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NVIDIA Competition 2008 / Scraggle's Puzzle Game

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Scraggle
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Posted: 1st Dec 2006 01:25 Edited at: 17th Feb 2007 00:40
CONCENTRIC - A unique puzzle game from Scraggle

Click here to download the final submitted version of Concenric (16th Feb 2007)

Click here to Watch the latest video on You Tube.(27th January 2007)

Click here to watch an older video on YouTube (25th December 2006)[/b]

The game play is like this:
Firstly Click anywhere in the outer circle to select your first object.
Then click another object that is the same shape and/or material as the first.

This is a one level demo. The objective is simple:
Get a chain of 50 shapes in the time allocated ... enjoy






I thought it would be interesting to see the first screenie next to the latest:

The idea is simple. Click on any shape that is the same shape or made from the same material as the shape you currently have selected. The more you click, the more you score.
Each ring rotates in the opposite direction to the one next to it.

Simple eh?

The trouble is, I am at the stage now that it is a lot of fun to play, so my testing time is taking over my coding time



Peter H
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Posted: 1st Dec 2006 01:30 Edited at: 1st Dec 2006 01:31
do i spy a gamespace tea pot in there?

anyway, i am very glad you don't live in US (although that still means i'm competing with you for 2nd and 3rd! )

Quote: "The trouble is, I am at the stage now that it is a lot of fun to play, so my testing time is taking over my coding time"

That is a good problem to have

One man, one lawnmower, plenty of angry groundhogs.
Bizar Guy
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Posted: 1st Dec 2006 02:16
Ohh!! Looks cool, and sounds like a pretty good mechanic.

Quote: "The trouble is, I am at the stage now that it is a lot of fun to play, so my testing time is taking over my coding time"

I ran into the same problem when I was coding Old School... The good news is it means your game is officially awesome!

Jeku
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Posted: 1st Dec 2006 10:24
Quote: "do i spy a gamespace tea pot in there?"


That's actually one of the primitives in DirectX

This looks very fun, Scraggle!

Van B
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Posted: 1st Dec 2006 10:31
That's actually the Utah teapot, probably the most rendered 3D object ever - bout time it appeared in a puzzle game.

Looking very cool Scraggle.

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Green Gandalf
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Posted: 1st Dec 2006 14:05
Looks good, but what happened to this one?

http://forum.thegamecreators.com/?m=forum_view&t=91576&b=32
Scraggle
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Posted: 1st Dec 2006 14:24
Thanks for all the positive comments

I am still going to work on that one but not for this compo. I said in the opening post of that one that I may have bitten off more than I can chew and I think I was absolutely correct. It is a hell of a lot of work for one person to do in four months.
I will need to write a level designer which would take up most if not all of the time available and that is before starting the game.

So it is gone but not forgotten. When this one is finished I will start on the level designer and then finish that one off.

Green Gandalf
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Posted: 1st Dec 2006 15:01
Quote: "I said in the opening post of that one that I may have bitten off more than I can chew and I think I was absolutely correct."


I suspect you are not alone. Someone made the very valid point that a game entry is unlikely to be played by the judges for more than 5 minutes or so unless it captures their imagination. Even then they won't be able to spend much time on it. So it looks as if simple ideas, with stunning graphics, and perhaps enough game play to last, say, 20 minutes is all that is required - and even that takes a lot of time to put together. Your latest effort looks promising from that point of view.

I thought of entering a game built around shaders - but decided I was getting just as much satisfaction by trying to help others get their shaders working for this competition. Time is limited, sadly.
Scraggle
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Posted: 1st Dec 2006 15:56 Edited at: 13th Dec 2006 15:23
Quote: "Your latest effort looks promising from that point of view."


Thank you very much

Why not see for yourself. I have attached a download. (see 1st post)
It's still early days yet but it is none-the-less very playable.

To play the game:
Start by clicking on any shape in the outer shell.
Then select any shape that is the same shape and/or material as the first (as long as it is within range).
Now keep going until you can make no more moves.

Your score is calculated by multiplying the chain (how many shapes in a row) by the shell number (inner = 6 / outer = 1).

You can start a new chain at any time by right clicking.

I haven't finalised the gameplay yet but I will probably put a timer in there and maybe set specific mission per level, like clear all the teapots or remove the inner shell. I may also include pickups that do things like pause the rotation of the shells or speed them up etc..

And I will get some more shaders in there

If you cant be bothered downloading the game, here is a video:
http://www.youtube.com/watch?v=uyUYSMd7hro

Green Gandalf
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Posted: 2nd Dec 2006 01:46
Thanks Scraggle. Was just about to post a bug - then read the instructions again, played it for a bit more and was about to post another bug - and then read the instructions yet again!

I stopped at the attached screenshot (before reading the final instruction!) - as you can see from the fps, there will be a problem playing it on some systems (I know from our earlier discussions elsewhere that your system was born on a different planet from mine - and probably in a different century too ).

Very nice.

Suggestions/issues:

1. More sound.
2. A more definite objective (with failure and success). The instruction to right click and start a new chain doesn't cover it.
3. Some sort of speed optimisation for slower systems (I realise the judges will be using PCs with Warp drives).
4. A more central play area - it was offset somewhat to the right on mine and looked odd. But perhaps you are reserving the space on the left for extra info?
5. On my system the clicking was sometimes non-responsive - probably to do with the low fps. Something to check anyway.
6. Shaders? Hmm. You'd probably get it down to 1 FPS on my system with those But the images looked pretty good already )

Enough for now, I've got another HOMM4 scenario to battle through before I'm dragged kicking and screaming to bed.

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Scraggle
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Posted: 2nd Dec 2006 10:50
Thanks for the input GG. Let me try to address your issues:

1. Sound will come later. It is the least important thing.
2. Your right it definately needs a better objective. Like I said in the post above, the gameplay isn't finalised yet. I have ideas for different levels but haven't implimented any yet.
3. Yes, I considered that and I really don't know why i didn't do it from the start but I will add it in.
4. It is intentionally offset and yes, the bit on the left is for adding info but I haven't got round to that yet.
5. I haven't experienced that. It probably is caused by the low fps. Not sure what I can do about it but I will try and think of something.
6. Don't be so sure that shaders will slow it down. In the demo there are six different materials and only the pink one isn't a shader. The silver, gold and cyan objects all have sphere shaders applied, the green ones have a cartoon shader and the transparent ones have a phong hologram on them.



Green Gandalf
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Posted: 2nd Dec 2006 13:52
Quote: "6. Don't be so sure that shaders will slow it down. In the demo there are six different materials and only the pink one isn't a shader. The silver, gold and cyan objects all have sphere shaders applied, the green ones have a cartoon shader and the transparent ones have a phong hologram on them."


I did wonder, looking at the images and the fps. But then I missed the "more" in your earlier remark:

Quote: "And I will get some more shaders in there"


My fault for trying to be intelligent after the witching hour on a Friday night

Quote: "1. Sound will come later. It is the least important thing.
2. Your right it definately needs a better objective. Like I said in the post above, the gameplay isn't finalised yet. I have ideas for different levels but haven't implimented any yet."


Yes - don't know why I bothered including 1 and 2

Quote: "3. Yes, I considered that and I really don't know why i didn't do it from the start but I will add it in."


I look forward to seeing it in action.

Quote: "5. I haven't experienced that. It probably is caused by the low fps. Not sure what I can do about it but I will try and think of something."


I'll run it again while I'm wide awake and see if I can spot a specific pattern for the problem. However, it's similar to problems I get in several of my programs and I haven't got to the bottom of it yet. Perhaps my keyboard is playing up?

I'm not sure how long a mouse click "persists" in the system. If the fps is, say, 20, then I guess there is about 50 ms between each sync (assuming that's how it works), so if a mouse click is cleared by the system after 40 ms that could cause such symptoms. Perhaps you have a clearer idea of how DBP/Windows handles such input than I do? (I'm sure you do )
Scraggle
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Posted: 3rd Dec 2006 18:41 Edited at: 3rd Dec 2006 18:44
A new look:


I have also changed the hideous selection sphere thingy to an animated electric spark thing:


As you can see from the first screenie, I have now started on the display panel at the side and put a timer bar along the bottom (it doesn't do anything yet though).

Anyway, just a little update. TTFN

Roxas
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Posted: 3rd Dec 2006 19:24
Looks really good

Soul Alchemist W.I.P Thread coming soon!
Green Gandalf
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Posted: 3rd Dec 2006 19:27
All we need now is a Xmas version ...
Flashing Blade
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Posted: 4th Dec 2006 08:44
I get error - display not supported by hardware at line 0.

My monitor only supports 800x600,960x600,1024x768.




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Scraggle
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Posted: 4th Dec 2006 10:02
Bugger!

It is set to 1280x1024. I thought that would be acceptable on everybodies machine these days ... obviously I was wrong

I will change it to allow the user to request a resolution.

Thanks for the feedback

Scraggle
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Posted: 9th Dec 2006 10:33 Edited at: 9th Dec 2006 15:22
New Demo available. See first post.

I transferred my files the wrong way between PC's and lost a weeks work.

I am now back on track and steaming ahead

I have tried to address some issues that have been brought to my attention.
It no longer defaults to 1280x1024. You now get the option to choose your display mode.

I have remade all the objects so that they use less poly's. When I made them initially I wasn't sure how big they would be on screen. Now that I know, I have realised they can be much smaller.

There are over 200 objects on screen simultaneously and most of them have shaders applied. It can cause a major slow-down on lower-spec PC's. So now I have included the option to turn off all shaders. So, now everyone should be able to play.

I think I have addressed Green Galdalfs mouse click problem. Before, I was checking for mouse clicks once per loop. On a low spec PC it was sometimes missed. Now I check for mouse clicks at several points per loop and set a mouseClick flag. Then simply check the flag when I need to. Hopefully that will work.

I now have a timer and an objective bar. You need to fill the objective bar before the timer bar runs out.

Here is the latest screenie. This one shows the timer bar and the objective bar now in place and functioning. It also shows the objects without shaders.


Download the latest Demo

Green Gandalf
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Posted: 10th Dec 2006 00:56
Ok, now I'm being very picky.

1. The mouse click response is definitely better but not perfect. I'm sure there must be an issue with mouse clicks only persisting for a limited period of time, so, as you suggest, on slow machines that time could expire before the code checks for a mouseclick. Alternatively, I might not be positioning the mouse accurately enough - but that seems unlikely because the target objects were sometimes highlighted in green but still wouldn't always respond to the click. My impression though was that it was definitely better.

2. You've obviously adjusted the speed so it plays better on my machine - can't speak for anyone else's though . In fact, I was so intent on playing I never got to see the game stats on the left while actually playing - and once the "Level Complete" message came up it covered the screen so quickly I could hardly read the score. And then it closed! Surprisingly difficult to keep in mind that you're looking for SHAPE or COLOUR matches - nice idea.

3. I'm sure you're going to do something about the opening stages before the game proper starts. One odd thing: after I selected shaders a blue title bar momentarily appeared and disappeared. Changing screen modes or something, perhaps? Also, a long time with a blank black screen. (I said I was being picky.)

4. Did you get the fur shader in there? Just played it again while composing this to check - and realised I'd completed the level before checking! Oh well, says the game is playable anyway

5. On my third attempt I wasn't prompted for screen resolution or whether I wanted shaders. Does this mean I can't test the other options?

6. Still trying to place the accent - has a Lancashire sound to it?

Nicely put together - and plenty of scope for embellishments.
Scraggle
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Posted: 10th Dec 2006 10:43 Edited at: 10th Dec 2006 11:28
@Green Gandalf
Thank you once again for you input.

1. I think I uploaded a version that didn't have the mouse click optimizer in it. So, the better response would probably have come from the faster frame rates due to the other optimizations.

2. The Level Complete message covering the screen is only a temporary thing. I just quickly tagged it onto the end of the demo so that it didn't just end abruptly.

3. The way the game starts will change. I just had simple text in there so that options were available. I want to get the game finished before I work on pretty front ends.

4. The fur shader is in but not behaving correctly. On some models it is light brown and on others it is dark brown. These two colours can happen on models that are clones of each other.

5. The option screen (if you can call it that) should only appear the first time you run it. After that it will save a Setup.ini file and load the options from that. If you want to run the game again with different options then just delete the setup file. I will, of course, eventually code an 'in-game' options menu .

6. The accent probably has some Lancashire in it. I was born a Yorkshireman spent 20 years living in Blackpool before joining the RAF and living all over the place for 15 years. Now I am back in Yorkshire again but I don't think I have a true accent of any of the places I have lived.

On another note. Could anyone that has downloaded this please try it with shaders on and tell me how the fur shader looks on your machine?

Thank you.

Green Gandalf
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Posted: 10th Dec 2006 13:23 Edited at: 10th Dec 2006 13:51
Quote: "I want to get the game finished before I work on pretty front ends."


Of course (I was being picky).

Quote: "The fur shader is in but not behaving correctly. On some models it is light brown and on others it is dark brown. These two colours can happen on models that are clones of each other."


Strange. Can you post a simple snippet which illustrates the problem? Do you get the same problem with my version of the fur shader? (You can re-instate the extra passes to make image quality comparable to the original version - the key change was to the handling of furheight: it should be more consistent across differently scaled objects now.)

Quote: "The option screen (if you can call it that) should only appear the first time you run it."


I'm sure I got it the first TWO times I ran it. Will delete the .ini file and see what happens next time (it was late at night when I tried before and strange things start to happen on my computer at that time of day ).

Quote: "Now I am back in Yorkshire again but I don't think I have a true accent of any of the places I have lived."


I know what you mean. I've spent most of my life in London and the South East - but heard myself on the answering machine a few days ago and I'm sure I detected a hint of a westcountry vowel or two.

I've thought of including my own voice for voice effects in games - but I abandoned it after my first attempt sounded like a rather nerdish Kenneth Connor. You seem to have got away with it.

Quote: "On another note. Could anyone that has downloaded this please try it with shaders on and tell me how the fur shader looks on your machine?"


Will do.

[Edited annoying typo.]

[2nd edit: Done some checks:

1. The "ini" thing seems to work fine today - must have got confused last night.

2. Haven't noticed the problem with the fur shaded objects - have a look at the attached screenshot and put a red circle around things you think might be wrong and post back.

3. Fur looks fine on mine as you can see from the screenshot - it looked even better before I saved it as a jpg file.

3rd edit:

4. As you can see, the white/very pale green objects look washed out.

[Hmm. The View button won't work for some reason ]

4th edit: View button works fine now ...

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Scraggle
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Posted: 10th Dec 2006 19:26 Edited at: 10th Dec 2006 19:37
1. Splendid

2 & 3 Have a look at the attached image. I have circled three objects that all have the same fur shader applied and yet they are three different shades of brown.

4. The "white/very pale green" objects have hologram shaders applied and look great on my PC. I think we have just found another problem

On another note:
I have come up with a name ... Concentric. For now anyway, it still might change.

I have included visual scores that float above the shapes as you destroy them.

Now you also get double points if the shape and the material match.

I have added more sounds so that different objects have different explosion sounds. Also added a sound to indicate double points (as mentioned above).

I have added material specific particles to the explosions. But they look a bit crappy, so they need more work.

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Airslide
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Posted: 10th Dec 2006 19:43 Edited at: 10th Dec 2006 19:57
This is looking good Scraggle! I'm downloading now, I'll tell you what I think in a sec...

EDIT: Tried it out, very good, and quite addicting It eventually quits with an error, but very good use of shaders and very well done

Scraggle
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Posted: 10th Dec 2006 20:27
Thank you

The only error that I know of will occur if you run out of time. I am hoping that is what happened otherwise you have found a bug that I am not aware of!

Do you think you may have run out of time? You get a little over 4 minutes. There is a timer bar that decreases but I have noticed that it is in the wrong place in every mode but 1280x1024. So unless that is what you are running, then you won't be able to see it.

Chris K
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Posted: 10th Dec 2006 21:03
To be honest I didn't really get it...

I think they should be spinning WAY faster, and it should just mark your chain as you go along, then blow them up when you hit space or something.

It wasn't obvious at all that I was making a chain, because they blew up each time...

-= Out here in the fields, I fight for my meals =-
Airslide
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Posted: 10th Dec 2006 22:28
Scraggle - Prehaps the time did run out, it was hard to tell, wasn't really paying attention. I was running first in 800x600 (no shaders) then 640x480 (shaders). I did the lower res for shaders cause I got 20 fps with them as it was, my video board ain't very good

Also, I really didn't even realize I was making a chain, I was just kind thinking I select something then jump to the next, leaving the old one to blow up.

Again though, quite addicting. I think I know someone who would love a game like this

Green Gandalf
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Posted: 10th Dec 2006 23:52
@Scraggle

Just seen your red circles on the fur shaded objects (been busy trying to sort out a shader issue). That is odd. I'll see if I can reproduce the problem.

The promised enhancements sound great.
Scraggle
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Posted: 11th Dec 2006 00:45 Edited at: 11th Dec 2006 00:51
Thanks GG

The red circles are on the screenshot that you took. So, it does happen on your machine as well. I will try to reproduce it in a code snippet (tomorrow).

The 'promised enhancements' are written and included already. I just haven't uploaded a demo with them and I am off to bed very shortly so I will upload a screenie here in a minute instead.

@Chris K
You are correct, maybe it isn't obvious that you are trying to make a chain. I thought about having them link up somehow but since all the circles are counter rotating, the links would very soon get horribly messy. However, it isn't every level that you will be making chains. I have thought of several 'missions' that I will be putting in later, many of which don't involve the previous shapes exploding.




In this close-up you can see the red LED numbers indicating the score attained for that move and you can see the pieces of a teapot being blown apart. The numbers float off above and fade as they go. The pieces of the objects get blown away and shrink to nothing.


Airslide
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Posted: 11th Dec 2006 03:17
Looking good If you win something, you'll be close

Scraggle
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Posted: 11th Dec 2006 07:55
I have fixed the fur problem!

It was a silly mistake on my part and I was assigning the texture to the wrong stage!
It's quite bizzare, I am not going to work today and yet I woke up at 6 o'clock this morning and had to get up and turn on the computer because I knew what the problem was. It's as though my sleeping mind was still working it out ... very odd.

This is how it was supposed to look all along:


Chris K
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Posted: 11th Dec 2006 10:09
Perhaps that could be part of the challenge?

As in, links will break if the parts get too far apart, so you have to dash across the board, then blow the chain before a link breaks?

I think you might need fewer shapes/materials for it to work...

-= Out here in the fields, I fight for my meals =-
Green Gandalf
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Posted: 11th Dec 2006 10:31
Quote: "I have fixed the fur problem!"


Well done. I thought it had to be an error because my limited experimentation with my own code always produced consistent results.

So, with Evolved's latest contribution to the "Learning to write shaders" thread, that's two items off my list and I haven't done anything yet. It always pays to check the forum before doing anything.

Quote: "It's quite bizzare, I am not going to work today and yet I woke up at 6 o'clock this morning and had to get up and turn on the computer because I knew what the problem was. It's as though my sleeping mind was still working it out ... very odd.
"


I know exactly what you mean (I was wondering about the time stamp on your latest post). I think the important step is to get away from the computer. It's all too easy to be focussing on getting the details of the coding right - but away from the machine, pen and paper, etc, the brain is allowed to take a step back and study the whole picture.

A couple of weeks ago I was struggling with someone's shader query, and went to bed late still puzzling over it. Before I fell asleep I realised what the problem was. I was strongly tempted to get up and see if I was right. I couldn't face the wait for the machine to boot up, etc, and decided it could wait till the morning. But it did keep me awake for quite some time.

Quote: "maybe it isn't obvious that you are trying to make a chain."


I thought it WAS obvious - but I guess I was wrong.

Quote: "4. The "white/very pale green" objects have hologram shaders applied and look great on my PC. I think we have just found another problem"


They looked great on the first version on my machine as well - see attached screenshot I've just taken from your original version.

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Scraggle
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Posted: 11th Dec 2006 12:03
It seems I was wrong about the hologram shader ... it used to look good but now I get the same washed out objects. I don't know what I have done to change it, certainly nothing that I am aware of. I will try and get it fixed but I don't know where to start because I haven't altered any code that would effect it.

I like Chris K's idea of making a visible link that breaks if it gets too long. It isn't something I would include in every level but it is something I am considering for one of them.

I have made another level this morning. 'Treasure Hunt' There are 10 Gold objects to collect and the rest are random. It sounds easy but it is actually a lot more tricky than simply getting 50 in a row.
I would like to have a treasure chest at the bottom left of the screen that the gold flies into when you get it but my modelling skills are not upto the task. I noticed David Gervais made one for his 3D Graphics Buffet but it is a single limbed object, so I can't open the lid and the only one I found on Turbo Squid doesn't have any textures. I could make the textures no problem but I have no idea about UV mapping. I suppose this is me asking if anyone has a free treasure chest model lounging around on their hard drive that they wouldn't mind sharing. Thanks very much

Green Gandalf
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Posted: 11th Dec 2006 13:43 Edited at: 11th Dec 2006 13:45
Quote: "I will try and get it fixed but I don't know where to start because I haven't altered any code that would effect it."


Which may mean you changed it accidentally. The image looks washed out to me - as if you've increased the light level inadvertently. Have you used the same vectors or floats for controlling the light levels for different effects? If you have, then changing the vector or float to "tweak" one effect may also "tweak" the other effects depending on how you've set the effect constants.

If it's not that, I can only suggest isolating the problem by pruning everything else out of the way - in both versions.

Good luck!

Edit: Afterthought - perhaps you changed a texture rather than code?
Scraggle
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Posted: 11th Dec 2006 14:30
Clearly I have done something unintentionally but I can't figure out what it is. I have isolated the code by copy/pasting the relevant parts into a new project and it works. It's the same code and the same media. I am very confused

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Posted: 11th Dec 2006 15:28
Quote: "I have isolated the code by copy/pasting the relevant parts into a new project and it works."


Wrong! You need to isolate the code which FAILS. You've clearly pruned out something that is causing your problem.

Have you checked the effect constants in the hologram shader itself?
Scraggle
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Posted: 11th Dec 2006 15:35 Edited at: 11th Dec 2006 15:50
I'm not sure I understand what you are suggesting. It seems you are talking about checking the .fx file, right? But surely if that was the problem, then it wouldn't work in the new isolated code either.

This is the working code:

It is pretty much how it is in the game. With the obvious exception of the positioning. The media is as it is in the 'Shader Pack' although I have changed the colour of the image.
I have performed a search through my code and there is no reference to vHologram, iHologram or fxHologram other than the ones that should be there and there is no other code that changes any effect constants. So, I am very confused as to where to look for an error.

Green Gandalf
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Posted: 11th Dec 2006 17:27
Yes, but vHologram just points to vector 1. Have you used vector 1 under another name elsewhere in your code? (That's one reason why I tend not to use variable names that way - I need to spend ages checking I haven't given another variable with the same meaning, but in a different context, the same value.) But I see what you mean. Even if you did use vector 1 elsewhere, you'd still have to assign that wrong value to the effect constant - which seems unlikely to have been done elsewhere.

Only other things I can think of are the distance of the object from the camera and the scaling. I seem to recall you had a problem with this in connection with the fur shader. Did you change something? I've just been experimenting with a hologram shader from the pack and I got effects similar to yours when I adjusted the camera position relative to the object.

Quote: "I'm not sure I understand what you are suggesting."


Actually my main point was that, given that the current version seems wrong, you could try removing apparently irrelevant code, step by step, until you find the problem disappears (since you know it disappears at some point). Then put the last bit back and see what's really changed.

These things can be infuriating - and it's usually something "obvious".
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Posted: 11th Dec 2006 17:44 Edited at: 11th Dec 2006 17:52
Quote: "Only other things I can think of are the distance of the object from the camera"




That's the one!
I put in a control camera using arrowkeys and when I pull back the camera it looks great again.

Now I know what the problem is but I don't know what I can do about it. It worked fine when I had everything set up to run at 1280x1024. When I put in some code to reposition everything relative to the screen size, that's when it went awry. I could fix it by forcing the user to have a 1280x1024 screen again but that rules out a lot of people, so I will have to try something else ... just don't know what yet

Thanks GG you are a star!

[Edit] Actually it was a very easy fix. There was a hidden object between the camera and the main play area. While a hidden object shouldn't make a difference, in this case it did. I moved the camera and all objects back 1000 units and everything is great once more!

The Nerd
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Posted: 11th Dec 2006 22:24 Edited at: 11th Dec 2006 22:29
Hi there Scraggle!

I just tried out the latest demo of your game and I find it very enjoyable! I really like the gameplay.
I will be sure to follow this thread and test any updates you'll release. I think this game has very much potential

The game ran smooth with 1280x1024 and shaders on.

Well done!

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Posted: 12th Dec 2006 01:43
Quote: "The game ran smooth with 1280x1024 and shaders on."


See? Compared to this guy my computer is crap

Green Gandalf
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Posted: 12th Dec 2006 10:19
I think people who get good games working, with shaders, on crap machines should get a special bonus.

But Scraggle probably wouldn't agree.
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Posted: 12th Dec 2006 12:39
Of course I'd agree!

I'd like to think that my game is a good one and I am sure I can get it working on crap machines ... eventually.

My latest optimization idea is to only have one or two shaders on each level. That should speed things up a little. It will also give the player an insentive to progress further because they want to see what other graphical goodies are coming up.

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Posted: 16th Dec 2006 13:08 Edited at: 16th Dec 2006 13:09
I have been toying with different ideas for how the game should look and I can't seem to get it right.
All the backdrops I have made seem to work on the levels they were made for but not on others. So, I think I will have a different backdrop for each level. Here is a selection of what I have come up with so far:






Airslide
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Posted: 16th Dec 2006 20:35
Looks good, keep it up

Scraggle
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Posted: 25th Dec 2006 13:21
A Merry Christmas bump to me

I have done a lot of work on this lately and have totally reworked the visuals. None of the potential screenies have made it. There is now a single backdrop for every level and it looks much better than anything else I have come up with so far.

I am spending Christmas day alone because Mrs Scraggle is working, so I will try to get a new demo up later.

Green Gandalf
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Posted: 25th Dec 2006 14:02
Happy Xmas to you Scraggle.

As long as you are logged in to this site you are not alone.

Looking forward to the new demo.

Talking of Xmas, are there any specific shader effects you'd like to include but haven't yet got suitable code for? You never know, I might have a few minutes sometime over the holiday to take up a challenge...

And wish your wife Happy Xmas too.
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Posted: 25th Dec 2006 15:32 Edited at: 25th Dec 2006 15:44
Thanks Green and Merry Christmas to you too
I will pass on the message to Mrs Scraggle. Although she is not my wife yet ... we are getting married in July

Thanks for the shader offer too

At the moment my shader list is:
Gold, Silver, Copper - All DBP sphere maps
Cartoon Shading - DBP
Fur - Evolved's Vertext Fur
Glass - Ninja Matt's Hologram
Stone - Evolved's relief map

I am also considering using your fire shader but for that I think I will also need to use a glow or bloom shader to enhance the illusion of fire and I think two shaders per object may slow things down too much.
I am also considering using a water shader on my objects but I can't seem to get that to look correct on any object other than a plain

You've tried a demo GG, so if you can think of any other shaders that may work and won't be too much of a frame hog then I will be very grateful for any suggestions.

Thanks

OK, so what's new?

New backdrop for use on all levels (maybe)
Pick-ups. There are sevaral bonus and 'anti-bonus' pick-ups that can be collected. They can increase your score, increase (or decrease) your bonus, increase (or decrease) your time remaining or add to your bonus multiplier. There are also pick-ups that can increase the rotation speed of each 'shell' or pause the rotation for a short period.
I now have four levels in and working.
[Level 1] 'Midas Touch' You must turn 50 objects into gold. You can click on an object that is already gold but then you lose it.
[Level 2] '{un-named} You must destroy 50 objects. It's harder than the previous level because once they are clicked on they blow up and so can't be used again.
[Level 3] 'Treasure Hunt' There are 10 Gold objects on screen and you must collect them all (suprisingly difficult).
[Level 4] '{Medusa's something}' There are ten objects that have been turned to stone and you must turn them back again. To make things harder though, you cannot select one stone object if you are already on a stone object. You must select something else first (very difficult to do in the time available).

I will try to get a new demo up later today, meanwhile here is a new screenie:


Green Gandalf
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Posted: 25th Dec 2006 18:14 Edited at: 25th Dec 2006 18:16
Quote: "Although she is not my wife yet"


Oops, sorry! Just checked back to see where I got that idea from. It was your reason for not going to the convention - except you were SAVING for the wedding not actually GETTING married. (Mental note for GG - if you must make references to past events, at least get them right. )

Quote: "I am also considering using your fire shader but for that I think I will also need to use a glow or bloom shader to enhance the illusion of fire and I think two shaders per object may slow things down too much."


Might be possible to enhance the fire effect without adding glow or bloom. Have you got a simple example with your objects for me to tweak? Also, your objects occupy only a small part of the screen so is the performance hit that bad?

Quote: "so if you can think of any other shaders that may work and won't be too much of a frame hog then I will be very grateful for any suggestions"


Sky's the limit really. How about: (a) animated objects, (b) pulsating glowing objects, (c) wood textured objects, (d) reflective (or cube mapped) objects, (e) objects with sparkling surfaces, etc, etc? (I'm in danger of getting myself into deep water here - especially if I'm deep into Xmas ale ... )

Over to you.

Edit: I like the artwork of the background. How did you do it?
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Posted: 25th Dec 2006 18:57 Edited at: 25th Dec 2006 19:03
Don't worry about the 'wife' thing. It's my fault for calling her Mrs Scraggle Although, in reality she never will be 'Mrs. Me' because I am going to take her name. Since she posts here occasionally as 'Cassi' I suppose I will become 'Mr. Cassi'

Quote: "Have you got a simple example with your objects for me to tweak?"

No, I haven't tried implimenting fire yet.

As for your suggestions ... taking them in easiest to answer order:

d) Already in there. Gold and Silver objects are reflective.
c) Tried wood but it looked a bit naff on small objects.
b) I don't think that would work because the pulsating glow would probably get in the way of the glow used for selection.
e) I really like the sound of sparkly objects. It isn't something that had occurred to e but it sounds good . Do you have a sparkly shader?
d) Animated objects is something that I thought of doing while I was still in the design stage. I had considered doing a 3D morph from one object to another and at this point I still haven't ruled it out as an option. The trouble is, I have never done any vertex manipulation so I would have to teach myself something new. Which means that it can only be seriously considered if I finish everything else and still have time to kill. However, if vertex shaders could make the job easier then I am all ears.

As for the artwork of the background:
I did it by using a spoonful of Photoshop skill, a hint of handy plug-ins and a dash of someone elses work

From the Adobe Studio Exchange, I downloaded a web template which a chap named Joe O'Brien had made freely available. I took his work as a base idea and changed it to look the way I wanted it. Here is Joe's original work:



I have used Joe's template before as a menu for another game called Roughnecks. But sadly the project folder (and several others) got deleted in a bizarre pet related incident before I had chance to finish the game

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