Main Menu
Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - neo187

#2
Hi Robert

Thanks for the suggestions. I should be able to add a degree input to the rotation dialogue for the next version, which will hopefully come out soon (I'm particularly busy at present)...

Another user suggested integration with Bones, I haven't used Bones a lot, if you have an idea of what would need to be linked to the project, which of its functions exactly you'd like to have plugged in the editor and what in the Bones library does them, you can PM me and I'll try look into it!

Alternatively, you know that you can open up the scene text files generated by the Editor and see coordinates and sizes of all the objects in the scene? There's a file in the distributable that helps you figure out where the data is in the file... You can use that information to have a rough idea of where to place your Bones objects in code...
#3
Thanks all for the feedback.

Zambbi, the .mtl file is by default assumed to be of the same name as the .obj one and to be located in the same directory! Could you elaborate on how you think the camera could work better than it does? What exactly did you find unsatisfactory?

Robert, the rotation dialogue is simply feeding your input values into the JPCT's Object3D.rotate... function, which, as per JavaDoc:

QuoteRotates the object's rotation matrix around the y-axis by the given angle w (radian, clockwise for positive values). This rotation is then applied to the object when it's rendered the next time.

Is this not what you need?
#4
Projects / Re: Forgotten Elements 3D
February 20, 2012, 11:26:24 AM
Really impressive! Great work! How many people were involved in this project?
#5
Quote from: EgonOlsen on February 12, 2012, 08:36:40 PM
Quote from: neo187 on February 11, 2012, 08:30:16 PM
pressing the top, left, right and bottom tips of it makes the character move in relation to the camera?
"Pressing" is the key word here...i'm used to slide on these virtual sticks but if you do this here, it's impossible to control. Maybe simple direction keys would be better.

Thanks for that input. I've amended the thumbstick behaviour to act the way that I think you are describing, now it responds to sliding movements as well and it's also a bit smaller so that it can mimic a thumbstick by following your finger as you move it, this should make it a tad more intuitive to control the character I hope...

Thanks again for your comments!
#6
Mmm well I give a gameplay guide in the 'controls' section of the menu (it can be accessed anytime by pressing the Menu key)... maybe i should expand on it more...

There's a thumbstick icon on the bottom left corner of the screen? pressing the top, left, right and bottom tips of it makes the character move in relation to the camera? and pressing the camera icon gives you different view angles of the room? the tumbstick would always start movement in relation to the current angle...

Please feel free to suggest ways you think it could play better...otherwise thanks again for checking it out!
#7
Quote from: Hrolf on February 10, 2012, 02:34:49 AM
I love this idea! If you could make more like you were actually talking to the girl it could be really powerful. So she says 'help! I'm stuck in this room what shall I do?' and you say 'calm down, look around you'...

...thinking about it, that would be quite hard to do...

Anyway, good work! Looks good.

Thank you! Well the idea behind the project was really to demonstrate the potential of the use of speech in games, which can potentially be very fun and involving!

The technology out there is not yet advanced enough for anyone to just speak naturally to a device and the engine to always interpret that accurately... But when it gets more powerful then imagine a similar game with much more complex algorithms/AI/word associations.... it could really feel like you're talking to a real person through a screen!
#8
Quote from: EgonOlsen on February 09, 2012, 04:20:59 PM
Yes...i looked at it, started to pull it using the touch controls, it started to move and then...*bang*.

Fixed. Thanks for the report.
#9
Yes sure, do add it. Have being trying to reproduce the error with no luck  :-\ So you just touched on the briefcase when the view was on it?

Thanks again for checking it out.
#10
Hello all

I have just released the beta version of a short demo that I have been working on for a student project. Would love your comments or any bug reports.

Subject 17 plays as a retro style adventure game, where the point and clicking can be replaced by the use of speech. As you manouver the character through the environment you can use the Google Voice facility to speak to the character and give her instructions, for instance to ask her to check an area or to use a particular item (Voice Search needs to be installed for the game to be played with voice, otherwise it can still be played simply with touch gestures).

Subject 17 tells the story of a young girl who wakes up in locked bedroom with no recollection of how she arrived there.

The game was targeted towards lower end devices (like my one :) ) So polygon count/texture resolution have been kept to a fairly low level, this may change in the next release.

YouTube Game Trailer.










Android Market page.

Game Walkthrough.

The game was made mostly using the jBrush level editor for JPCT.
#11
Lol, that was a quite informative and totally understandable rant.... Things do seem to act randomly at times on the Android... and yes, as a matter of fact the way I was making the objects reappear was by calling .animate(0, ....) on them upon resume... I originally thought that maybe this was linked to the Animation.setCaching method somehow? But never investigated it...

Glad I helped you discover this!
#12
Thanks Vi_O! That seems to have done the trick actually! I needed to have a statement for ACTION_CANCEL which I didn't and I needed to make sure to always return true.... Following the HelloWorld template I was actually returning super.onToucheEvent... Now at a slow framerate the ACTION_UP may register with a bit of a delay but from a small test it seems to always register.

Thanks again!
#13
Right, I've narrowed it down.....the culprit seems to be the actual animation indices for animated objects.... I don't quite know how this happens since I am pausing all threads when onPause() is called and I actually reset the tickTime upon resuming... but the animation indices during the pause are somehow being assigned values (i haven't checked the actual values) that make the objects disappear (still .OBJECT_ VISIBLE though).... so using a function that resets all indices to 0 when resuming makes up for the problem....

I don't quite know how this happens as I am sure that I am not animating anything while onPause() but there you go, just in case anyone else may ever encounter this issue...

Thanks Egon for your pointers!
#14
Hi all

Very curious thing happens here. So I am following the exact same structure as the HelloWorld template, whereby the Activity gets backed up in the 'master' field so as to not being re initialised from scratch when the context changes...

Nothing bizarre happens when I start an input activity which leaves the GL context in the background (basically as a widget on top of the game) but if I leave the game completely (say due to a call) and return to it from outside, then all is fine apart from Objects with keyframe animations attached. They become invisible. You can still though turn them to OBJECT_VISIBLE manually and the animation would play as normal, but I just find it curious that everything else returns normally whereas animated objects become invisible....


Is there a reason for this?
#15
Hi all

This is not strictly a JPCT query but rather an Android programming one....but I can't seem to find any info on this and maybe someone has come across this same issue.

I am currently using onToucheEvent to register all kinds of touch inputs... In my game I am using both ACTION_DOWN and ACTION_UP to trigger certain events....

Sometimes a frame rate  drop can lead the application to not detect an ACTION_UP event following and ACTION_DOWN, so for actions where holding down a button and then releasing it make stuff happen this becomes problematic...

Is there a way to get round this issue? Basically a way to check at any time whether there is a finger on the screen or not, so as to make up for lost touch.up events?

Thank you very much