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Messages - nabz32

#1
I am too working on two projects, but I have no time to continue right now. For the new project I heavily use types, I would love the option to create interface types, but I think that is not going to happen. My largest problem in this project is that I am not able to use the debugger anymore, everything crashes when I enable the debug mode on this new project, on my old project this is not an issue, so I think it's type related.
When I get the time to work on my projects I am heavily involved, but I have large gaps in between.
#2
Happy belated new year to all of you.  :good:
#3
OK, I just need to make sure, that it doesn't save again, while a background save is in progress. Escape key is already disabled if not in debug mode, so it should be safe, If someone task kills the game while the save is running it shall not my problem
#4
Yes I already have the texture changing in place, but I also want the arms legs etc. Have different models also. In addition I want to save some frames per model, for example I have the walking loop for the legs and be able to play different animations for the arms without having to do all the arm animations for all the leg animations. I want the model files to be small. I already started implementing this and the push / pop matrix commands are perfect for this.
#5
But could I access plain files in the background ( just writing stuff)?
#6
I have not searched for the library yet,

I want to load 3d Objects while only displaying the 2D buffer, is this thread safe, or are there some overlaps in memory?

Also reading and saving files in the background would be nice, since I added the collectables to the save files, saving lag has become noticeable ingame.
#7
Thx for the kind words,

just some small updates done since my last post

* I added performance settings for the lawn effects ( view Distance of lawn can be set in percent ( it is allways related to draw size ) ).
* Lawn in close proximity to the player on another terrain level was also pushed down when the player was on ground, this has been fixed
* Fixed movement for the player when using a joystick
* Added bouncy wall detection also for enemies ( there is a wall type flag that will bounce the player off, like in a pinball machine, the texture of those walls can also change when it is bouncing something off, if it is properly defined in the TileShape Editor )
* Fixed a bug where height of static objects was reset to zero when an terrain update occured on a fixed area
* Created PlayerShape type and moved all hard coded animation frame references into it
* Created new maps
* Finished some animations of the new Player model in Blender, I will export it partially ( legs / arms / torso / head ) later this week, the reason why I export it partially is I want to change the model for the body parts on the fly ingame ( this is allready done like this for the old player model )




#8
I have added tree leafes reacting to player collision, I rotated them based on the proximity to the players / enemies, multiplied with the angle to the player, looks really nice.

I have completly rewritten the collision engine, now it is even smoother than before for diagonals, even with high frameskip values.

Now it is time to implement the player editor ( for assigning animation frames to different actions ) and a player action editor ( basically making combat moves editable ). Then I will add some fire calculations / effects, because I need burning lawn / trees for the story ). After this I can finally implement the new story / gameplay ( I made some maps for this allready ).

#9
Nevermind, I found a good tutorial on hawk threads, I will give it a try sometime
#10
Is there some example how to use the threads?
I was last using threads with posix threads back in 2017.
What I want to achieve is loading data in a seperate thread and continue refreshing the screen in the main thread. Of course I wont access the ressources that are loaded from the main thread while it is loading.
So basically I saw how to create a thread, but how to delegate work to the thread, send an interupt from the side thread to the main thread etc.?
#11
Ja, vielen Dank, es gibt sogar Bookmarks? Sehr nützlich. :good:
#12
That looks really performant, very nice job dreamerman👍.
Would love to experiment with this algorithm myself too, I think I`ll take a look at it tomorrow as well
#13
Hi, ich habe erst letztens die nützliche Tastenkombination alt + Pfeiltaste links gefunden, mit der man einfach zurückgehen kann, leider hat alt + Pfeiltaste rechts zum Vorwärtsgehen dann nicht funktioniert.

Ich lese hier auch von strg + leer, was bei mir anscheinend überhaupt nichts tut, bin ich zu dumm, oder gibt es irgendwo ein verstecktes Readme, in welcher alle Tastenkombinationen des GLBasic Editors aufgelistet sind?
#14
Yes I will add a time log for the functions, I think I will make it only write if a certain key is held down, this way I won´t get gigantic logs. I think it will be nice to have in the future.
#15
Hi Gernot, the Problem is rather finding the polygons for the triangulation dynamically.
I have run into two problems while developing further:

I noticed that I can´t make faces transparent using alphamode when I colored them, I wanted to make different shades for the lawn tiles based on their angles, so I created 16 plains with vertex colors ranged from rgb(0,0,0) to rgb(255,255,255), it looks really nice, but the faces that have not rgb(255,255,255) won´t render transparency (ghosting) correctly, they just stay solid (transparent texture color is not displayed, as it should be).
Is this a known bug, is there a workaround for this?

Also I noticed some performance decrease where I just can´t find the reason, when the player is above a hole the performance drops for some reason, are there some performance analysis tools in the GLBasic IDE? Otherwise I need to log each function call and its duration manually to find the culpit.

I also made up my mind of the new direction of the actual game I want to build of this and made some gameplay drafts ( in Notepad++ ). Basically it will be focused on melee combat with enemies, the jump and run aspect will still be there but not as dominant like in the previous formula. And of course it will have a (hopefully ) nice story. Graphics wise I will polish it a bit, but I will still go for this N64 retro look.