2012-08-27 17:40:08 Posted by RetroZelda

Sugar Rush and MORE

The time has come where I talk about things and stuff that have happened. Theres not really much that has happened but Sugar Rush Alpha was finished last week, and I started a side project that I am kind of excited to continue to work on. Firstly, Sugar Rush! The alpha build is out and its coming along really well. There were many issues with the build towards the middle of the month, and things got cut, but we are progressing! Out of the issues, I think I was stuck in the middle of them! Namely, Maya. Maya gave us strange issue, and I spent days trying to figure out these issues. Like, when I finished the level exporter, some meshes would get skewed and warped. Not all of them, mind you, only about 4. The cause? No one really know, but when we erased and remade one of the meshes, everything was fixed! What the hell, right? Around 4 days checking everything in my exporter, when it gets loaded, checking values of every mesh, checking over and over again making sure the pipeline was good and none of these things showed results, but remaking 1 mesh to solve it? Stupid. Another issue is sometimes maya will randomly erase the verts for a mesh, and this will cause the exporter to crash. When calling API functions, it **thought** that there were verts, but when you would go to the mesh in the outliner, it would just be missing. The transform and everything was there, just missing verts. This was about another 6-8 hour thing to figure out. Not fun! But after all said and done, our environmental artist was spending too much time with me figuring out these issues that Maya would present, and changing collision meshes over and over caused him to lose focus on the actual art side, and even though collision wasn't my area this month, i still feel horrible................... anyway, there was also Nav mesh fun time. My part of it was to export the Nav Mesh data out of recast to be used to create the lookup table for our path finding. There were issues with the data I was saving, so I changed how I was doing it a few times and the guy working on using that was still unable to use it. So the guy doing our renderer hacked together something quickly to draw what I was exporting, and it was showing garbage mesh data. So again I rewrote the exporter and still nothing. I then tried at least 3 other ways that night, and still showing garbage data. Sadly, we had to cut nav meshes for our pathfinding. So then I wanted to draw the world in wireframe about 30 mins later and I used the same hacked function set and it showed garbage data with meshes that were correct. I was sad. it wasnt my exporting that was messing up(at least not the first couple iterations) so the nav mesh was kind of cut in vein. And yeah, those were the main issues I had this month. I figured that since last post was about my awesome animation system, I should rant about issues this month. So now lets hope for more cool things for me to talk happily about in the coming months. So yeah, you should check it out by visiting the Indy DB site here. No now about my side project I started yesterday. Well, I have had fun developing it so far. Right now its a basic Client-server game with the server written using winsock and the client is going to be a small game that I am writing on Android. This means I am refreshing myself with sockets and UDP as well as learning the android SDK as well as basically programming 2 applications at the same time. But right now the server is about 40% done and the actual app is about 20% done. But once I can get the core functionality of send/receiving packets, then I can focus mostly on the android side to get the game looking and playing better. I enjoy learning things that have to do with programming, and doing this is like a MILLION things I am learning at the same time, and its exhilarating. I have a lot of ideas for it and if I was like 3 people in 1 I could progress faster on it, but I'm not sure weather or not I want this to be an Erick-Project or to see if other people want to help me on it. But, I'll have that decided after I get a solid client/server made. Then when other work on the gameplay stuff, I can create a matchmaking server, and setup an account system then start leader boards and team/friend games. Right now the scale of what I have in mind is actually fairly small, but even if i work alone on it, i will have fun regardless. Oh, and I don't plan on actually releasing details of it until i can get a solid alpha build of it, then maybe I can put the game on the android market then put a basic server on here for people to try it out(or maybe port the server to linux and host it on here? hehe i dont think my host will like that :D). Anyway, that is all I will rant about today. Ciao fur niao! RetroZelda OUT.

2015-05-11 19:25:13 Posted by RetroZelda

Sugar Rush - Core

Well hello non-existing readers! I am here to present to you the core build for my Final Project game, Sugar Rush. Sugar Rush is a 3rd person hack 'n slash in a world of candy that is being invaded by evil dentists and vegetables. This is our first milestone build, which only has the carrot enemy and placeholder models and/or animations for what you will see! I was responsible for writing the model/animation exporter so we can export character models and skeletal rigs from Autodesk Maya. I also did the animation system in the actual game. My system is a hybrid of cpu/gpu animations with joint interpolations cpu bound and then skinning being done in a vertex shader on the gpu. Why did I do it this way? Well, there are a few things right now that rely on joint position/orientation and the current keyframe to function properly, and retrieving that data off the gpu would be much more work to get everything set up than it would be worth for what few things need said information. I would prefer to have everything on the gpu, but I feel that i should spend my time in other places as we go towards the alpha Milestone. Now, matrix interpolations can be quite expensive on the cpu, i realize this, but with the beauty that is SIMD/SSE, I know that when we need to cut back on processing, I ahve something I can fall onto! I even considered doing the animation system entirely on the cpu using SIMD and setting up a thread pool, but sadly the architecture was fairly complicated for me and it would require time that I do not have to accomplish(same with the kalman filter I want to use with the wii motion plus :3). Anyway, my animation system also handles animation Blending, which will take the current frame the current animation is on and blend it with the first frame of an animation you are changing to. this can get quite expensive as well as it requires matrix interpolations on two sets of matrices instead of just one. A thread could possibly do the trick(a thread pool looks nicer and nicer!). So now that core is met, and I am moving on past animations, where am I heading to? Now, I am working on a level exporter, so we can build our levels in maya. I am using the dreaded maya api to instance geometry in each level and to store the static transforms at first. I plan to be able to export collision geometry and, maybe, nav meshes for our AI. Then, after I get the level exporter set, I will hopefully start helping our Tech Lead with enemy AI. More specifically I think I will be working with him on path finding, so hopefully I can get A* working even better than I had it in my AI class. And for those of you who dont know, A*(aye star) is a fantastic path finding algorithm, but we might not even need something that complicated, but naturally I am only speculating at the moment.... Well that is my useless banter for the time being, and I will let you read me later! EDIT: Removed Download Link

2012-03-25 21:27:21 Posted by RetroZelda

Site Newzies

Yeah, so in the past half hour I added post limiting and page numbering on this place. i figured that loading every single post that no one reads is a waste to database calls and will provide a 0.000005% faster page loading time. Note: the aforementioned Time is an estimate, and it should be clear that Erick, nor any of his affiliates, performed a benchmark, test, or any other method to provide accurate data. There, I am now lawsuit-proof. Oh, and do not worry... You can thank me later. Ciao for niao.

2012-03-20 23:16:32 Posted by RetroZelda

Update Things and Stuff

So, obviously, this site development is pretty much at a stand still. I was just playing around and screwed up something in the database, so some links and the about and contact info might be missing. My plan for implementing a user-based system which would allow comments, or even using twitter or facebook's api is out of the question. Why? The answer is that I dont really have the time to put my full attention on either api, and creating a secure user system would take much time out of final project. even creating a CMS for me being able to post, edit, and delete these posts is intangible at the moment. #sadface. But, at any rate, Final Project info? Proceed to the next paragraph Sugar Rush; a game where you take control of a young girl named Dot who inhabits the delicious world of candy is fighting to protect the land from invading Dentists and vegetables from destroying the sweet filled town, called Candy Town. Dot will hack and slash her way through the invading veggies that are invading Candy Town, the peppermint Forest, and the Gumdrop Meadow, using only her giant Lollipop weapon, and her love of sugar to defend her home. As of now, we have 6 enemies, 3 of whom aim to destroy the sweet teeth and put a stop to all the candy. You Have 3 main attacks to fight off the evil doers, and when you get enough sugar, you can go crazy in Sugar Rush Mode where you will berserk these enemies to HELL!!! Be careful, after every Sugar Rush is a crash where you wont be able to attack, and movements will be slow. This will not be an issue because if you happen to take damage, you have your trusty weapon in which you can indulge your own sweet tooth and take a giant bite to regain some health. Be mindful, though, the more of your weapon you eat, the less damage it will do so it is necessary to defeat enemies in order to gain back stolen sugar to repair your weapon. This game sounds awesome, right? If you answered "yes", then yes! It is going to be a kick ass game! If you answered "no" then..... wait... no one could say "no" to this game! How could they? We have 7 strong developers and 4 talented artists coming together as part of team Royals With Cheese to create this fantastic game. Because you are now excited for this game, you may be asking yourself "Where can I find out more?". Well, as of now, there isn't any form of propaganda(is that even the proper term for it?) on the internet, and I don't want to go posting concept art on here without permission with the rest of my team, as well as creating said propaganda(seriously, if there is a better term for it, let me know!) without anyone else. But, once these things are available, I will let you non-existent readers know! As for my role of this project, I am tackling the Animation System. This includes the Maya exporter, and the in game animation state machine, blender, and interpolation. Yes, this does involve the Maya api, and yes, there are a lot of things i want to research and learn so I am very excited! Yippee! Anyway, this is all I have to say... Ciao for niao!

2012-03-20 23:01:40 Posted by RetroZelda

DMD Update

There was an issue a few people had with the build available for DMD, so a link to the older build is available if the current one doesn't work.

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