(August 2024) Monthly WIP Screenshot Thread

Edit: Submitted! :muscle: :partying_face:

Opening the August thread, I’m very close to submit my AI based game creator to the Gemini API developer competition.
In the last update, the AI can suggest an “attack strategy” for the opponent in a fighting game. My vision is quite simple - the AI will assemble and apply some strategy for the opponent according to the latest statistics, then every few seconds new statistics will be sent to the AI and new strategy will be created and applied so the first evolution is quite “damme” but it becomes smarter in later iterations and those strategy evolutions can be saved and used in future games mainly for saving AI services costs.
I’m proud to submit this project and I think that It’s also a good PR for JME and may attract new developers to try using it.
In the below video I used Suno AI for creating the background music. I encourage you to try it. It’s amazing…

Cheers!

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I’ve improved my environment creation skills a lot. :heart_eyes:

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on the topic of shaders…

its very simple, takes 3 textures as uniforms:

  1. foreground (overlaid over the “animated” healthbar)
  2. healthbar itself
  3. background (empty healthbar + frame)

And a Vector2 of:
X = current health percent
Y = percent change (+ change = heal, - change = damage)

next shaders i need to write are:

  1. animated texture (using default lighting one as a base) – for water
  2. trail shader (.vert + .frag) – bullet trails, weapon swipes etc

Also, this opened a lot of possibilities – e.g changing the way the texture is drawn of decals (to prevent smearing when drawing a decal close-to-parallel to a surface)

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looks nice :smiley: hope to see some gun action soon :smiley:

It’s definitely looking a lot better.

A little bit of bump/normal mapping on that floor would also go a loooong way.

Edit: are you using PBR or regular Lighting? Either way, if you send me the texture I can whip up a decent normal map in about 5 minutes.

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@Msnail

Trailer:

You can get the a build at:
https://gamejolt.com/games/leap/313308

You can wishlist on Steam. I’ll very likely release it next week. But available at gamejolt already.

@pspeed
I’m using regular lighting. I’m not jumping in the PBR bandwagon for a long time to come. But I did learn all the fundamentals by now.

I always have the normal/bump and specular textures at the ready. I just don’t always use them while I’m developing. I like to keep it minimal so I can iterate during development.

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The other part makes sense… but setting one texture versus two doesn’t seem like that much less “minimal” to me if you already have them.

Just a shame to have a cartoon floor in a room that otherwise looks very nice.

Yeah, me either. I only asked because if you wanted help with the normal map, my approach was going to be potentially different with PBR involved.

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Very slow progress but the UI looks great.

At the moment I already have the main gameplay of the game, all that remains is to create a decent UI for this game.

The game will be in 2 languages; Spanish and English :yum:.

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And I thought I had decent UI skills. :slightly_smiling_face:

Muy buena interface de usuario.

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Gracias :heart: (Thank you)

Made some progress this month - finished up some skill effects and added sounds, worked on some items and tweaked the editor.
There’s still so much more that I need to do before I can make a complete game.

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Some flowers alongside the regular grass.

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My animation pipeline has improved A LOT. :blush:

AnimComposer (left) - DEPRECATED AnimControl (right)

Be scared of the zombie. :imp:

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Last night’s live stream was pretty productive. Usually I don’t get a mesh finished in a single live stream but last night I even gave it a basic rig.

Next week, I’ll add UV mapping, some paint, and idle, walk, “run” (fly) animations so I can get it into the game.

image

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@pspeed If you want to finish in mere seconds why not get this bird?

I think it’s best for us JMonkeys to work on the engine instead of re-inventing the wheel by modelling characters. :wink:

Just my humble suggestion.

I’m a big fan of working on the Engine. However, Paul is here for his own reasons, not do whatever you or I think would be best.

Perhaps he practices 3-D modeling because he enjoys it. Or because he’s trying to hone his skills. Or share what he’s learned with those who follow him. In that case, would you humbly suggest that he shouldn’t do what he enjoys? Or that he shouldn’t improve his skills? Or share what he’s learned? Why??

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I’m sure Pixelapp is just trying to help Paul :slight_smile: It is good to know that there are quality assets readily available for those of us who need and want them.

Paul has a unique look in his game, perhaps that is one reason to craft his own too.

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Yes, that’s right. I’m looking to have a consistent and unique look.

I also have specific requirements for the models to support later game features like skinning, etc…

Also, that prebuilt asset is very specifically a pheasant and would not look good as a cardinal (which is what my first bird will be)… and would not be easily reskinnable as other birds. I will have game-selected reskins almost immediately after getting it into the game. At least male+female cardinals, robins, and probably a blue jay to start… if I do like I did with the butterflies then I will have color-tintable gray scale skins to have infinite “rare colored” birds to collect.

(Mine also only has ~400 triangles and just maybe a dozen or so bones… which will help when I want to have 20 of them around.)

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Improving my terrain skills.

I wish the Forester plugin was up to date. :sob:
I tried running it but without documentation it’s not worth the hassle.
Hopefully I have time soon to create a very simple vegetation loading library.


These are the actual models I’m going to use for vegetation. The previous model was just a placeholder.

Edit 3:

Edit 4:

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Hey @pspeed what are your approaches to create normalmaps from textures? I use AwesomeBump, which works decently but sometimes needs a few tweaks. Did you ever show how you do it in any of your videos? Or perhaps you’ll show it in the next video, since you’re going to talk about UVs?