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    RobinsonX (Game ChangeLogs)

    Scheduled Pinned Locked Moved
    WIP and Showcase
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    • RobinsonXR
      RobinsonX
      last edited by

      @Kamdroid Thank you! I can't guarantee that the weapon creator would become a feature, maybe it would be a simple weapon modifier instead of a complete editor.

      Though, if it were to become a feature, this is what it may look like.

      1E11EDC0-1FA1-4628-93E1-39BF6A2C983E.png

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      • RobinsonXR
        RobinsonX
        last edited by


        I know, it looks framey. I'll try to optimize it as much as possible. This is just an insight of what things would look like.

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        • RobinsonXR
          RobinsonX
          last edited by

          Besides, it's not like there would be 10 players in one lobby... I'll probably cap it at 6. 3 players on 2 teams.

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          • RobinsonXR
            RobinsonX
            last edited by

            803DCA8C-150D-4899-952D-17132968F93B.gif

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            • RobinsonXR
              RobinsonX
              last edited by

              67612A74-CCD0-4166-A145-E21E7DAB624C.gif

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              • RobinsonXR
                RobinsonX
                last edited by

                EE3B8FE8-72A2-4076-9CC8-F7B8DBB19287.png

                Ehhhhh... I need to calm things down.

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                • RobinsonXR
                  RobinsonX
                  last edited by

                  4C0843D5-A41B-46A9-BC46-05D0EC0530F7.png

                  Working on the UI. 👍

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                  • RobinsonXR
                    RobinsonX
                    last edited by

                    55158089-85FD-43BF-A5EB-D1505AA7F6F4.png
                    Check out my submission to the Halloween Game Jam! It's currently a W.I.P, need some work and suggestions from users. 👍

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                    • RobinsonXR
                      RobinsonX
                      last edited by

                      0C7765DA-E697-4F3E-B3DD-1F05005C464E.png
                      Obstacles now emit a faint glow of red to make it easier for them to spot.

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                      • RobinsonXR
                        RobinsonX
                        last edited by

                        🚀
                        F8F653E3-F37E-4F6D-9FD0-184692C2AA1B.gif

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                        • RobinsonXR
                          RobinsonX
                          last edited by

                          158A7290-AA51-4F81-B2C2-F606EAAC46FD.png
                          Check out my 3D project! 😄

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                          • Aidan_FireA
                            Aidan_Fire
                            last edited by

                            This reminds me of how I was going to update my 3D because I thought I found a more efficient way to do it, then gave up because I realised it actually ended up being the same before. I didn't have perspective though yet, and I think I might know another way to do it if I can be bothered.

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                            • RobinsonXR
                              RobinsonX
                              last edited by

                              I've started my 3D project from scratch and updated it. Check out my new and improved 3D project! 😄
                              7E99AB1D-537E-4154-A708-F0EC5E19222D.png

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                              • Aidan_FireA
                                Aidan_Fire
                                last edited by

                                I branched your 3D and became confused. How are you calculating the positions of the points without sine and cosine? I think maybe I have a tiny idea of how you're doing it but I only have a guess at the moment.

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                                • RobinsonXR
                                  RobinsonX
                                  last edited by

                                  @Aidan-Oxley I use the Calculate Direction behavior, which is simply Sine and Cosine put together. I've figured Sine and Cosine is used for calculating direction, so I've used the Calculate Direction behavior.

                                  For the horizontal position, simply calculate the angle from the point to the player and take the x_vector. Imagine a top down view. (This is a huge simplification, there's some other things involved)

                                  For the vertical position, take the distance from the point and the height of the player and point. Imagine a right triangle, the bottom leg is the length of the distance, the other leg is the difference in height and the hypotenuse has the vertical angle from the player to the point. Now we can take the y_vector and use that for the vertical position.

                                  Notice that the horizontal and vertical axises are perpendicular to each other.

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                                  • RobinsonXR
                                    RobinsonX
                                    last edited by

                                    ECD1A551-C504-4B05-92FD-F54C270D1A34.jpeg
                                    931F9E65-6558-4C73-9F5C-0574015484A0.jpeg

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                                    • Aidan_FireA
                                      Aidan_Fire
                                      last edited by

                                      Does this mean to use calculate distance/direction you need multiple simulation kind of things running in your game for those two different planes?

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                                      • RobinsonXR
                                        RobinsonX
                                        last edited by

                                        @Aidan-Oxley Yeah.... Currently trying to find an easier and less laggy way of rendering 3D. Once the rendering system is fixed, it's just a matter of waiting for the new bitmap feature to come out.

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                                        • RobinsonXR
                                          RobinsonX
                                          last edited by

                                          I'm still having issues with the how the rendering system works, because sometimes the points stretch out too much or something like that.

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                                          • Aidan_FireA
                                            Aidan_Fire
                                            last edited by Aidan_Fire

                                            If I can motivate myself, I'll keep working on mine cause it works well on any rotation, just doesn't have perspective yet, and maybe it could help.

                                            You seem to be having a similar problem to what I used to have when I first tried to make 3D like 3-4 years ago, rotate horizontally and it's fine but rotating vertically messed it up.

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