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Re: KarBOOM explosions sneak peek
[Re: Redeemer]
#357582
02/07/11 19:15
02/07/11 19:15
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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Thanks Perlin noise is great stuff, you can use it for anything. For sure! I use it a lot in the multi-texture shader to get that irregular transition between surface types, and I've used it in a lot of effects in the past. Without the noise, those explosions would just be glowing spheres that lose their light before fading out altogether. Jibb
Formerly known as JulzMighty. I made KarBOOM!
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Re: KarBOOM explosions sneak peek
[Re: JibbSmart]
#357605
02/07/11 21:03
02/07/11 21:03
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
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Very good explosions. The sound effect adds so much to it as well.
You have the advantage that the camera does not rotate. Sprite explosions look horrible when you tilt around them, and we haven't yet found a way to get rid of that problem...
~"I never let school interfere with my education"~ -Mark Twain
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Re: KarBOOM explosions sneak peek
[Re: Germanunkol]
#357671
02/08/11 01:36
02/08/11 01:36
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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Very good explosions. The sound effect adds so much to it as well. Thanks The sound effect hasn't changed. For some reason it just comes out better in the video. I do plan to have a better explosion sound effect in the next update, though. You have the advantage that the camera does not rotate. Sprite explosions look horrible when you tilt around them, and we haven't yet found a way to get rid of that problem... It depends. The lighting is all calculated in tangent space (matTangent doesn't appear to work with sprites, but the fact that the sprite always faces the camera works to my advantage). The depth output is modified to make the sprite clip like a sphere (affected by the noise, of course). The explosion moves quite quickly, so as long as the camera isn't rotating while time is slow/frozen, it'll work. jcl said we'd have 3D texture support soon, and once that happens I can overcome that hurdle as well But yes, until then, they are relatively limited. Jibb
Formerly known as JulzMighty. I made KarBOOM!
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Re: KarBOOM explosions sneak peek
[Re: JibbSmart]
#358638
02/12/11 15:28
02/12/11 15:28
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Joined: Jun 2006
Posts: 379 Flevoland, 5 meters under wate...
Roel
Senior Member
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Senior Member
Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
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Hey, I have found a little bug:
in life limit mode, when the player wins the round, there is no score screen or something; the game doesn't stop. [edit] it seems to work sometimes
I'm looking forward to your next release!
Last edited by Roel; 02/12/11 15:58.
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Re: KarBOOM explosions sneak peek
[Re: Roel]
#358644
02/12/11 16:07
02/12/11 16:07
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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Hey, I have found a little bug:
in life limit mode, when the player wins the round, there is no score screen or something; the game doesn't stop. [edit] it seems to work sometimes
I'm looking forward to your next release! The next release is coming out really soon. I was expecting to have it out today, but have gotten really sick and I've been spending most of the day in bed. Thanks for the bug report! Lately I've only been testing it with THIEF enabled, so I missed that one. That's pretty important, so I'll squish it before the next release. Jibb
Formerly known as JulzMighty. I made KarBOOM!
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Re: KarBOOM explosions sneak peek
[Re: Blitzblaster1]
#359434
02/17/11 18:10
02/17/11 18:10
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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Fresh bugs. I'm back in action and have been working on KarBOOM today. Implementing new bugs and... wait... that doesn't sound right. But apparently that's what I'm doing I've got my work cut out for me, today. Jibb
Formerly known as JulzMighty. I made KarBOOM!
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Re: KarBOOM explosions sneak peek
[Re: Superku]
#359484
02/17/11 22:07
02/17/11 22:07
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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Thanks for the tips. I use my own collision detection so that things like bounding box settings won't interfere I figured it out: As a bit of a place-holder until a future visual update, the "flag" for the new Hold the Flag mutator is just a bitmap of an exclamation mark, and its job is to spin on the spot, or spin above whichever car has the "flag". It doesn't have its own action -- its spinning and position is handled by an external function using a global pointer. But on disconnect, the entity was being removed without the global pointer being set to NULL. So everything that was meant to happen to the exclamation mark was instead happening to whatever entity was created at that place in memory the next time the client connected to someone. The video was an online test -- the flag was only being updated when its status changed, and the car was regularly receiving updates from the server, hence its ability to still drive around. Finally, even though the physics are currently all 2D, the collision detection function is working in 3D -- so when the floating orange car bumps into the red car, some of the force is down. The server doesn't care about vertical position, so the red car on the host isn't affected by the regular status updates and is allowed to fall through the ground. All fixed, now For slightly complicated reasons the K:D ratio and extra stats won't come in this version. They'd be quite difficult to implement now, and not much trouble at all later when online games are in defined rounds with limits (to the update after this, I'm thinking). I just need to make and implement local markers, and then a new version should be ready. Jibb
Formerly known as JulzMighty. I made KarBOOM!
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