Ludum Dare 22 this weekend. Wish me Luck!

http://www.ludumdare.com/compo/



I finished a game in 21 but it wasn’t very fun to play.



This time I will try to “add more fun”



at first I was going to do a android game but I think that will take to long.



I will be using



JMonkeyEngine3

-Physics

-Terrain



Music/Sound

-LMMS

-Audacity



Models

-Blender



Most Likely a guy running around (FPS) breaking things



-Greg

4 Likes

@sbook

I will tweet as much as I can :slight_smile:



@erlend_sh

Thanks. I think they expect over 1000 games this time. Should be insane.

@gbluntzer: Good luck, dude! I think I will be doing LD as well!

Kewl… Good luck :smiley:

awesome, good luck! I might have to get in on the next one, sounds like fun :slight_smile:

Playing with LMMS good stuff

Make us proud! I posted a question on Twitter from the jME account asking if anyone was doing a jME project for it. Be sure to do a jME hashtag!



#jMonkeyEngineIsTheGreatestEngineEverAndAllOtherEnginesBowToIt would probably make sense.

Best of luck mate. You’ll be competing with one of my school’s teachers, Chevy Ray Johnston, and a couple of his current students. He won the last Ludum Dare :wink:



Give’em hell!

@ttrocha Great!!! do you have a twitter account? I will follow you.

Mine is @ScriptBlocks



Should be very exciting.

Yeah, actually I’m not that much a twitter-guy! But it might be the best thing to communicate as the

LD-blog is more like a chat by all that hundrets of crazy coders :smiley:



My twitter account is @tomaga95 Hehe, just realized that I already follow you :smiley:

But to say it from the beginning, I won’t use jme3 for this one (but for the beta-contest). I want

to give gamekit another chance…

good luck guys, keep us informed!!

@ttrocha I am now stalking following you on twitter :slight_smile:

@wezrule Thanks



Can someone point me to a wiki page or tutorial on loading a .blend file into jme3 with code and possibly Converting it to a j3o file. I like the sdk but it crashes a lot for me on Ubuntu.

Last time the slowest part of Ludum Dare was trying to get the blender to ogre exporter working correctly. If I can avoid using it that would be awesome.



-Greg

https://wiki.jmonkeyengine.org/legacy/doku.php/jme3:advanced:save_and_load

1 Like

@normen



For the Example TestSaveGame.java you are saying I can replace

Spatial model = (Spatial) assetManager.loadModel(“Models/Oto/Oto.mesh.xml”);



with

Spatial model = (Spatial) assetManager.loadModel(“Models/model.blend”);



To load the blend file directly?



Thanks for the fast response.



-Greg

You can but you don’t want to as its a quite lengthy import process and the file contains lots of unnecessary info.

I have a blend file that I am trying to import I get the following error with the import

Note that in the blend file there is a cube that is UV unwrapped and has two textures on it

DIFFUSE and BUMP



Other blend files with a single DIFFUSE texture seem to work fine.





[java]

Spatial model = (Spatial) assetManager.loadModel("cube.blend");

myPlayer.attachChild(model);

convertBlendToBinary(myPlayer);

public void convertBlendToBinary(Node node){

System.out.println("SAVING NODE");

//Save File Path /home/gbluntzer/.jme3/mycompany/mygame

String userHome = JmeSystem.getStorageFolder().getAbsolutePath() + File.separator + "mycompany/mygame".replaceAll("/", File.separator);

BinaryExporter exporter = BinaryExporter.getInstance();

File file = new File(userHome+"/Oto.j3o");

try {

exporter.save(node, file);

System.out.println("SAVED NODE");

} catch (IOException ex) {

Logger.getLogger(ImportExport.class.getName()).log(Level.SEVERE, "Failed to save node!", ex);

}



}

[/java]





[java]java.lang.IllegalStateException: No loader registered for type ""

at com.jme3.asset.DesktopAssetManager.loadAsset(DesktopAssetManager.java:248)

at com.jme3.asset.DesktopAssetManager.loadTexture(DesktopAssetManager.java:325)

at com.jme3.scene.plugins.blender.textures.TextureHelper.loadTextureFromFile(TextureHelper.java:829)[/java]



any suggestions?

Hmm,…ok some guesses:

  1. Do the images have appropriate extensions? (Did you pack them?)
  2. Do you have an image connected to the uv in the uv-editor that has no extension? If yes, try to remove this or set it to a valid one…

    …just guesses! Maybe it helps…
1 Like

@gbluntzer Good luck! =]



I wish I have the courage to enter this, but I care too much about my sleep time -.-`

@shirkit Thanks

Four hours left tell fun time :slight_smile:

[java]Spatial model = (Spatial) assetManager.loadModel("robot.blend");[/java]

Anyone know what causes this on a .blend load

I am trying to load a model that has two Actions (Wave, TurnHead) Associated to the Armature

[java]SEVERE: Uncaught exception thrown in Thread[LWJGL Renderer Thread,5,main]

java.lang.ClassCastException: com.jme3.animation.SpatialTrack cannot be cast to com.jme3.animation.BoneTrack

at com.jme3.scene.plugins.blender.animations.ArmatureHelper.getTracks250(ArmatureHelper.java:275)

at com.jme3.scene.plugins.blender.animations.ArmatureHelper.getTracks(ArmatureHelper.java:228)

at com.jme3.scene.plugins.blender.modifiers.ArmatureModifier.<init>(ArmatureModifier.java:135)

at com.jme3.scene.plugins.blender.modifiers.ModifierHelper.readModifiers(ModifierHelper.java:87)

at com.jme3.scene.plugins.blender.objects.ObjectHelper.toObject(ObjectHelper.java:167)

at com.jme3.scene.plugins.blender.AbstractBlenderLoader.toObject(AbstractBlenderLoader.java:134)

at com.jme3.scene.plugins.blender.BlenderLoader.toObject(BlenderLoader.java:70)

at com.jme3.scene.plugins.blender.BlenderModelLoader.load(BlenderModelLoader.java:63)

at com.jme3.scene.plugins.blender.BlenderModelLoader.load(BlenderModelLoader.java:49)

at com.jme3.asset.DesktopAssetManager.loadAsset(DesktopAssetManager.java:273)

at com.jme3.asset.DesktopAssetManager.loadModel(DesktopAssetManager.java:408)

at com.jme3.asset.DesktopAssetManager.loadModel(DesktopAssetManager.java:418)[/java]