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Everything posted by jabjabjab
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Okay the Radars look great.. I basically took the usual colors, applied dynamic lighting (means light sources being safes and goals, and wormholes subtracting rather than adding) added shadows from walls, and added some noise to the green background, and then i added color of the tiles (average rgb sample from all 16 pixels excluding black) and applied them rather than walls. this is the results: http://i559.photobucket.com/albums/ss31/XDreamersMS/Continuum/Aphelion/Test_Renders/stencilWalls-5.png http://i559.photobucket.com/albums/ss31/XDreamersMS/Continuum/Aphelion/Test_Renders/stencilWalls-4.png http://i559.photobucket.com/albums/ss31/XDreamersMS/Continuum/Aphelion/Test_Renders/stencilWalls-3.png http://i559.photobucket.com/albums/ss31/XDreamersMS/Continuum/Aphelion/Test_Renders/stencilWalls-2.png
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the Colors image has been fully read and organized into Color objects in my API to be used for any drawing of a line or w.e. as a animation of colors for future things. (also, working on Radar next time).
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Okay! In the past few days, I have recoded all In-game code from nothing and it currently looks like this: http://i559.photobucket.com/albums/ss31/XDreamersMS/Continuum/Aphelion/Test_Renders/SSP2.png?t=1326415403 Maps fully load (with tileset etc) and have all black alpha'd on every tile. The collision works way better than before (spotted no issues yet, even going fast enough to be displaced over a tile's width). Collisions will not work as a actual 'box' but a list of lines that will have properties like weapon pass or ship pass or warp etc etc etc, so later on, custom collision setups can be made. (Yes this does mean diagonal collision).
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Facebook, this, etc.
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Progress!!!!!!!!!
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Thanks. Fortunately, there are a lot of bored people on the internet, and boredom favors laziness. To compensate for the drudging loading and processing of the client we use now, Aphelion will wipe that out with ease. This is why I chose Java as my platform.
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I will be re-coding the project referencing the good parts of my old project built, so I may further optimize the code and organize it better.
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Well I found some blender models of the star wars ships i could put shipsets together to resemble the actual ships.
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This should look better... http://i559.photobucket.com/albums/ss31/XDreamersMS/Continuum/Symbols/Ship_Badges/Lancaster2.png?t=1325447296
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Had fun this morning, so here are the results: http://i559.photobucket.com/albums/ss31/XDreamersMS/Continuum/Symbols/Ship_Badges/Warbird.png?t=1325435518http://i559.photobucket.com/albums/ss31/XDreamersMS/Continuum/Symbols/Ship_Badges/Javelin.png?t=1325435514 http://i559.photobucket.com/albums/ss31/XDreamersMS/Continuum/Symbols/Ship_Badges/Spider.png?t=1325435516http://i559.photobucket.com/albums/ss31/XDreamersMS/Continuum/Symbols/Ship_Badges/Leviathan.png?t=1325435529 http://i559.photobucket.com/albums/ss31/XDreamersMS/Continuum/Symbols/Ship_Badges/Terrier.png?t=1325435517http://i559.photobucket.com/albums/ss31/XDreamersMS/Continuum/Symbols/Ship_Badges/Weasel.png?t=1325435522 http://i559.photobucket.com/albums/ss31/XDreamersMS/Continuum/Symbols/Ship_Badges/Lancaster.png?t=1325435514http://i559.photobucket.com/albums/ss31/XDreamersMS/Continuum/Symbols/Ship_Badges/Shark.png?t=1325435027
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I am going to redo the menu system from the setup right now. more details later on. I am using the same menu setup right now only to serve as a temporary to work on the menu <-> game system that I have been fine-tuning.
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http://i559.photobucket.com/albums/ss31/XDreamersMS/Continuum/Aphelion/Test_Renders/Screenshot-1324859363963.png?t=1324859412
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Been working on the GUI. So far, This: ( I rigged a skin for now)... http://i559.photobucket.com/albums/ss31/XDreamersMS/Continuum/Aphelion/Test_Renders/Screenshot-1324847363085.png http://i559.photobucket.com/albums/ss31/XDreamersMS/Continuum/Aphelion/Test_Renders/Screenshot-1324851055347.png?t=1324851333 http://i559.photobucket.com/albums/ss31/XDreamersMS/Continuum/Aphelion/Test_Renders/Screenshot-1324850764724.png?t=1324850806
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I am converting the simple launch to in-game system i have to a State-Based system (one of my API's supports) so I will do this, and then organize, comment, and document all the things in my code today.
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Seems like every topic on this for the past few years has ended with some self-centered domination on what philosophies had ruined the complex of projects to restore the game. This topic was started by DarkFears, who wished to speak about a linux option for our community, which I really find interest in. I will have you know i am using java, with the same libraries that of minecraft, that has natives suitable for linux distros. I am positive Aphelion could run on linux just fine (ignoring a potential array of small issues i have never heard of for minecraft). I like Dr Brain's looks on PriitK's decisions, and I do not care for him at this point, but I don't complain about him doing what he did, because it is what he did that got me here, and I appreciate that he kept something alive that became my playground to learn what i love to do so soon. It is time for us to leave PriitK out of the 'what if' conversations, because I am sure he had chosen if not one of the best routes for something he didnt profit off of. DarkFears, when i get a few steps further into my software I will look into your query. I had this in thought upon creation of the project.
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http://i559.photobucket.com/albums/ss31/XDreamersMS/Continuum/Aphelion/Screenshot-1324327159377.png?t=1324327175
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http://i559.photobucket.com/albums/ss31/XDreamersMS/Continuum/Aphelion/Screenshot-1324320947760.png?t=1324321080
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Okay! I have successfully remade the chunk format, that works as good as a sparse array (empty slots not noted) And it records displacement position and velocity of all that is saved. What this means is, if you have a map of tiles that dont move, you can just save them into respective slots in position of the map (or chunk). What I did is since I added the ability of gravity for tiles, I can now save them into their respective chunk with their position, velocity, and health, so no physics is lost during the loading and unloading of a chunk. The size is also now 41kb vs a 5-10mb of data that it was before, with the same quality, and more! Now that the mapchunk system has been recoded to support a player list instead of 'THE' player that plays, I can now use the code to make the chunk system working on my server.
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http://i559.photobucket.com/albums/ss31/XDreamersMS/3D_artwork/IceTest3.png?t=1324227458 http://i559.photobucket.com/albums/ss31/XDreamersMS/Continuum/Aphelion/Aphelion_Sprites/CrystalBlue.png?t=1324230638
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http://i559.photobucket.com/albums/ss31/XDreamersMS/Continuum/Aphelion/Screenshot-1323968879191.png?t=1323968885
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Just leaving this here... http://i559.photobucket.com/albums/ss31/XDreamersMS/Continuum/Aphelion/Screenshot-1323952805294.png?t=1323952853
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Thanks to JoWie's help, I now have gravity working! Thanks!
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Okay Collision is nearly done. I also need to get a better system of sending the player's x and y coordinates without a jump because of offsets due to udp packets failing to arrive and offseting the player relying only on it's momentum. (the reason why im not sending x and y often is because how jumpy the player is) worked on message sending a little to organize into staff commands / staff checks on the server's side. I also plan to add seperated chats for staff and squad, using pink and purple text colors.