Hi all,
been playing with JME for a bit now and I love it
here is my first game, its not even close to finished, but I have to post it so I can get some feedback.
my website is: http://71.236.142.174
my website is: http://de2005.home.comcast.net
you have to right-click on .jnlp link and “save link as” then run the saved .jnlp or it doesnt run as the mime-type is not set on the server.
If you get a site not found error it means my computer is off. Im running this from home and my isp doesnt want me to run a server at all :D,oh well
known issues: textures are crap, no AI yet, ball flies off table youre screwed,and more.
issuses aside though I think it has potential, let me know what you think.
I love it! Networked multiplayer would rock, but probably be hard to do… in a LAN, it might be possible however. Darkfrog will surely suggest his physics networking api once he sees this, so there's no need for me to do so
thanks, I would love to make it a multiplayer game but honestly I have 0 experience with network coding. But then again I had no experience with 3D programming before I found JME. I was hoping to see Darkfrog's roll-a-rama in action before I messed around with JGN.
If anyone could point a noob in the right direction to learn coding a multiplayer game such as this
Nice Work mud2205. I have some problems, i think that the controls dont work for me, the blue players rotate all the time and nothing else happens
yeah I should have mentioned the blue players just spin, thats the extent of the AI for now. press space to drop first ball then you can only drop a ball after scoring. hold down z,x,c,v keys to gain control of the poles mouse moves them and M key toggles camera move mode, but the axis on the cam is incorrect.
It works good, but it seriously needs a mouse sensitivity setting. My mouse is much to slow to really kick the ball… also, it's a bit of an unusual layout for a foosball table isn't it? (3 goalies
So you managed to solve the problem with applying the texture?
It works good, but it seriously needs a mouse sensitivity setting
I agree I need a "user preferences" for many settings. I have put off doing it :) I need to look into that one next.
also, it's a bit of an unusual layout for a foosball table isn't it? (3 goalies)
I agree with this one also, but I looked at pictures of tables for sale and many had three guys in back, it eliminates the need for ramps in the corners which cause the ball to fly off the table. after playing a bit though I realize the ramps are needed. I want to put option in prefs for 1 or 3 guys in back.
So you managed to solve the problem with applying the texture?
not yet, I have to work on that also.
edit: I turned up spin force so you can at least spin the guys faster, and you can re-drop the ball if it flies off the table and hits the floor.
I was wondering why I keep scoring so many own goals. Then I realized: The mouse should be reversed.
Whey you want to shoot a ball to the RIGHT on a real world table, you need to spin the pole to the LEFT (couterclockwise). Think about it
I was wondering why I keep scoring so many own goals. Then I realized: The mouse should be reversed.
Whey you want to shoot a ball to the RIGHT on a real world table, you need to spin the pole to the LEFT (couterclockwise). Think about it
but then you would move your mouse to the right to hit the ball to the left. :-o
Ill add a checkbox to reverse mouse movement when i do sensitivity options.
I fixed the textures for now, and added some ramps in corners. plus now if the ball flies off table you can re-drop it.
Nice, it plays really smooth and does a great job of capturing the Foosball feel. Even having to remember to press the key to get control of a stick does a good job of representing trying to find the right handle to spin.
Great job.
Multiplayer would be great… if only there were two mice on a computer.
Cool! Works quite nice already
An important difference to the real game: You cannot yet hold the ball by pressing on it… are you probably not moving the poles with forces but with setting the position/angle?
Insert Quote
Cool! Works quite nice already smiley
An important difference to the real game: You cannot yet hold the ball by pressing on it... are you probably not moving the poles with forces but with setting the position/angle?
thanks,
at first I rotated poles with .setLocalRotaion which was a disaster. now I rotate on hinge joint with .setDesiredAngularVelocity.
I tried using an AMotor but couldnt get it to spin.I tried rotating with .addForce, .addTorque and similar and I got it to spin but it was erratic as I dont quite understand the concept of giving a vector for the force. How do I rotate a physics object by adding force? I do want this to simulate real foosball as much as possible.
setDesiredAngularVelocity is fine - then you only should move the poles with forces/setDesiredVel (e.g. with a slider joint) . . .hmm, and probably increase friction between ball and figure?
Your cool game has dwarfed Roll-A-Rama and it's mediocre game-play…I'll never forgive you for this mud! :-p
The graphics in your game are quite nice…color me impressed.
darkfrog
I crashed it.
I only got 7 FPS even though I had a few hundred more in the last version I had played. By moving one of the poles I managed to make it break out of the holes and then the game crashed.
then you only should move the poles with forces/setDesiredVel (e.g. with a slider joint) . . .hmm, and probably increase friction between ball and figure?
I have poles on slider joints which are attached to physics world.I had to add a constructor and method to Joint class.
public Joint(String name, int type, DynamicPhysicsObject obj1) {
this.obj1 = obj1;
this.jointType = type;
this.name = name;
this.odeJoint = PhysicsWorld.getInstance().getFactory().createPhysicalEntity(
this);
}
public void myattach() {
odeJoint.attach( obj1.getPhysicalEntity(), null);
}
I just took out one of the DPOs.
Then I added players to poles with hinge joints.
I only got 7 FPS even though I had a few hundred more in the last version I had played. By moving one of the poles I managed to make it break out of the holes and then the game crashed.
yeah, ive had the poles break out also, I think if I change the weight of the poles it may work better.not sure why you got only 7 fps.
Your cool game has dwarfed Roll-A-Rama and it's mediocre game-play...I'll never forgive you for this mud! :-p
The graphics in your game are quite nice....color me impressed.
thanks darkfrog, im very interested in roll-a-rama for the multiplayer part, keep up the good work.
I made the models with wings3d and used the gimp for textures.
I added some shadows (hit "l" to remove if it kills your fps too much). I also fixed camera axis , hit m to move camera.
now time to start working on multiplayer
edit: please post if this fails on your machine I want to iron out any bugs before it gets larger. I had a friend try it on his machine in Linux with NVidia drivers and it failed, but im not sure why.
where may i download it from?
your machine is offline when i am online
oy, this is due for an update. my IP changes every few months which causes probs, also Ive done some work on this game recently so I need to update my jars. ill post back when its working again, shouldnt take long