My game for Android

Started by Thomas., August 27, 2012, 09:20:03 PM

Previous topic - Next topic

abed2000abed

Can I please ask you how you draw this very nice game , meaning what the tools you use to draw then export it to android application

i try to draw human and Move fingers this project for convert Text-to-sign language , thanks for your help :)

Thomas.

I don't get your question... Which software I'm using for 3D graphics? 3Ds max 2012...

abed2000abed

ohh sorry what i'm try to doing convert Text-to-sign language , as you know sign language need to change hands and the face in some how , what i can use to start doing this in android i should be use 3Dmax and export it and import it to Eclipse , or if you know another way

Thomas.

I think bones will be the best way, but I have no experience with this... how you can do it can be found here.

http://www.youtube.com/watch?feature=player_embedded&v=G3MLLsaKKxI

abed2000abed

Thanks a lot i will try to found best way for it :)

Thomas.

#20
These are the two new screens from the game. Lights are created by build-in map editor. Currently I am working on dynamic shadows. With a friend, we invented the game's logic, but I did not get to implementation yet.


I am going to upload the video of current state tomorrow ;)

EgonOlsen

So...it's no longer a fps game anymore (just asking, because you've mentioned a few post before that you would like to turn it into something else)?

Thomas.

#22
Yes, it will be logic game with time travel. Maps will be simple because I would like to be able to create levels in build-in editor. I do not want to spend the years of the completion of the game ;)

Thomas.

#23
So here is first public video. It shows basic movements, water, some interactive objects, build-in map editor (only lights now), menu and not completed dynamic shadows. Please excuse the quality of the record...

http://youtu.be/e0BFkRQChCk

EgonOlsen

Nice work! It's good to see that it's supposed to become a real game now, not "just" a tech demo. Your project was very beneficial for jPCT-AE because it pushed the limits.

Thomas.

Thanks, good to see that someone likes my work :)

Thomas.

#26
Map editor now supports also particle emitters. This required scrollable list, so it is also new implemented thing.

Thomas.

#27
I forgot to upload image of particle emitter editor, so here it is. I have also implemented the menu switcher, I was inspired by the Android 4.0 ones. I expanded the possibilities of lights (automatic discard distance, max intensity, max normal attenuation,...). For now I have enough creation of the menu and the map editor. The next thing will be possibility to return back in time. I have postponed it, because I have to rewrite some parts of the code.


EgonOlsen

Quote from: Thomas. on January 16, 2013, 09:27:15 PM
The next thing will be possibility to return back in time.
Once you managed to do that, don't forget to write down the lottery numbers... ;)

Thomas.

#29
So, my level loader is rewritten and supports multi-core CPUs. But differences between single-core and multi-core is very small, much much smaller than I expected. Anyway, rewritten level loader is three times faster, than the one written more than year ago. Next thing, warning and error logs are saved in file for better debugging on many devices... and all logs are showed in dev section for my testings. Next. Interaction and crazy links (open door -> timer -> particles -> turn off lights) are ready to record, time travel is coming ;) ... Now I have to finish school project, artificial intelligence, I chose simple TicTacToe AI, so I'll soon be able to work on the game. There is nothing new to show. Maybe just new ListBox (same as C# + autoscroll and text wrapping). Scroll over thousands items without any lags :)