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Rick Nasher
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Posted: 12th Feb 2019 16:47
Seen your vid on YouTube and I like the way the character stirs the grass patches while walking through.
Always wondered how that would work, but I'm guessing collision with individual grass patch objects stored in an array?
Santman
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Posted: 12th Feb 2019 17:28
It's quite basic, but at least it adds some interactivity.

There's probably a lot of ways, but that's all done in the shader. I'm just passing in the location of the player, then moving the vertices an amount based on the relative distance to the player. Much faster, but I need to adjust it to account for the larger flowers as at the moment grass moves only at the feet.
Santman
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Posted: 12th Feb 2019 17:29
I've been working it in my head, think I can add Red dead style interactive snow. One for another day.
Rick Nasher
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Posted: 13th Feb 2019 11:28
That'd be pretty awesome cowboy. cool as an
Santman
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Posted: 14th Feb 2019 02:20
We'll see....may do it as a standalone tech demo one day and just fir it out there to see what people do with it.

For now, another little update:
14/02/19
• Improved camera clipping routine for game character
• Added basic grass interactivity – now moves when the player character is within a certain distance
• Added detail laying to landscape – paint directly onto the landscape to make every part totally unique, with solid colours or actual textures!
• Fixed camera issues – no more “judder” or clipping, camera no longer gets stuck in the ground
• Fixed grass to render colour texture under the plotted grass only
• Fixed tri-planar projection to use pixel lighting and work with shadows
• Fixed water shader to use lighting correctly at night
• Fixed saving to include grass maps
• Added ocean height map and shore foam
• Added ocean wave height based on height map

The video below shows the automatic coastline generation is action (on a low quality 1024*1024 resolution), based on a generated height map. Waves height adjusts based on proximity to the shore as well, so it’s choppy out to sea, and calmer near the shore. I feel this adds far more "life" to water. Later I’ll make it interact with the player as well (going to add a boat).

Santman
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Posted: 26th Feb 2019 09:47 Edited at: 23rd Apr 2019 21:17
Not much to show lately, been doing a lot of interface work and redesigning the way the landscape shader works, but it's almost done in an early useable state. Just adding a small roadmap for myself.

*add ability to import a heightmap (REQUESTED)
*add support for multimesh/multi image models TOP 3
*add ability to load/save multiple world's through editor
*fix editing objects- correct placement to use floating calcs, adjustable editing speed TOP 3
*add ability to move individual vertices
*add normals and lighting to ocean
*add ocean menu - exclusion zones where ocean won't render TOP 3
*add ability to toggle ocean off or on
*add seperate land based water objects - different shader
*add placeable lights
*add placeable collison shapes
*fix sky - sun and moon images
*fix sky - glare around clouds
*rework lighting
*fix editing across landscape chunks to be seamless SO MUCH WORK!!!!
*fix normals across entire landscapes to address seams
*add sound image (sounds play based on ground type) - POSSIBLE, MORE GAME CONTENT THAN EDITOR
*add multiple editing brushes for painting, grass zoning etc
*add ability to place two path types, two grass types (per chunk)
*possible - add additional 4 layers of painting - MAYBE - FIGURED OUT A WAY TO COMPRESS IN 4 MORE TEXTURES.....WILL SEE
*add AI pathmap generation - POSSIBLE, MORE GAME CONTENT THAN EDITOR
*add toggle for landscape to use burned shadows where time of day doesn't need adjusted
*add render exclusions for small objects in the distance
*look at more efficient storage of landscape for mobiles
*add tooltips
*texture loading optimisation

After this I need to look at the final export build to the everything together, do a final tidy of the world, then merge common objects to maintain speed. Hopefully this weekend I'm getting a build out to someone else for testing, so will see how that goes.

After this......focus on making a game!
Ortu
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Posted: 26th Feb 2019 19:40
Quote: "based on a generated height map. Waves height adjusts based on proximity to the shore as well, so it’s choppy out to sea, and calmer near the shore"


Yeah that's a nice touch
http://games.joshkirklin.com/sulium

A single player RPG featuring a branching, player driven storyline of meaningful choices and multiple endings alongside challenging active combat and intelligent AI.
Santman
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Posted: 26th Feb 2019 21:22
Thanks Ortu - it looks ok, but not quite what I had hoped for, but I'll work on it.
Santman
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Posted: 4th Mar 2019 12:13
So I've made a few "quality of life" improvements, and done a fair bit of work on the interface.

I have one person willing to test it, but I'm looking for a few others....for now I think about 5 is enough. Rik, you mentioned before you were interested.....still up for it?

To be clear, what you will get is:
Access to the editor
Some very limited assets (not all mine) to test with it
A very early version, with lots of bugs and issue to be worked on - that's what I want help identifying....what will make it better

What you won't get (yet):
Any code to allow you to use creations outside the editor

This is really a test of the ability to create the landscape and object placement for now. Currently. Obj and .x objects are supported, with animation in the .x format. I'll share it as a link to a One drive so that updates can be put in there.

Anyone interested, shout here or message.
Rick Nasher
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Posted: 4th Mar 2019 19:18
Absolutely interested.
Santman
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Posted: 4th Mar 2019 21:21
Excellent. I'll pm you.
Santman
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Posted: 17th Mar 2019 13:35
So the alpha is with a few people, but some fixes since the last update:

24/02/19
• Interface re-skin
• Interface added for general editing
• Chunk textures now independent – visible on interface
• Chunks now use 4 basic textures – one base and 3 which can be drawn
o Interchangeable as wished in real-time
o Automatic atlas texture creation
• Added ability to fix normal for current chunk, or all chunks by holding shift
• Added keyboard shortcut to refresh water height map
• Fixed height maps for empty ocean areas
• Fixed distant water flicker by integrating fog to water depth
• Reworked lighting – more consistent across landscape and objects now
• Added basic normal effect to landscape
• Added multiple paint brush types to landscape painting
• Added additional wave foam effect to ocean waves based on height
• Land sculpting now faster
• Added ability to save multiple worlds with different names
• Added custom file browser
• Added custom message window
• Added check to prevent accidentally saving over an existing world
• Added world boundary indicator
• Added additional depth to ocean
• Added ability to paint grass and paths with different brushes
• Added ability to change default base grass and path textures for each chunk
• Added support for 3 path textures
• Fixed glitch moving screen angle after entering layer edit mode
• Fixed crash swapping modes when already in one mode
17/03/19
• Fixed bug when editing out of bounds of the world
• Fixed shadows and empty world at right and top most boundaries
• Added tooltips
• Fixed game mode not hiding interface correctly
• Added additional help text
Santman
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Posted: 23rd Apr 2019 21:17
Post to keep thread alive
Rick Nasher
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Posted: 30th Apr 2019 18:45
Seen the ocean wave thingy on YouTube. Has some really cool potential!
Santman
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Posted: 1st May 2019 18:40
Thanks Rik......its come on a bit since then, looks much nicer and is more user controllable.

I've pretty much got everything functional now, just playing and building a test world in the zelda style to look at frame rates.....the new water took its toll and now its sitting at about 55-70 fps in 4k, which is slower than I want for little actual game included

I think with some optimizations i can boost that by about 40-50% again, which puts it firmly back in a realistic position to make a game running 30+ fps.

The issue, as always, is basic looks are really slow in T1, so once the AI is in it'll drop massively....I'm considering making a core engine in T2 for that reason alone.....think Bengismo showed a 40×50 times increase in basic loops.
fubarpk
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Posted: 3rd May 2019 01:34
It looks great definitely a show of your skills

What im curious about are you going to make it something we all can have access to
perhaps doing some deal with TGC so everyone can purchase the source or a library
with example source and have the ability to use your world builder with there own
games.
fubarpk
fubarpk on Itch...………...https://fubarpk.itch.io/
fubarpk on googleplay..https://play.google.com/store/apps/developer?id=fubarpk
Santman
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Posted: 3rd May 2019 09:31
Thanks Fubarpk, it's getting there.

Not sure to be honest.....I messaged rik a while ago and he didnt seem interested, and I'm sure I read that Preben (or someone) was going to go back to a 3d editor after studio was up and running, so I kind of abandoned the idea of making it available to anyone else then. A few people tested it, and found a number of bugs which was great, but the time it takes to make the front end and everything editable is almost as much as making the tech work! Lol.

So I consigned that I would continue just to use it myself and finish a game I promised the kids, then see where it got to from there.
Cliff Mellangard 3DEGS
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Posted: 5th May 2019 23:56 Edited at: 5th May 2019 23:59
Reminds me of an old pc game
I used to play.
Looks good so far....


Fubpark he could sell it over at itch io and get all revenue.


one price for a exe with sample code and on file with all source code for maybe the 4 doubled price etc.


Tgc could simply help by pointing out its there to purchase
fubarpk
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Posted: 6th May 2019 03:48
Sure could
I was just thinking its coverage it would get and which would be best for that

with itch I think you have to be doing constant updates and reminders advertising etc
but then i cant count for your experiences with itch. I Just like the way its progressed
and think many people could benefit especially the AppGameKit community
fubarpk
fubarpk on Itch...………...https://fubarpk.itch.io/
fubarpk on googleplay..https://play.google.com/store/apps/developer?id=fubarpk
Cliff Mellangard 3DEGS
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Posted: 6th May 2019 09:07
Its easy on itch
Make a small reduced sale once in a while
Your game is posted at the fron page during that time.
Santman
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Posted: 7th May 2019 11:18
Hey both.

I'm not familiar with itch, will have to have a look into that. For now I'm doing FUBARPK's game jam (actually loving the change of pace, what a great idea) then I'll get back to this. I'll see how much work it is to build the interface etc, I need to come up with some sort of standard to make it quicker (for example, giving access to shader uniforms etc).

Then I'd also have to produce a project that handled all the loading etc, that people could either build on or import into their own as a function, but that shouldn't be too difficult or time consuming either.

Food for thought.
Santman
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Posted: 7th May 2019 11:21
Ah just saw this......think that covers it, so I'll just focus on using this to work with my game.

https://forum.thegamecreators.com/thread/224420
Golelorn
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Posted: 16th May 2019 02:02
Damn, that is a bummer. Your work seriously inspires me.

I have seen something you've done, and I do my best to emulate it. Including this project

One of your most impressive things is the work you've done on vegetation. I still don't know what you're doing to make the vegetation look so good. The default shaders + mipmaps makes small 3d objects look like total trash. Unity and Blender have solved this. AppGameKit hasn't. I feel like you solved it, too.

I really do look forward to your future projects. I think you have a future in this!
Santman
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Posted: 9th Jul 2019 04:13
Touching base to keep the thread alive.
Santman
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Posted: 19th Jul 2019 12:39
Now updated with an early NPC placement and appearance editor......next is dialogue and levels to produce a simple playable level set.
Rick Nasher
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Posted: 19th Jul 2019 23:28
Can't wait to see it. Keep up the good work.
Santman
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Posted: 29th Jul 2019 12:29
Getting there Rick.

Now you can place and configure NPCs, it has functional missions and dialogues trees based in current mission - you can now play through 4 or 5 simple missions.

And last night I added a cool radial minimap, GTA style.

Unfortunately, still no luck with Studio.....
Santman
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Posted: 30th Jul 2019 03:02
Here you go Rick (since you're basically my biggest fan! lol).

This shows a walkthrough of some very simple missions...but all NPC content (body/head/hair/weapon types, locations, dialogue, objectives) were done in the editor. This also shows a little mini map that I'm oddly proud of....

DannyD
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Posted: 30th Jul 2019 03:51
@Santman
Just come across this thread. Will the editor be available to by in TGC store?
Santman
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Posted: 30th Jul 2019 20:15
Hi Danny.

Not sure TBH.....I may stick it on steam. At the moment it's trying to split between building up the editor, and trying to develop it towards a game.

If people are interested once its refined enough I might.
Rick Nasher
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Posted: 30th Jul 2019 21:40
Always nice to see your updates and good to see you're still on the horsey.
Would be cool if this would fulfill the role of AGK's dedicated 3d scene placement editor.
Santman
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Posted: 30th Jul 2019 22:21
Well, I bowed down to the comments on YouTube and here, and now have a proper sound effect for walking. And....just cause....now distance / height based sound for the ocean and wind. Next I'll introduce the birds only where there are tree's etc, and variable footprints based on teh ground type.
Santman
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Posted: 30th Jul 2019 22:39 Edited at: 20th Aug 2019 23:31
Let's have another roadmap:

FOR THE GAME
*add combat
*add map screen
*add invintory

FOR THE EDITOR
*simple cut scene editor for mission objectives
*add support for multimesh / multi image models
*add ability to move individual vertices (MAYBE)
*add normals and lighting to ocean (WIP)
*add ocean menu - exclusion zones where ocean won't render, turn off ocean, change textures etc
*add seperate land based water objects (ponds, rivers) - different shader
*add placeable lights
*add particle effects
*fix sky - sun and moon images, redo day and night cycle for better transitions
*fix sky - glare around clouds
*add pop up for smaller objects in the distance
*texture loading optimisation
*add mesh combining in final build (like objects combined to a single draw call - tree's etc)
*quick saving - only save data which is actually altered within the world
*convert saving to memblocks for image data (really slow at present)
DannyD
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Posted: 30th Jul 2019 22:47
Hey Santman

Great, kieep up the good work, will be a very good additional to AGK

What type of characters you looking for?



Santman
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Posted: 30th Jul 2019 22:49
I'm going for a Zelda / Pokemon cross....so the world will have RPG exploration and missions, and combat will involve taming and using beasts.

So people, monsters etc....with a cartoon style.
fubarpk
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Posted: 30th Jul 2019 22:53
Quote: "Anyone fancy doing some character models?"

I find https://www.turbosquid.com/ great for free static models and can easily be made
to animate via https://www.mixamo.com/#/ there are stacks of animations available that
are just a matter of selecting one then downloading it. Combining the animations is a little trickier but
can easily be done in blender for example there are tutorials around that explain how and blinks
"mixamo" thread https://forum.thegamecreators.com/thread/224613 has discussion about
doing so


Hope that helps
fubarpk
fubarpk on Itch...………...https://fubarpk.itch.io/
fubarpk on googleplay..https://play.google.com/store/apps/developer?id=fubarpk
Santman
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Posted: 30th Jul 2019 22:55
Thanks Fubarpk.

I use TurboSquid to get most of the placeholder models, but most of them are personal use only for a licence. I havnen't tried Mixamo though....all I really need is a template for animation, I'm getting better at Blender. Will check it out, ta.
Rick Nasher
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Posted: 1st Aug 2019 00:59
Mixamo/Fuse have lots of animations in them, very useful, however I find it a bit tricky to get them exported to an AppGameKit acceptable format.
fubarpk
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Posted: 1st Aug 2019 04:58
the below snippet is an example of how I got the boss animation to work straight from mixamo
fubarpk
fubarpk on Itch...………...https://fubarpk.itch.io/
fubarpk on googleplay..https://play.google.com/store/apps/developer?id=fubarpk
Santman
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Posted: 1st Aug 2019 12:45
That's just loading a file......not sure what you're trying to show?

The issue isn't getting a model loaded, its importing it into an editor so I can discard the model but use the bones and animation with my model.

I'll have a play with them later.
fubarpk
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Posted: 2nd Aug 2019 00:45
Apologies Santman that was at ricks
Quote: "I find it a bit tricky to get them exported to an AppGameKit acceptable format."

so was just showing how simple it was to just download in fbx and it works
fubarpk
fubarpk on Itch...………...https://fubarpk.itch.io/
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blink0k
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Posted: 2nd Aug 2019 06:48
Quote: "The issue isn't getting a model loaded, its importing it into an editor so I can discard the model but use the bones and animation with my model."

You can upload your model to mixamo and apply any of the animations
Santman
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Posted: 20th Aug 2019 20:02
Just picked these up.

I looked at Mixamo, it seems really good - but for now I'm going to go with making my own animations and take it from there....though I may base some of the more complicated ones on Mixamo basics.
Santman
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Posted: 21st Aug 2019 19:10 Edited at: 24th Aug 2019 21:18
Current roadmap as of today:

FOR THE GAME ENGINE
*add combat
*[s]add map screen

*add invintory
*build stand alone game code and demo for testing
*add sound mapping for ocean - volume based on distance from nearest water
*add height based wind effects
*build pathmapping layer for AI free movement

FOR THE EDITOR
*NPC placement editor
*NPC staging editor (scripted walking about etc)
*Add actor objects - object which can gift other objects, like apples off a tree
*In editor mission editor with scripting for events (giving items upon completion etc)
*Redesign object menu, remove old foliage menu
*simple cut scene editor for mission objectives
*add support for multimesh / multi image models
*add ability to move individual vertices (MAYBE)
*add ocean menu - exclusion zones where ocean won't render, turn off ocean, change textures etc
*add seperate land based water objects (ponds, rivers) - different shader needed
*add placeable lights
*add particle effects
*fix sky - sun and moon images, redo day and night cycle for better transitions
*fix sky - glare around clouds
*add pop up for smaller objects in the distance
*add mesh combining in final build (like objects combined to a single draw call - tree's etc)
*quick saving - only save data which is actually altered within the world
*convert saving to memblocks for image data (really slow at present)
Santman
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Posted: 1st Sep 2019 02:03 Edited at: 1st Sep 2019 02:19
Hey.

For anyone who wants, I set up a simple website - this will now be where I post all my current progress.

https://aaron6772.wixsite.com/agkworldbuilder
Santman
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Posted: 25th Sep 2019 01:13
So I finally finished the built in particle editor for AppGameKit World Builder, and I think it's none too shabby myself.

If anyone has any comments or suggestions, I'd love to hear them.

Rick Nasher
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Posted: 28th Sep 2019 17:44
Looking good. Like the smoke & fire.

Question: Is it also useful for snow/rain-like effects?
Cliff Mellangard 3DEGS
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Santman
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Posted: 27th Oct 2019 21:34
Just saw these updates.

Rik, it can do rain and snow, but it suffers from one issue....to get a thick effect you need to use sheets of particles, and as they always orientated toward the camera if you look up the effect is totally lost.

The new particle editor apparently fixes this though.
Doggie
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Posted: 29th Oct 2019 21:45
I'm just wondering of this is going to be available to try out. Looks great and I'd certainly like to have a world creator for appgamekit.

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