(September 2017) Monthly WIP screenshot thread

it’s pure JavaFX :slight_smile:

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Made some progress with my multiplayer space shooter, I added a clock, score and the current active weapon on my HUD. The radar (those coloured triangles) I like best as it is a great help in battle :slight_smile:

We were too lazy to give us proper names, so we all are Zed :wink:

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After 3 weeks of learning I can draw characters on any angle or pose! This is my first professional-ish attempt at drawing.

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So if you got two things that go with each other separate and you glue them together, do you re-pair them?

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/me slow claps at that pun.

Seriously though really love the effects you have going on this.

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So after some tinkering (seriously I just went from multiplying a normal by a random float value to just straight up adding it) I got rid of the pointy bits and fins. I also got to stitching the points together nicely.

During this I was having fun trying to calculate normals. Which didn’t go too well initially.

Then after a bunch more work I fixed all that annnnnd tah dah!

Next up is implementing LOD then placing all the asteroids via a noise function etc. I’m putting off procedural texturing for a bit. Want to get more into game play stuff for a bit.

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Continue to work on shader nodes editor :slight_smile:

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Working on my game is going good. The newest things are:

  • grabbing tool, now you can grab things and replace them (white thing in first picture)
  • rework of car names, now it’s Car1.1, Car2.1 etc.
  • repainted some textures with better colors (I hope it looks better now)
  • and some cleaning in backround files :smiley:

I hope you like new colors :slight_smile:

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You should try the SSAOFilter, I feel it would go great with the low poly/solid color asthetic.

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It’s good idea, but bad result. When the cam are rotating around the car, shadow come to the part of car where cam is looking.
Edit: I personally like it without shadows now.
WIP Screenshot

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Some time ago I started creation process of default models for SSE (SpaceShiftEditor). Hopefully it will end up with starter assets of beach with tropical flora and fauna (or it will end up with nothing who knows :slight_smile: ).

For now we have downloadable palm tree. This tree is originally designed to have randomized trunk shape and in plans we want to create interaction like Crysis have (with bones/empties as determinator of leaf and bole bending) but we should figure out how to create dynamics for trees with taking in account final scene optimization, so the model in archive is only a mesh, without bones.
Download here
Progress here

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Here’s a little peek at what I’m working on in my spare time. It’s a visual scripting system for jMonkeyEngine.

It’s really two things.
The scripting system I created probably 6 years ago for Hostile Sector. Since I am a programmer, I did it way more complex than I needed at the time. Just in case, you know, for all the other games I was going to make. I always had in mind an editor for it, but for HS, I simply plumbed everything together in a Mission class. This worked very well at that time.
Recently, I cleaned it up a bit for a new project I’ve been toying with. It will need more complex scripting, and I thought it would be a good time to make that editor.
I wanted the editor to reside in the SDK. I’ve tried to follow the outlines of the SceneComposer and learn the Netbeans API at the same time.
What is working:
Placing components from a hard coded menu.
Connect components.
Load and save script using BinaryImporter/Exporter (outside of the editor).

What’s left until it’s usable:
Load and save script inside the editor.
Hook up the script to the scenegraph at runtime.

Extended goal:
Hook up to SceneComposer for real time scripting / testing.

I may make everything open source at some point, but it will be a while. I still anticipate some heavy refactoring of the editor as I learn more about development there. But I do intend to release it as a plugin for other to use as soon as I can. Let me know if you’re interested in alpha testing it.

I call it “Macaq” in monkey fashion. I know it’s not spelled like that in English, but I think it looks more elegant.

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Hmmm…yes not what I was expecting, it’s like mspaint spray tool

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Did you do a shadow renderer/filter or a SSAO filter for this?

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That did SSAO filter only. For my shadow problems look there: Rendering shadows on the edges

you can look at how to configure the shadows filter in SS Editor :wink:

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Most of the items in Skullstone have to be found during exploration. However, there are exceptions: crafting in the town or magic altars in the dungeons. Using the altars, you can sacrifice an item to get a better one.

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Oh wow, how does the burning to nothing effect work? Setting it to be transparent and adjust the alpha/discard by noise and time?

It is called ‘dissolve’ or something like that. I did it long time ago on my own, let’s say that I’ve re-invented the wheel :wink:

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I saw a shader like this in ShaderBlow library :slight_smile: