Search found 623 matches

by Ats
Thu Mar 21, 2019 10:26 am
Forum: General discussion
Topic: Playing with threejs.org examples
Replies: 5
Views: 9192

Playing with threejs.org examples

Hi, Today I'm diving into shaders. So I was browsing the web to search for "simple" shader to port to ZGE so I can learn how it is working. I started with Monjori by Mic: https://threejs.org/examples/#webgl_shader I read about the differences between GLSL #version 100 and greater versions ...
by Ats
Fri Mar 15, 2019 5:54 pm
Forum: Your projects
Topic: OMEGANAUT
Replies: 96
Views: 165263

Re: OMEGANAUT

New version with a lot of debug and a brand-new bonus stage filled with a bunch of old foes: https://media.giphy.com/media/3FbFT78JlyL5TRUjXi/giphy.gif I'm still trying to find the bug where a ZGEBullet rigid body is not destroyed when his parent model is removed, leaving an invisible obstacle in th...
by Ats
Fri Mar 15, 2019 7:28 am
Forum: General discussion
Topic: Timer component strange reset behaviour
Replies: 2
Views: 6687

Re: Timer component strange reset behaviour

All right, thanks for the explanations :wink:
Maybe this should be explained in the ComponentRef page to avoid new users searching why it's not working as expected:
http://www.zgameeditor.org/index.php/ComponentRef/Timer
by Ats
Tue Mar 12, 2019 12:45 pm
Forum: Your projects
Topic: OMEGANAUT
Replies: 96
Views: 165263

Re: OMEGANAUT

New version today with the very first boss: LOTUS. I'm quite happy with this one :D

Image
by Ats
Tue Mar 12, 2019 8:20 am
Forum: General discussion
Topic: Timer component strange reset behaviour
Replies: 2
Views: 6687

Timer component strange reset behaviour

Hi, I'm having a proglem with the Timer component. Is it normal that the Timer.RepeatCount stays the same between AppStates, but in fact, it isn't... ? I made a quick example to show you my problem. The trace shows that the TimerCube and TimerBlue stays the same, but they are only working once. Aren...
by Ats
Fri Mar 08, 2019 8:40 am
Forum: Your projects
Topic: OMEGANAUT
Replies: 96
Views: 165263

Re: OMEGANAUT

That's the one. But the game was designed from the start to work with a gamepad (since the OUYA and Rado1 gamepad lib in fact), way before I added virtual gamepad buttons for touchscreen. The android manifest is targeting Android TV and everything was working smoothly until Nvidia last update. I'll ...
by Ats
Thu Mar 07, 2019 5:58 pm
Forum: Your projects
Topic: OMEGANAUT
Replies: 96
Views: 165263

Re: OMEGANAUT

Thanks for the explanations and the good examples :) Send me both your postal address, so I can send you bottles of wine :wink: So I made a new release with a shaky-shaky hyperspace: https://media.giphy.com/media/fjy9mUM5Bn9ioTCla7/giphy.gif Download game: https://www.txori.com/index.php?static21/om...
by Ats
Fri Mar 01, 2019 10:15 am
Forum: Your projects
Topic: OMEGANAUT
Replies: 96
Views: 165263

Re: OMEGANAUT

I released a new version of Omeganaut with temporary musics in order to program the sound mixer. I didn't use Sunvox for the SFX because I didn't find a clever way to make it work for that task. But surprisely, the music is covering the sound enough so the explosions are way better now :D Now I'm wo...
by Ats
Mon Feb 18, 2019 8:38 am
Forum: Your projects
Topic: OMEGANAUT
Replies: 96
Views: 165263

Re: OMEGANAUT

Playing with music using Sunvox is a blast. I really like the Mega Man NES / Amiga Demo Maker feel about it. And I was wondering if it would be better and simpler to use SunVox for sounds FX too. Because, appart from the laser and the power up sounds, I didn't managed to get something good with ZGE ...
by Ats
Fri Feb 15, 2019 11:35 pm
Forum: Extensions
Topic: SunVox for ZGE
Replies: 87
Views: 209710

Re: SunVox for ZGE

Thanks Kjell :D I think I get it. It will be a bit more complicated to handle that method with several music files but it's very efficient! Where did you find that 0x0100 is the for the volume? In SunVox source code? <?xml version="1.0" encoding="iso-8859-1" ?> <ZApplication Name...
by Ats
Fri Feb 15, 2019 7:40 pm
Forum: Extensions
Topic: SunVox for ZGE
Replies: 87
Views: 209710

Re: SunVox for ZGE

I just made a test in order to only play the bass line at some point. But I'm not sure what would be the best method to do that. I thought of 3 methods (you can set the method number in *Onloaded/ZExpression", just press space to mute the song and keep the bass) Method 1: By using two files, I ...
by Ats
Thu Feb 14, 2019 7:56 pm
Forum: Extensions
Topic: SunVox for ZGE
Replies: 87
Views: 209710

Re: SunVox for ZGE

So I started toying with SunVox, which is quite amazing. Everything works on PC and Android ( latest lib 1.9.4c). I'm still learning the basics, therefore I try to load some examples. The problem is that musics plays on ZGE, such as "Boomlinde - Caravan.sunvox", while others don't play at ...
by Ats
Wed Feb 13, 2019 9:25 pm
Forum: Your projects
Topic: OMEGANAUT
Replies: 96
Views: 165263

Re: OMEGANAUT

New release for Omeganaut today! What's new? - New collision engine: ZgeBullet by Rado1 - New sets: Space, Asteroid Field, Planet, Moon, Canyon - Harmful Asteroid shower - Lots of stuff in Debug Mode PC: https://www.txori.com/index.php?static21/omeganaut Android: https://play.google.com/store/apps/d...
by Ats
Wed Feb 13, 2019 9:09 pm
Forum: General discussion
Topic: Depth Map
Replies: 6
Views: 10024

Re: Depth Map

Here's another proof of concept with some blur in order to fake the focale, quickly made in photoshop:
http://depthy.me/#/ip/tnZ1DaR

I was wondering, is it possible to assign a shader to a material on the fly?
Something like:

Code: Select all

if (PhotoMode) MyMaterial.Shader = DepthShader;
by Ats
Wed Feb 13, 2019 6:04 pm
Forum: Extensions
Topic: 3D Physics with ZgeBullet
Replies: 104
Views: 276486

Re: 3D Physics with ZgeBullet

Ok, I don't think I understand the documentation for zbtStepSimulation : void zbtStepSimulation ( float timeStep, int maxSubSteps, float fixedTimeStep ) Proceed the simulation over time step. @details By default, the timeStep is subdivided in constant sub-steps of each fixedTimeStep. In order to kee...