Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

AppGameKit Classic Chat / Testing Planet Defense

Author
Message
fubarpk
Retired Moderator
15
Years of Service
User Offline
Joined: 11th Jan 2005
Location: Adelaide
Posted: 3rd Sep 2018 06:16
boxes is carrying blocks and rescued how many you have dropped off at home
fubar
puzzler2018
User Banned
Posted: 3rd Sep 2018 07:04
Well done, keep it up..

Dont worry too much about not using too much of what i helped with. its perfectly ok, I know mesh memblocks can be a pain when we first start them - but promise they will come easier and easier when time goes on.

rest assure. the work i did will not go to waste - promise.

I will keep updating my mesh memblock thread with any primitive examples too - like I did a circle yesterday with triangle segments - each segment having its own image. and then the out edge Z can be raised or lowered to
produce a cone shape..

So im near on making a CreateMeshObjectConeWithTexture function.

The combining of the same shape is complete - this is been a box with different shapes and sizes - but the combine of variations of objects is somewhat more challenging.

I shall keep that thread a live and of course Minecraft one.

blink0k
Moderator
7
Years of Service
User Offline
Joined: 22nd Feb 2013
Location: the land of oz
Posted: 3rd Sep 2018 07:27 Edited at: 3rd Sep 2018 07:28
Having a look at the layout i think there is a lot of dead space at the corners/edges of the window that you could use for your hud. I thought something like this would be good.
So you could have your altitude on the left. Your fuel and lives on the top left and the blocks on board and rescued at top right

Attachments

Login to view attachments
fubarpk
Retired Moderator
15
Years of Service
User Offline
Joined: 11th Jan 2005
Location: Adelaide
Posted: 3rd Sep 2018 09:16
I love the icons not so sure how the altitude meter would work as the screen during game play has less room that was a very bad screen capture before its actually like this
fubar
fubarpk
Retired Moderator
15
Years of Service
User Offline
Joined: 11th Jan 2005
Location: Adelaide
Posted: 3rd Sep 2018 10:24 Edited at: 3rd Sep 2018 10:48
but if I go with the title during game play I could use one like this

That would leave plenty of rooms for sprites like you have suggested
And still use the 3D one for the intro sequence as the game starts as
in above video
fubar
blink0k
Moderator
7
Years of Service
User Offline
Joined: 22nd Feb 2013
Location: the land of oz
Posted: 3rd Sep 2018 10:50
I wouldn't use the logo during gameplay. It will only distract the player i think.
I think i can make the altitude meter go across the top. I'll have a look when i get some time
fubarpk
Retired Moderator
15
Years of Service
User Offline
Joined: 11th Jan 2005
Location: Adelaide
Posted: 3rd Sep 2018 20:15 Edited at: 7th Sep 2018 13:22
Im thinking of something like this for the menu which shows a bit of atmosphere in the background the video also demonstrates
the fly home routine but its very shot and the menu only has a play option atm lol

Edited video removed please see further down
fubar
blink0k
Moderator
7
Years of Service
User Offline
Joined: 22nd Feb 2013
Location: the land of oz
Posted: 4th Sep 2018 00:57 Edited at: 4th Sep 2018 00:59
I think the title sitting on the sphere and rotating in is a very impressive intro and it's also a very smooth transition into the game.
I think if you make the options 3D and laid them on the planet it would work very well.
Something like this;

Attachments

Login to view attachments
fubarpk
Retired Moderator
15
Years of Service
User Offline
Joined: 11th Jan 2005
Location: Adelaide
Posted: 4th Sep 2018 01:21 Edited at: 4th Sep 2018 01:33
That looks allot better not so sure they have to become objects tho think i could just work on the image i have atm
and just use the play help credits on the image


fubar
blink0k
Moderator
7
Years of Service
User Offline
Joined: 22nd Feb 2013
Location: the land of oz
Posted: 4th Sep 2018 01:56 Edited at: 4th Sep 2018 01:56
Much more impressive as 3D
blink0k
Moderator
7
Years of Service
User Offline
Joined: 22nd Feb 2013
Location: the land of oz
Posted: 4th Sep 2018 04:07 Edited at: 4th Sep 2018 04:08
Hud at top of window

Attachments

Login to view attachments
fubarpk
Retired Moderator
15
Years of Service
User Offline
Joined: 11th Jan 2005
Location: Adelaide
Posted: 4th Sep 2018 06:25 Edited at: 4th Sep 2018 06:26
that looks awesome blink
is that a sprite ?
fubar
blink0k
Moderator
7
Years of Service
User Offline
Joined: 22nd Feb 2013
Location: the land of oz
Posted: 4th Sep 2018 06:38
I think we could make it 4 animated sprites for the meters at either side (So you don't have to mess around placing the power bars)
A sprite for the gauge in the middle and a sprite for the arrow (You might have to do a little math to move the arrow on an arc)
fubarpk
Retired Moderator
15
Years of Service
User Offline
Joined: 11th Jan 2005
Location: Adelaide
Posted: 4th Sep 2018 07:09 Edited at: 4th Sep 2018 07:11
not so sure we need the altitude it looks great I originally had plans so that you had to lower the heli down to ground
to pick up the blocks but I thought too many controls on a mobile isn't such a good idea as playability is forefront
I only left altitude to show that the Heli descended when out of fuel or shot down The 4 sprites should do well by themselves.

What did you think of the shader i had in bg on the menu screen i think i can make it green and
convert to 3d for an atmosphere on a objectplane at 0,0,19.5
fubar
blink0k
Moderator
7
Years of Service
User Offline
Joined: 22nd Feb 2013
Location: the land of oz
Posted: 4th Sep 2018 07:48
Yes. Green atmosphere will look nice
fubarpk
Retired Moderator
15
Years of Service
User Offline
Joined: 11th Jan 2005
Location: Adelaide
Posted: 4th Sep 2018 11:15
This is definitely turning out to be a teamed operation
I am wondering what people would think especially blink0k as he owns the IP on the models
If the finished project once documented was submitted as a piece that could be added to one
of the game packs. If it was approved by everybody including AppGameKit staff. Altho we cant talk
money on a thread but any rewarded funds would be shared equally
fubar
fubarpk
Retired Moderator
15
Years of Service
User Offline
Joined: 11th Jan 2005
Location: Adelaide
Posted: 4th Sep 2018 14:12 Edited at: 7th Sep 2018 13:22
Did away with the last atmosphere shader as that was a 2d one and went for a 3D version in game which I modded
I can make it more green playing around with the settings but its working quite well atm i think as when i went to green
it took over the screen too much

Edited I think I got better shades of green for the atmosphere now
I changed the enemy shootmissile vector setup and I changed the range they shoot at you from

Edited video removed please see further down

The shoot missile vector setup got changed from


To (because I now set up a vector on x axis the z axis movement had to be reversed)


I think now they seem to fire in the direction they are facing better. I had to lower the targeting range from 15 to 10
as they target you pretty well now but as you can see its still hard to dodge the missiles. I could perhaps have a shield
that gets weakened after so may hits I have the one from the shader pack I could use for display. Or I could perhaps
have a percentage factor of being hit once you've taken 100 percent of damage you go down and blow up. At the
moment your safe as it flies back to base after being shot or in the beginning I could also give you a bit of time from
when you go back to the bases at start and after being shot a bit of time before they start targeting.
fubar
GarBenjamin
AGK Developer
3
Years of Service
User Offline
Joined: 30th Nov 2016
Location: USA
Posted: 4th Sep 2018 15:03 Edited at: 4th Sep 2018 15:06
Looks and sounds excellent. The towers shooting straight up in the air ahead of you and to the sides seemed a bit strange. It looks like they are not actually targeting the player and instead just shooting straight up? Also I have watched this several times and cannot see what actually destroys the chopper? I see nothing hit it and seems to just get severely damaged "out of the blue". Granted I watched it on my cell phone and maybe later on computer all will become clear.
puzzler2018
User Banned
Posted: 4th Sep 2018 19:11
Wow - that looking pretty Awesome!!

fubarpk
Retired Moderator
15
Years of Service
User Offline
Joined: 11th Jan 2005
Location: Adelaide
Posted: 4th Sep 2018 19:33
Thanks I may adjust colors a bit more try and match it in more

Quote: " The towers shooting straight up in the air ahead of you and to the sides seemed a bit strange"

I beleive thats them firing from their last direction then after a timer they fire again by that time they could be
at a dofferent direction. lol thats my story and im sticking with it
fubar
fubarpk
Retired Moderator
15
Years of Service
User Offline
Joined: 11th Jan 2005
Location: Adelaide
Posted: 4th Sep 2018 22:50 Edited at: 7th Sep 2018 22:05
changed the menu screen for 3D text that looks allot better I think

Edited video removed for space please see further down
fubar
fubarpk
Retired Moderator
15
Years of Service
User Offline
Joined: 11th Jan 2005
Location: Adelaide
Posted: 5th Sep 2018 06:09 Edited at: 7th Sep 2018 13:22
The turrets missiles got changed again and now they finally work as they are supposed to
im thinking too dam well lol

Edited video removed please see further down

Think i should make the missiles destruct when they hit another missile with a small explosion
I also think a shield is required here. The collision routine is switched off for this demo
fubar
fubarpk
Retired Moderator
15
Years of Service
User Offline
Joined: 11th Jan 2005
Location: Adelaide
Posted: 5th Sep 2018 10:47 Edited at: 7th Sep 2018 13:24
This demonstrates the new map blink added today

Edited video removed please see further down

so today i fixed the missiles firing from the turrets now theyre too good but work as they are supposed too

Added the new screens menu/help/credits created from 3d Models
Got the Atmosphere shader working better and closer to the desired colors
And optimised allot of code. I felt like I needed to do allot as blink has contributed so much lately
with all the models and now the map I couldn't have the break I wanted lol

Very happy how its coming along tho
fubar
fubarpk
Retired Moderator
15
Years of Service
User Offline
Joined: 11th Jan 2005
Location: Adelaide
Posted: 5th Sep 2018 10:54 Edited at: 5th Sep 2018 10:58
I think the next thing to do would be replace the text with sprites
and decide on how health of the heli will be dealt with and finally
progress onto making levels. As the levels are randomly created
I could change the variables in the generation to have more turrets
as levels increase that's one way I was thinking of increasing difficulty
perhaps more turrets less trees in the level increases.

Still yet to decide on what to do with the health of the heli now the turrets
are so good at shooting the heli perhaps a damage factor

what do people think?


fubar
Cliff Mellangard 3DEGS
Developer
14
Years of Service
User Offline
Joined: 20th Feb 2006
Location: Sweden
Posted: 5th Sep 2018 11:15
fubarpk
Retired Moderator
15
Years of Service
User Offline
Joined: 11th Jan 2005
Location: Adelaide
Posted: 5th Sep 2018 15:07 Edited at: 7th Sep 2018 13:23
Thanks Cliff
I thought seeing as the enemy turrets lock onto the heli so well the heli needed a gun that locked on the nearest turret and fired
This is what I have so far

Edited video removed please see further down

I think I may shoot from either side of the heli that auto lock on the nearest target to them atm only one gun
fubar
fubarpk
Retired Moderator
15
Years of Service
User Offline
Joined: 11th Jan 2005
Location: Adelaide
Posted: 5th Sep 2018 16:53 Edited at: 7th Sep 2018 22:05
I thought ide throw together an intro showcasing what we have so far
Its not final as there is many changes that can be shown in the intro
yet but I thought it was a good way of showing whats been done. After
seeing all of cliffs great videos i wasnt sure if i was playing the game or
it was just a movie. Well done Cliff when you read this

Temp Intro to blockLifter

Edited video removed for space please see further down
fubar
GarBenjamin
AGK Developer
3
Years of Service
User Offline
Joined: 30th Nov 2016
Location: USA
Posted: 5th Sep 2018 18:32 Edited at: 5th Sep 2018 18:33
The visual design you chose is excellent and it all seems well implemented. Looking forward to it being ready for some playtesting to see how it plays!
fubarpk
Retired Moderator
15
Years of Service
User Offline
Joined: 11th Jan 2005
Location: Adelaide
Posted: 5th Sep 2018 19:03 Edited at: 7th Sep 2018 13:23
Thanks Gar Im trialing the BlockLifter with 3 guns atm that auto target hoping that makes it a little easier when you
fly into an area full of turrets. Its only fair the turrets auto target lol Also best for mobile this way im hopeing to keep the
controls simple

Testing gameplay The heli now has a damage factor fly back to a helipad and your ship is restored. The turret range
is also less than the heli range so moving slowly is the key

Edited video removed please see further down

The heli changes from green to red gradually depending on damage as a damage indicator and there is a fuel icon that shows
up when you are low on fuel
fubar
Green7
14
Years of Service
User Offline
Joined: 23rd Nov 2005
Location: Switzerland
Posted: 6th Sep 2018 07:58
You could add a partial energy shield , maybe the size of a quarter circle or less, and position it around the heli by tilting the phone. for example if you tilt the phone to the front, the shield is in teh front an so on. imagine peoples wiggling the phone when fending off projectiles...
fubarpk
Retired Moderator
15
Years of Service
User Offline
Joined: 11th Jan 2005
Location: Adelaide
Posted: 7th Sep 2018 07:23 Edited at: 8th Sep 2018 04:04
New gameplay improvements, new menu and thanks to blinks help new special effects and media
New video as of 8/9/2018 at 645am (UTC +9.30 time zone)

Edited video removed for space please see further down
fubar
fubarpk
Retired Moderator
15
Years of Service
User Offline
Joined: 11th Jan 2005
Location: Adelaide
Posted: 8th Sep 2018 00:55 Edited at: 8th Sep 2018 04:17
New Menu
New Explosions
for both the turrets and block lifter and fixed the bug physics had on the exploding objects with missiles
Edited on 08/09/2018 at 1230 UTC +9.30

fubar
GarBenjamin
AGK Developer
3
Years of Service
User Offline
Joined: 30th Nov 2016
Location: USA
Posted: 8th Sep 2018 05:02
Awesome work fubar! This is looking excellent. The aesthetic is super cool. It is very simple yet the limited colors and contrast make a very cool very unique look and that animated backdrop (I guess one of your shaders) really tops it off!
Nice touch with the chopper turning red when it is crashing too. Well done!!
fubarpk
Retired Moderator
15
Years of Service
User Offline
Joined: 11th Jan 2005
Location: Adelaide
Posted: 8th Sep 2018 05:41
Thanks gar

The chopper has 3 visuals
1>The chopper gradually changes from green to red depending on damage
2>The chopper changes texture when it has a full load of blocks (thanks to blink)
3>There is a yellow and red status for low on fuel an icon attached to the heli which shows up

Quote: "that animated backdrop (I guess one of your shaders) "

Thanks sure is getting colors right was the main issue and I had a blue 2D shader to go on

Blink has some great contributions I don't think it would be looking this good otherwise. I think I can
get some artwork looking good but not 3D but I can now do simple stuff in blender now like create 3D
text with any font

Everything is placed randomly at the vertex locations of the globe but the problem is every time I try to
make a video the helipad is surrounded by turrets. Fortunately the helipad fixes all damage
fubar
blink0k
Moderator
7
Years of Service
User Offline
Joined: 22nd Feb 2013
Location: the land of oz
Posted: 8th Sep 2018 06:41 Edited at: 8th Sep 2018 06:49
Haha! It's very satisfying when those turrets blow up into pieces! Rotten things they are!

Maybe if a point is near a helipad it cant be used for a turret

It brings new meaning to the phrase "I'm gonna blow you off the face of the planet!"
fubarpk
Retired Moderator
15
Years of Service
User Offline
Joined: 11th Jan 2005
Location: Adelaide
Posted: 8th Sep 2018 08:23 Edited at: 8th Sep 2018 08:24
Quote: "Haha! It's very satisfying when those turrets blow up into pieces! Rotten things they are!"

I totally Agree hahahah

I now check the distance of the northern helipad (start location) and if it tries to place a turret there it now plants a lovely GREEN tree
fubar
fubarpk
Retired Moderator
15
Years of Service
User Offline
Joined: 11th Jan 2005
Location: Adelaide
Posted: 8th Sep 2018 13:51 Edited at: 8th Sep 2018 14:54
I made two other sprites by cutting them out from blinks early example
I wanted to see how theyd look without moving the map


As you can see im no artist but i think it is possible to get to look good
by having them placed on the right hand side only. But perhaps if the holding
one thats the box icon top corner is made to hold 12 instead of 10 and the other
one I created from the example the home icon redone as the shapes at the end
are different.

Need blinks feedback here he is such a talented artist and hes the one designing
the final sprites. I would've left it as text lol

Or perhaps redesigned in this style


See what happens when I have too much time on my hands lol
fubar
fubarpk
Retired Moderator
15
Years of Service
User Offline
Joined: 11th Jan 2005
Location: Adelaide
Posted: 9th Sep 2018 02:01 Edited at: 11th Sep 2018 00:18
I thought ide have a try at making sprites not quite as good as blinks sprites but think they work well
Now the home helipad doesnt place turrets around it and improves gameplay in the start
Game Play Test
Edited Video removed for space please see a later post

fubar
blink0k
Moderator
7
Years of Service
User Offline
Joined: 22nd Feb 2013
Location: the land of oz
Posted: 9th Sep 2018 02:46 Edited at: 9th Sep 2018 02:47
That looks pretty good. Unfortunately my free time has been taken away by work atm

As a suggestion: I would take the other chopper and try turn it into a baddie so it would fly around the world and shoot at you
fubarpk
Retired Moderator
15
Years of Service
User Offline
Joined: 11th Jan 2005
Location: Adelaide
Posted: 9th Sep 2018 12:27 Edited at: 11th Sep 2018 00:18
Thats ok blink im grateful for all the help and suggestions you have given so far
Quote: "As a suggestion: I would take the other chopper and try turn it into a baddie so it would fly around the world and shoot at you"

I actually have been refraining from doing that I thought it may be too hard as I am using angles not movements but that was more possible
than I Thought. I now have a enemy heli that flys around the planet across the x axis it attempts to move toward the blocklifter on the y axis
it just moves forward and if in range shoots.
Quote: " angles are confusing check this angle when you mean that angle and rotate that one when you want that one to rotate lol it works"

Edited Video removed for space please see a later post

Quote: "atm the enemy heli starts off at the same location as the blocklifter"


how I setup the enemy heli


how I move the enemy heli

Quote: "Such a small piece of code but a big headache lol"

The box is what everything rotates around and they are fixed to it except the blocklifter you control

Think its becoming very much a 3D shooter

@blink can you remember the offsets for the heli blades and tail I cant find it in old code or emails
Thanks blink I just edited the video and the heli works great
fubar
blink0k
Moderator
7
Years of Service
User Offline
Joined: 22nd Feb 2013
Location: the land of oz
Posted: 9th Sep 2018 21:01
I think the top blades you can just fixtoobject as is. the tail is
fubarpk
Retired Moderator
15
Years of Service
User Offline
Joined: 11th Jan 2005
Location: Adelaide
Posted: 9th Sep 2018 21:51 Edited at: 9th Sep 2018 22:01
Quote: "I think the top blades you can just fixtoobject as is. the tail is"

Thanks ive now got the enemyHeli doing a flyby shooting lol
fubar
fubarpk
Retired Moderator
15
Years of Service
User Offline
Joined: 11th Jan 2005
Location: Adelaide
Posted: 10th Sep 2018 02:48 Edited at: 10th Sep 2018 02:52
Quote: "Preparing for beta testing so ive been getting it ready for mobile use had to make some changes like turn off the shaders updating,
it will still look the same just not move il play with the settings some time. My old mobile it slowed frame rate too much added
buttons and some other changes to make mobile ready. Should have a beta test uploaded by the weekend"

fubar
blink0k
Moderator
7
Years of Service
User Offline
Joined: 22nd Feb 2013
Location: the land of oz
Posted: 10th Sep 2018 02:59
Have you tried using the accellerometer as a control mechanism?
fubarpk
Retired Moderator
15
Years of Service
User Offline
Joined: 11th Jan 2005
Location: Adelaide
Posted: 10th Sep 2018 03:17
Quote: "Have you tried using the accellerometer as a control mechanism?"

In the past yes but still may do it that way yet just need to think how im going to incorporate that this time.
Note its allot easier when friction and velocity hasnt already been implimented, I just need to play around
more to get an algorythm that works. Intially that was the plan
fubar
fubarpk
Retired Moderator
15
Years of Service
User Offline
Joined: 11th Jan 2005
Location: Adelaide
Posted: 10th Sep 2018 04:06 Edited at: 10th Sep 2018 04:14
I can get a rough direction angle with the phone like this


but how can i take advanatge of those variables using the angle as a float
don't worry getDirectionX and getDirectionY solves it
fubar
blink0k
Moderator
7
Years of Service
User Offline
Joined: 22nd Feb 2013
Location: the land of oz
Posted: 10th Sep 2018 05:25 Edited at: 10th Sep 2018 05:32
I'm not sure if this comes with the AppGameKit examples or i found it on the boards

I used it (For a ping pong bat) like so : GetDirectionYOffset(0.01, 64 )

fubarpk
Retired Moderator
15
Years of Service
User Offline
Joined: 11th Jan 2005
Location: Adelaide
Posted: 10th Sep 2018 08:31
Thanks blink0k

I got it working like this
fubar
fubarpk
Retired Moderator
15
Years of Service
User Offline
Joined: 11th Jan 2005
Location: Adelaide
Posted: 10th Sep 2018 19:35 Edited at: 11th Sep 2018 01:43
1>Changed the smoke particles image I think they are more suited now
2>And the atmosphere shader is just an image in this one. (found it way too slow on my old phone)
3>And the video shows using the gyro but emulated with pc
4>Still cant shoot the enemy heli he just hangs around like a bad smell shooting at you from a distance lol
5>Fixed a few bugs and now when you have rescued 20 blocks you go to a new level

Quote: "Anybody with a google play account that would like to be a beta tester just let me know your google play email so I can add you as a tester"
fubar
fubarpk
Retired Moderator
15
Years of Service
User Offline
Joined: 11th Jan 2005
Location: Adelaide
Posted: 12th Sep 2018 02:11 Edited at: 12th Sep 2018 02:12
BlockLiftter 3D Trailer
fubar

Login to post a reply

Server time is: 2020-08-05 02:58:49
Your offset time is: 2020-08-05 02:58:49