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Main forum => Announcements => Topic started by: nabz32 on 2014-Apr-21

Title: Reggie World ( Pandora , PC )
Post by: nabz32 on 2014-Apr-21
So the Server went down 
and all my Posts are gone:'(

But this GLBasic Project won´t die  =D

3D RPG Engine

Videos:
Latest Version:

I Tested this with 12 Enemys, collision with statics was always correct, but when the Player pushes towards the enemy crowd, some Enemys switched their places with adjactant enemys. I hope this sorts itself, once pushing non static objects is handled correctly.


This just Shows the circle collision with static objects, also the 0.2 rain Version, which has been updated already ( the Problem with rain was getting it nice looking without loosing to much Frames on the Pandora ).


This Demos the Day Night cycle and the 0.1 rain Version, which behaviour is closer to the updated 0.3 rain


Here are the first steps I have done on the Event Editor, a very early Version of it.
Since then many more Actions and conditions have been implemented.
Like animating objects, moving the camera, adding Items to Inventory and set Variables.
Also ANDing up to 5 different conditions for one Action.

The following Videos are very early phases I went through with the Level Editor:


( Multi Textured Walls )


( connected tiles, like a path )


( First real Editor Setup )


( Only a simple, undeveloped Engine test on the Pandora )

Current Status ( This will be updated as the game Progresses )

Collision Engine: roughly 4/5 done ( works good, but has some issues when non static Objects let themself push themselves away without a proper weight handling )

Vegetation Engine: DONE ( Stomping down grass and rainy grass work, but I Need to make some new BMPs to really Show it off )

Level Engine: DONE ( Scrolling is calculated ressource greedy and works at any movement rate, diagonal Tiles, Multi textured walls, create new tiles... )

Static Object Engine: DONE ( Animateable rotateable, almost freely positionable and tilebased )

Enemy Engine : roughly 1 / 5 done ( Spawning Enemys, calculating enemys to some extend )
-> Next here is the Enemy Kind Editor.

Item Engine : roughly 3 / 5 done ( Create new Items, rename them, select an item-sprite, edit the stats they will alter and set them to usable, equipable or just to carryable ( for keys etc. ) )
- > Next is designing and drawing the Inventory.

currently working on
Item Engine.

Thanks to

All People who are posting on this great board, despite its unstableness.

Extra thanks to the super moderator Kanonet who got me to rethink some of my strategies for the better, by giving the right hints.


An extra extra thanks goes to Gernot, who spended and spends so much time for developing this awesome Piece of Software called GLBasic.






Title: Re: 3D RPG Engine for Pandora
Post by: Ian Price on 2014-Apr-21
Thankfully you came back! :D

Keep us upto date with your progress.
Title: Re: 3D RPG Engine for Pandora
Post by: SnooPI on 2014-Apr-21
Quote from: nabz32 on 2014-Apr-21
But this GLBasic Project won´t die  =D

yeah!   :booze: :booze:

Quote from: nabz32 on 2014-Apr-21
An extra extra thanks goes to Gernot, who spended and spends so much time for developing this awesome Piece of Software called GLBasic.

I confirm : not totally perfect but awesome and powerful   :good:
Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2014-May-05
Some Updates:
I am almost finished with the inventory ( Only need to Change controls for selecting Items from mouse to dPad ).
The Inventory is sorted after equip categories. It is possible to assign non Equip items to three fast use spots.

I improved some Actions and added more to the Event Editor.
Map transitions, Event movement and camera movement are now working.

Added additional stats to object types, such as LightSource and Scale Factor.

Added World Editor, currently allows you to assing Maps to worlds, also World Variables can be renamed or set for new game start.

Here are some screenshots from the graphically unspectacular, but working inventory,
the Item Editor and a shot using lighting and the camera movement Action from the Event Editor.

Next up is the Enemy Editor.







Title: 3D RPG Engine for Pandora transforming into 3D Jump and Run Engine
Post by: nabz32 on 2014-Aug-28
Hello again,

I have opened a new branch to my rpg engine, so it can serve as jump and run engine.

Added a Box Editor / placement editor. Added simple box shadows and player shadow.
Added proper box collision routines.
finished the enemy editor / placement editor. Implemented proper hit detection routines.
added Terrain ghosting when it blocks the view to the player.
Added acceleration and mommentum to the players movement.
Added X Z rotation to the player when he stands on a slope.
Added speed gain / loss when walking on a slope.
Added controlable camera rotation.
Rewritten the event execution engine.
Added Effects ( mostly 3d plains with animated texture ).
Removed the lawn effect for now ( drops the frame rate to much on the Pandora ).
Made the whole engine compatible with maps of any size.

Working on:
Allowing boxes to move, so they can serve as platforms.

Latest videos (older to newest ):






Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2014-Aug-30
-Finished implementing moving boxes ( each box can have up to 10 WayPoints ).
-Added coins.


Here is a video:


The speed on the pandora during the scene with many coins, didn´t change much while rendering those.
Title: Re: 3D RPG Engine for Pandora
Post by: Ian Price on 2014-Aug-31
Coming along very nicely :)
Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2014-Aug-31
Thx!

I will add the jetpack next
Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2014-Nov-02
I added many new things:

-a MotorCycle
-Event System is now fully capable of producing variation rich NPCs and is more detailed controlable in general than before.
-Block shadows are updated now for moving blocks
-Improved the collision system to go better with high frameskipping
-Portable jump spring like the ones in Super Mario World on the SNES
-Concept for the whole story finished

Some Videos showing a WIP Leveldesign and some NPC interaction tests:



Thx GLBasic for being so awesome =D
Title: Re: 3D RPG Engine for Pandora
Post by: Marmor on 2014-Nov-02
great
Title: Re: 3D RPG Engine for Pandora
Post by: matchy on 2014-Nov-03
Super neat.  <3 Not sure what sort of feedback you'd like but I really like it.
Title: Re: 3D RPG Engine for Pandora
Post by: Ian Price on 2014-Nov-03
That really is coming on a treat. Nice one  :good:
Title: Re: 3D RPG Engine for Pandora
Post by: Kitty Hello on 2014-Nov-03
It's amazing.

Gesendet von meinem GT-N7100 mit Tapatalk

Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2014-Nov-04
Thx for all the praise :)

I made another video showing the jump coil and the motorbike:

Title: Re: 3D RPG Engine for Pandora
Post by: bigsofty on 2014-Nov-04
Cool stuff, very Nintendo'ish!  =D
Title: Re: 3D RPG Engine for Pandora
Post by: Slydog on 2014-Nov-04
Love this!  :good:  Coming along very well.
Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2014-Nov-07
Added new features today :)

-Replaced the fog with my own pseudo fog ( Better control of the actual Fog Position and the ability to offset the fog etc. )
-Added custom texturable skyboxes to the leveldata
-Added animations for tile textures, right now only up to 4 frames.
-Added flickering option for lights.
-Added option to input the start map and start point for the campaign.
-Added option to define Waterheight and Watertexture for each map.
Title: Re: 3D RPG Engine for Pandora
Post by: Marmor on 2014-Nov-07
Kannste mal aufhörn , ich krieg komplexe :D
Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2014-Nov-07
Here is also a screenshot of the new "fogging" =D:
(http://www.fotos-hochladen.net/uploads/skyboxandfog4xz1ic2lmh.jpg)
Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2014-Nov-19
More stuff!

-Added rails and mine carts.

-Added new Inventory system.

-Added swimming.

-Added the option to add music to each Level in the editor.

-Added an exit / entrance system ( easier to connect points in the editor plus Level connections now stand out for the player to see ). Before it was only possible to connect Levels through teleports.

-Improved Motorcycle controls.

-Fixed nasty Bug, Player could walk through diagonals at some movement timer values, but not anymore =D ( It was because I declared two important variables as int as a mistake, but they should have been float from the begining on :S )

Screenshots and Videos:

Inventory System:
(http://s30.postimg.org/4zd7jtt5t/inventory_Shot.jpg)

Water and swimming ( without the swimming animation frames for the player though )


Minecart and rails:
(http://s2.postimg.org/fzeoi38d5/rails.jpg)

Title: Re: 3D RPG Engine for Pandora
Post by: kanonet on 2014-Nov-20
very nice. Any detail on how did make the splash and waves animations on the water? Looks like decals, but I dont belive this...
Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2014-Nov-20
The splash waves are just one 3D plain with alpha testing and alpha mode,
they are scaled and blended out smoothly till their time comes. Pandoras GPU dosen´t seem to slow down much when using Alphatesting a lot.

I also thought of adding a low poly cylinder with a texture that looks like wavey water from the side, for stronger splashes.

I also did real 3D splash waves in another project back in dbpro, but the Tilesize I use for the watergrid is to large to look any good
( the tilesize is double the tilesize of the terrain, for a better performance on the pandora ).
Title: Re: 3D RPG Engine for Pandora
Post by: kanonet on 2014-Nov-20
But you need one plain for each splash wave - how do you avoid z-fighting issues?
Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2014-Nov-21
I am using the same plain for every splash wave. ( scaled and positioned and drawn )
for the Pandora the z-fighting issues are way more persistent than on the PC.
I just draw the splash wave higher than the water surface, the Y difference needed to avoid the z issues is still not visible to the naked eye ( perhaps only if you look really really close ).
I also could just update the texture for the watertiles which have the splash on them, but this would mean I have to convert the water texture images and the splash waves into a directly readable format, to avoid using the not working sprite2mem command on the Pandora. ( I used this method for the health bar and the file size turned out to be a bit larger than the bmps )
Title: Re: 3D RPG Engine for Pandora
Post by: Schranz0r on 2014-Nov-21
Ohne Flax... Du bist so ein geiler Hund!  :blink:
Title: Re: 3D RPG Engine for Pandora
Post by: kanonet on 2014-Nov-21
Quote from: nabz32 on 2014-Nov-21for the Pandora the z-fighting issues are way more persistent than on the PC.
I just draw the splash wave higher than the water surface, the Y difference needed to avoid the z issues is still not visible to the naked eye ( perhaps only if you look really really close ).
I guess z-fightung issues are more visible on pandora, because it uses floats (correct?) for calculations, while PC uses doubles.
Since you draw several splash waves, does his mean, you draw your plane at several highs, which means, that you effectively increase water level?
Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2014-Nov-24
The splash waves z-fights between each other are not really visible to the eye, since its only some small texture spaces overlapping directly.
So I can draw those at the same height.

I am thinking about adding the need to breathe air under water. It has some pros and cons I have to weigh up against each other.
Also thinking about seperating the jumping force gained through items and swimming power from each other, right now swimming is just applying the jump force multiplicated by a certain factor. So equipping items that gain jump force also increase the players swimming abillity.
If I would add a swimming force skill to the player also, the player would need to equip items that help him to swim, or I could just give him a standart swimming abillity that can´t be improved during the game. Decisions decisions...
Title: Re: 3D RPG Engine for Pandora
Post by: Ian Price on 2014-Nov-24
I suppose swimming or walking would depend on the depth of the water. It would be cool to have underwater levels, like the Mario games, but need to suck in air, a la Sonic.

IMHO this is shaping up to be a real highlight for GLBasic and of course your own skills too :)  :good:

:nw:
Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2014-Dec-18
QuoteI suppose swimming or walking would depend on the depth of the water.
Yeah the speed of movement depends on how far the body of the player is under water, also the player is slightly faster when he does a swim motion.
I added maxAir and swimSkill attributes to the Player.
This way the Player needs to improve those skills to be able to explore water Levels to the max.

I now interpolate the Frame Timer Variable, which results in smoother movements on the Pandora version.

Enemys and items can now be connected to block types.

Tiles now hide smoothly.

Added 3 saveslots for saves, Added a save block, enabled saving.

Player Texture is now dynamically put together to match the Players equipped items.

Added dying, smooth map transitions and game over.

Added coin record / cash system as planned.

Added more variety to Event commands and added some new ones
Actions:
Change Event Object , camera position set ( as opposed to camera move ) , Hide interface ).
Conditions:
check for coin record , check for using an item.
Added "Player on ground" flag to the conditions player action and player collision.

Added fuel interface sprite.

Added fire sprite for Jetpack exhaust effect.

Fixed handling of shadow on Tiles that needed special UV Scaling.

Made new Models, Maps, enemys, Blocks...

New Videos:

An older video of the PC Version:


A more up to date video of the game running on the Pandora:


Title: Re: 3D RPG Engine for Pandora
Post by: erico on 2014-Dec-18
This is coming out awesome.

but I have a quirk to comment, and I hope you excuse me that way...
I believe the end-world(borders) you have around the actual game world, like an empty space, could be dealt a better way.
Maybe an extension of the the borders on a slightly different color? what do you think? Zeldas may help that front in inspiration.
It is just that empty space seems like an immersion breaker to me.
Title: Re: 3D RPG Engine for Pandora
Post by: Moru on 2014-Dec-18
I don't see any borders at all on the pandora (up to date version) so I guess that is already taken care of. This looks very good, you have put down a lot of work.
Title: Re: 3D RPG Engine for Pandora
Post by: Alex_R on 2014-Dec-18
Wow!! I love your game!! Congrats!! Nice work!!  :good:  :good:  :good:
Title: Re: 3D RPG Engine for Pandora
Post by: erico on 2014-Dec-18
yep, it is truly amazing, I watched the latest video running on pandora and it goes so smooth. :good:
Title: Re: 3D RPG Engine for Pandora
Post by: Slydog on 2014-Dec-18
Agreed!  I love those videos.

I can appreciate the work and attention to code detail you must have used.
You must be doing this very modularly, with a lot of TYPEs.  And TYPES referencing other TYPES (via a simple integer id?).

Your mine cart mode would make a fun game on its own!
Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2014-Dec-18
QuoteYou must be doing this very modularly, with a lot of TYPEs.  And TYPES referencing other TYPES (via a simple integer id?).
Yes you are right with everything.

It is a very good thing that GLBasic keeps drawing and loading of objects and sprites seperate.
Without this I could never have been able to controll the drawing order of all objects,
which is important if you have many translucent objects overlapping each other.

Thx for your kind words guys. I hope to release a demo version soon.
Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2014-Dec-29
I have uploaded a new video from a part of a bonus level.

Speed calculation based on tile steepness has been improved.
Walls now have a 3rd texture for the part near to the floor.
Added Timer and Countdown modes.
Changed lots of textures.
Added 2 sound effects.
Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2015-Mar-15
Here is a preview of one of the first quests in Reggie QFOP:


Thx for watching!
Title: Re: 3D RPG Engine for Pandora
Post by: Marmor on 2015-Mar-15
looks awesome :good:
Title: Re: 3D RPG Engine for Pandora
Post by: bigsofty on 2015-Mar-16
Lovely, very Nintendo'ish!  :good:

If I had to crit. I'd say increase the animation speed of the players legs a little to avoid that 'ice skating' look a bit.

Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2015-Mar-17
Thx for your words and critic! :good:

@ BigSofty: after taking a closer look at the walking animation I increased the relation factor of walk speed and animation speed.
Thx for pointing me to it, after a while of testig it again and again I don´t recognize those things anymore ( Time for beta test ahead ).

Here is the changelog:

- some new flags added for the enemy editor ( ie. ghost, undead )
- added a new blocktype, a flash block which kills undead enemys on the screen.
( There is also a new item the one way camera, which also does the same effect, but it is portable )
- optimised the shop system: The inventory of each shop is saved and you can edit the priceyness of a shop.
Aösp Events may add / remove items from shops and change the priceyness ). Shops are called through events by their shop ID.
- Calculation of steepness and its corresponding force has been optimised.
- Events can imprison the player in a certain area of the map ( for mini boss fights etc. )
- Reggie now lifts objects over his head and throws them away. The throwing force depends on the walking speed. ( Easier for gameplay and implementation )
- Again optimised the block collision routine
- Connected tiles can select allied tiles, which means they will think this tile of another kind is the same kind as they are, improves the transition between tiles on the eyes.
- Movement of boxes can now be set in dependance of a map- or global variable
- Fixed a bug in the tile and object hiding section.
Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2015-Mar-24
I want to start the first beta tommorow,
if anyone is interested, send me a private message.
( I won´t post a public link because I still havent packed all my media into a shoebox )
Title: Re: 3D RPG Engine for Pandora
Post by: Ian Price on 2015-Mar-24
I'd love to, but I just don't have the time at the moment. :(
Title: Re: 3D RPG Engine for Pandora
Post by: mentalthink on 2015-Mar-24
Wowo!!! A love it, i don't see before this 2 last videos.... really cool and interesting, the last video it's really imporessive...

I think if you apply to the Scenatior Baked textures this engine can do very cool things...

I think this it's one of the most cool projects for now with Glbasic, really Great !!!  :good: :good: :-*
Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2015-Mar-24
Thx for the praise Mentalthink

what are Scenatior baked textures?
Title: Re: 3D RPG Engine for Pandora
Post by: mentalthink on 2015-Mar-25
Basically it's paste the ligting of the World3D over the Diffuse texture...

I put a image I found in google... basically it's put all channels of a material put together in  the same text, then you don't need to use real lighting...

With Blender you can do photorealistic baking using the Cycles render engine. (some very good plugins in blender Market make the process very easily) 

More info about baking,
http://www.blenderguru.com/tutorials/introduction-baking-cycles/

I hope this can help you.  :good:


Title: Re: 3D RPG Engine for Pandora
Post by: erico on 2015-Mar-25
Baked scenes greatly improve the looks of the 3d, complex wise.
You have occlusion, fractal surfaces, many filters/shaders, etc all in for free.
But, without a visual style, they look pretty but empty.
Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2015-Apr-08
This way I would need to create a different texture for every wall / plain.
This thing still has to run on the Pandora 8)

Anyhow the beta version for Pandora is available, just PN if you want to give it a go.
Title: Re: 3D RPG Engine for Pandora
Post by: erico on 2015-Apr-08
You are right about extra textures.
But you could also do it like minecraft just to get the oclusion effect, not that it is really needed.

About the pandora version, what about a caanoo version (320x240). Do you think that is possible?
Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2015-Apr-08
still have to get the testing results on a rebirth and classic Pandora.

The resolution change should be no problem,
but I don´t know what the cannoo can
do 3D wise yet.
Just owned a WIZ a long time ago, which had similar specs, can you compare it to the caanoo?

I think it would be possible should GL ES 1.1 be enough to handle the game.
There are changes needed though:

The Drawsize ( number of tiles drawn at the same time ) has to be decreased,
this could be compensated by increasing the size of each tile
and Increase the overall object scaling accordingly.
Maybe also getting rid of the "fog" can help to increase the performance.

These values can easily be edited in the source code ( and to some extend in the release version using the option menue ),
but changes like detail reducing on objects themselfs would take a while.

But first of all I need a Caanoo to test it or someone with a Caanoo that can test it for me.
Title: Re: 3D RPG Engine for Pandora
Post by: erico on 2015-Apr-08
I don´t believe you would need to downgrade the game to run on the caanoo, just the resolution to 320x240 should be enough.
It is quite a strong machine. Controls should also be similar.

If you are interesting in giving that a shot, I own a caanoo and can test for you. :good:
Title: Re: 3D RPG Engine for Pandora
Post by: Ian Price on 2015-Apr-08
I have a Caanoo and a Classic Pandora and a day off on Friday... :D
Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2015-Apr-09
I am currently in the process to make every sprite on screen position and scale
correctly according to the screensize values ( have the main interface fixed allready, menue and inventory will follow ).
I cant make use of GL Light attenuation on the Caanoo, because GLBasic won´t compile for android as long
as that inline section is there ( after commenting this part out everything compiles like normal ).

Is the WIZ that different from a Caanoo that I can´t compile for it?
I thought back then, that the Caanoo just had a larger screen and more RAM than the WIZ.
Title: Re: 3D RPG Engine for Pandora
Post by: Ian Price on 2015-Apr-09
In practicality the Wiz and Caanoo are virtually identical. If you're considering the Wiz, why not go the whole hog and include the GP2X? I really wouldn't spend too much time on those systems though tbh as they and the forums supporting them are pretty much dead. If they compile and work then fine, if not don't waste your valuable time.

BTW I have a Wiz and 2xGP2X (F100 and F200) too.
Title: Re: 3D RPG Engine for Pandora
Post by: erico on 2015-Apr-09
I agree with Ian.
Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2015-Apr-09
I get a direct Crash when running on the WIZ,
it wont even do the simple intro, where only few 2D media is loaded.
The only thing done before the intro is the declaration of the Constants and Globals.
Some Arrays are pretty big,
maybe out of memory perhaps?
Title: Re: 3D RPG Engine for Pandora
Post by: Ian Price on 2015-Apr-09
QuoteSome Arrays are pretty big,
maybe out of memory perhaps?
Possible, but they'd have to be very big. I've never had a crash on the Wiz due to array size. Are you sure it's not trying to load data? That would be my first bet - it can't access .sav data or something smilar.
Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2015-Apr-09
good call Ian,  :nw:
I completly forgot to create the WIZ Key config first of all... :O

Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2015-Jun-28
I had a post here mentioning the new stuff I had added to the
engine.

But it had fallen victim of a Forum Server crash.

Since someone was asking about updates on the german boards,
I made a short video of new stuff that is in Reggie World now.
It only consists of short clips chained together.



And here is a picture of a new level, I finished the tileset for yesterday:

(http://img5.fotos-hochladen.net/uploads/rwpf9toui5g7j.jpg)

Title: Re: 3D RPG Engine for Pandora
Post by: Paul Smith on 2015-Jun-28
Totally Amazing, I wish I had the  skills knowledge and time to code as good as this. Reminded me of final fantasy 7.
Title: Re: 3D RPG Engine for Pandora
Post by: Ian Price on 2015-Jun-28
QuoteI wish I had the  skills knowledge and time to code as good as this
Indeed :)
Title: Re: 3D RPG Engine for Pandora
Post by: MrPlow on 2015-Jun-28
Very good! Looks very impressive and a lot of coding! Great 3D work!
Title: Re: 3D RPG Engine for Pandora
Post by: erico on 2015-Jun-28
Great work going! :good:
Title: Re: 3D RPG Engine for Pandora
Post by: mentalthink on 2015-Jun-28
It's super...
Title: Re: 3D RPG Engine for Pandora
Post by: erico on 2015-Jun-29
I see you added a bit of occlusion on the indoors scene, how did you do that? It looks really awesome!
Title: Re: 3D RPG Engine for Pandora
Post by: Alex_R on 2015-Jun-29
Wow!! Nice game!! Congrats!! I like to see your progress. Is fantastic!!   :good:
Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2015-Jun-29
Thx for all the praise!  :enc:

This is what time and a good coding structure can achieve.
I had the idea for the terrain with walls engine back then when I was experimenting with 3D matrices in Dark Basic ( a matrix in dbpro is a kind of ( bad ) auto terrain drawing tool ).

Back then I hard coded everything but the terrain shape and object positioning into the game,
I even wrote different functions for different enemies and objects, having to re implement my whole
collision and physics engine for each different object.
Sure you could do copy and paste, but your code will become unreadable after you repeated the process some times.

Speaking of time, I currently dont have much at hand, next week our university semester test period starts,
so basically I just have a bit of time for developing left on the weekends.

Quote from: erico on 2015-Jun-29
I see you added a bit of occlusion on the indoors scene, how did you do that? It looks really awesome!

What do you mean by occlusion on the inddors scene?
Title: Re: 3D RPG Engine for Pandora
Post by: erico on 2015-Jun-29
I mean on the walls, they get darker when close to ground and ceiling, so it looks to me like an ambient oclusion technique.
Similar to the fake oclusion you have on the blocks on minecraft and this one 3d isometric cube world someone did with glbasic a while ago.
https://en.wikipedia.org/wiki/Ambient_occlusion

Either way, it looks nice. :good:
Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2015-Jun-29
Its due to one wall Object consists of 3 plains, ( 2 if its a wall shorter than a height of 101 ).
I have one wall texture bitmap which is divided into 4 segments ( left up and left down are the top and bottom textures, on the right is the middle piece texture 2 times, so I can repeat the texture multiple times in Y direction ).

Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2015-Jul-21
Update:

-boxes are now also becoming translucent, if they block the vision on the Player, which allows for more
twisted levels.
-I also optimised my bubble sort for all transparent objects, this should relieve some pressure on the CPU.
-Also I have splitted transparent Objects into 2 groups, over water and under water, so that transparent objects
are always rendered correctly, when they are above or under the transparent water plain.

-Added full cylinder collision, now you can stand on some of the objects which have a round collision.
Also rotating cylindrical events are possible, allowing for iE. a level full of rotating cogs.

-added an texture quality options, selecting low will load the low resolution textures, which increases the speed on the
Pandora ( around 10 - 20% more frames per second ). On the pandora it is hard to see a difference between high and low res textures.
I will try a run with those settings on the WIZ this week, maybe it is just what was needed to get it running on lower devices.

-Of course I also added more maps and sub quests.

Oh special thanks to spicey pixel for a free ground texture.

If anyone has textures, sprites or objects that he dosen´t need anymore I would be very glad to accept them =D

Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2015-Jul-25
made a cool Boss today, I couldnt hold it back :D


Also I now added cool effects when you jump on enemys.
Title: Re: 3D RPG Engine for Pandora
Post by: bigsofty on 2015-Jul-26
Looks fantastic and nearing the finish line, keep up the good work!  :good:

Small worry though, I see your using a lot of keygen/chip music, a rule of thumb is, unless it has a suitible CC license from the composer, don't use it. No copyright notice by default means it can't be redistributed.
Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2015-Jul-26
Thx BigSofty.

I dont have any money left to buy me some licenses from composers,
this is really a problem when making games. I have 4 chiptunes which where made for my game
by an artist I hired, I payed over 120€ for those back then and they aren´t nearly as good as some
of the Keygen tracks :(.
Title: Re: 3D RPG Engine for Pandora
Post by: bigsofty on 2015-Jul-28
Here's a quick search of Soundcloud for chip tunes that allow commercial redistribution as long as you attribute them in your game.

https://soundcloud.com/search/sounds?q=Chip%20tune&filter.license=to_modify_commercially

Lots of nice ones there.  :)

One proviso though, keep back from remixes as there a grey area IMHO.
Title: Re: 3D RPG Engine for Pandora
Post by: erico on 2015-Jul-28
You could also check some music generator tool.
While they are not as fantastic as hand made ones, they have become pretty good last few years.
Title: Re: 3D RPG Engine for Pandora
Post by: Kitty Hello on 2015-Jul-29
I'm impressed. Very.
Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2015-Jul-29
Thx BigSofty,

I will certainly lend those tunes an ear.

I have tried a WIZ Version today with minimal graphic settings but it froze somewhere while loading 2D and 3D ressources, I assume :(.

There was also an oddity with sound on the Pandora, I play event sounds and the footstep sounds on different channels, on the PC
no problem, on the Pandora the foot steps can make event sounds stop, as if they would be played on the same channel.
Could this be a bug?


Title: Re: 3D RPG Engine for Pandora
Post by: erico on 2015-Jul-29
hmmm, I assume you are loading your step sounds with enough buffers to accommodate overlap.
If so, as it seems to be, then it may be a bug on sound buffers on pandora.

I hear the pandora compiling is similar to the caanoo one. I have step sounds going and overlaping on a caanoo game without problems.
Title: Re: 3D RPG Engine for Pandora
Post by: Hemlos on 2015-Aug-02
Quote from: mentalthink on 2015-Mar-25
Basically it's paste the ligting of the World3D over the Diffuse texture...

I put a image I found in google... basically it's put all channels of a material put together in  the same text, then you don't need to use real lighting...

With Blender you can do photorealistic baking using the Cycles render engine. (some very good plugins in blender Market make the process very easily) 

More info about baking,
http://www.blenderguru.com/tutorials/introduction-baking-cycles/

I hope this can help you.  :good:

Could you start a tutorial thread for this blender stuff please, really appreciate this
Title: Re: 3D RPG Engine for Pandora
Post by: Hemlos on 2015-Aug-02
nabz cool looking game!
is this game in open beta?
or open source at all?
Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2015-Aug-11
I was busy fixing bugs again, so that the game
runs without bugs at 15 FPS.

The game is currently not open Source,
however the next Beta for the Pandora will arrive soon.
I didn´t do much this week and last weekend, because I caught some viral infection.

Oh I also added Bombs last week,
I am thinking about if it is worth it to write a function that will divide a block into 8 parts ( or 4 )
when it is smashed by an explosion just for the "block explodes" effect.
Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2015-Aug-20
Just documenting the new outcomes of my last coding sessions:

- Every Map part will no detect the distance to the camera 3Dimensionally for fading and exclusion.
  Makes the "fog" look better and also saves a bit more map parts from being drawn.
- Finished The effect when a box is destroyed by a bomb.


I have encountered a strange bug,
when running on the Pandora I can´t seem to check the Action Key reliable anymore
( It sets the correct key in the option menu, because sometimes pressing the key is recognized on the Pandora ).
No matter what button or key I link to the Action key, the outcome is always the same.
I can´t think of anything else that could make up for the differences of the PC Version ( checking Actions Key press works flawlessly ) and the Pandora Version.




 


Title: Re: 3D RPG Engine for Pandora
Post by: erico on 2015-Aug-20
it might be worth doing a short example of the bug on the pandora and post it on bug reports.
Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2015-Aug-20
The problem is I can´t seem to reproduce it under other circumstances.

Narrowing everything down by outputting debug variables, I pinned the error down to
a simple if statement.

Code (glbasic) Select

Players[pNr].act = 0
IF KEY( ActionKey ) AND ActionPress = 0 AND noTBDrawn() = 1 ; Players[pNr].act = 1 ; ActionPress = 1 ; ENDIF


The Key(ActionKey) command returns the correct value and the ActionPress variable also has
the value I assumed.
noTBDrawn is a very simple function that checks, if no TextBox is currently displayed.

Somehow players[pNr].act is zero even though the ActionPress value is 1.
I know Players[pNr].act should only be 1 for the first frame the action key has been pushed and holded, on the PC I can see the Variable behaving this way, however on the Pandora it only turns to 1 every 30 times or so the key is pressed,
I also found that Players[pNr].act only will turn 1 on the Pandora when other keys are held down also, but then like I stated only at random moments.


Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2015-Aug-20
I fixed it =D

A very strange behaviour, the Players[pNr].act variable is turned zero by another if,
however the IF in question is called after the Players[pNr].act variable is checked for its value to enable Event actions.

Title: Re: 3D RPG Engine for Pandora
Post by: erico on 2015-Aug-20
Quote from: nabz32 on 2015-Aug-20
I fixed it =D
A very strange behaviour, the Players[pNr].act variable is turned zero by another if,
however the IF in question is called after the Players[pNr].act variable is checked for its value to enable Event actions.

Glad to hear, but wait, before the fix, it worked fine on PC but not on Pandora?
If that is the case, you may still do a bug report?
Code working on a PC should work the same way on Pandora. We know not all commands go that way, every platform has some specifics, if this bug is related to the IF and a variable, then I´d say report it, if it is related to how the keys are detected on the Pandora, then it may be a limitation on how the SDL is working with the Pandora. Either way, it could be a valuable info for Pandora users.

Cheers!
Title: Re: 3D RPG Engine for Pandora
Post by: Hemlos on 2015-Aug-20
I had an issue using boolean comparisons in the past..
The way i solve these issues is to surround each condition with parens
eg
(key(57)=true) AND () OR ()
Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2015-Aug-21
I will try this Hemlos,
thx for the advice :good:.

I changed the way enemys are calculated in the game,
before they where calculated from the moment they are loaded, to the moment they are killed.
To ease the CPUs Life i have decided not to calculate them anymore when they are out of sight,
this leads to enemys not following you anymore when they are outside your sight radius.
( their old position is saved and they return to what they did last time when you re-encounter them ).
However when an enemy is on a moving box, which will be calculated always when the map is loaded,
the Enemys position will be calculated, but the enemy skips some of its more demanding calculations.

This reduced frame rate drops in some larger areas on the Pandora.
Title: Re: 3D RPG Engine for Pandora
Post by: Hemlos on 2015-Aug-21
Quote from: nabz32 on 2015-Aug-11
The game is currently not open Source,
however the next Beta for the Pandora will arrive soon.
I didn´t do much this week and last weekend, because I caught some viral infection.

When can i help test it out?
Will i be able to make my own world?  =D
Im going to the doc tommorow myself, ive been sick with strep for too long.

Title: Re: 3D RPG Engine for Pandora
Post by: erico on 2015-Aug-21
Quote from: nabz32 on 2015-Aug-21
I changed the way enemys are calculated in the game
...

Wait. what you just described is that you are creating bubbles of ´reality´ in game, is that the case?
I have been discussing this and a few other subjects related with it with my brother. :good:
Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2015-Aug-21
@ Hemlos:

Sorry to hear you are getting sick, I wish you "gute Gesundheit".

Well there is something fishy again with the collision with diagonal walls, never seem to get this perfect.
But if you don´t mind that, you can test it a bit further, I will make a small test version tomorrow.
The World Editor runs, but some buttons are not yet labeled and the workflow could be optimizsed a bit,
it is only meant to be run on the PC though.

@erico:
The only bubble of reality would be when enemys are on moving platforms and are thus calculated outside the main Bubble,
if I understood you correctly.

I need some new ideas for items that come out of blocks, another item the player uses when he touches it, like the jetpack
or the motorcycle or the mine cart. If anyone has an idea for an item that could be used inside a jump and run, I would be glad to hear it.

Title: Re: 3D RPG Engine for Pandora
Post by: erico on 2015-Aug-21
Quote from: nabz32 on 2015-Aug-21
...
@erico:
The only bubble of reality would be when enemys are on moving platforms and are thus calculated outside the main Bubble,
if I understood you correctly.
...

Yep, like minecraft for example, the real time reality is happening on the chunk a player is on, other chunks are frozen.
Or like a high complex rogue like, where things are heavily calculated around the player and outside it the calculation eases up.
Title: Re: 3D RPG Engine for Pandora
Post by: kanonet on 2015-Aug-22
Ideas:
- Something that you can throw or shot at triggers that you cant reach otherwise (bow+arror, or boomerang?)
- hang glider for -imaging- gliding down big mountains and over rivers etc.
- lasso
- diving gear for underwater level
- shoes with vacuum cups for upside down levels (if you 'jump* you would fall down of cause, but you can use your lasso to get back the ceiling)
Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2015-Aug-22
Quote from: kanonet on 2015-Aug-22
Ideas:
- Something that you can throw or shot at triggers that you cant reach otherwise (bow+arror, or boomerang?)
- hang glider for -imaging- gliding down big mountains and over rivers etc.
- lasso
- diving gear for underwater level
- shoes with vacuum cups for upside down levels (if you 'jump* you would fall down of cause, but you can use your lasso to get back the ceiling)

I also thought of a hang glider,
but there is also the jetpack Reggie can use, of course the hang glider would have a completly different control style
to it, maybe I add this later in the game.

A boomerang is a nice idea, I think I will position it on reggies back when he has got one and it is not shot currently.

I also thought of vacuum shoes, that way reggie could walk on all walls
( maybe I make a tile type, with walls reggie can´t walk with
this shoes ), with some little expansions of the grid collision routine, this could work.
However this would be a very strong power up, the Player shouldn´t be able to use it
all the time after he has gotten it ). Maybe I will do this after I am 100% shure about the diagonal grid collision,
which keeps me worried all the time.

Diving gear is a nice idea, I only thought of bubbles that give you air temporarly
and an air potion which you can buy at shops. The gear will give you air
as well as speed you up.
I could incorporate it in the game ,by updating reggies texture and adding the air tank to his back.

Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2015-Aug-24
I have send a test version to some people on this forum,
anyone interested ( preferably who owns a Pandora),
feel free to send me a PM or reply to this thread, thx in advance.
Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2015-Sep-04
Today I changed the games inventory system to a ring menue system
like in Secret of mana. ( An action RPG inventory system for an action adventure Platformer :) )

Made controls via nubs possible again on the Pandora.
( Select it in the options and you have to set the left Nub into joystick mode ).

collision with diagonal walls is now hopefully perfect on the Pandora ( can´t test it right now, because I left my Pandora at a friend )

There is also a new test version out.
I would be glad if anyone is willing to test it.

Title: Re: 3D RPG Engine for Pandora
Post by: erico on 2015-Sep-04
Hey nabz, I have been testin the pc version, all fine so far.
had some work till yesterday, so now I can test it better and deeper.

I looks really great so far!
Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2015-Sep-04
thats good to hear :).
But there where some bugs that have been fixed now
( when you threw a portable object into a Wall, it would shortly be positioned at the top of the wall,
  this was due to a missplaced variable set after a rewrite ).
I will just add a test suit and send you all the links to the new version.

This time with the readme file included  :D.

Title: Re: 3D RPG Engine for Pandora
Post by: kanonet on 2015-Sep-04
Quote from: nabz32 on 2015-Sep-04This time with the readme file included  :D.
:nana:
Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2015-Sep-05
I finished The diving suit today,
the player can move much faster in water with it as long as he is swimming,
the suit slows the player down when he is not in the water.
Also the maximum air is increased when the suit is worn.

(http://img5.fotos-hochladen.net/uploads/ssscooba160m8yu5z3.jpg)

For the suits I splitted the player models into different parts, when
the player wears one, his texture and some model parts are replaced.

Edit: Also fixed some forgotten things in the ring menue like remembering the last position
and drawing the amount of key items.
Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2015-Sep-15
I redone the object and texture loading,
now only the tiles and objects actually on the map will be loaded whith the map.

I added and completed the Ninja Suit, this one reduces HP to 1 but gives cool Ninja powers ( wall running and wall jumping ).
Here is a pic of Niinja Reggie running along a wall:
(http://img5.fotos-hochladen.net/uploads/ninjaxg7dlv4rof.jpg)
Title: Re: 3D RPG Engine for Pandora
Post by: bigsofty on 2015-Sep-15
Your on to a winner here dude!  :good:
Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2015-Sep-15
I hope so BigSofty :)

I think I am on a roll today:

Electro Suit Reggie:

(http://img5.fotos-hochladen.net/uploads/ninjatbmepr8x7k.jpg)

Makes the player immune to electricity and stores the absorbed energy in a large battery,
which can be discharged at enemys ( also produces a flash to kill ghosts ).
The suit limits the Jump Height and movement speed a bit.

Edit:
Also had a test with the all new version on the Pandora, runs pretty smooth,
loading times for level ressources are also shorter than expected.
Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2015-Sep-19
Added a hopefully good enough looking shock effect.

Here is a video where you can watch all the suits in action.



Edit: I also tested it on the Pandora, X_Line looks as good as on the PC Version. ( Without significant frame drop when drawing them )
Title: Re: 3D RPG Engine for Pandora
Post by: Ian Price on 2015-Sep-19
Those suits are awesome :) Really add to the gameplay. Nice one.
Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2015-Sep-19
thx for the reply Ian,

charging and discharging the suit are now implemented,
the Suit automatically discharges should something conductable ( like enemys ) get to close.

I see some nice gameplay possibilitys with the electro suit coming,
like carrying a charge from A to B while avoiding to come close to conductive things
on the way.

I will also allow for objects like the bike , portable trampoline and jetpack to be
charged with electricity, making them more powerfull ( faster bike, higher jumping with trampoline,
more powerfull jetpack, more powerfull bombs ).

It would be nice to have a total of 4 suits in the game,
does anyone have an idea what could make a good fourth suit?
It has to be significantly usefull, while it should also force the player to take it off when not needed.

Edit: I also compiled a new beta, this time with some test level and a beta testing sequence that you can activate
after game start, just talk to the penguin in your room.
Anyone who is interested in testing and has time at his hands feel free to send me a PM.

Title: Re: 3D RPG Engine for Pandora
Post by: Kitty Hello on 2015-Sep-20
A fire suit? That is immune to fire but burns any wood it has contact to? (Useful for puzzles. Like if you accidently destroy a box to jump on.) Also could hide extras in wood boxes. Or hide loders behind it.
Also a fire suit must not touch water.
Play Zelda for ideas about more differen skill objects.
Title: Re: 3D RPG Engine for Pandora
Post by: bigsofty on 2015-Sep-21
Its quite difficult to suggest without adding or destroying elements of game play.

I thought, an invisible suit, to get past impossible to kill enemies. A heli-suit, allows you to float upwards for a limited time to get to impossible to reach sections. A scarecrow suit, it frightens off some baddies. An Indiana Jones suit, with a whip that allows you swing across certain crevasses.

It's easy to suggest but how hard would they be to implement?  :S
Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2015-Sep-22
Thx for your suggestions :good:

The problem I have is that I don´t want to add extra animation frames
to the Player ( First I would have to re-export all Player parts again, secondly
it would increase the memory usage even further ).

Heli Suit is a nice Idea, but I don´t want the player
beeing able to use it in every level once he obtained it.
For this I have a Jetpack, which can be found in blocks.
The Jetpack has limited fuel, but you can buy jetfuel which fills it up.

Scarecrow suit is a nice idea, maybe I could add levels where you have
to round up a certain number of enemys in an area for something to happen.
Some enemys should be immune to fear like ghosts or really strong enemys.

Fire suit is also a nice Idea,
when reggie touches water while the suit burns the fire simply is extinguished.
I also think of adding a heat meter for this,
so when the fire Suit is ignited the heat meter slowly rises,
when the heat meter is at max Reggie will graduatly loose HP.
So you have to be fast when you want to carry a flame from A to B.

Again thank you so much for your ideas.


Title: Re: 3D RPG Engine for Pandora
Post by: erico on 2015-Sep-22
A little prime review of the beta version PC.

Technically everything worked, I haven´t tried the joystick yet, but the keyboard keys are positioned on an unusual place IMHO.
At least in comparison to other indie games, they usually use arrows plus Z, X, C or V. I have seem some people use A, S, D and F too.
It might be better to check those key combinations and avoid ctrl, alt, shift, specially related to the arrows, as most of the keyboards will have a level of clash. Here if I´m running and going diagonally I can´t jump. It might also be interesting to check a combination of WASD, maybe something similar to minecraft as that is a well standardized control scheme.

A few things about the game itself. First, there is a lot of visual styles combined, including some sharp gfx and some smoothed fonts. Particularly, I prefer everything to keep to the same style, probably the Mario way as it seems more dominant. In game and technically, everything is wonderful and moves about perfectly, fog is great. I only noticed some glitch movements when around a bunch of trees.

Landing over the enemies is a bit hard, I´d think that form of attack should be easier than it is, but it may be just me.
I also feel miss of enemy sounds, hurt sounds, attack sounds. I get a little lost without it but the blinking gives a hand.

Overall there were no bugs in my current version, all worked flawless!
I will try to reach the end of the demo to have a better opinion of everything.

Congratulations, 3d here is really superb! It probably plays awesomely on a pandora with its controls.
 
Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2015-Sep-23
Thx for testing!

I know the problem with the WASD Keys,  I will add an option control using wasd keys too into the control options.
(not much trouble).

I think you think of the spider enemys when it comes to hard to hit enemys.
I made their collision size a bit smaller, so only their middle piece is hitable not their legs.
If this can be a bit confusing Ill make their collision size larger in the enemy editor.

For the glitching aroound a bunch of trees, I somehow need to figure out a proper order when it comes
to multi circle collision. When an entity is moved while colliding with a circle, it can come to a second collision with another
circle in the same frame and even more. I already only check the static objects that are inside a small adjacent map to the player,
so some more iterations could work in this case, but I also need a better way of calculating all those vectors together.
Maybe some reduction of reggies momentum when he collides with spheres could also do part of the trick.

There are several sounds lacking I know, just don´t had the time to look through my
"superb quality" DIV2 sound library LOL.
I did some sounds for the past Dark basic version with BXFR but people complained about to much genericness of those.

Thx again, I am going to rewrite my terrain scrolling engine, looks like some triangles are left over that I just can´t find.
Since this code is over a year old and one thing dosen´t seem to make any sense after reviewing it now
a redo is probably faster than a quick fix ( I already have thought a better order of updating the terrain now ).

Title: Re: 3D RPG Engine for Pandora
Post by: erico on 2015-Sep-23
The limitations on circle collision on the trees could possibly be resolved with level editing, maybe making them a bit more apart?

On the controls (keys) I´m not sure there is any solution to the clashes when you have to press 4 keys simultaneously, like a diagonal arrows+run+jump.
I have experienced some of this on some other games/emu and maybe here the joystick control resolves it all.
One alternative would be to drop a button, like a double press to activate running, but running is how you pick up stuff, so maybe not a good idea?

The collision with the spiders is fine. It is hard, but nothing that a bit of gaming can´t resolve. ;)

I have seen some textures triangulated here and there, is that avoidable? It may look like an error to some people.

About sound, yep bfxr can get tired but it depends on how much work you put into it to differentiate from what everyone will first choose.
This one tool here have lots of tunning+options:
http://sfbgames.com/chiptone/
I find it to be something like an bfxr 2.0, you can tune your sounds to be unique faster and deeper than bfxr.

Keep it up, if you have a newer version, let me know, so I can full play the demo on the latest there is.
Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2015-Sep-24
Thx for the Link erico,
played a bit with Chiptone and it really has a lot of benefits in comparisson to BXFR.

The texture triangulation is some tough stuff to resolve,
there seem to be only 2 possible solutions to this, either
the top and down wall texture will not be parallel to its top border anymore
and the middle parts would look fine,
or the way I have it now, with top and bottom parts aligning correctly,
but the middle piece will only look good
if level design is in its favor.

Maybe I´ll change the meaning of the control using the joystick flag,
on the PC it would change control mapping to a preset joystick mapping
(which could also be edited in the menue of course ).
Title: Re: 3D RPG Engine for Pandora
Post by: nabz32 on 2015-Sep-28
just wanted to say I had success in rewriting my terrain engine.
Not only does the code look more logical now, it also checks if existing terrain faces
can be reused ( had this for Blocks Objects etc. but not for terrain pieces )
instead of creating them new.

This saves around 70 MB ram consumption, in the best case scenario ( all flat terrain ).
But in the worst case, where every face is different from each other on the whole map it
would save nothing ( didn´t encountered this scenario yet luckily ).

I hope this can fix the memory issues on classic Pandoras without needing a swap file.
Title: Re: Reggie World ( Pandora , PC )
Post by: nabz32 on 2015-Oct-18
Well long time since my last post,

I fixed many bugs testers on the Pandora have found and implemented improvements
they suggested:
    Bonus coins now appear in the key item section ( They also can´t be collected anymore after beeing collected once ).
    Finished scripting a racing scene with the penguin.
    Added locks to locked doors in the temple.
    Starting a scene wont mess up reggies animations anymore when he rides a motorcycle.
    Quit works now.
    Changed the little robot model ( now they have a buzzsaw around them ).
    Trampolines are even smoother now.
    Made / added jump, hit and trampoline sound effects.
    Each NPC now will be offended when you jump on their heads :D
    Fixed some bad scripts.
    Fixed a bug where a shop would not automatically exit when sold out.
    Fixed a bug where a failed area action check could lead other events to not recognize the action button anymore.
    Added camera and player angle parameters for map transitions.
    Camera now no longer sets itself from EventCamera mode to GameCamera mode before the map was blended out completly.
    Added new swimming enemys.
    Added new parameters for enemys and fixed some bugs in their "AI".
    Falling in lava routine completed.
    Additional sound effects have been created.

Also some control improvements where implemented:
    text can now be skipped with either action or jump button,
    improved the way keystates are checked.
    It is possible to play the game with a joystick on the PC Version ( you can either hit keys on the joystick or on the keyboard,
    both are recognized ).
    Directional buttons are also configurable now ( when editing Keyboard keys only ( for joystick the first Analogue or the Dpad can be  used ) ).



 
Title: Re: Reggie World ( Pandora , PC )
Post by: nabz32 on 2015-Nov-21
Just thought I keep you guys updated of my recent changes:

-When entering a new area, the name of the area as well as the coin record for that area are displayed for a short while.
-Made a full color mini map, which can be accessed through the ring menu.
-Added a parameter to blocks thatt will make them fall when Reggie stands on them, they also break when hitting the ground and are replaced after a short period.
-Events can now create lights or switch them on or off.
-Blocks can now change map variables.
-Textboxes are now made out of cool looking polyvectors :).
-Text now gradually draws each character one after another when displayed ( textbox dynamically changes size for building up text ).
-Skybox is now finally a sky cylinder ( wanted to do this for a long time, finally got myself to generate a cylinder by code, it was far more easy then I thoght back then).
-Made new modells. ( Parcel delivery car, refridgerator, new lamp modells, bushes ).

Here is a short video:
Title: Re: Reggie World ( Pandora , PC )
Post by: Ian Price on 2015-Nov-21
Can't see the vid (at work), but sounds like this is really coming along nicely. :)
Title: Re: Reggie World ( Pandora , PC )
Post by: mentalthink on 2015-Nov-21
How said Big Softy the graphics remind me a lot to Nintendo... Very interesting project... I like a lot the smoke of the motorcycle...
The only negative comment, is the jump of the player is too much quick, ins't?¿...
Title: Re: Reggie World ( Pandora , PC )
Post by: nabz32 on 2015-Nov-22
Thx, for your replies guys!

No tester mentioned having problems with the jump speed so far, if you want to test the PC version, feel free to send me a PM.
Title: Re: Reggie World ( Pandora , PC )
Post by: UBERmonkeybot on 2015-Nov-22
It looks really nice so far :good:
Title: Re: Reggie World ( Pandora , PC )
Post by: spacefractal on 2015-Nov-23
Do you have plans to release this to other console based platforms (Ouya, ForgeTV as well Apple TV)?

This game looks pretty nice and cool. Im like the black fog behind the levels, which is normally a no go, but due the style of the game, its seens works pretty cool and did that per design, not per limit.
Title: Re: Reggie World ( Pandora , PC )
Post by: nabz32 on 2015-Nov-23
Thx again guys!

@spacefractal:
The only time I developed something for android was in java using the android dev. studio for a project at my university.
( And that was a pain in the ass :O, only had the emulator to test my code ). I haven´t tried a compile for android with GLBasic so far and
cant test it, because I don´t own any android device.
Is there a great difference in coding when aiming for an ouya compile with GLBasic?

Is it possible to compile for apple products without even having a Mac to compile it with?
Title: Re: Reggie World ( Pandora , PC )
Post by: spacefractal on 2015-Nov-23
For compiling with Ouya, Mojo and Forge TV (all using same SDK), then you need GameInput API. The api also works for Pandora, iOS as well Windows.

Other than that, its pretty much the same, except you might work for various graphics resolution (which im dont thinks its require, due nature of this game) and some effect might or might not work.

You can only install apps with xCode on Mac. Even the glbasic source code itself now require to been compiled on Mac too.

When you have done using GameInput API, im can eventuelly test it for you for those platforms. Im do NOT need your source code, only the cpp compiled code. Im will of course newer share it.
Title: Re: Reggie World ( Pandora , PC )
Post by: Slydog on 2015-Nov-23
To compile for iOS, you could try MacInCloud:
http://www.macincloud.com/ (http://www.macincloud.com/)

They rent you an online virtual Mac (to compile your xCode project, for example).
It costs $1 per hour, but you need to buy at least $30 prepaid credit.
I have never tried it, but may be more viable than buying a Mac.
Title: Re: Reggie World ( Pandora , PC )
Post by: erico on 2015-Nov-23
You could also try a hackintosh or a VM or dualboot, thought I´m not sure those will work these days, does anyone know?

As for different platforms, you will have to deal the touch screen.
Resolution should not be a problem since your game is 3d.

If it works on pandora, which I think does software render similar to caanoo, it will work on all other platforms as they are way stronger.
As usual, testing it out is the best way.
Title: Re: Reggie World ( Pandora , PC )
Post by: nabz32 on 2015-Nov-24
Thx for the heads up guys!

Thx for this awesome gameinput API :good:
The documentation is superb, I shouldn´t have any trouble changing my button mapping and checking routines accordingly. Thx again spacefractal :good:

@erico
I didn´t try multi touch implementations yet, but as I understood you only have to query multiple mouse pointers ( and of course redesigning the input system to be multi touch friendly ).
Thx for reminding me of the caanoo, will try a WIZ compile again, since the current version uses far less memory compared to the last version I tried on the WIZ.




Title: Re: Reggie World ( Pandora , PC )
Post by: spacefractal on 2015-Nov-24
GameInput is untested on Pandora, but its should works with the feedback im got. Other let me know. Its does not works with Wiz, but its easy to add a implementation to that platform.
Title: Re: Reggie World ( Pandora , PC )
Post by: Slydog on 2015-Nov-24
One thing you may look out for is the various aspect ratios on different devices.
Wider screens may reveal too much of the level, if that is unwanted.
You may just want to black out the edges to reflect your minimum aspect ratio.
Can't wait to actually play this!
Title: Re: Reggie World ( Pandora , PC )
Post by: spacefractal on 2015-Nov-24
yes, screen ratio can been a bigger issue really.

on some devices the font mightbeen too small. with Apple TV example, the font might require a little big bigger font, so its can been readable.

Alternative you could eventuelly add a Super GameBoy like skin around the border.
Title: Re: Reggie World ( Pandora , PC )
Post by: nabz32 on 2015-Nov-25
Yeah I know about the screen ratio issue,
as I use a 4:3 monitor on the pc and the Pandora has wide screen,
measures to adapt to different screen size are allready implemented.

Only the editor interface is still non adaptive,
this task is in the works, but still may take some time.

I added a main button class which adapts to different screen X and Y sizes.

These are my future plans with the editor:

For changing variables another class will be made, that works like a wheel, so that you can change values fast and carefully adjust them.
However inputting values with they keyboard should still be possible ( I dont know if the android keyboard could be called for this in GLBasic ),

Drop down menus will pop up in the middle of the screen, when selected.

Also I need to make the buttons that edit terrain, place objects etc. at the position of the mouse pointer,
when selections in 3D space are finished. Also a unselection button is needed, as you dont have a right mouse button on mobiles.

This hopefully makes the editor easy enough to use on the Pandora.
Title: Re: Reggie World ( Pandora , PC )
Post by: nabz32 on 2015-Dec-09
Well WIZ test run was unsuccessfull.

I didn´t start with gaminput API usage yet,
but I did something else during the time:

Title: Re: Reggie World ( Pandora , PC )
Post by: erico on 2015-Dec-09
Very nice way to stretch the texture while the terrain is moving!
Title: Re: Reggie World ( Pandora , PC )
Post by: UBERmonkeybot on 2015-Dec-09
That really does look very good.
=D
Title: Re: Reggie World ( Pandora , PC )
Post by: nabz32 on 2015-Dec-11
Thanks!

I also added a std. item getting sequence: The camera zooms in on the player
and the item pops up over his head, complete with an automatically generated textbox.
This saves a lot of text editing time.

If you want to test the PC Version, just send me a PM
( this time with full joypad support , also directional keys are freely configurable now :) )
Title: Re: Reggie World ( Pandora , PC )
Post by: UBERmonkeybot on 2015-Dec-25
Great game so far Nabz,No problems at all apart from when i go down the chimney of the building in the lake level i can't get back out.

Other than that a great game. =D
Title: Re: Reggie World ( Pandora , PC )
Post by: nabz32 on 2015-Dec-27
Do you mean before or after you are teleported into the ghost house?
You have to solve the book riddle or fight the ghosts to go on to the next section
( try hitting the action button in front of the book shelves ).
Thx for checking it out :good:

Also a new enviroment has appeared, The ice really works :D:
(http://www2.pic-upload.de/img/29268223/winter.jpg)
Title: Re: Reggie World ( Pandora , PC )
Post by: UBERmonkeybot on 2016-Jan-13
Ummmm i can't remember will check again.
Title: Re: Reggie World ( Pandora , PC )
Post by: nabz32 on 2016-Jan-17
I added a quest engine and fully implemented the quest journal.
When Quests start or are updated, a onscreen message pops up.
Quest Status is now also contained in the save files( making older save games incompatible  :'()

Also tweaked the physics a bit:
   Now you can jump more high the faster you walk
   Made standing on block detection more player friendly.

Enemys and Events can now be charged from the player when he is wearing the electro suit and charged.

After I changed the scripts to make use of the quest feature, I´ll send out a new beta version.

I uploaded a pic of how the Journal looks like atm.

Title: Re: Reggie World ( Pandora , PC )
Post by: UBERmonkeybot on 2016-Jan-17
Good idea,that will help.
Title: Re: Reggie World ( Pandora , PC )
Post by: Ian Price on 2016-Jan-18
 =D  :good:
Title: Re: Reggie World ( Pandora , PC )
Post by: nabz32 on 2016-Feb-27
Just a small update post.

-Added a visual indication when Reggie can interact with something, an exclamation mark pops up above his head now.

-Made swimming less of a chore by giving Reggie extra speed and more uplift when he swims.

-Quest status messages will no longer overlap other status messages.

-Buying an item is now better indicated, after buying one item it pops up above Reggies head for a short period. Added buying sound effect also.

-Changed the way how water border walls are constructed ( improves the lighting on the water border walls ).

-Redesigned text boxes visually.

-Changed the save format for shop data, so updates on shops do not require the start of a new game anymore for those changes to take effect.

-Added some more convienience features to the map editor to speed up the map editing process.

-Fixed a bug where the Player couldnt generate walk momentum when he was standing on an inclining face and had contact with the map borders.

-Players momentum not longer resets instantly to walking momentum when you let go of the run button, it goes down smoothly now, giving the player more control over the speed of Reggie.

-Fixed a bug where correctly landing on enemys resulted in hurting reggie instead of the enemy ( When you resort to using magic numbers in some place it always will fire back at you :P )
Title: Re: Reggie World ( Pandora , PC )
Post by: nabz32 on 2016-Mar-02
And of course here is a short Video of the new Version:

Title: Re: Reggie World ( Pandora , PC )
Post by: Marmor on 2016-Mar-02
great !
Title: Re: Reggie World ( Pandora , PC )
Post by: bigsofty on 2016-Mar-02
An impressive amount of variety in the gameplay, good stuff!  :good:
Title: Re: Reggie World ( Pandora , PC )
Post by: CptnRoughnight on 2016-Mar-03
Keep it up! Very nice!


Title: Re: Reggie World ( Pandora , PC )
Post by: spacefractal on 2016-Mar-03
Its look more more professional. This could also been released on platform like Steam as well. Im more more like the graphics style, which works very awesome and have a nice varied gameplay.
Title: Re: Reggie World ( Pandora , PC )
Post by: Alex_R on 2016-Mar-03
Wow!! Impressive. Good job!!
Title: Re: Reggie World ( Pandora , PC )
Post by: Kitty Hello on 2016-Mar-03
Amazing. How did you do the levels? Block like or really free 3D shapes?
Title: Re: Reggie World ( Pandora , PC )
Post by: nabz32 on 2016-Mar-03
Thanks for all your kind words :)

Everything is setup with blocks,


This is an old video, but it shows the editor ( how it was ages ago (-: ),
i think it shows best, that everything is layed out among a coordinate system.
Title: Re: Reggie World ( Pandora , PC )
Post by: nabz32 on 2016-Mar-10
Polished the main menue a bit,
not finished yet, but getting there.

Title: Re: Reggie World ( Pandora , PC )
Post by: nabz32 on 2016-Mar-15
Finished my polyvector print routine.
I attached a screenshot of the menu with the new font showing off its color changing powers  :)
Title: Re: Reggie World ( Pandora , PC )
Post by: spacefractal on 2016-Mar-15
just to been mention, some devices and platforms does not like colorered polyvector and might crawl to very slow. So make sure to do a alternative withour color when possible. But its does look nice.
Title: Re: Reggie World ( Pandora , PC )
Post by: nabz32 on 2016-Mar-15
The alternative I used before is a print function I wrote, which alternates between fonts and prints each char seperately.
Gets the same effect, but the memory consumption will be higher because O have to load 3 fonts just for this effect and maybe even more for some highlighting effects.
The Pandora seems to haven´t got any problem with all those colored Polyvectors every frame, but I can make the other kind of Printing also available via options,
at least there is no Polyvector used with this option, but I don´t know which of the 2 variations is the fastest one.

Thx for the info spacefractal :good:
Title: Re: Reggie World ( Pandora , PC )
Post by: spacefractal on 2016-Mar-15
I'm got issues with ios from ios6, which slowdown a lots and disabled it for the font. I'm did used it a bit, but not while in gameplay. I'm don't now it's got fixed later through.

For Apple TV there was no slowdown issues yet.
Title: Re: Reggie World ( Pandora , PC )
Post by: nabz32 on 2016-Mar-17
I added some text commands that are parsed by the vector print routine automatically.
Mainly to highlight some text in different colors.
I hope this will help reading the texts.

There is also a "frightened" font command, which will make the letters shake.
I think I will make an "anger" font command, which lets the font pulsate with red color.

Here is a screenshot showing the new font system used in an actual ingame textbox:
Title: Re: Reggie World ( Pandora , PC )
Post by: nabz32 on 2017-Mar-10
Its been a while, I have finished all the hairy exams so I had time to continue my project.

I mainly made new levels and models
and made soccer physics.

New minecart level

(http://i.imagebanana.com/img/oq4tydck/thumb/reggie2.jpg) (http://www.imagebanana.com/view/oq4tydck/reggie2.jpg)

changes in the penguin village

(http://i.imagebanana.com/img/4fq2paog/thumb/reggie5.jpg) (http://www.imagebanana.com/view/4fq2paog/reggie5.jpg)

Arcade:

(http://i.imagebanana.com/img/2jy4231g/thumb/reggie4.jpg) (http://www.imagebanana.com/view/2jy4231g/reggie4.jpg)

Power plant:

(http://i.imagebanana.com/img/cv3h98gv/thumb/reggie.jpg) (http://www.imagebanana.com/view/cv3h98gv/reggie.jpg)

(http://i.imagebanana.com/img/cptd1vw2/thumb/reggie6.jpg) (http://www.imagebanana.com/view/cptd1vw2/reggie6.jpg)

Another level  =D

(http://i.imagebanana.com/img/h15rxmv8/thumb/reggie3.jpg) (http://www.imagebanana.com/view/h15rxmv8/reggie3.jpg)

Title: Re: Reggie World ( Pandora , PC )
Post by: bigsofty on 2017-Mar-10
Looks great, increasingly Mario'esque, which is a good thing.  :good:
Title: Re: Reggie World ( Pandora , PC )
Post by: nabz32 on 2017-Apr-05
Thanks bigsofty.

the last thing I have added are bumper walls, which repell the player and are animated while doing so. ( Imagine the casino levels in the sonic games  ;) )

I also added air vents, which push the player upwards, based on their strength.
(Nice for rooftop levels  :D )

I came across many bugs, which where really hard to find ( like wrong terrain drawing when the terrain is hidden and under water at the same time ( I had mixed up x and y variables for the xmovement command :D).

Some enemy models have been replaced and the procedure that handles if the player jumped on an enemy or is hit by him has been improved in favor of the player.

Also the editor has more functions now.

I also tried a Linux compile, but the game crashed a pc of my friend ( running Linux mint ). Is Linux cross compile stable right now?

If anyone is interested in testing, just write me a PM, the game is much more user friendly now ( I hope  :) ).
Title: Re: Reggie World ( Pandora , PC )
Post by: Marmor on 2017-Apr-06
godlike  <3
Title: Re: Reggie World ( Pandora , PC )
Post by: bigsofty on 2017-Apr-07
Arg, my computer is dismantled as I'm redecorating!   :S
Title: Re: Reggie World ( Pandora , PC )
Post by: erico on 2017-Apr-07
I´m also interested in linux/glbasic results too, but I don´t have distro here yet to test so.
Title: Re: Reggie World ( Pandora , PC )
Post by: spacefractal on 2017-Apr-07
Greedy Mouse did also not work with SteamOS. Howover should look why its crash, but im are not 100% expoert on that area. on iOS there is howover a nice debugger.

Its also looks great. Its could also been a steam release and/or a mobile release as well.

Could also been fun how this game would been played with VR..... Nut im still like the style.
Title: Re: Reggie World ( Pandora , PC )
Post by: nabz32 on 2017-Apr-23
Started scripting some minigames  =D

Here is a crane minigame:
Title: Re: Reggie World ( Pandora , PC )
Post by: mentalthink on 2017-Apr-24
Hey nabz32 you can put a link to your youtube channel, I try to see each image or video, but my browser don't show me... and I want to see your work, I follow from some time ago, and I like a lot the things are you doing in 3D... but I comment I can't see nothing from a time ago.
Title: Re: Reggie World ( Pandora , PC )
Post by: erico on 2017-Apr-24
It is probably the image host? I can see the preview but the only way to zoom is to open it on another tab.
Title: Re: Reggie World ( Pandora , PC )
Post by: nabz32 on 2017-Apr-25
Changed the Image Host and still got the problem you mentioned, I attached the image to the post instead.

Also I made a short video of the latest version, so you can see it in motion without having to install the game.

https://youtu.be/w7R5mmv8dXg (https://youtu.be/w7R5mmv8dXg)

Title: Re: Reggie World ( Pandora , PC )
Post by: erico on 2017-Apr-26
Yep, I still have it too. Why not upload the images to the board? That way they won´t get lost in the future in case the host disappears.
Title: Re: Reggie World ( Pandora , PC )
Post by: nabz32 on 2017-Apr-26
That the way i will do it from now on, easter then up Loading it to an external server anyways.
Title: Re: Reggie World ( Pandora , PC )
Post by: mentalthink on 2017-Apr-28
I see the video and like me a lot... The graphics is a bit like in the 90's but are really cool, you are doing a very big project.... Very very nice all I see... Continue it, I think is a very good game done in GLbasic, the best I see in 3d for now... I think you are the only guy doing serious 3d in the forum...
Title: Re: Reggie World ( Pandora , PC )
Post by: Slydog on 2017-Apr-28
I agree - great video!  Can't wait to play this game, it is a great showcase for what can be done in GLBasic!
I tried my 3D maze game in GLBasic years back but gave up, and moved it to Unity.

I still like dropping by the forums here though to see what's happening, and what people are creating.
Your source code must be well organized and modular to create something this complex!
Title: Re: Reggie World ( Pandora , PC )
Post by: Kitty Hello on 2018-Aug-29
Amazing. Can I use screenshots of this game to promote GLBasic?
Title: Re: Reggie World ( Pandora , PC )
Post by: nabz32 on 2018-Oct-13
Sorry for the late reply, I just installed GLBasic  v15,
compiled my code without problems.

I finished my bachelors thesis this year and now I have a job as a software engineer,

also I could become a father in about 7 months, if all goes well.

Of course you can take screenshots to promote glbasic, kitty hello.

Just posting here so you know that I am back on this project, really missed working on this and
doing some conversation with you guys.

Title: Re: Reggie World ( Pandora , PC )
Post by: r0ber7 on 2018-Oct-15
Quote from: nabz32 on 2018-Oct-13
Sorry for the late reply, I just installed GLBasic  v15,
compiled my code without problems.

I finished my bachelors thesis this year and now I have a job as a software engineer,

also I could become a father in about 7 months, if all goes well.

Of course you can take screenshots to promote glbasic, kitty hello.

Just posting here so you know that I am back on this project, really missed working on this and
doing some conversation with you guys.

Congratulations. :) I hope all goes well with the pregnancy.  :good:
Title: Re: Reggie World ( Pandora , PC )
Post by: nabz32 on 2018-Oct-17
Thanks,  :)
I hope so too .
Title: Re: Reggie World ( Pandora , PC )
Post by: nabz32 on 2020-Apr-20
Hi,
my wife and I got a beautiful daughter and things finally start to calm down here.

I would love to continue with this project, but I have a few questions.

-Currently I am on Mac, how well is compiling for Mac working in the new Version?
-Is it still possible to compile for Pandora?
-Will there be support for the Pyra?
-Any improvements made on the compile for Android frontline?
-Is the new version steam only, or is there a standalone version too?

Kind regards.
Title: Re: Reggie World ( Pandora , PC )
Post by: Kitty Hello on 2020-Apr-20
Hi,
congratulations to the new life on earth. Well done.
The current version is STEAM, only. The pandora is not directly supported. I think of giving a c++ library to you, so you can pompile for any toher platform.
Does the Pyra exist, already?
Title: Re: Reggie World ( Pandora , PC )
Post by: nabz32 on 2020-Apr-20
Thanks Gernot.

The Pyra does not exist yet,
I just preordered one and was curious about it.
I could compile the c++ library for different platforms indeed.
(Though it has been almost a year since I last did a commercial project in C++)
If the IDE does not run on Mac, I could just develop under windows using bootcamp.

Thanks for the fast reply


Title: Re: Reggie World ( Pandora , PC )
Post by: spacefractal on 2020-Apr-21
Wow there is a lots of drame with Pyra that today looks quite outdated and very pricy. Preorder started for 3-4 years ago and has not devived yet. That why im dont preorder thing, when you dont know the release days.

But congratulation with the baby.

But in the way, im recently added ChromeBook support (those that can run Android apps).

We cant support Mac and ios anymore. The reason? Apple has dropped OpenGL support! Except if there exists a Metal wrapper that is not insane pricy. The best bet is still see a good html5/javascript port as a alternative.
Title: Re: Reggie World ( Pandora , PC )
Post by: MrPlow on 2020-Apr-21
Congrats Nabz!

Also Android compile is working well using Android Studio for Windows :)

Title: Re: Reggie World ( Pandora , PC )
Post by: nabz32 on 2020-Apr-22
Apple dropped OpenGL Support?
That is insane 😩

I think I will buy the Steam version next month and just use bootcamp.

I preordered the pyra only a month ago,
just preordering it for collector purposes.

I hope that i can be more active in the coming month.
Thanks for the explanations and the gratulations
Title: Re: Reggie World ( Pandora , PC )
Post by: spacefractal on 2020-Apr-22
Apple depreacted it about 2 years ago. Its still works throught. Not sure you dtill can compile it from xcode today. Im cant help here anymore.
Title: Re: Reggie World ( Pandora , PC )
Post by: nabz32 on 2020-Oct-11

I recently had some time to work on this again:
Also New actions for events ( like manipulating a block )
And of course bugfixing.

The editor has been improved, but there is still so much left to improve
in terms of layout and useability.
Aside from that all this game needs is content.
The improvements on the editor should allow me to
Produce new maps faster.

If someone wants to try the current state send me a pm
and i will send you a download link for the win version.
A gamecontroller or a good keyboard is recommended for testing.








Title: Re: Reggie World ( Pandora , PC )
Post by: bigsofty on 2020-Oct-11
Sounds good if you could PM a link Nabz, I'd appreciate it.
Title: Re: Reggie World ( Pandora , PC )
Post by: nabz32 on 2022-Dec-12
Hi, I fooled around a little more with my engine during this year.

* Added some lawn back into the engine.
* Rewrote the engine to support n layers instead of only 2 ( plan is to use this for caves in the future )
* Improved collision with diagonals, now friction is correctly applied here.
* Enemies which should not go over cliffs now detect this always correctly, before those enemies could get stuck on cliff edges and block edges.
* Improved collision with spheres, now friction is correctly applied here.
* Coins collected are now remembered for each map in the save files, saving takes a little longer now.
* Improved transparency check when camera moves ahead of the player while running.
* Reduced inertia for player when turning.
* Increased acceleration for player when running.
* added new available view ranges ( huge and very huge ), so you can see more of the map. Thanks for removing the object limit in the latest steam release Gernot.

Currently in Progress:

* Player editor for configuring player basic behaviour, selecting models etc.
* Support for multiple Campaigns.

Also I am in the process of rebranding this game ( new player model), new storyline, maybe new features, If anyone has some ideas I would gladly look into those, maybe someone
on this forum wants to collaborate on this? ( Just looking for ideas, not something like "plz make all models and sprites for my game"  ;) )
 





Title: Re: Reggie World ( Pandora , PC )
Post by: Kitty Hello on 2022-Dec-13
Aweseome. Good to see, you're still at it.
I'd personally go with a more toonish style for the main character. Big eyes, large head. See my Wumbo e.g.:
Title: Re: Reggie World ( Pandora , PC )
Post by: erico on 2022-Dec-13
Great! On the visuals, brighter colors might be a good idea. I kind of agree about the main character, Gernot´t idea should help making it stand out.
Title: Re: Reggie World ( Pandora , PC )
Post by: bigsofty on 2022-Dec-14
Large head,small body
Cartoon outline
Use less dull colours, more bright primary colours...

See... https://store.steampowered.com/app/925950/Here_Comes_Niko/

(https://cdn.cloudflare.steamstatic.com/steam/apps/925950/ss_c4ea51d33cf63fcce0fe2097bc777a6591913dca.1920x1080.jpg?t=1628006411)
Title: Re: Reggie World ( Pandora , PC )
Post by: nabz32 on 2024-Mar-25
thanks for the help,

I am still in the process of reinventing the character and story.

I have worked a bit on the lawn engine, so i thought i share some progress ( has it allready been 10 years?  :o )

I have implemented shaking grass when you walk over it ( value from 1.0 multiplied with 720 degrees and sin and asin aftwerwards, looks really nice ), I can also use it for making a wind effect on the whole lawn, also really not that ressource draining ).

I have also fixed some bugs, like teleportation could in special cases lead to one row of tiles not loading.

And I also finished the lawn editor, lawn tiles can now be edited by some clicks in the editor.

I have attached a screenshot of the new effect, but I think a video would do it better justice.
Title: Re: Reggie World ( Pandora , PC )
Post by: erico on 2024-Mar-25
Nice to see this one evolving :)
Title: Re: Reggie World ( Pandora , PC )
Post by: dreamerman on 2024-Mar-25
Indeed, good to see some GLB projects still rolling on, and yeah development time can be long but patience and consistency is the key to get it done.
Regarding the effect itself, it's shaking or more like bending the grass to ground, or something like that? Such detail is always welcome as even today not all AAA game have vegetation that is reacting to player :D
Title: Re: Reggie World ( Pandora , PC )
Post by: nabz32 on 2024-Mar-26
ok, I made a short video so you can see it in action

Title: Re: Reggie World ( Pandora , PC )
Post by: erico on 2024-Mar-26
SUPER! The effect is very well done, are you also pushing them down a bit other then giggling?
I love the fact that the enemies also bend the grass :)

ps: I need to get back to my Joust game... about August I will dive into it :)
Title: Re: Reggie World ( Pandora , PC )
Post by: nabz32 on 2024-Mar-26
Yes i also scale the lawn, i could instead rotate it on another axis, but i hate 3d rotations when there are to many angles involved, I need to get more into quarternions.
Title: Re: Reggie World ( Pandora , PC )
Post by: erico on 2024-Mar-27
But is it really needed (extra rotation)? The effect looks great already.
Title: Re: Reggie World ( Pandora , PC )
Post by: dreamerman on 2024-Mar-27
Video shows much better how it works, and the effect looks very nice in action, specially if enemies also affect the grass.
Title: Re: Reggie World ( Pandora , PC )
Post by: nabz32 on 2024-Mar-27
I also changed the tree design, now with dynamic leafes.
I plan for the leafes to be affected by the wind and player also.
Just finished the editor and the basic drawing.
Title: Re: Reggie World ( Pandora , PC )
Post by: nabz32 on 2024-Mar-27
It looks way better with point lights with attenuation,
but you have to place the lights strategically for this to look good