Got W'O HD sound FX! Any SFXs yet?
I'm gonna get the XGRA ones too! "shields fail" is what I want.
Got W'O HD sound FX! Any SFXs yet?
I'm gonna get the XGRA ones too! "shields fail" is what I want.
Progress update:
Have a good working ship select now: the player will customise each race by selecting the opponents (and weapons the opponents use) before starting a race. I found this to be the least hassle, and leaves the door open to online multiplayer.
UPDATE: i am working on the track, um how do i excatly export a Google Sketch Up model into a .dae file?
@Rotational_Aspect: Awesome :D
btw. How did you done ships phisics? Every ship has it's own force points or something like that or same for all other method of simulation?
@MyNameIsBom: Uncle Google don't bite
zero3growlithe: each ship has various values (like top speed, acceleration, weight), and each weapon has a weight value too. I have a simple equation that subtracts the total ship weight from the top speed, so when you eject the payload / weapon the speed will increase.
Its pretty primitive at the minute, but it works, and thats what matters!
MyNameIsBom: http://sketchup.google.com/support/b...?answer=114345 might help.
EDIT:
Found a joypad script (and using an XBOX 360 pad) starting to get the player controls together.
I had to somehow get myself back to progress in making that game, so i did it through making simple fun game which i'll post soon (max 3 days) :g
Achievments:
- in-game material changing for object when hit and HP counting
- blinking object when hit and exploding after some time while emitting particles and force that pushes other object in specified area
- object that fall-apart when reach HP=0 to small cubes :P
- nice cannon with vertical/horrizontal control and shooting
- respawning blocks that were destroyed (whole game is about blocks:g)
- aiming with cannon using mouse (DONE! After so much time spent, it's finally done :g)
To Achieve: (i have to make it!!!:mr-t):
- homing missiles with smooth turning (look-at command with some modifications)
My english sucks but i think that someone understood me... somehow :blarg:nod
EDIT: Is blender game engine multi-threaded? I mean, does it support multiple cores?
Update Stage 2 of the track development.
And no luck finding how to convert skb into .dae files yet....
zero3growlithe: The Blender game engine is sadly not multithreaded. And your fun learning game sounds good too!
MyNameIsBom: what version of sketchup are you using?
Bwahahah AHAHAHa ohohohh hihihih huhuhhuuh ohohoho eheeheheh.... ekhem
I did it finally! Jezze, to make this damn homing missile and mouse controls i had to sit almost 2 days :brickwall, but it was worth it :g
https://rapidshare.com/files/3980549...Crusher_xD.rar
So, here are the controls and some facts:
- to rotate cannon use your mouse
- to shoot plazma > LMB, to shoot missile > RMB
- to aim your missile press MMB on any object, for more accurate shoot press it rapidly (the faster you press it, the more accurate the shoot is)
- blocks respawn as follows:
> "B" button for bombs
> "N" button for normal blocks
> "M" button for mega block (shoot it with missile :g)
- Blocks have attributes as follows:
> Bombs explodes when hit after some time
> Normal blocks.... they just react physically... nothing special
> Small blocks that can't be respawned after 20 hits (bullets are double so 10 hits) falls apart on small blocks
Note: Big red cursor is for aiming with plasma, and normal mouse cursor is for aiming with missile.
Have fun :P
btw. I know about those physics related bugs, and i tried do get rid of them... i failed ;(
I decided to just make songs and I'm starting to make one
SONGs:
Dj Carfil - The Bass Drive (i think)
Dj Splash - Bass Is Kicking (i think)
And some pure songs...
and some mercury hg songs..
wish me luck
zero3growlithe: nice demo! How hard was it to program, or did you use the node logic plug in?
Also, more updates from Blender:
I have been integrating my various scripts into a test file and have had some excellent results, and some interesting side effects!
Firstly, due to the physics engine, I have had to split the test ship models into chunks-
I can now get my ships to explode and shower the surroundings with wreckage
You can destroy individual parts from ships
With work could lead to customisation options (as the chunks of vessels can be swapped out for others)
I have also begun to integrate the weapons scripts I made earlier. At the minute I have a laser that is reducing the health of various parts of the test ship.
The next stage will be to put the weapons script into one of the dummy weapons and make it 'live', to see if there are any bugs. I must admit its very satisfying to see some progress that you can play with!
Yes, it is satisfying to have something working :P And about that programming difficulty... that was damn hard to program as for me :blarg I was sitting most of the first day programming to make mouse controls and most of the second day to make homing missile with no break :g (around 4 - 6 hours each :dizzy). Seriously :|
btw. Health for each part of ship sounds like you want to make it fall-apart when taking damage with quiet nice mess left :g
btw2. What is this node logic plug-in?
Unity has a node logic system (similar to Blenders logic blocks but more flexible) via plug ins- there are several, in fact: Playmaker and VIZIO (Antares Universe) being two main ones.
Ah, then my answer is no to your question about it 8)
Slight update:
weapon (laser) works fine, a minor glitch but its not noticeable in game. I have made a choice to go with having each part of the vehicle add to the collision hull of the overall ship, which means that each section cannot be 'hit' individually. This seems to be a built in limitation of Blender.
Why do this? Well it means the collision box is the exact match to the ship, and I can still detach parts at will, so I could have a piece of ship fall away if the players health drops below 50, for example.
And pat yourself on the back for doing programming from the ground up with your demo! Its scary when you start off with nothing!
Ah hahah, really mad idea flew through my mind :P Let's make a Lego Wipeout Game :blarg xD Taking a Lego ship appart would be really a great fun, especially with cannon :g Already working on that but on my old triakis which has maaaany parts to take off :nod
btw. I can add an mesh collider to every mesh on my scene which detects collisions on every mesh individually in unity :)
Show off! :PQuote:
btw. I can add an mesh collider to every mesh on my scene which detects collisions on every mesh individually in unity
I may ditch the custom ships for the sake of simplicity now, it gets very confusing (even with just three parts per ship on the test model). I can always swap the mesh to a damaged one (like in Wipeout HD when a ship explodes) and have particle emitters etc for smoke.
This also means the scripting will be simpler to do, which is always nice!;)
Why changing whole mesh if you can just add texture with nice damaged image and some places with transperency for holes? I think it's easier :P And i suppose it's made that way in WOHD :blarg (and for sure in Pulse)Quote:
I can always swap the mesh to a damaged one
EDIT: Oh, and using in-game component tweaking turn on gravity to make ship fall and make it look... dead xD
btw. To show off that particles fall-off i'll make my ship physics i have great problems with work (after hearing that you just done something and it's enough killed me :g) and add cannon to my ship and i'll make one ship with simple avoidance AI that will just fly through this track and will be my shooting target :g
Let's count one week to do this (i gotta mobilize myself somehow :|).
EDIT: OMG!!!! Why this g**d*** ship have to be so hard to make it fly!!! Waaaaaaaaaaaaaaaaaaaah!!!!!!!!!!!!
I did think of replacing the texture, but it is ironically easier to change the object- plus it means I can add more detail (like big holes or wires hanging out). And thanks for the gravity switch idea but I have something like that working now (when the ships health = 0 the 9.8 +z force is taken away).
Your target sounds a bit ambitious for 7 days- the way that I did things was to split up tasks into smaller chunks (like gun scripts, movement, antigravity etc) and bring them together later otherwise you may get multiple bugs all at once which are hard to fix.
But otherwise, go for it!