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Messages - horva

Pages: [1]
1
Graphics / Re: Bullet Tracers
« on: March 10, 2014, 02:39:35 pm »
I was playing around and fixing stuff in existing bullet projectile function and this is what i've got :)

Looks pretty ok, will need some more tweaking but atm it was fastest solution that actually worked very nicely.



How to?
1. I used a texture of a bullet for a projectile, fired it normally as i did before.
2. Used a second texture that fires and has range up to 8 meters infront of marine and imitates smoke, or a bullet trail, it also grows so it feels like the smoke is dissipating as well as going transparent.

Pretty happy with the result, improvement to this would be writting a shaders that dissipates smoke really well, but that's out of my league xD

2
Thanks, you can also try it out, there is a demo on the site! :D

3
Graphics / Re: Bullet Tracers
« on: March 09, 2014, 10:42:48 pm »
I would definitely avoid particles as it tends not too look so well(i tried similiar stuff).

Streak effects could fit in nicely, because the main issue i'am trying to remove is, when the bullet moves to fast it's almsot like it's teleporting across the screen, and you cannot enjoy it when many of the bullets fly, it's like they're there, but they're too fast for you to see them efficiently and literally "enjoy" in them.

Thanks :)

4
Graphics / Bullet Tracers
« on: March 09, 2014, 10:15:52 am »
Hello people!

Any ideas, advices how to create an effect like this?
http://www.youtube.com/watch?feature=player_detailpage&v=pIl0lMdBYxQ#t=447

Currently our effect is very simple, and since shooting and bullets are something you as a player need to personalize with, as it's your main source of power, we need to improve the look of our bullet tracers, and I have no idea how to :)

So any theories, ideas on how to create effect similiar to the ones on the video, that would be awesome :)

5
Can you tell a bit more about the game mechanics? For example, what's the goal of it (survive as long as possible, do different missions, ...) and what tactical component does it have?

Basic goal is to survive until EVAC, that's up to 1h, you can induce evacs earlier depending on what missions you finish etc.

Idea is to gather resources, equip yourself, scout the map, put up the defensive systems of the colony, finish primary missions and secondary missions, and finnaly survive to victory.
We're working to make each game unique, so every time you play you get different enemies, different missions, different loot etc. so that you have to adapt your playstyle and improve your tactics based on the location you were dropped off. So it goes a lot indepth regarding the strategy and tools you can use :)

And ofc there is XP, unlocks etc, coz.. you are a marine and as you improve you need better tools to kill.. oh.. and there is a tactical NUKE you can use, big booms etc. xD

Atm. demo is free for tryout, but multiplayer alpha is per buy only :p




6
Audio / Re: Problems with sound (moving from SFML 1.6 to 2.1)
« on: March 08, 2014, 01:21:59 pm »
Yeah I fixed it, I was using it wrong, it is the listener issue, I've just set listener direction to (1,0,1) and it works perfectly, I'am sure I tried something similar the other day and there was some weird sound stuff happening.

I'll add one more question on top of this:

- sometimes my entire PC freezes(everything just stops) while playing our game The Red Solstice and having youtube or something like this on(it's totally random).
Could this in any way be related to SFML(audio/window creating), just asking if anyone had similar problem, because I'am trying to narrow down all posibilities.

7
Audio / Re: Problems with sound (moving from SFML 1.6 to 2.1)
« on: March 07, 2014, 08:49:44 pm »
X, west +, east -
Z, north +, south -
Y, up +, down -

Think I might have an idea for solution, thanks :)
Problem is the result will prob be that the sound will always be coming from one side due to gameplay concept, so that's why the Y was used, to eliminate sound always coming from one side, not sure...
Anyway will study this a bit and let you know the results tomorrow! :)



8
Our game is a survival tactical 8 player coop survival .. shooter! :D

It plays like a strategy, we can even compare it like a, coop moba as controls are very similar and you control one guy.

Some people compare it to real time XCOm due to high amount of complexity it can go up to, it seems very easy at begining but it gets quite challenging and in order to win, you have to form basic tactics and work on it and improve it and adapt to situations through your game. Which takes games and games of practice. :)

It's multiplayer focused!

game site: www.theredsolstice.com

Alpha Demo:
ftp://guest:%20@37.252.120.38/TRS_Installer_alpha1.22.exe

Trailer:


Some screens:
http://www.theredsolstice.com/simplified/images/screen1.jpg
http://www.theredsolstice.com/simplified/images/screen2.jpg
http://www.theredsolstice.com/simplified/images/screen3.jpg
http://www.theredsolstice.com/simplified/images/screen4.jpg
http://www.theredsolstice.com/simplified/images/screen5.jpg
http://www.theredsolstice.com/simplified/images/screen6.jpg



If you like it spread the word at least, please? :p
Soon to be on kickstarter, next friday!

SFML usage:
- entire input is through SFML
- creating a window itself
- entire sound system is with SFML
- some small network comms, not sure if it's used anymore, but it was :p(primary network is through RakNet)

That's.. about it! :)





9
Audio / Re: Problems with sound (moving from SFML 1.6 to 2.1)
« on: March 07, 2014, 08:09:35 pm »
I guess an answer would be, 3D cartesian coord system?

I'am sorry if I seem like a noob(and I am in this area), but we don't have a backend programmer anymore that does stuff like this, and few of us have to pick through old stuff now which is like.. noone has enough experience in that area :S
So I apologize once again, and thank you for your patience so far! :)


10
Audio / Re: Problems with sound (moving from SFML 1.6 to 2.1)
« on: March 07, 2014, 07:53:08 pm »
But it was the same in 1.6 and was working perfectly? Any idea why? :)

Maybe the relative to absolute affected it so it has gone wild?

I was afraid that would be the case, guess we will have to reroll back to 1.6, we're very close to release on Steam and we cannot have those kind of bugs flying around :S

Any chance when this might get solved? Any estimate is helpful, like week, month etc.?

Thanks

11
Audio / Re: Problems with sound (moving from SFML 1.6 to 2.1)
« on: March 07, 2014, 07:36:50 pm »
I don't think the listener direction is an issue or ever was as it was like this from the begining(maybe we are using diff coord system).

I tried putting an absolute position for the Y but that didn't help at all, it just goes from 100 to 0 or vice versa.

But the relative to absolute might just be it.
Fixed sf::Listener's target that was a relative direction instead of an absolute position

Any idea how to resolve it, or if there is any chance to put it back to relative just to test if that's 100% the case?

12
Audio / Re: Problems with sound (moving from SFML 1.6 to 2.1)
« on: March 07, 2014, 06:20:22 pm »
Thanks both of you! :p I should add it to the SFML projects page, I think it has been there once but under different game(5 years of dev :p)

Here, I believe problem either occured here in setDirection(), not sure how?
Or below on the buffer area?

Problem is I really just renamed stuff , nothing to fancy, like from "SetDirection" to "setDirection" :S and all went to hell with the sound.

Bolded things are what I suspect what caused it while changing it...(I didn't change the values, just adopted the functions)

void Composer::setListenerPosition(const vec3 &aPosition)
{
   sf::Listener::setPosition(aPosition.x, 5 /*aPosition.y*/, aPosition.z);
}

int Composer::playSoundInternal( const Res &aSound, const vec3 &aPosition, const bool aUsePosition, const float aVolume, const bool aLoop )
{
       
   sf::Listener::setDirection(0, -1, 0);


       //get sound "sound"

   sf::SoundBuffer* buffer = sound->getSoundBuffer();

   tmp->gSoundPlayer->setBuffer(*buffer);
   tmp->gSoundPlayer->setLoop(aLoop);
   tmp->gSoundPlayer->setVolume(tmp->gVolume * 100.0f * aVolume);

   if (aUsePosition) {
      tmp->gSoundPlayer->setPosition(sf::Vector3f(aPosition.x, 0/*aPosition.y*/, aPosition.z));
   
      tmp->gSoundPlayer->setMinDistance(27.f);
      tmp->gSoundPlayer->setAttenuation(3.f);
      tmp->gSoundPlayer->setRelativeToListener(false);
   }
   else {
      tmp->gSoundPlayer->setRelativeToListener(true);
      tmp->gSoundPlayer->setPosition(sf::Vector3f(0, 0, 0));
   }
}


Main question would be, did anyone have any similar issues happen to him while doing the change?
I wil try to create a simple example but atm. this is like playing with fire due to very complicated process of how everything was written(very old code which if you touch without proper knowledge everything goes to hell and then nobody is happy)


13
Audio / Problems with sound (moving from SFML 1.6 to 2.1)
« on: March 07, 2014, 05:00:58 pm »
Hello everybody,

I've been lurking this forums for a while now as I'am coming back and redoing some of our game systems that have been written with SFML...soo my problem :p

First off, I'am gameplay programmer, and I didn't write this code. so my knowledge of it is limited.
So far I have moved and adapted input to SFML 2.1, but audio is a problem.. why??

To better understand the problem, take a look of our game screenshot:
http://www.theredsolstice.com/simplified/images/screen5.jpg

When I scroll away(it's a strategy kind of survival game), sound doesn't reduces how it should:
Minimal distance is 27 meters, attentuation 3.

Once the minimal distance is bypassed, sound from example turret goes from 100% to % :S

It stopped working the moment I moved audio to SFML 2.1
Maybe I changed something I shouldnt, but If i rember correctly there was only function names that had to be adapted.

Any ideas? :)

This is like a cruical part in our game since now you can hear soldiers and guns 3 screens away and it feels.. aaah awful :S


Thank you!









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