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AppGameKit Classic Chat / MicrosoftAction a game in progress

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fubarpk
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Posted: 9th Jun 2019 10:56 Edited at: 10th Jun 2019 03:47
Its no where near complete but figure this is the best place to share as il share code snippets later

but the idea is to work your way through the Microsoft Building full of zombies until adventualy
you come across bill gates at the top floor. you mission is to get to the top and finally killing bill gates
If a zombie sees you he will attack thats the red eyesight view your seeing not sure if il keep it
The graphics uses some of the shared graphics from fps creator and some cute things designed by
blink the lift and the zombie for example

Edited added walls and windows


Im planning on keeping the colour scheme in a sort of elevator action style as its more a less a 3d
version of it but the concept of destroying a microsoft building was a concept i had a long time ago
that i only put on a todo list.

Any suggestions or ways this could be improved is greatly appreciated
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Zigi
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Posted: 9th Jun 2019 12:16
Though you probably don't want to mention Microsoft and Bill Gates in the game for real if you want to publish the game.
Using the names of real people and companies especially if we are talking about destroying and killing is not something anyone would tolerate but big companies like Microsoft and rich people like Bill Gates do have the power to rape you and force you to remove the names from the game or force stores to pull your game from the shelf if you self hosting maybe even force web hosting companies to shut your website down..etc if your game really draw the attention of Microsoft and it is really bothering them.
You want to be careful there
Keep the concept but change the names even to something obvious like Microsaft and Bold Gates or something. Everyone would still get the idea but legally there is nothing M$ or Bill Gates can do against it.
fubarpk
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Posted: 9th Jun 2019 16:55 Edited at: 9th Jun 2019 17:04
@zigi I totally agree just was letting people know the concept here might not even call him gates at all it might just be some nerd with glasses
and calling the game Macrosoft or something
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Ortu
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Posted: 9th Jun 2019 23:46
William Portculus of Littlefluff Inc
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: 15th Jun 2019 15:55
Havent done much to this been wondering how best to have the zombies move around
I think I might have a try at basic path finding. So I started some code to just create some
3D boxes and im attempting to draw where they exist on an image with everywhere else
being white

Then the plan is for the pathfinding algorithm to move ie a box around the white parts
on the radar sprite area as that will be possible paths and use a sort of pac man approach
to work its way around the map

Very open to suggestions here and any help would be greatly appreciated
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Rick Nasher
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Posted: 15th Jun 2019 18:07
Ghe-ghe-ghe. This sounds remarkably similar to a game I'm working on (well, off and on), )since my Blitz3D days and which I'm porting to AppGameKit, but minus the MS/ BG parts. Lol
Hence my interest in lighting and multiplayer networking.

Guess Rupert Sheldrakes theory of morphic resonance is still effective!
fubarpk
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Posted: 16th Jun 2019 05:55 Edited at: 20th Jun 2019 03:18
Im thinking It could also be done with limited 3d Movement but more like a 3D Elevator Action
edit video removed for space
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blink0k
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Posted: 16th Jun 2019 23:45
It's almost like a 2D, side scrolling, platformer
fubarpk
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Posted: 17th Jun 2019 00:26 Edited at: 17th Jun 2019 00:34
thanks Blink
yes was thinking that could save allot of problems with pathfinding doing it that way
and could collect things on the way and perhaps escape out the roof in a helicopter
Certainly easier than the first concept

Still very much a concept tho

not sure if you saw this https://play.google.com/store/apps/details?id=joust.eggs
but that worked quite well as a 2D scroller converted to 3D

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Rick Nasher
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Posted: 17th Jun 2019 00:55 Edited at: 17th Jun 2019 01:02
I already have a building with working elevators and stuff modeled few years back. I thought was pretty awesome..
Some issues and work kept me from continuing but still on the table to finish.

I also incorporated an elevator in my Universal 1st/3rd person AppGameKit framework(without physics) wip(unreleased version), just to see if works the same in AppGameKit and it's pretty nice
fubarpk
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Posted: 17th Jun 2019 01:10 Edited at: 17th Jun 2019 01:32
Looks great Rick
My main issue atm is designing the world layout, think i know basically how i want it to look
i thought i could save the objects seperately in blender and just have several copies of each
for now. Well that worked but thought now i want to tidy that mess up and thought the true
world coordinates could be obtained to quickly write a text file out

the line
writeline(fw,"bookshelfA_1.obj"+" "+"bookshelf_D2.png"+" "+str(1)+" "+str(GetObjectAngleX(obj))+" "+str(GetObjectAngleY(obj))+" "+str(GetObjectAngleZ(obj))+" "+str(GetObjectX(obj))+" "+str(GetObjectY(obj))+" "+str(GetObjectZ(obj)))
writes this
bookshelfA_1.obj bookshelf_D2.png 1 -0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
when what I want
bookshelfA_1.obj bookshelf_D2.png 1 -0.000000 0.000000 0.000000 -25.90 78.753 1.9665

using worldx worldy worldz does the same
I think i may have to use a calculation with minx and maxx etc to get the world coords any thoughts?
nope (maxX-minX)/2.0 didn't give the centre as I expected might just have to recreate the scenes or
manually edit my text file. The reason I tried to use blender it was far easier to align the objects than
it was in my placement editor which is far from finished
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blink0k
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Posted: 17th Jun 2019 02:15
I think my Scene project did that
Phaelax
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Posted: 17th Jun 2019 02:37
The idea would've worked back in the 90s when we had games like kill bob saget and whatnot. But today people are so sensitive and takes things so seriously, you might wanna consider changing the names.
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blink0k
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Posted: 17th Jun 2019 03:04
I thought you could make it quite funny.
The zombies could be just overworked employees who ask you dumb programmer questions or "Where's the coffee?"
You could kill zombies by shooting know windows bugs at them "Blue screen of death" etc
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Posted: 17th Jun 2019 05:32
That sounds like a great idea
Def will have to have a think how best to implement that
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Posted: 17th Jun 2019 19:37
Sounds pretty cool!.

This really makes me wanna get back on the horsie. Ghe-ghe-ghe
fubarpk
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Posted: 18th Jun 2019 07:03 Edited at: 20th Jun 2019 03:19
not allot to show but did get sent a lovely program that fixed my placement problems
now I can continue to do placement in blender

Its now loading the level and making use of clones and thought ide toss in a moving
zombie. I may move the water dispensers near the lift, and have the zombies get up
from their seat and move towards the water dispensers to get a drink. but that's for
another day Might even add some deadly gunned zombies that can come out of
the lift. Lots to do need to work out the best way to get the escalators to work for
the player

edit video removed for space
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Posted: 18th Jun 2019 07:03 Edited at: 20th Jun 2019 03:19
not allot to show but did get sent a lovely program that fixed my placement problems
now I can continue to do placement in blender

Its now loading the level and making use of clones and thought ide toss in a moving
zombie. I may move the water dispensers near the lift, and have the zombies get up
from their seat and move towards the water dispensers to get a drink. but that's for
another day Might even add some deadly gunned zombies that can come out of
the lift. Lots to do need to work out the best way to get the escalators to work for
the player

edit video removed for space
fubarpk
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Posted: 18th Jun 2019 14:41 Edited at: 18th Jun 2019 15:05
been thinking more about how to achieve a basic path finding for the zombies with what i know
I could place like small marker boxes on the floor where i could point the zombies at a marker box
and move toward it, once at a marker box point to the next one. A very primitive way of moving the
zombies around. Add something like states and they can have at there computer states etc off to
the toilet etc with a list associated for each so as it would know what marker box to head toward
next

an example of how it could work
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fubarpk
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Posted: 18th Jun 2019 17:36 Edited at: 9th Jul 2019 01:48
so I have basic pathfinding for one zombie
Edited Video removed for space
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Posted: 23rd Jun 2019 23:31 Edited at: 9th Jul 2019 01:47
Still playing with path finding algorithm's
Zombie 1 drinks too much water, Zombie 2 is an exercise freak
Edited Video removed for space
Zombie 1 The black headed zombie moves towards path objects when there is a collision he goes to the next path object
This method is handy if i know what object is what hence i can get the zombie to sit etc. (still needs some work here)
zombie 2 The red headed zombie has a path created for him with one object in a scene exporter. Where the perimeters
of the object are loaded as a path. not sure if ive confused anyone, i have certainly confused myself lol The zombie then follows
the path. This is very handy as he can go any direction and always follows the path with a bit of help by calculating distance
vectors from the current location and next path point. (and ofcourse a timer or the zombie has a spasm attack sometimes lol)


Note its being made so as a scene may be created in blender and saved as group objects and then loaded into the game
so clones etc are all taken care of by definition in blender and loaded with the proggy. So adding more objects etc later should be
taking care of quite easily. the Scene exporter I used was not created by me so I don't take credit for the scene export and cant share
without there consent
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Posted: 4th Jul 2019 02:47 Edited at: 28th Jul 2019 02:41
been playing with a new shader was thinking it might work for intro scenes
its very dependant on the way the object is texture mapped but i thought ide
try the scene here

Edited Video removed please see later post

not sure i like it lol but that's the way I textured the objects as it works fine with the pcs plants and others that use a proper texture
but it uses my pixelate shader from https://forum.thegamecreators.com/thread/222027?page=3
The plan was to remove the pixelation as the camera got closer
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fubarpk
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Posted: 7th Jul 2019 11:33 Edited at: 9th Jul 2019 01:47
no new code done
but have a new boss/foreman zombie here you can see he is angry at the workers lol
Edited Video removed for space
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Posted: 8th Jul 2019 20:31 Edited at: 9th Jul 2019 01:47
At the moment I have an array of pathobjects 0 to 16 where
0 to 3 describe the movements of the left most working zombie
5 to 7 the next etc
Adventually il get them to just work as path points like the red headed
one that just walks around a set path
Edited Video removed for space
The Problem im having is with the movement with zombie 2 and 3
as you can see they go berserk.


here is the way I move them


each zombie has a movement state forward=1 moving forward forward=0 heading back to chair
forward=-1 sitting

Im hoping someone can see some error in the above code because for the life of me i cant
zombies are defined as
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Posted: 9th Jul 2019 01:50 Edited at: 28th Jul 2019 02:42
Sorted my path finding problem that I had in the above
and now nolonger use collision objects just path points
Edited Video removed please see later post
added some randomness to the time they sit, the boss/foreman gets very angry lol

now im not sure if il go back to like the original layout with heaps of desks
or continue with this style and stacking levels ontop for that 3D elevator action look

but my next thing to do is to make the escalators work, which I think I can do by using
path points the same but when the play gets to one path point it goes into an automatic
move to the escalators other path point. (thinking I may only make this possible for the player)
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Posted: 9th Jul 2019 18:43 Edited at: 28th Jul 2019 02:42
Added a player and one working escalator to nowhere lol
Edited Video removed please see later post
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Posted: 10th Jul 2019 17:54
Ghe-ghe-ghe. Stairway to heaven?
Looking cool though. Seems to be working pretty good. I'm kinda curious about the escalator: Is it really working - I mean like as in a department store- each individual step moving up? (hat probably would be really hard to achieve)
Or does just look like that from the correct angle (sideview)?
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Posted: 10th Jul 2019 23:06 Edited at: 11th Jul 2019 00:03
@Rick
It is a proper designed escalator that isn't animated so for my use no it doesn't work like the department
ones. The movement is just done by using an auto mode of using pathpoints but as im not planning a
view where you see the steps, i think this method is fine for now

but I think that if the escalator was animated it still could be done the same way. getting the player to line
up with the animation could also be done by waiting for a certain frame number in the animation before
moving
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Rick Nasher
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Posted: 12th Jul 2019 18:09
Uhuh, looking pretty cool though.
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Posted: 12th Jul 2019 20:12 Edited at: 28th Jul 2019 02:43
Thanks Rick

I decided to see what another floor level would look like I intend to have atleast 5 of them with the top
one without escalators ofcourse. I just noticed the zombies are travelling above the floor il fix that later
but the main thing is I think it would work with a transparent floor like this. What do others think?

Edited Video removed please see later post

and after added more floor levels and starting to play with the camera, beginning to look
like something
Edited Video removed please see later post
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Posted: 15th Jul 2019 09:51
Been working on the fifth floor layout
that will be much different than the other 4 floors
as it will have like the end of level bad guy in it

models i have and been thinking on the top floor are
couches and loungechairs
antique bookshelves
a round table (im thinking the henchmen could sit around it)
a globe of the world ornament
a statuette
I may try and make some kind of macrosoft logo similar to microsofts to place on wall
and use in the intro

there certainly will be allot of open space without dividers and all the computers
so what do people think would be good to add to the areas to make it look a bit busier
or do people think it wont matter if its quite open, mind you without dividers tho the
henchmen will see you easier ?

any thoughts and recomendations greatly appreciated ?

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Posted: 15th Jul 2019 10:15
Lookin good matey. Nice idea with the transparent floors
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Posted: 15th Jul 2019 10:58 Edited at: 17th Jul 2019 19:30
Thanks Blink I may make all of the above floors transparent and only have full
opaque on the current level have to have a think about how best to implement that

I tried using the Xray shader from the shader pack it worked in my test project
but not with macroaction it really behaved weirdly

thinking the top floor layout might do something like this
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Posted: 15th Jul 2019 20:57 Edited at: 15th Jul 2019 20:57
Nice looking office ... are the objects voxels ?
I'm not a grumpy grandpa
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Posted: 15th Jul 2019 21:25 Edited at: 28th Jul 2019 02:43
Thanks just ordinary objects using very low pixel images that image is from the scene splitter
which i use to convert object groups set up in blender into something that can be loaded into
position in macroaction. Credits to blink for the scene editor its really helpful The green line
around the edge is a path i have that zombies can walk around.

I made the controls arcade style so left arrow faces left and moves left, right faces and moves
right etc. Im using character controllers for the player so to get that work with my escalator
code i made it sort of an auto staircase walk. I may have to change the escalators to fix that.
I also noticed that the stairs are all one step too high
Edited Video removed please see later post
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chafari
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Posted: 15th Jul 2019 21:41
Nice look ...zombies move smooth....you could let the player to fix camera to different zombies to have lots of camera views.
I'm not a grumpy grandpa
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Posted: 18th Jul 2019 14:48 Edited at: 28th Jul 2019 02:43
thanks chafari
I didn't like the fact that only the floor above was transparent when really all objects above should be
but I thought ide play with object visibility depending on the location of the player

Edited Video removed please see later post


for those interested I have a model array and the above was achieved

the collisionID is a box that the animated player is attached to as that worked better with using
character controllers,


PS not sure if having the code above in the main loop will slow it too much on older machines
but that will do for now. I think ideally I need a shader that sets transparency of the objects
depending on a position passed to it. That may be faster not sure ?
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Posted: 18th Jul 2019 16:39 Edited at: 18th Jul 2019 16:47
Ive been playing with shaders again and reminded again I know very little of them lol

The below example code adjusts the colour of the objects depending on their y location ideally I just want
it to set the alpha channel but having probs with that and this is what I have. (writes shader from the code)


PS the idea is to give objects partial visibility
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Posted: 18th Jul 2019 21:54 Edited at: 18th Jul 2019 21:55
Very nice idea and execution.

Quote: "I also noticed that the stairs are all one step too high"

I'd actually raise the floor a bit to see a bit more of the floor below. If done well, I'm guessing you could still maintain a nice viewing angle while also seeing more without the transparent floor on top of a transparent floor fully obscuring one another, which makes for a better view?
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Posted: 22nd Jul 2019 18:50 Edited at: 28th Jul 2019 02:43
been working with the use of a shader
Edited Video removed please see later post

available here to download if you wish to try https://github.com/fubarpk/Macroaction

I think now I need to work on if i want to destroy the zombies if so would need to add death animations
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Posted: 27th Jul 2019 18:29 Edited at: 29th Jul 2019 15:18
haven't done anymore to the code as still planning what animations need adding
so I thought ide have a play with an intro/title

intro/title


EDITuploaded new version to GitHub https://github.com/fubarpk/Macroaction
fubarpk
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fubarpk
Retired Moderator
19
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Joined: 11th Jan 2005
Playing: AGK is my friend
Posted: 6th Aug 2019 07:46 Edited at: 6th Aug 2019 07:50
Havent done much more really need to add animations to the zombies and player
but I added a frame to the scene you can see it in the video below (the coloured blocks showing level)
My question is Yay or Nay ?

The plan was to use my neon glow shader for a full colour glow to the frame but left it as texture channel 1
for now as if I go the full glow would have to write a specialist shader that did the transparency thing aswell
me thinks but just for the frame.
fubarpk
fubarpk on Itch...………...https://fubarpk.itch.io/
fubarpk on googleplay..https://play.google.com/store/apps/developer?id=fubarpk
fubarpk
Retired Moderator
19
Years of Service
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Joined: 11th Jan 2005
Playing: AGK is my friend
Posted: 15th Aug 2019 10:51 Edited at: 15th Aug 2019 11:03
I redid the animations using mixamo animations and added a gun for the player attached to the rhand bone
with fixobjecttobone

Known Issues

now as you can see the zombies to the left kinda mess up before sitting but the ones to the right are fine (not sure but il fix it)
the players gun is kinda on a tilt looks a little weird
and the shader transparency doesn't work with mixamo animations so that needs modifying
and just noticed the red headed zombie isn't using his full animation

the animations are there for take hit die etc and some other weird boss animations
fubarpk
fubarpk on Itch...………...https://fubarpk.itch.io/
fubarpk on googleplay..https://play.google.com/store/apps/developer?id=fubarpk
Rick Nasher
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Joined: 25th Jul 2017
Location: Amsterdam
Posted: 16th Aug 2019 14:40
Really nice styling on the characters. Works well with the animation too.
fubarpk
Retired Moderator
19
Years of Service
User Offline
Joined: 11th Jan 2005
Playing: AGK is my friend
Posted: 16th Aug 2019 21:47 Edited at: 16th Aug 2019 21:48
Thanks rick blink designed the player and zombies and the boss I had they were all animated with mixamo
Ive only just learnt how to do that but it seems to be working now so I added a gun for the player and the
red headed security guy that patrols the perimeter haven't got shooting right yet. They do take a hit when
they actually get hit but may be some problems using kinematic objects il have to find a work around.
really need to fix that shooting I do realize its not coming out of the gun but when it did cos the gun is tilted
so where the shots. The gun is a separate object fixed to the right hand bone

fixed the animations again
fubarpk
fubarpk on Itch...………...https://fubarpk.itch.io/
fubarpk on googleplay..https://play.google.com/store/apps/developer?id=fubarpk

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