very good man!! jME is turning out a lot of good games recently!!
Perhaps the power of the shot, could be done by holding down the shoot button, longer you hold it, the longer it shoots
And the angle could also be calculated using mouse movement, then you wouldn’t need the NiftyGUI scroll bars. Unless you already do that and the scroll bars change dynamically? not sure
@thetoucher said:
this is prime for a multiplayer android version, turn based, addictive, competitive.
You could actually make a fortune with that. Honest. The nostalgia... every ingredient is present for a success story. Play you cards right @ndebruyn and that could pay off big time.
@ndebruyn said:
Does jME android support Terrains yet?
I think in theory they should work now that the AWT references are removed from the terrain system but it might be that the shaders are a bit too heavy for the android platform still, I think @Sploreg didn't make any adaptions to the platform yet.
@ndebruyn said:
Does jME android support Terrains yet?
Not so well last time I checked, but not so bad neither....you 'll get a hard time with water though, WaterFilter is definitely a no go for android really.
Your best bet is to have a quad with the simplewater material and a static reflection map.
@ndebruyn said:
I hope to see terrains work on android.
This will be brilliant and I can do some serious android games.
this is my plan as well (the android part), I don't know exactly what your plans are. I finish studying in 2 weeks, and are going to become a full time jME android developer, perhaps we can work on something together if you have a lot of spare time. I plan to crack out a game every few weeks at the start (to pay for rent), then hopefully if that works out good, work on a big long term project. I hope that jME for android is more advanced than when i tried it at christmas tho :). What do you think in your personal opinion @nehon? if i stick to unshaded/low poly simple games, i should have no problems or? :)