|
BrazilianBoy
|
 |
« on: 15. September 2007, 01:40:52 am » |
|
Hi there  From here on, I'll use this to give info ONLY about the game. If I use it for Support, it will become a very big thread, because I love this forum  I hope to post the very first eye-candy soon!!! Lucas.
|
|
|
|
« Last Edit: 15. September 2007, 04:40:13 pm by BrazilianBoy »
|
Logged
|
Getting my hands dirty 
|
|
|
|
BrazilianBoy
|
 |
« Reply #1 on: 22. September 2007, 10:08:52 pm » |
|
The QuadTree implementation is finished  Now, I can make huge levels with almost zero performance cost. The object instantiation system also benefits from the quad tree. Unfortunately, it's very simplistic, and optimized for my game, so it won't be useful into the xith core  Some gameplay objects were redesigned and look better than ever... I can't wait to make them work as they should  Lucas.
|
|
|
|
|
Logged
|
Getting my hands dirty 
|
|
|
Marvin Fröhlich
Xith Lord
Administrator
Guru
   
Offline
Posts: 4381
May the 4th, be with you...
|
 |
« Reply #2 on: 22. September 2007, 10:12:23 pm » |
|
The QuadTree implementation is finished  Now, I can make huge levels with almost zero performance cost. The object instantiation system also benefits from the quad tree. Unfortunately, it's very simplistic, and optimized for my game, so it won't be useful into the xith core  How is your QuadTree concept? And in which way is it optimized for your game? Marvin
|
|
|
|
|
Logged
|
|
|
|
|
BrazilianBoy
|
 |
« Reply #3 on: 22. September 2007, 10:29:09 pm » |
|
How is your QuadTree concept? And in which way is it optimized for your game? Well, the QuadTrees are groups with four children each, wich can be all QuadTrees, or all QuadTreeLeafs. At this point, they behave as normal scenegraph structures, both extending Group, and Implementing QuadTreeElement. You can retrieve the children of a QuadTree, and locate a child deeper in the structure using a set of coordinates. Both classes have an "active" boolean field, used during the traverse. QuadTreeLeaf owns a set of special fields. For instance: object instantiation definitions, and the collideables of the scene it contains. If you wat to integrate it to xith, it can be reworked, but I did it entirely today, so it's very simplistic. Lucas.
|
|
|
|
|
Logged
|
Getting my hands dirty 
|
|
|
Marvin Fröhlich
Xith Lord
Administrator
Guru
   
Offline
Posts: 4381
May the 4th, be with you...
|
 |
« Reply #4 on: 22. September 2007, 10:31:13 pm » |
|
If you wat to integrate it to xith, it can be reworked, but I did it entirely today, so it's very simplistic.
Well, this is indeed very simplistic. So I will create an implementation on my own. But thanks, anyway  . Marvin
|
|
|
|
|
Logged
|
|
|
|
|
BrazilianBoy
|
 |
« Reply #5 on: 30. November 2007, 07:21:32 pm » |
|
Wow, I haven't posted here for so long! But the work didn't stopped, in any way  I made springs, launchers, rings, the hud with counters and stuff, graphics for the first level... And much more stuff I forgot to mention. 30% of the engine is ready, I think. I need Collada and physics to work on Sonic's movements. But I can wait. I'm currently working on the menu system and it's design. I'll post the first (decent) screenshot here:
|
|
|
|
|
Logged
|
Getting my hands dirty 
|
|
|
Marvin Fröhlich
Xith Lord
Administrator
Guru
   
Offline
Posts: 4381
May the 4th, be with you...
|
 |
« Reply #6 on: 30. November 2007, 07:28:40 pm » |
|
Wow, I haven't posted here for so long! But the work didn't stopped, in any way  I made springs, launchers, rings, the hud with counters and stuff, graphics for the first level... And much more stuff I forgot to mention. 30% of the engine is ready, I think. I need Collada and physics to work on Sonic's movements. But I can wait. ... Wow. Apart from the background it looks awesome  . You may want to replace the water by Mathias' GLSL water when it's ready. ...I'm currently working on the menu system and it's design.
Are you using the (relatively) new HUD MenuSystem (have a look at the testcase)? If not, what is missing in it? Marvin
|
|
|
|
|
Logged
|
|
|
|
|
BrazilianBoy
|
 |
« Reply #7 on: 30. November 2007, 07:46:48 pm » |
|
Wow. Apart from the background it looks awesome  . You may want to replace the water by Mathias' GLSL water when it's ready. This is the 3D recreation of the first level of the first sonic game, created in 1991. I want to keep the original background  About the water... The water in the riginal is almost like this. But it would be nice to pimp it!!! Are you using the (relatively) new HUD MenuSystem (have a look at the testcase)? If not, what is missing in it? I'm just making the graphics and planning how will things come and go on the screen. But that menu looks great! If I can mod the buttons, then I'll use it.
|
|
|
|
|
Logged
|
Getting my hands dirty 
|
|
|
Marvin Fröhlich
Xith Lord
Administrator
Guru
   
Offline
Posts: 4381
May the 4th, be with you...
|
 |
« Reply #8 on: 30. November 2007, 07:50:38 pm » |
|
...But that menu looks great! If I can mod the buttons, then I'll use it.
You can.
|
|
|
|
|
Logged
|
|
|
|
|
BrazilianBoy
|
 |
« Reply #9 on: 30. November 2007, 07:55:11 pm » |
|
But there are some considerations:
- I need to move the buttons. - The menu should be controllable with the keyboard.
|
|
|
|
|
Logged
|
Getting my hands dirty 
|
|
|
Marvin Fröhlich
Xith Lord
Administrator
Guru
   
Offline
Posts: 4381
May the 4th, be with you...
|
 |
« Reply #10 on: 30. November 2007, 08:24:27 pm » |
|
- I need to move the buttons.
What do you mean? Drag them with the mouse or just place them somewhere different than in the examples? Both is possible. Making them draggable is simple (through a setter). And the example's button placement is just the result of one example of the MenuSystemWidget implementation, which you can do, how ever you want. - The menu should be controllable with the keyboard.
This is a feature to come. It is not currently possible, but will be. Marvin
|
|
|
|
|
Logged
|
|
|
|
|
BrazilianBoy
|
 |
« Reply #11 on: 30. November 2007, 08:36:33 pm » |
|
What do you mean? Drag them with the mouse or just place them somewhere different than in the examples? Both is possible. Making them draggable is simple (through a setter). And the example's button placement is just the result of one example of the MenuSystemWidget implementation, which you can do, how ever you want.
No, it's an animated effect: I want to slide them into the screen when the menu appears, and slide them off the screen when the menu disappears.
|
|
|
|
|
Logged
|
Getting my hands dirty 
|
|
|
Marvin Fröhlich
Xith Lord
Administrator
Guru
   
Offline
Posts: 4381
May the 4th, be with you...
|
 |
« Reply #12 on: 30. November 2007, 09:25:29 pm » |
|
No, it's an animated effect: I want to slide them into the screen when the menu appears, and slide them off the screen when the menu disappears.
I need to check that. Even if it was not currently possible, it should be and will be  . Marvin
|
|
|
|
|
Logged
|
|
|
|
|
BrazilianBoy
|
 |
« Reply #13 on: 01. December 2007, 01:01:26 pm » |
|
I need to check that. Even if it was not currently possible, it should be and will be  . I think it is. Shouldn't I create my own MenuGroupWidget?
|
|
|
|
|
Logged
|
Getting my hands dirty 
|
|
|
Marvin Fröhlich
Xith Lord
Administrator
Guru
   
Offline
Posts: 4381
May the 4th, be with you...
|
 |
« Reply #14 on: 01. December 2007, 04:01:21 pm » |
|
I think it is. Shouldn't I create my own MenuGroupWidget?
Yes, sure. But the HUD currently has no visible button focus behavior. Well, you can do this by catching the onFocusGained and onFocusLost events. So feel free to do so. But it would be nicer, if the HUD would do this for you. Marvin
|
|
|
|
|
Logged
|
|
|
|
|