Colonel Justice's Recent Forum Activity

  • This is pretty cool! Could be really funny as a party game :D

    I wonder if you could utilize Mouselock or something to draw an interpolated line for fast mouse movements.

  • Hey Gigatron, just converted your Quad Deform shader. Will do some more testing and then release it if you won't mind.

    Converting to the JSON format is a real pain in the rear, one syntax error and you have to clear your browser cache etc. :D

    Cheers!

  • Feature Bonanza, up next:

    -Splash damage from explosives. Not instant, but the good one, you know, like in Blood where you get pushed away over time and take damage.

    -Enemy hit zones, e.g. for headshots

    -Akimbo (dual) weapon wielding

    -Decal rendering for floor / ceiling (blood pools etc.)

    Still looking into alternative rendering methods.

    The leap to C3 runtime looks promising performance wise, but we have issues there. There is no raycasting plugin (trace, chipmunk, Box2dPlus), so Xresolution times for loops with step size 1 have to do the job. Is that feasible?

    Also, what to do for drawing semitransparent / masked walls elements. Raycasting surely has it's limitations there.

    Currently I'm looking into abusing Gigatron's 3d quad shader for wall rendering. Problem is with Construct there is no real z buffer, so the z sorting has to be done per object. This can be done really fast, the walls however have to be sliced up properly to prevent clipping issues.

    Just to give you some insights on the current state of development.

    Cheers!

  • Thanks!

    I'd say it is a mixture between Wolfenstein & Doom.

    Since the engine can't render different wall heights per level / semitransparent walls at the moment, there is this constraint. I'm right now looking into either faking it with different rooms per level with each room having different setups and then teleporting between rooms, or using shaders to do the wall distortion. I'm lacking a proper sorting / painter algorithm though to prevent unneccessary drawing.

    However the engine still utilizes ZYX axis, so there is an additional degree of freedom.

    The version currently for download is deprecated and doesn't include the recent features.

    I'm working heavily on a playable prototype to showcase the project. Aiming for a style like Hexen / Blood / Duke 3D since that are some of the titles I grew up with ;)

  • Update 0.5

    This ain't dead just yet!

    Features / useful additions

    • Particle system composed of billboard sprites
    • Sprite & wall world placement are now calculated from inverse transformation matrices - removes a couple of displacement issues
    • Floor & ceiling rendering
    • 3d bullets - projectiles can bounce in 3d space
    • 3d raytrace for hitscan weapons
    • Objects have height(depth) on Z-axis (collision detection)
    • Looking up/down + mouse aim
    • Texture precooking engine (set ambient, diff color, texture maps, then at level start the slicer will load the texture in the raycasting image banks)
    • Fake lighting using Tint / Tint Mask effects
    • Colored distant fog + weather effects
    • Post processing: Aiming motion blur

    Some eye candy

    Cheers!

  • After quite some fiddling, implemented first shot of floor / ceiling rendering. And it works pretty well!

    Plus, added distance shading for walls, floor, ceiling and objects.

    Also, fixed the raycasting distortion artifact for walls as described in this StackOverflow post https://stackoverflow.com/questions/24173966/raycasting-engine-rendering-creating-slight-distortion-increasing-towards-edges

    I have yet to implement the math for the object positioning. When that is done I'll feel comfortable enough to release the next build.

    Thanks for your support and ... Cheerio!

  • That does the trick! If you feel like tidying up you can set the MouseLock Object's property to single click and remove the left click event.

    That works like a charm. Thanks!

    wow! I was actually thinking about how I could do a doom styled game! you beat me to the punch. can't wait to play with this!

    keep it up!

    Thanks, will do so

    v0.50 is in the making, mostly performance improvements and look & feel.

    -Reverted texture slice rendering back to 1px sprite slices, eliminating the need of seamless shader

    -Therefore there's more room on the shader stack for texture slices

    -High quality, higher resolutions and linear sampling are now possible fps with 320 px wall rendering res

    -Implemented mouse look y-axis for looking up & down

    -plus more stuff

  • It still looks pretty active here https://twitter.com/MekaSkull

    Let's hope for the best

  • Hey, thanks for the fix! I'll try it out later this week (on the go right now). I tried theRealDanyyy's plugin but it shows the same error message, probably it uses the same code

    As Bullet is not a global object, it should have had these conditions from the start?

  • This is happening in any project I came across with MouseLock. I didn't bother yet to look into the code to see why this is happening, so every hint is greatly appreciated

    Engine-wise some core mechanics are still missing. Dying, level change, etc.

    Also I'm going to elaborate the enemy shooting patterns, implementing hitscan, projectiles etc.

    Cheers!

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  • This looks absolutely great! Has some "Abe's Oddyssey meets Metroid" feeling if you ask me

  • Released version 0.49. Check the initial post for download links. https://www.scirra.com/forum/viewtopic.php?f=180&t=197735

    Also added link to the Spritefont + plugin and removed depcrecated plugins and effects.

    I did some performance optimizations, should run fluid now. Issue is applying multiple shaders on the image stripes. Will have to think of something else there (probably two versions of the texture like original Wolf3D, for fake shading).

    Effectively rendering floors and ceilings is not possible with this method. I did some experiments with the 3D quad deform shader, but it's not there yet.

    Probably the natural evolution is to go to some kind of BSP style rendering. There we would have some expensive but few rendering passes (one per visible wall, floor and ceiling segment).

    Cheers!

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Colonel Justice

Member since 16 Mar, 2011

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