursor keys: Turn left and right and move forward and back
Z: Sidestep left
X: Sidestep right
C: Use item/weapon
V: Light/Out candle
B: Grab/Drop candle
Spc: Take items
M: Map
I: Inventory
F1: Help
1-3: Weapon slot

Click the status bars at the top left to pause and spend XP points, yellow XP bar flashes when you have points to spend.

Just drag items around with the inventory, bows use the first arrows in the inventory, so decide what arrows to use by putting them in order. Drag food and drink onto the mouth to eat or drink it all. Drag an item onto the eyes to see if I've bothered to add a description for the item. Drag an item outside of the inventory to discard it. To use a key, just equip it and walk into the door that it unlocks, no need to use the keys.

Remember to read that user guide, get it from the inventory and press C to read it.

Game will save when you exit a dungeon or the shop, there will be crahes, but at least your character progress will be saved when you escape.

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Posted: 13th May 2013 00:46
Greatness! Love the graphics, map and inventory screens.
Cliff Mellangard 3DEGS
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Posted: 13th May 2013 00:54
Quote: "Greatness! Love the graphics, map and inventory screens."

Thanks
Van the man is actually working on brand new dungeon textures as these are my own placeholders while i code
But the look will be the same but better then my art
It where he that ordered the abillity to Control dungeon look and feel with also the textures ,as my dungeon generation Scans the subimages file for extra textures and apply them if them are there and even generates some objects depending on it.
I pretty much left all the art making to van and do placeholder art while he Draws after the last batches of cool enemys and items

Map and inventory is vans work as i pretty much made a rough sketch he fixed and they are cool
The enemys will not be visible in the final release on the map more then if you use some specific visibility scrolls.

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Phaelax
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Posted: 13th May 2013 03:21
So this is actually 3D that you made look like an old raycast engine?

"You're all wrong. You're all idiots." ~Fluffy Rabbit
Cliff Mellangard 3DEGS
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Posted: 13th May 2013 07:35 Edited at: 13th May 2013 07:38
Quote: "So this is actually 3D that you made look like an old raycast engine?"

I stopped trying to do raycast Engine in agk when it showed to be so extremely slow on all devices and the limited draw commands.

So when the first 3d commands where introduced so did i make a test with planes.
And if you have tested the 3d so do you know how limited it actually is.
not even the object on screen works yet so i have pretty much written workarounds for almost Everything.

It runs at speeds around 30-60 fps on devices from 800 mhz single core to the latest.

And its a look van and i love also.
and if we want it to look anything else so do we simply switch gfx shaders and art

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Van B
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Posted: 13th May 2013 13:57 Edited at: 13th May 2013 17:39
Love the new decals and am looking forward to seeing what we can do with them. I'm gonna try and get some artwork uploaded later, maybe some hero portraits - and a group 'photo' of all the enemies so far.

I got a fever, and the only prescription, is more memes.

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Cliff Mellangard 3DEGS
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Posted: 13th May 2013 17:45
Sounds great van
You can just ask so will i add some more stuff

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Turtle Productions
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Posted: 13th May 2013 18:16 Edited at: 13th May 2013 18:17
This looks freaking epic!! I cannot wait to see how it looks when finished!
By the way, I could be able to compose music/soundtracks for your game, so hit me up if you are interested ^^
My SoundCloud:


-Turtle Productions
Cliff Mellangard 3DEGS
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Posted: 13th May 2013 22:13
Quote: "This looks freaking epic!! I cannot wait to see how it looks when finished!
By the way, I could be able to compose music/soundtracks for your game, so hit me up if you are interested ^^"

Thanks henri
Listen to some of your songs and reminds me of when i used to listen to front 242
Van and i dont have an high priority on Music right now as we have toons of other work with the game.
Currently so do we use a theme song by playloop a italian Composer that we payed for.
We might nead some shorter tunes later for boss fights etc ?
But thats far away in the future.

Its nice to see some more Scandinavians in the forums
Iam partially soumi blood as my father is from the country of 1000 lakes
But i dont understand the language in writting or speaking as i never learned it in school.

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Turtle Productions
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Posted: 13th May 2013 22:39
Oh okay ^^ No worries. And hit me up if you need anything then.

And yeah it is! And haha nice
Jag kan tala lite svenska därför att vi Finska måste lära att språka och skriva det. Sucks though.
Cliff Mellangard 3DEGS
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Posted: 13th May 2013 22:49
Quote: "Jag kan tala lite svenska därför att vi Finska måste lära att språka och skriva det. Sucks though."

Både finska och svenska är skit svåra språk att lära sig om man inte bor i länderna

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The Zoq2
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Posted: 13th May 2013 22:57
Being forced to learn swedish must be anoying. I would hate it if we where forced to learn finish in school

The game is looking great aswell, realy interesting project
Turtle Productions
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Posted: 14th May 2013 14:04
Sorry for this going so far offtopic.
Quote: "Being forced to learn swedish must be anoying. I would hate it if we where forced to learn finish in school"

Yeah well to be honest, 90% of all finnish students hate swedish because we are forced to study it due to our shared history.
Van B
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Posted: 15th May 2013 03:19 Edited at: 15th May 2013 03:20
Quick screenie of the mine texture set...



I got a fever, and the only prescription, is more memes.

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Cliff Mellangard 3DEGS
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Posted: 16th May 2013 12:51
Looks great van
Probably alot better in motion
I have just got my computer to work again
The thursday windows update frooze/hanged my computer after 12 hours of trying to install.
Seams i lost my last work where i whas updating your ai code?
But it whasent that good anyway as i dont fully undertsand your flood fill and path code.
I usually use the same and basic astar code that i learned early
I have a modified version that pedlebor made originally that dont work in agk 108 beta 11 anymore but found that it whas the Array bug again.
Its slow but moves the enemys just as we want it.
So iam going to do some more tests and keep all old ai code so we can fallback.

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Cliff Mellangard 3DEGS
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Posted: 17th May 2013 01:30
Iam uploading the vid while Writing so if its not playing wait a minute.
Vans work on the new mine set texture and my work in progress of the ai pathfinding and attack.
Awareness and alert ai will be done this weekend.


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Cliff Mellangard 3DEGS
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Posted: 20th May 2013 22:15 Edited at: 20th May 2013 22:16
I want some input from the regualar forum users here

I started to do some small help files for the various scripts that van have created for our game.

How would you like a help file to look?

I currently simply write them as plain text file like this.



They will be placed in the folder where the actual scripts are.
Our game will be scripted as much as possible as we want to be able to let users share and mod this game as much as possible.

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The Zoq2
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Posted: 21st May 2013 00:36
That looks pretty good, I think I could understand that description. Also, putting the parameters in the name of the file or link to the file (whichever you will use) would speed up the process of looking up a command... For example the file could be named "designate_enemy(ID, type)
Cliff Mellangard 3DEGS
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Posted: 21st May 2013 21:44
thanks zoq.
we are constantly working and making large Changes so any script could change during development.

We have plans for a first alpha demo soon but ironing out some bugs to be our code or agk bugs and thats not easy

Van is currently Writing in the mage staffs and stuff that shoot projectiles like bows.

This is probably my largest agk Project so far

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Cliff Mellangard 3DEGS
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Posted: 27th May 2013 19:05
Small vid off how the texture scripting will work as some map features will be scripted thru the texture sets subimages text file.
If an texture exist in the current set so will lava be generated etc.
This is simply something iam working on while iam waiting fro vans menue stuff


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The Zoq2
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Posted: 27th May 2013 20:04
That looks realt awesome. One suggestion would be to add an FOV slider though. That looks way to "tunnely"
Cliff Mellangard 3DEGS
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Posted: 27th May 2013 21:29 Edited at: 27th May 2013 21:32
Quote: "That looks realt awesome. One suggestion would be to add an FOV slider though. That looks way to "tunnely" "

The Engine is not good for to large open spaces
Van and i want it to be pretty dark as default as we want the user to harvest wall Candles as a large part of the gameplay.
The dungeons should be gloomy and dark with a suprise around almost every corner.
The last vid whas with a default light only and makes it a bit tunnelly as the light falloff is greater.

The Engine started with the first beta 3d commands and we add stuff as soon as they are added in to agk tier 1.
So as soon as it have a proper object off screen so could i probably scrapp my own culling system completely as its tile based and a reason it is so tunnelly

To bad that i cant use multiple Point lights instead of my fake light system as its also a reason to the tunnelly look.

But its currently very slow in agk with more then 2 Point lights and thats not enough for the light system.

As it neads light for lanterns,wall Candles,ambient light and magic projectiles.

I wrote my own linear fog shader for agk to get the fake light fx and it could probably be done better

But van and i want to put together a playable core Engine Before we start to add and fix its current state to much.

Ps...
I also have strong thoughts about Writing a system to generate the dungeon as an obj file but my programming skills are a bit limited?
But iam looking in to it as a solution.

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The Zoq2
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Posted: 27th May 2013 22:43
Oh, I didn't mean it looks tunnely as in a tunnel, but it has to low field of view. It looks sort of zoomed in. I realy like the feeling of this being in a dark dungeon whcih you seem to have made look awesome

This is what I meant by FOV

http://en.wikipedia.org/wiki/Field_of_view_in_video_games
Cliff Mellangard 3DEGS
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Posted: 27th May 2013 23:02 Edited at: 27th May 2013 23:04
Agk have its built in fov we could play with
I havent played that much with that?

Iam currently playing around with creating a cube inside agk and getting it textured with differrent textures on each side from a single texture atlas.
I have already made a function to read the subimages file so with a Little extra work so should i be able to get some image coords from it.
it should be something like 100/image size * image position on atlas?


This cube is uncenterd

If i can work it out ok so should i be able to create the entire dungeon as an object.

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xGEKKOx
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Posted: 28th May 2013 01:39
Great Cliff, as always you are the best on RPG retro style.

Is this engine also in 2D like the raycast one?
Is there a possibility to have the clean source? )as the basic one can't be read on mac). I will be proud to port it on c++ under Xcode and give back the result?

Greetings!!!


Long life to Steve!
The Zoq2
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Posted: 28th May 2013 08:44
I believe he has moved away from the raycast engine and this is using the AppGameKit 3d engine with lots of shaders
Van B
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Posted: 28th May 2013 15:32
Yeah, the engine is 3D, but uses shaders that give it a kinda distinct retro look, and most of the textures are just 32x32, so it's very reminiscent of the old grid based dungeon crawlers and the doom style games, like Heretic for example.

The demo's still a long way off, but we have got a lot done, Cliff's AI works great and will put the fear into you . We need a couple more things completed or at least started before we can upload a demo. Ideally, we'd release the demo at the point where we're mostly adding content, levels, items, enemies, effects - that way feedback is more relevant and useful to us.

Right now I'm mostly working on the character select screen and menu system, slow going, but it'll be worth it in the end.

I got a fever, and the only prescription, is more memes.
Matty H
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Posted: 28th May 2013 18:18
I love the look and feel of this game.
Does it run ok on mobile devices?

Great project with great potential.

Cliff Mellangard 3DEGS
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Posted: 28th May 2013 21:22 Edited at: 28th May 2013 21:23
Quote: "Great Cliff, as always you are the best on RPG retro style."

Thanks italian friend
I must give a bussload of credit to van b in this Project as he is drawing all the enemys and items now
I will draw a few dungeon textures instead and put my efforts on the core Engine
Quote: "Is this engine also in 2D like the raycast one?"

Sorry! I had to scrapp the raycaster as it whas to slow with agks drawing functions or using sprites.
Would be fun to test something like it with the new memblocks and draw Tools later on as i have a liking of oldschool game Engines
Iam simply using 3d planes in an now pretty complicated dungeon generator
Quote: "Is there a possibility to have the clean source? )as the basic one can't be read on mac). I will be proud to port it on c++ under Xcode and give back the result?

Greetings!!!"

Hmm? i dont know if van wants us to send the files as we have plans on Selling the game later on ?
I know that i have made pretty much all my earlier Projects open source but i dont Think this will be one of them? (sorry)

Quote: "I love the look and feel of this game.
Does it run ok on mobile devices?

Great project with great potential."

Thanks matty
It runs like this on my devices.
samsung galaxy s3 mini = 60 fps
zte skate 800 mhz single core = 26 fps
samsung galaxy tab 8.9 = 28 fps
sony ericson experia arc = 60 fps
samsung galaxy y = 30 fps
Dmtech 10 inch pad = 26 fps

I still have alot left on optimizing the Engine as we constantly add things that makes it slower that neads to be speeded up.

We have plans to loock it to 30 fps to save battery but should run above it constantly if unlocked to get it smooth.

We have no problems with high end devices so far but i want it to run on as many as possible

One of the videos shows me playing it on some of them even if its an older Engine version.

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xGEKKOx
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Posted: 29th May 2013 05:02
Thx for the answer Cliff, and many greetings also to Van!!
Anyway i understand you don't wanna share the code, and i agree with you.

In fact, i promised myself to start to test the 3D when i will be more free this summer.
Is this kind of 3D the same we used in the Dark Basic?
For example with matrix and the rest of the functions?

Do you think in the future we will be able to load Objects with animations inside?
I'm planning to buy some great Object on turbosquid to change my soccer game in 3d, of course after i release the 2D one.



Long life to Steve!
Van B
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Posted: 29th May 2013 11:51
The 3D in AppGameKit right now is probably more like DB Classic than DBPro - but it will get better. TGC have to include bone animation support - although I've no idea what format they'd use, maybe a special AppGameKit format and some sort of converter. OpenGL tends to be a bit different to DirectX with bone animation, so unfortunately it'll probably not be a simple case of using .X files.

There isn't a matrix yet, and really I'm not sure if they'll add one. If they concentrate on memblock meshes instead, then someone will make an awesome matrix system that can do more anyway - memblock meshes will make a big difference to AGK.

I would be wary of using models from TurboSquid, or any external resource. If you consider the general polygon count that TS models tend to have, they are designed to look good, but looking good is no good if you can't show them at a decent frame rate. For a football game, with 22 players, really the polygon count should be as low as 800 per player. The stadium and pitch needn't take up too many polygons, but the players need to be low poly, especially as they'll be bone animated.

I'd actually suggest that you find someone to help with the player models from this forum - someone who knows how to make an effective low polygon model. You'd also be more likely to get some help with the texturing as well - like having interchangeable hairstyles on the players, skin colours, strip... I'd do that with a memblock, like build each players texture from images - but having the images in the first place is vital and something that you need direct access to the artist to do properly.

I got a fever, and the only prescription, is more memes.
Cliff Mellangard 3DEGS
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Posted: 31st May 2013 21:19 Edited at: 31st May 2013 21:24
Quote: "Is this kind of 3D the same we used in the Dark Basic?
For example with matrix and the rest of the functions?"

You can code a fake matrix using agks write commands and the wavefront obj format.

Iam currently Writing some functions to read a map Array like the ones used for tile maps.

map[x,y)

To generate the entire floor as an single object.

This would make our Engine even faster as i can then skip hiding and showing these tiles in my culling system.

The same thing would i then use for the ceiling also and we would then save the problem of using 100-300 extra objects for this.

But i dont know how much faster this is compared to instancing as i currently do this for the dungeon with planes after beta 108 / 12.

Iam happy to share this code when its done if you want as it should be easy to translate to tier 2?



This is a test with an 4 plane floor in the size of 64 pixels.

this is the current mess in code



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Cliff Mellangard 3DEGS
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Posted: 31st May 2013 21:40 Edited at: 31st May 2013 21:41
I only wanted to Point out that my matrix will move each tile in segments to fit our squared dungeon so the edges are not attached to each other.

I wante to test with the floor Before i add any walls.

because who knows if this is extremely slow or use alot of memory on mobiles?



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Posted: 2nd Jun 2013 17:32 Edited at: 2nd Jun 2013 17:33
It took some large banging of my head to the wall to get this right

I use an simple map[x,y] file that i read and generate the entire floor and ceiling parts as a single object.

they also get textured with 4 random variations .
The screenie is the object Bright as i havent any shader applied.



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Cliff Mellangard 3DEGS
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Posted: 4th Jun 2013 19:50 Edited at: 4th Jun 2013 19:53
Some of the work van b have done with the menue screens
You can select various trades and looks for your heroe now.



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Van B
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Posted: 4th Jun 2013 19:58
Ahh, forgot to say that I'd changed the file info function, to make it only 4 lines .

I got a fever, and the only prescription, is more memes.
Cliff Mellangard 3DEGS
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Posted: 4th Jun 2013 20:28
Quote: "Ahh, forgot to say that I'd changed the file info function, to make it only 4 lines "

Email it to me and tell me where it should be pasted

I have also splitted the dungeon in to 4 objects and cull them away when neaded.
But weirdly so does it not seam to be faster so far

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Van B
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Posted: 4th Jun 2013 21:09
I wonder if maybe there's some optimsations that cancel out the performance gain.

I mean, the biggest drain is when displaying lots of different images, but because we're using a single image, maybe it's already optimised to render it all as a single mesh... if you know what I mean. Maybe it doesn't matter so much how many objects you have, if they all use the same image source. Also, your exporting an obj file, and that's probably not the best for welding vertices - so if we took that obj file, welded it, maybe it would perform better then - it won't have to treat each polygon as a single unit. Worth a shot maybe - to tell the truth I don't know a great deal about the obj format, I should probably have a look.

I'll grab one of the obj files and make a welded version, then compare them, like load a hundred and check the FPS. If it makes a difference, we could have a go at welding our own verts, that's always fun!

I got a fever, and the only prescription, is more memes.
Cliff Mellangard 3DEGS
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Posted: 4th Jun 2013 22:50
It is as simple as letting the planes share vertex Points but extremely hard to get right when creating a dungeon

Its probably a bit over my head ?

But if we look at each cell and weld these parts together ?

Should show us an improvement if its any use to weld them all Before we do it?

I will also have a look

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Van B
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Posted: 5th Jun 2013 00:39
Hmmm... not seeing a great deal of performance increase, even with a welded version - welded it comes in at 568 from about 2300. But even with that sort of reduction, I doubt there's 5% difference in performance.

A single mesh is probably a bit better for collision detection though.

I got a fever, and the only prescription, is more memes.
fog
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Posted: 5th Jun 2013 16:07 Edited at: 5th Jun 2013 16:08
This looks fantastic. Some gorgeous pixel art, lovely presentation and fleshed out gameplay.

Is the HUD final? It's a shame it isn't slightly pixelated to match the aesthetic elsewhere IMO.

Great stuff chaps.

Van B
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Posted: 5th Jun 2013 17:51
Thanks Fog

The HUD might change, but it's too soon... you know how it is when you draw something and like it, then you don't want to change it right away. The buttons and inventory screen won't change, they're kinda stuck at per pixel resolutions - but on say, an iPad3 they'll be pixelated anyway, due to the big resolution scaling them by 3.

I got a fever, and the only prescription, is more memes.
Cliff Mellangard 3DEGS
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Posted: 5th Jun 2013 19:44 Edited at: 5th Jun 2013 19:46
thanks fog
Quote: "A single mesh is probably a bit better for collision detection though."

Iam going to do Another test where i split it up in to more parts and then cull away?
Current version is about 4 objects but i belive its not enough?

Did you weld in an art package ?

As i had some thoughts about it being alot easier to do a parser to weld it after its created to be alot easier

As we have to scan every position on its x,y,z coords to check and then weld to get it right.

iam free for 4 Days now and can do some more coding

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Van B
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Posted: 5th Jun 2013 21:22
I just used Lithunwrap, but the main change is that it sets up all the vertices, then makes faces - rather than doing it in polygon chunks like your exported version. I'll attach the welded version so you can see for yourself.

Maybe it's worth making an internal mesh format, welding it, then exporting that instead. Know what I mean? - you could have functions to add walls etc, then weld it. Then, when TGC see the light and add in memblock mesh support, you could skip the export and make a mesh instead. Just thinking, I have a function in DBPro that welds an internal mesh.... maybe something we can adapt.

I got a fever, and the only prescription, is more memes.

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Cliff Mellangard 3DEGS
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Posted: 7th Jun 2013 12:18 Edited at: 7th Jun 2013 12:21
We reverted back to our old dungeon system as we didt gain almost anything by making the dungeon to a single object or chuncks.

My old culling system whas simply just as fast and alot simplier to add things to.

So i share my mess i used for the experiment.
Its not optimal but someone else could use it for something?
The weird part is that during the dungeon Creation so whas i forced to reverse the Reading of the map Array?

this reads the subimage file if an subimage exist.
And grabbs u and v for that file.



The whole experimental file i whas testing on and remember its beta work with alot of mess and not optimal.



ps...
this is only some of the discarded lines of code and i dont even want to Think about how many we are up to now
Van is working on some cool projectile weapons.

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Posted: 7th Jun 2013 21:12
I'm in love with this WIP.

Inmortalis Nox
Cliff Mellangard 3DEGS
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Posted: 9th Jun 2013 11:05
Thanks josh
Van and i are making our best

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Duffer
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Posted: 9th Jun 2013 13:02
@ Cliff & Van

This is amazing. It should steel the march on many of the RPGs currently on offer in Google play...

Keep up the excellent work...

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
Cliff Mellangard 3DEGS
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Posted: 9th Jun 2013 20:47
thanks duffer.
If we only can workaround all the weird crash bugs in agk so should the gameplay be solid

Vans great pixel skills also helps

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RickV
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Posted: 12th Jun 2013 13:55
Hi Cliff,

I'm pulling together a selection of games made with AppGameKit as part of a video montage to show what's been done. Could you make available to me a version of the game for PC from which I can capture some footage?

Regards,

Rick

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