The game would be based on “Arcade Volleyball” and will have very similar gameplay, tho it will be in 3d ofc. Since it is to show jME characters will be monkeys, “heading” a banana to each other.
The point of the game is similar: make more points by “giving the bananas” to the other monkey, since both monkeys are trapped inside an arena and they are both good samaritans and are willing to sacrifice themselves in order to give the food to the other monkey!!!
The monkey that successfully gives more bananas to the other (splash them on the ground) wins!
Since I'm making this while learning Java and jME don't exacly know the outcome. This is what I have done so far as of to test how to make the network work:
Ball Entity is the only one working so far. No game logic or game manager has been made or designed yet.
Since I only know how to program, I'll have difficulties in making models and it's textures which is something I have never done in my life.
Notice that, direction of models aint done yet. (getViewDirection() missuse I guess). The server makes a "ghost" CharacterControl after a client connects, at it's spawn location (with it's control and physical form). Don't know why that happens, but I'm sure I'll figure it out after I've done a propper establish a connection manager from server.
jme-examples package does not have any monkey model (besides the head) does it?
Will keep this update,
Question: CharacterControl's dont hit each other do they?
@Vortex said: @half: Do you allready got the CharacterControl's/RigidBody's colliding? I still got trouble with this and I haven't found any example code for this.
Yes. RigidBodyControl being the Ball Entity. I made it through a control (on the Ball) to listen to Physical colisions.
(BallControl extends RigidBodyControl implements PhysicsTickListener, PhysicsCollisionListener)
Is there a way to overcome that limit?
Not of you do it this way but you can also have a collision group listener that enables or disables the collision based on a check of both nodes. So just return false when its character and its own kinematic object.
I’ve been coding very very few lately due to other university works. Just made it possible for multiple connections to server, so everyone would have one unique id and made team logic (tho not complete). Now when a client enters it is put in spectators team, being able to join using “1” or “2” keys, but I’m encountering a small problem which I intend to fix today.
May make a video once it’s done.
Full connection logic, game logic (except ball’s one, otherwise it could never touch the ground yet.) before experimenting with gameplay issues.
cool, how is your game play coming along? I'm looking forward to seeing this playing!
Havent touched gameplay yet.
Was worried about backbone stuff like cage and the draft about game manager. Neither is complete so, gameplay will be handled once I can know and set everything straight (player1 hit's ball, he can only hit 2 more times. if player2 hits ball, etc. Score based action and collisions etc :D)
Did played your game today ;)
For about 20 seconds because I was on class eheh. but since you remembered me to go check it right now :D
@thetoucher Arena all done. Gonna start working on gameplay.
Initial steps have been very hard Ball has weird behaviour and collision detection of the engine (even pre-thick) makes a double or triple detection which boosts the ball out of play (out of arena itself).