Glamthaus's Recent Forum Activity

  • > Thanks to everyone for your kind comments. It has somewhat reinvigorated me to continue my work on the project.

    >

    If you don't mind me asking, what's project you have in mind?

    Over the last few years I've been drafting up documents for an action rpg using that sort of 3D isometric angle, but with a movable camera (ala Ragnarok Online, Xenogears, Final Fantasy Tactics). This hasen't been feasible at all with the old clickteam products.

    That isn't necessarily what I had in mind here, but I told you that to give you an idea of what I'm trying to achieve. This project is about creating the foundations to allow such a game. Making a usable 3D engine with Z Emulated 2D sprites.

    There are other things I need to do, beside just creating the base engine (which I would say is only between 30% - 50% done at best), such as a 3D level editor, because laying tiles from a top-down perspective won't ever cut it.

    So I guess, by the project, I mean all of that as a whole. Finishing the current 3D engine so that it works to how I would like it, and crafting the necessary tools to make the content side of things doable without losing my sanity, and within a suitable time frame.

  • Thanks to everyone for your kind comments. It has somewhat reinvigorated me to continue my work on the project.

    As far as uploading the .cap file, in its current state it would likely be useless due to a lack of detailed (Or any, really) documentation. I'll try to work on that so everyone can have a decent shot at understanding whats under the hood. (I'll upload the current undocumented version if anyone is feeling up to the challenge. I hope you understand Rotation Matrices and such if you do. <img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" />)

    That's awesome! I guess I'll have to try fixing the yaw offsetting and stuff. I should probably add camera transformations as well - it'd be easier to move the camera around than to move all the boxes, I guess.

    Native camera transformations would likely make about two thirds of my code obsolete (removes the need for the Rotation Matrix, and Pitch, Yaw, Roll input via the Rotation Matrix), so that would be ideal.

    Native Z emulation for 2D objects would make the other third also obsolete.

    Those two changes, as well as fixing the Yaw relativity issue, would allow everyone to achieve what I have, with about 10 times less code. I'm not sure how time feasible it is to do so, being that Construct is primarily 2D (at least until version 1.00), but I'm definitely willing to help out in any way I can if you wanted to try to get it in before version 1.00.

  • The following is a 3d Proof of Concept that I created in Construct about a month or two ago, before I got caught up in real life and had to put it on hold.

    I realise, first and foremost, that it isn't perfect. The 3d box's Yaw function having no relativity has prevented being able to do a typical camera roll, as well as the ability to offset the pitch, yaw, roll of the 3d boxes themselves.

    Regardless of that, the proof of concept shows that a 3D world with 2D sprites (think Final Fantasy Tactics, or Xenogears) is entirely plausible using Construct.

    http://www.fileshack.us/get_file.php?id ... oncept.exe

    EDIT: Just realized that the Look Up and Look Down is actually inverted. I may upload another exe later, but you still get the general idea.

    2nd EDIT: One thing I would like to add is that Mouse Look would be entirely possible provided that the functionality to set Mouse X and Mouse Y positions is added.

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  • Wow, looking good man.

    A damn high level of polish for a 'tech demo' <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" />.

  • Thank you all for your support!

    The development is going very fast for now and almost all the basic functions are working (or at least they appear to work <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" />).

    I've added teams so that you can group players the way you like. In this way you will be able to easly send messages to some players only.

    Room managment is also near to be completed. Players can create rooms for the others to join so that you can use them as you want (For example not only game related, you can create a simple multichannel chat app in 15-20 conditions)

    Hope this teased you up a bit! <img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" />

    You've teased me up more than just a bit, thats for certain. <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" />

  • Yeah, I'm getting "board" waiting for your mother to come, too <img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" />

    I kid, I kid! Please don't kill me...

    LOL. That brought a much needed smile to my face, thanks <img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" />.

  • Good luck with the exams mate.

    Hope the motherboard comes sooner rather than later.

  • [quote:bezgv7yh]I'm actually implementing some kind of basic protocol to make things transparent for the user. Joining, Leaving and Sending strings to the server is already working and i'm looking forward other basic functions like changing nickname, changing room name, sending colors or object coords and values, all things that can be done using basic string sending and string manipulation but that will make life much easier for all and i think are more in line with the philosophy of a tool like Construct.

    This sounds absolutely awesome MK ... Bring it on!

    Agreed, sounds absolutely brilliant. <img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" />

  • After reviewing the above diagram... I realise it doesn't exactly give you a good idea of what I mean.

    So, having said that, I decided to throw together these two exes to show you exactly what the problem is.

    Introduction:

    These two tests highlight the problem with the current 3DBox orientations, and their inconsistent relativity, as detailed in the above post. Due to this, I decided to focus on rotating two orientations, rather that three in the following tests (Two can be a mess as it is, which you will see).

    Test 1:

    For the first test, I decided it would be best to show you what it looks like when it is working correctly. To do this, I have started off with a Pitch of 90, so I can use a Roll to simulate what a Yaw SHOULD be doing.

    http://www.fileshack.us/get_file.php?id ... nTest1.exe

    Note: Ignore the textures, an origin pitch of 90 causes them to be in an incorrect position.

    Test 2:

    This is using Pitch as Pitch, and Yaw as Yaw. You will find when you try to combine a Pitch and a Yaw... well... you'll see.

    http://www.fileshack.us/get_file.php?id ... nTest2.exe

  • My apologies, I didn't see the new information about submitting bugs to the 'bug tracker' before making this post.

    Regardless, it is now submitted.

  • After some extensive work with the 3DBox I have noticed an issue with it's orientation values (yaw, pitch, and roll).

    The problem, quite simply, is that the orientations for the 3D box are not consistently relative. That is to say, they are relative in some situations, and not relative in others, causing inconsistency.

    This diagram will hopefully help you understand what I mean.

    <img src="http://img204.imageshack.us/img204/8978/orientationcx4.jpg">

    The things I notice immediately are:

    • Yaw is acting independently of Pitch and Roll.
    • The relativity between Pitch and Roll seems inconsistent.

    This inconsistency is bound to cause problems whenever someone tries to alter two or all three of the Orientations.

    • Glamthaus

    Edit: Here is the .cap I was using the test this, if it helps any. http://www.fileshack.us/get_file.php?id ... onTest.cap

    Edit: Edited for clarification.

  • Raknet looks good and is free for non-commercial use, which means I could make a plugin using it and distribute it for free. However anyone wanting to sell their online game needs a license, which is only about �50 ($100) per application. This is okay I guess, a commercial game would probably make that back if they just have a handful of sales. But it's still a bit of a barrier to small time indie devs. What do you reckon?

    Very interesting. Not sure what everyone else thinks, but in my opinion thats an excellent idea.

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Glamthaus

Member since 7 Nov, 2007

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