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AppGameKit Chat / 3D Joust template (work in progress)

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fubarpk
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Posted: 8th Jun 2018 22:48 Edited at: 9th Jun 2018 08:14
3D Joust
I have been working on a template consisting of a remake of the classic arcade game Joust
The source for download
http://users.tpg.com.au/subarpk/3DJoust.rar
A video showing so far

Things to do
1>Develop improved AI
2>Place a background image on a 3dplane object
3>multiple Levels
4>Improved models
etc

Are others interested?

Use WASD keys to move
fubar
fubarpk
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Posted: 8th Jun 2018 23:08
For those that are unfamiliar with Joust

Arcade Joust
fubar
fubarpk
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Posted: 9th Jun 2018 08:18 Edited at: 9th Jun 2018 08:25
just added a custom skybox with the following code

It seemed like a good idea at the time to use a custom one lol anyway this way i can change the red lava
down the bottom by simpling changing one texture. which has been texture mapped as shown in the first
video. Doing it that way also allows UVshifting to be used on the skybox if I so chose.
fubar
puzzler2018
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Posted: 9th Jun 2018 08:42
Great work fubarpk - keep it up and dont let things slow you down - you been producing great inputs recently
fubarpk
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Posted: 9th Jun 2018 09:32
Thanks
fubar
PSY
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Posted: 9th Jun 2018 16:21
Anybody who doesn't know Joust needs to read Ready Player One
Best gamer book so far.
The movie sucks big time when you compare it to the book, though


PSY LABS Games
Coders don't die, they just gosub without return
basicFanatic
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Posted: 9th Jun 2018 16:53
I never played Joust in the arcade, but once I found a CD-ROM named "Williams Arcade Classics". Back then I had no idea what it was, so pretty lucky buy! What I think really made Joust shine was the flapping button. It really helped at making the flying more bird-like. Also, the slightly awkward mechanic required a feel for the physics, which became crucial when you take on another player and need that extra height.
GarBenjamin
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Posted: 12th Jun 2018 13:25
Looks very good in the video!
TI/994a (BASIC) -> C64 (BASIC/PASCAL/ASM/Others) -> Amiga (AMOS/BLITZ/ASM/C/Gamesmith) -> DOS (C/C++/Allegro) -> Windows (C++/C#/Monkey X/GL Basic/Unity/Others)
fubarpk
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Posted: 12th Jun 2018 17:30 Edited at: 13th Jun 2018 02:28
Thanks GarBemjamin

Ive been thinking what basicFanatic said about having a flapping button and think this could be acheived easily
with the help of the timer()

I came up with this using spacebar to flap but its kinda jerky
fubar
fubarpk
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Posted: 21st Sep 2018 22:31 Edited at: 23rd Sep 2018 18:40
Thought ide go back and have a play with this old uncompleted project
i dont think emulating the actual flapping of wings is really that doable
with a mobile so ive changed it and will add speed/velocity/slow down
later but thought ide take a look with it in a wireframe and add a
explosion.

Edit video removed for space

Maybe the red section below needs to be a big space BBQ or pot or something

All suggestions Welcome
fubar
fubarpk
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Posted: 21st Sep 2018 22:48 Edited at: 21st Sep 2018 23:15
I was originally looking for joust models but I think the eggs idea might just work and keeps the models simple
this way the story could take place with a giant space chicken and be filled with allot of bad egg puns

Perhaps a white chicken representing the good forces and a black chicken the darkforces

Could also make the world bigger so as it scrolls and have allot more platforms and more darkEggs in play
might try that next. Well the green platforms move left/right instead of the playerEgg

All suggestions welcome
fubar
GarBenjamin
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Posted: 21st Sep 2018 23:29 Edited at: 21st Sep 2018 23:33
Maybe don't try to remake Joust so much as just a new game inspired by Joust using whatever characters you want. That red grid at the bottom looks to me like a kill zone that electrocutes anything close by and certainly anything touching it. You can build your own story maybe these are robots.

Can enhance game over original inspiration with a power up or two. Maybe occasionally get a shield powerup that can be activated and last 2 to 3 seconds and another one that as soon as collected freezes all enemies for 2 to 3 seconds. I think you want to keep these durations minimal for gameplay balance but still that could add a lot to the overall gameplay experience. Also can add 1 special enemy that maybe can shoot at you when its far away (just a single shot and only once every 10 seconds or so). Could also add a boss battle stage every 5th level or so.
fubarpk
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Posted: 22nd Sep 2018 09:24 Edited at: 22nd Sep 2018 09:29
Some great ideas there Garbenjamin

Quote: "I added every fifth enemy can shoot but I am getting an unhandled exception now
It seems to only occur when i have the enemy shooting and the boom routine if i comment
out either section it seems ok but maybe not and happens when a collision is produced"


main.agc


boom.agc

Can anybody see anything im doing wrong perhaps in the checkcollide function or
perhaps when boom(BOOM_BOOM,Obj,Img) is called with parameter BOOM_BOOM
To sum up what boom.agc does is it loads part objects for each piece the sphere
breaks up into and makes an existance of them in BOOM_FRAME it scatters them
and is needed to be called once every sync() you can see the effect in the previous
video
http://users.tpg.com.au/subarpk/media.rar
fubar
fubarpk
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Posted: 23rd Sep 2018 00:53
Ok problem fixed

when I was doing my maintenance routines explosions etc I was using a for/next loop starting at the length of the string and stepping -1
ie for i=joustBits.length to 0 step-1and it cant be done this way when the objects are getting removed from the array but if i add a variable
count=joustBits.length and then do it like for i=count to 0 step-1 it works fine. Silly me i should know better as i have come accross that
problem before



fubar
fubarpk
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Posted: 23rd Sep 2018 07:45 Edited at: 27th Sep 2018 12:15
took your advice garbenjamin
now every fifth one shoots and theres a two in 5 chance of a special egg being dropped shown in yellow
if you pick up a yellow egg the shield is activated for so many seconds turning the player from blue to white

To recap on what its about so far
Your a blue egg and the idea is to break the other green eggs you do this by bumping into them if your slightly higher
they will crack open and release a baby egg (green or yellow) if the green eggs are higher than you then you lose a life
and the level is restarted. The idea is to collect the falling eggs if you pick up a special yellow egg you will change from
the color blue to white which will give you a brief shield where the enemy shots or enemy bumps cant hurt you. Ive
also made it so as the eggs that can shoot are coloured red not green. The screen now scrolls and the firepit or watever
it is uvscrolls haven't quite got that happening yet not sure il keep it

Now to think about levels and perhaps a huge shooting egg to destroy every so many levels
All suggestions welcome
fubar
fubarpk
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Posted: 24th Sep 2018 22:17 Edited at: 26th Sep 2018 05:57
PROJECT SO FAR
main.agc

boom.agc

Edited Rewrote the collision handling
The needed media
http://users.tpg.com.au/subarpk/media.rar
fubar
fubarpk
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Posted: 26th Sep 2018 21:01 Edited at: 30th Sep 2018 18:13
So what do people prefer wireframe?


Or Voxels?


Quote: "If I can figure out how to create a wireframe texture in meshlab I might try the voxel version showing each box/voxel as wireframe
with certain ones coloured in"


For those interested the sphere objects were converted online with this tool
http://drububu.com/miscellaneous/voxelizer/?out=obj
and textured with MeshLab http://www.meshlab.net/
fubar
puzzler2018
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Posted: 30th Sep 2018 18:19
Wow - thats super impressive - great job!
fubarpk
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Posted: 30th Sep 2018 19:15
Quote: "Thanks I think using voxel objects makes it a bit unique"

Will have to do some tests on my mobile to see how frame rates are effected, I most likely wont use the
shadows as they seem to use allot of resources and don't seem to work in the lower modes but that was
a test to see how they would look
fubar
Cliff Mellangard 3DEGS
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GarBenjamin
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fubarpk
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Posted: 1st Oct 2018 22:46 Edited at: 1st Oct 2018 23:08
Thanks I think when I get back to this project il probably take the shadows out and see what frame rates I can get out of my old phone
.Then see what i can do to make it less of a demo and more of a game

As they really are just objects made up of blocks ide love to redo the collisions and have explosions appear as tho each block of the sphere
moves off in random directions but there is around 350 blocks that make up one sphere atm my explosion accounts for 8 pieces I think 350
instanced objects is overkill and would kill framerates if I decided to do the explosions that way which ideally is the effect I would like. but I
may just double the amount of parts used in the explosion I have now
fubar
fubarpk
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Posted: 3rd Oct 2018 02:03 Edited at: 3rd Oct 2018 05:12
Added a menu, some sounds and mobile controls (tilt gyro steer left/right buttons up/down)
fubar
GarBenjamin
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fubarpk
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Posted: 3rd Oct 2018 05:04
Thanks its a Minecraft font I create 3d text with in blender and then convert that object to voxels with a website
and finally color in meshlab its a bit of work for just a title but I couldn't create it the same without going through those
processes
fubar
fubarpk
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Posted: 3rd Oct 2018 19:03 Edited at: 4th Oct 2018 01:05
Its getting there
now there is levels
with each level increase there is a greater number of eggs to collect
more enemies and a greater chance of shooting ones
fubar
fubarpk
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Posted: 4th Oct 2018 03:52
Ive released a prerelease version on google play hopefully I can get some positive feedback from anyone willing to test
https://play.google.com/store/apps/details?id=joust.eggs
fubar

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