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AppGameKit Showcase / WIP Snes Mode 7 game engine

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Cliff Mellangard 3DEGS
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Posted: 23rd Jun 2012 16:41
The only test with sprite rendering i have got to work so far

Its not good and unoptimized.

But at least i got something that seams to work?



I will not release the current source as its messed up while i tryed all solutions.
MikeMax
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Posted: 23rd Jun 2012 18:51
Really good ! i also work on a solution with mathematics (not a real success for the moment ! lol)
Cliff Mellangard 3DEGS
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Posted: 24th Jun 2012 11:50 Edited at: 24th Jun 2012 11:51
Quote: "Really good ! i also work on a solution with mathematics (not a real success for the moment ! lol) "

Its a true pain to get the grabbed coords right on screen that the track renderer uses.
It uses chunk parts of coords but he sprite rendering neads smooth with a maximum of one pixel each step
And you still nead to do it in the same loop to not slow it down to much.

Iam currently checking for when the sprite is at the same screen coord as the i in the foor loop as its the same as screen y coords.
This can be done as i reposition the sprite everytime i resize the track sprite.

Then backtrack to get it smooth that i learned on my raycaster.

I will see if i get the time to clean write and upload the latest sample today.
Cliff Mellangard 3DEGS
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Posted: 24th Jun 2012 23:25
Here is the latest source.
If asnyone want to work some more on it.

If you change the VRcamera.Tilt so do you nead to alter the for loop that draws the track.

The the lowest angle pointing downwards is 1.

Cliff Mellangard 3DEGS
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Posted: 26th Jun 2012 02:06


Todays work is the brand new and simple functions to place sprites on the track.
They are based on baxslash spritetoworld functions but highly adapted to make it simple to place sprites on the track.

So now if you want to place an sprite at x = 10 and y = 120.

SetSpritepositionbyOffset( test_sprite, Get_Ground_X(10,120) , Get_Ground_Y(10,120) )

So will the functions do the rest



The movement in the video is simple and done like this!

if TestX#>1024.0 and TestY#>1024.0 then switch=1
if TestX#<0.0 and TestY#<0.0 then switch=0
if switch=0
TestX#=TestX# + (cos(45) * (60.0*GFT#))
TestY#=TestY# + (sin(45) * (60.0*GFT#))
else
TestX#=TestX# - (cos(45) * (60.0*GFT#))
TestY#=TestY# - (sin(45) * (60.0*GFT#))
endif

And moves it from 0/0 to 1024/1024 and back.

I will try to upload the latest files tomorrow.
Still nead to fix the distance scaling.
MikeMax
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Posted: 26th Jun 2012 02:26
Cliff ! You Rocks! i was waiting for a simpler usage and now it's cool
Cliff Mellangard 3DEGS
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Posted: 27th Jun 2012 00:41 Edited at: 27th Jun 2012 00:41
Quote: "Cliff ! You Rocks! i was waiting for a simpler usage and now it's cool "

Thanks

I have uplopaded the project in an zipped file and the code is here also!



If anyone wants to fool around with it.

I also added scrolling background.

And please only use the track image for testing purposes.

This is a beta release!

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Cliff Mellangard 3DEGS
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Posted: 29th Jun 2012 00:22
Not much feedback?

Did no one find the code usefull?

Not much sense in that i put alot of work in something no one will use?

Back to my other projects
baxslash
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Posted: 29th Jun 2012 00:28
I loved it! Wanted to add my top down car code to the driving code but I have been too busy


this.mess = abs(sin(times#))
MikeMax
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Posted: 29th Jun 2012 00:41
Quote: "Not much feedback?

Did no one find the code usefull?"


Very useful :p not enough time to start something with but i love it too i'm searching for an idea with it lol
Cliff Mellangard 3DEGS
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Posted: 29th Jun 2012 01:13
Quote: "I loved it! Wanted to add my top down car code to the driving code but I have been too busy "
Quote: "Very useful :p not enough time to start something with but i love it too i'm searching for an idea with it lol "

I nead feedback when i post my snippets to keep me motivated

I do this for fun and do very easy get bored

Thats why i started to make my projects open source so others can use my hard work when i am getting tired of an project.

Some coding helps me release some steam after a hard days work at the factory

Its sad that so many only use and look at peoples code samples without leaving any feedback?
baxslash
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Posted: 29th Jun 2012 12:54
I will try to keep you happy on that front. Often I only have a few minutes to look at something and forget to comment.


this.mess = abs(sin(times#))
MarcoBruti
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Posted: 30th Jun 2012 13:38
I am working hard on my game in my short available time, but I found very interesting both the raycast engine and the SNES mod 7 demo. Consider that they are complex pieces of code (congrats!), so it takes time to understand how they work and can be integrated in our projects. Leisure time is short, and with children, wife, real job, traveling time, alittle of sport to be practiced, taxes to be paid (with Euro we are in BIG troubles), it is sometimes difficult to concentrate on this wonderful hobby.
I promise you that will have a look soon!
Cliff Mellangard 3DEGS
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Posted: 30th Jun 2012 19:21 Edited at: 30th Jun 2012 19:22
Thanks guys.

Its hard to know if someone will use the hard work you do if no one posts feedback about it

Iam currently working on the sprite engine for the other carts pickups and the stuff to shoot at the others.

My initial tests are promising as i have 40 sprites moving all over the track and only get slowdowns to 6 fps at rare episodes on android,mostly does it run at 10-40 fps and is completely dependant on how many are on screen.
And this is with it completely unoptimized and that you only will nead half the amount later on for pickups and other racers.

But this is the first version of the sprite engine.
If you want an video of the sprite test let me know so will i upload it.

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MarcoBruti
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Posted: 1st Jul 2012 01:07
Very cool. On my cheap Galaxy GIO, FPS are 35-40, so very good.
The baxslash functions at the ends are not used in the code...right?
Waiting for the sprite engine, I'll study the code, it is very interesting.
I would to understand how to use setscissor and drawsprite to create "scaled" environments.
Psycho Psam
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Posted: 1st Jul 2012 13:00 Edited at: 1st Jul 2012 13:03
Here's a map I created you can use.

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MarcoBruti
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Posted: 1st Jul 2012 18:58
Good, we can use it without annoying Intellectural Property issues.
Cliff Mellangard 3DEGS
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Posted: 1st Jul 2012 22:59 Edited at: 1st Jul 2012 23:02
My tests with 100 sprites and distance shading.


I have written a new function to place the sprites that is faster.

Quote: "The baxslash functions at the ends are not used in the code...right?"

I included them to show the original that my functions are based on

Baxslash will be credited when the engine is finished.

Quote: "I would to understand how to use setscissor and drawsprite to create "scaled" environments. "

Its very simple.
Think the sprite as an object you hold in front of your face,then slowly move it away from your face.
We do exactly the same but rescaling the sprite to get the illusion.
And cut the screen in stripes that we then render to get the illusion of angled distance.
If you check the code so do we rescale the sprite before every set scissor stripe cut.
Quote: "Here's a map I created you can use. "

Thanks but i think i have to wait as iam working on an better solution then an large 1024x1024 image.
So i dont know yet how it will be rendered in the future ?
I have some basic tests with pasting and cutting tiles to get an map.
But its good to have something that dont irritates nintendo
Psycho Psam
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Posted: 2nd Jul 2012 03:17
I'll create a bigger one if you want. I'm doing a bunch of maps for my students as they are making a mario kart clone. What size is better? I could produce one today for you.
Cliff Mellangard 3DEGS
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Posted: 2nd Jul 2012 07:35
Quote: "I'll create a bigger one if you want. I'm doing a bunch of maps for my students as they are making a mario kart clone. What size is better? I could produce one today for you. "

The problem is that iam experimenting with tiles and layers

Lowend android devices would not like images higher then 512x512 and they also dont like multiple images.

So my experiments are with tiles like an tile mapper where i make the roads as layers on top and then grabb

So your track image is good so far as it is .

Its hard to do the art early in development as everything constantly changes.

Have to go to work now as i have 2 weeks left before the vacation
Cliff Mellangard 3DEGS
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Posted: 5th Jul 2012 00:35
Quote: "I'll create a bigger one if you want. I'm doing a bunch of maps for my students as they are making a mario kart clone. What size is better? I could produce one today for you. "


This is why i wanted you to wait and wath iam working on.



I have an slow progress as its hot here in sweden where i live and alot at work that gets me tired.
Marl
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Posted: 5th Jul 2012 05:29
Very nice
Cliff Mellangard 3DEGS
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Posted: 6th Jul 2012 01:39
Quote: "Very nice "

Thanks.

I will try to upload the latest files with the beta track editor this sunday?

I had planned to use 4 sprites for the track and grabb 4 images,but it looks ok with a low res image for the track also.
The track image is only 240x240 and still looks ok?
You get that nintendo feel
baxslash
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Posted: 6th Jul 2012 10:42
Awesome work Cliff


this.mess = abs(sin(times#))
Trisect Development
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Posted: 6th Jul 2012 13:59
Very nice work Cliff.
I can see myself using this engine some day.

Check my games for iPad, Android Tablet and PlayBook.
www.ipad-apps.dk
Psycho Psam
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Posted: 6th Jul 2012 19:58
Definitely worth developing into a pack. Charge $40 for indies and say $100 for commercial.
Cliff Mellangard 3DEGS
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Posted: 7th Jul 2012 10:52
Maybe its time for me to move this to its own thread as iam the only one working on it ?
Would make it alot easier to see updates etc.

Quote: "Awesome work Cliff "

Quote: "Very nice work Cliff."

Thanks
Quote: "I can see myself using this engine some day."

Would make me happy
Quote: "Definitely worth developing into a pack. Charge $40 for indies and say $100 for commercial. "

Iam doing this for fun and feels wrong to charge for it right now ?
And a product you charge money for would take to much time as i hardly have the time to do the updates i do.

I have a fulltime work as a team leader at my factory i work at,iam so called second in command after the owners son.

I earn more money there then devloping prgs

But would be heaven to have app making as a living.
Psycho Psam
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Posted: 7th Jul 2012 15:21
Consider it a retirement fund What you do saves people so much time in production that it is fair to charge for it. Say I charge my time @ $50 an hour. I couldn't write this stuff in an hour. It's definitely worth that to me. Go on! Set yourself a nice bit of passive income.

Don't worry about updates. Just pack it up bug free, and others can help people using. Just do some tech doc on how to get started and perhaps a video and that's enough. Update it in the future if you can/want to.
erebusman
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Posted: 7th Jul 2012 21:02
Hey just wanted to pitch in here... I love the work you guys are doing on this its very inspirational.

I have 3-5 ideas that *might* be worth working on , but you guys are changing the might to definitely with the work you are doing and sharing here!

I love to see threads like this where people are all pitching in ideas, sharing theory about how it could work , how it should work, how to make it faster, more efficient.

like cliff said ; like an open source project! We have a strong enough community I'm a little surprised we don't end up with things like this more often I guess AppGameKit stirred the pot up a bit ?!

Keep up the awesome work I check this thread every day now!
erebusman
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Posted: 7th Jul 2012 21:12
NOTE: Just tested most recent build on my iPad in broadcast mode .. it works but I have to hold the iPad upside down to play it properly .. as it does not detect the orientation and the steering is backwards
Cliff Mellangard 3DEGS
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Posted: 7th Jul 2012 21:33
Latest video that shows that it now detects when the kart is off screen.
You place the road the engine do the rest



Quote: "Keep up the awesome work I check this thread every day now! "

Thanks.
Quote: "NOTE: Just tested most recent build on my iPad in broadcast mode .. it works but I have to hold the iPad upside down to play it properly .. as it does not detect the orientation and the steering is backwards "

Its because the get image and set scissor command that is used only works in portrait mode on the aviable player on the market.
To get it to work so do you nead the beta player for android.

Thats why iam developing this in 1074 until the new player is released to the market

Iam waiting for tgc to update the bug in the players for all the formats
apocolyp4
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Posted: 7th Jul 2012 22:18
Amazing Cliff youve done a great job! I havent been able to work on it for weeks due to my current project using 1065.
erebusman
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Posted: 7th Jul 2012 22:26 Edited at: 7th Jul 2012 22:27
I created some alternate graphics for your guys use in case you want to avoid the copyright issues someone mentioned earlier

NOTE: I made the backdrop double the resolution but kept a 'pixelized' look to it.



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Cliff Mellangard 3DEGS
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Posted: 7th Jul 2012 23:36 Edited at: 7th Jul 2012 23:36
Quote: "Amazing Cliff youve done a great job! I havent been able to work on it for weeks due to my current project using 1065."

Thanks
Its extremely fun to work on .

Quote: "I created some alternate graphics for your guys use in case you want to avoid the copyright issues someone mentioned earlier

NOTE: I made the backdrop double the resolution but kept a 'pixelized' look to it."

Nice artwork
The only problem is that the art for the track is tiles and look like this now
Its only an 128x128 texture as iam planning to use sprite sheets on an single image on the final version.

When i run the current version so does it only use 15 mb of working memory

The first version will be lowres that can easially be upgraded to higher res for ipads and highend devices.

The resolution of the track is decided by the device resolution. and iam currently working against the lower android resolutions where the most common is 320x240/240x320.

And the largest amount of devices only support textures with 512x512 as its largest size.

But the background can be used

Iam simply making the basic tool for you others to upgrade for the market you aim to release on.

Then is it simplier to do it for lowend devices.

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erebusman
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Posted: 8th Jul 2012 00:22
I had a cool idea for the sky / clouds layer....

make the mountains and clouds separate layers so that the clouds can move at a 'slower' speed than the mountains do across the horizon giving the sense of environmental depth .. I think they call this parralaxing sometimes?


I can easily adjust any graphics.. and yes it makes sense to support the lowest resolution devices as well bigger market!
erebusman
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Posted: 8th Jul 2012 00:54 Edited at: 8th Jul 2012 02:26
this engine is PERFECT for a project I have in mind that I started about 2 years ago but lacked the tools to complete on Valve's Source engine tentatively called "Death Cars" (one of the reason's I'm here learning to program using DBPRO and AppGameKit by the way ...)

I've decided to go ahead and make Death Cars officially a project for this engine!

Although I reserve the right to rename it if I think of a better name.

The concept for this game is vehicular combat with an upgradable car based on your score (money) you win each round.


Cliff Mellangard 3DEGS
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Posted: 8th Jul 2012 01:26 Edited at: 9th Jul 2012 19:58
Quote: "I had a cool idea for the sky / clouds layer....

make the mountains and clouds separate layers so that the clouds can move at a 'slower' speed than the mountains do across the horizon giving the sense of environmental depth .. I think they call this parralaxing sometimes?"

Thats pretty easy to add
I simply havent had the time to do it!
Check back tomorrow so will we see if i have had the time to upload the changes to the engine.
I want to finish a few things before i upload.

Quote: "I've decided to go ahead and make Death Cars officially a project for this engine!"

Sounds fun

You can always use the 2 tools tgc have to convert 3d objects to sprites for the cars.

I also have to do the point of view code for the objects

Edited.....
I created a new thread with my work with the engine.
JackDawson
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Posted: 19th Jul 2012 19:12
The one thing that was holding me back from purchasing AppGameKit was the lack of 3D support.. NOW this thread has me interested again. Thank you for posting this.
Cliff Mellangard 3DEGS
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Posted: 19th Jul 2012 21:28
Quote: "The one thing that was holding me back from purchasing AppGameKit was the lack of 3D support.. NOW this thread has me interested again. Thank you for posting this. "

A more up to date version is in this thread.

http://forum.thegamecreators.com/?m=forum_view&t=198464&b=48

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