Flesh Snatcher

Well, in my case I use JMonkey 2 and the JOGL renderer doesn’t work :frowning: . Players are forced to use LWJGL, but I was told that JOGL is better so I’d like to try it one day :wink: ! That’s why I’m interessed by gouessej’s sources.

Very nice gameplay. The effects and graphics were well done. Overall good job so far :slight_smile:

Actually, the JOGL renderer of JMonkeyEngine 2.0 does not work fine without my fixes (especially with games using StandardGame) and I don’t know whether they have been integrated or not.

Yeah, I don’t know too, I never tested JME 3 :wink: .

Otherwise, I’d like to inform that this week-end I revised the graphs theory and I made a little path finding system.
Saturday : implementation of the Dantzig algorithm for the optimum path research.
Sunday : integration in the game and in the enemies behavior rules.
I thought it would take more time to develop :wink: , even if it’s very basic !
So I think I’ll update the demo with path finding tomorrow or in 2 days, the time to add path graphs to the entire level ;).

See you soon !

This is quite nice looking game! It runs smoothly, and I like the idea that you need to clear all enemies on a floor to get to the next. I have only played till 2nd floor, and the only minus would be the enemies, that I find a bit too simple looking. I think their graphics doesn’t really fit with the other graphics.

I picked up the second card (red?) and killed the flying things in the ceiling. After that I only found one door where I need a green and red card (wasn’t green the one I picked up first… or was that blue ??? It would be nice if it was visible on the screen), but I have no idea where to get the green card.

All in all, nice game, the enemies aren’t very fun/good looking but for the rest it’s good for being a one man thing.

Mike

@fruitmaze
Thank you very much ! You’re right for the enemies, they are awful :D, but it’s almost the only animated “human” model I have. They’re temporary (I hope :wink: ).

@Mickelukas
Yes, in fact the green card is in a crate in the room behind the door that needs the blue card :wink: . But it’s true it’s a bit difficult to find, I’ll make objects more visible :wink: . Otherwise, the taken objects are displayed in the HUD, in the little squares, but actually they’re perhaps too… little :smiley: !
And thank you very much for having played !

Hello,
As predicted, today I put the new demo online, with the new IA !

I must say I didn’t put path finding everywhere, but only in 3 areas : the 2nd level of the parking (don’t try to go into the “bunker” :smiley: ), the hallway with the red moving shadows, and the zone with the blue card. Elsewhere there was no real need because “monsters” can see the player from everywhere.

Otherwise, it seems there’s a problem of files updating, so if you have already played you must clean your Java internet temporary files :frowning: .
Then, you can launch the demo from this page : http://fleshsnatcher.sourceforge.net/demo/ .

good test :wink: .

Hello,

Yesterday I did an update of the online demo, which fixes several problems :

  • bug on explosions animations
  • collision bug on top of the parking accesses
  • “dead zone” behind the red card
    I also divided the levels loading time by 2 thanks to a new enemies intanciation method.

So the content of the demo is almost the same, but for those who wish to test it’s always on http://fleshsnatcher.sourceforge.net/demo/ (after having cleaned your Java temporary files :wink: ).

Otherwise, I began the LEVEL 2 ! Ambiance : middle-age and occultism :smiley: .
This is what I made this week-end :

I hope finishing the level next mounth :wink: .

Great job!!!

Wow, very impressive! And I love to see someone still works with good old jME2!!!

Thank you very much to you :slight_smile: !

[quote=dertom]I love to see someone still works with good old jME2!!!
[/quote]
Yes, it seems I don’t need other functionnalities, so… :wink:

Hello,

just a little post to inform the modeling of the level 2 progresses fine. A little screen ?

Otherwise, I can say last week I worked on a new stairs climbing algorithm and I succeeded to make a very smoother one, like in “real games” :wink: . Now I’m gonna put stairs everywhere :smiley: !

Cool!

Also, LOL @ the words “stair climbing algorithm.” :stuck_out_tongue: Most non-game-devs would probably think you were joking.

Why =D ? This is how I would name stuff too, very natural =P

I’m just saying. Go to somebody who isn’t in game dev or programming, and say “I just made the best stair climbing algorithm.” They would think you were joking. :slight_smile:

I suppose an AI guy might think you were talking about a hill climbing algorithm…

Ha ha ! Yes it’s true said like that that can make laugh ;D . It’s a detail but in fact it’s not so easy to make a stairs algorithm :wink: . The method I found is to accept the character goes through a wall when this one is a step, and lift him progressively if he’s trapped in a shape. But that causes other collision problems I had to solve…

Oh I didn’t mean to belittle you at all. I totally agree that’s not a simple problem to solve. :yawn:

Oh, no problem, your funny comment was justified ;D !

Otherwise, I have today the joy to announce that Flesh Snatcher is in virtual exhibition on the french site Mixed3D for 2 mounth.

It’s on http://mixed3d.free.fr/spip/

So if you speak french don’t hesitate to visit this great site showing very interesting web and 3D projects !