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Messages - Jonas

#1
QuoteSorry about the in-game help, it was yet another thing I had to scrap because of time constraints

I guessed that..would be the first thing to scrap for me too ;D. Not a problem though, controls and everything is pretty straight forward!
#2
Tryed it out today, nice!
Didnt find anyone to fight against though :( so I cant say much about the gameplay.
Fighting myself wasnt all that fun ;D

Did work fine for me on vista.
Oh and the in-game help doesn't work ;D
#3
Projects / Re: Robombs
September 28, 2008, 02:22:06 PM
Cool clone :)

I especially like footballing bombs ;D, adds a nice twist to the game.
#4
Projects / Re: Flier Match
August 24, 2008, 09:51:43 AM
Quote from: fireside on August 24, 2008, 12:33:24 AM
I guess it's ok to talk to the applets from the host where the applets got downloaded, but applets can't talk to each other.

I think signed applets do allow other connections..but not a 100% sure.
#5
Support / Re: How to make a HUD?
August 24, 2008, 09:46:56 AM
If your using software mode you could use Swing/Awt to make GUI's too.

In hardware mode that is a bit more tricky..I think Fenggui is pretty easy to use for basic GUI stuff then.

Of course, if you only need lifebars/other simple stuff then drawing them using an Overlay is probably the most simple approach.
#6
Well I guess it pretty much depends on what kind of project your shooting for, especially when it comes to
game state broadcasting.

The way I'm going to approach it is something like:

1.) Have a ManagedObject which represents/wraps a jpct-World object(arena, battlefield, dungeon..whatever).
2.) Add a ScheduledTask to that ManagedObject which broadcasts gamestate using a channel(if its turn based/slow just use normal messaging)
3.) Add a ScheduledTask per server controlled object doing things like AI/physics..
4.) Players can join these areas. Every player that joins gets added to the channel to receive gamestate
5.) Per player use a ScheduledTask to poll user input from time to time(using a queue or somesuch)
6.) Per player use another ScheduledTask to do things like physics

I'm currently having a look at sgs too, I just didn't have the time to actually implement jpct serverside yet. So this is pretty much best guess:). In a week or two i'll have a go at it I hope.
I'm pretty sure integrating jpct should be pretty easy, though. I'm a little bit more concerned about the protocol(game state etc) ;D.
#7
Hi

Do you plan to use jpct client-side or server-side?
If youre using jpct just client-side there won't(and shouldn't) be too much integration between Darkstar and jpct.

A very simple approach would be to have darkstar put received messages into a queue
and then have them processed by another thread responsible for game state update and maybe rendering.


#8
Projects / Re: Finally...
May 13, 2008, 09:59:06 PM
hey thats looking quite good alrdy :).

How are you handling collision on the server(to define which boxes explode)? some kind of headless jpct mode?
#9
Projects / Re: Collada loader
April 24, 2008, 07:01:16 PM
Hi

Another one of my little (tools)-project thats most probably never going to be finished ;D: My WorldEditor.

WEdit was meant to be a little tool to help create and later adjust maps/levels on the fly while my game was running.

Well...I didn't really get too far ;D (the GUI is beautifull isn't it?;D)

Flat terrain with one object placed
Same scene after some hillraising
Same with another perspective and some lowered terrain
The "arrows" are used to finetune position/rotation of objects
Terrain generated using random java

I'll probably first work on the server and player client befor taking up work on the editor again. Having a better vision of how the game actually works is probably going to be beneficial :). A lot of necessary plumbing work has alrdy been done. Things like terrain tile painting would only require a lot of GUI work, which I don't really like. But thats probably going to be first thing ill do next.





#10
Projects / Re: Finally...
April 11, 2008, 10:48:50 AM
Cool stuff, I love bomberman!!!

I guess the levels will be simple enough that ASCII works well.

Defnitly needs stuff added that can be blown up ;D
#11
Support / Re: Google sketchup support
March 28, 2008, 04:11:28 PM
blender.org -> google is your friend ;D
#12
Hi

Works fine for me -> soundblaster live!

Cool stuff.. ;D
#13
Support / Re: Get vertices of a polygon
March 17, 2008, 08:04:31 PM
Hi

Aye this works. Thanks
#14
Support / Get vertices of a polygon
March 16, 2008, 08:35:49 PM
Hi

Is it possible to find out which vertices belong to a polygon? So I can then use a vertex controller to manipulate those..

thanks


#15
Support / Re: changing alpha when blitting a texture
March 15, 2008, 10:15:08 AM
hi

I think you could use the new overlay class to do that.

Or create a billboarded plane, add the texture to it and raise the objects transparency instead of the textures transparency..

Or just use graphics to manipulate the image the texture is made of.