Here we go again!
I recently started work on a fast paced multiplayer project even though I donāt know exactly where it is going:
Well, as you can see itāll be about mages. But I wonāt decide much more until I programmed most of the multiplayer code
I think a q3-style fast-paced fps with mages can be cool : there is much more you can do with spells vs just projectiles & bullets. Affecting otherās capabilities, affecting physics, ā¦
I wish you lot of fun & success!
EDIT: ok Iāll show my āWIPā too.
This is the auto emerging game project Iām working on for about 3 months now, since I started to play with jME
As you can see in the following screenshot itās a game about blood and an evil hand that you use to interact with the battlefield. What you cannot see in the following screenshot is that itās not about killing ninjas. Those are from the test assets and are just place holder.
http://populis.me/tdh/tdh20150607.png
Yeah I was thinking about that tooā¦ You could do anything and explain it with some kind of funky magic
Your game looks great, too! So is the player the villain who uses the hands to kill? Interesting idea
@mathiasj : you could glue players to the ground, revert gravity, make fire showers, earthquake, ā¦ If you need testers please count me in !
Yes the player is controlling the devilās hand (or at least something evilās hand. I donāt know yet and I donāt really care). I was a big fan of the āblack & whiteā games when they came out and I had to make a game in which you control a hand once in my life lol.
You can get a bit strategic and summon demons, plan a blood pumping system, or just destroy as much as you can by slapping the battlefield with your giant hand. As you progress you can choose skills matching your playing style. Still a lot to implement though
Trying to track some bugs down in the network library Iām working on, I added a whole bunch of debug layers to my networked espace game:
ā¦which was good because it turns out the ābugā wasnāt at all what I thought it was and that was plain once I saw the data. Just a thing I hadnāt implemented yet that never occurred to me was complicit.
Picture shows the local zone grid of the zones the client will receive updates forā¦ itās a debug view. Right now the zones are smaller than they will eventually be because itās easier to test. Each zone cell says what itās local reduced-bits zone ID is as well as the actual full zone key.
Also include, a layer of per-object debug info hovering over each object. The values that show up here are expandable.
And finally, the less interesting one is the location and zone in the upper left.
experimenting with different foliage construction methods, by far the best is: model+impostor+sprite
I Started working with Nifty GUI for scores and tracking of the end numbers of the game table. Itās weird that I cannot add elements without everything going bananas but found a workaround to have up to 8 players.
I also added my first steps of user interaction, itās still not done:
- If the game knows you donāt have tiles to play it will draw from the boneyard for you until you have one to play.
- When you have the highest double or highest Tile, it will play it automatically.
- With double click on a tile on your hand you send it to itās location if the destination is clear.
- Still working when you have no clear option.
Polished off animated tooltips and completely overhauled the unit list window which is now resizable.
Also did some balancing, squashed a few bugs, revamped some particle effects, fixed up the masses map generator to be more fair with resource distribution, added a completely new map generator called coalesce and made the lists associated with the music player auto scroll when dragging items to the list and hovering above or below the desired list so one can better organize their music. Few odds and ends too of course
Is this library going to have an easy to use already implemented lag compensation system for server-client based games?
Itās for client server based games, yesā¦ I based it on the valve articles. Hopefully Iāll be ready to open source it soon but it needs some more testing and some more cleanup. Iām just about ready to let some folks login to my space game and fly around to see how it goesā¦ maybe by Sunday. Weāll see how that goes.
I am curious whats the 6th texture from left in your ādebug viewā is
iirc, the 6th texture is the material array texture (I use matId)
players can now choose between a circular table or an octagon one with different materials to play domino
I am working on new materials for tiles and some environments besides black background
We just completed our Item & Skill System.
The visible part is our Inventory UI with drag and drop equip/unequip and tooltips.
Oh, and the skillbar at the bottom with tooltips.
Hello monthly screenshot champs! Working on anything cool these days? Whether itās the same thing as it was back when this thread started or something brand new, however big or small, please consider sharing it for the 2015 jMonkeyEngine showcase video:
Keep the WIPs coming!