Tank Massacre 3D - Multi-Player

I released my first 3D Multi-Player Multi-Platform game.


https://market.android.com/details?id=org.allbinary.paid.game.tankmassacre.threed

I consider this to be my last major milestone for my AllBinary Platform. Sure I can add Kinect, robots, performance improvements, improve game play, make more games, and such, but I don’t think that anything else really adds to the complexity of the design the way that Multi-Platform, Multi-Player, and 3D do.

I also updated my first mobile 3D game:


https://market.android.com/details?id=org.allbinary.paid.game.zeptoracer.threed

I will make 4-5 more games before the new year and then I will make my last game alone in 2012. It will be a MMORTS with real robots.

Images (The art/models were made by Marian):

https://g1.gstatic.com/android/market/org.allbinary.game.tankmassacre.threed/f-1024-0

https://g1.gstatic.com/android/market/org.allbinary.game.tankmassacre.threed/ss-480-0-0

https://g0.gstatic.com/android/market/org.allbinary.game.tankmassacre.threed/ss-480-1-0

https://g1.gstatic.com/android/market/org.allbinary.game.tankmassacre.threed/ss-480-4-0

Wow that looks pretty good for a mobile 3D app. Unfortunately I don’t have an Android to try this out.
Nice work! :slight_smile:

Thanks.

I will make J2ME and J2SE builds next year. I plan on adding Flash/AS3, Native, and HTML5 support in 2014.

So, it will make it to other platforms eventually. I just have a backlog of games at the moment. So hopefully it will be on something that you have at some point.

It stucked to start screen. It didn’t feel like game when there is no text, picture and only green bars + one add.

System:
Android 2.21 huawei ideos x5

2014…? >_>

I will check the remote error logs in a few days, but I would suspect that it was just not done loading. I wish I had that device to test with.

That is I will be working on adding Flash/AS3, Native, and HTML5 support until I finish them in 2014. I will probably have 2 of them done in 2013, but I don’t know which 2.

That is quite a long term plan you’ve got there. What’s wrong with late 2011/2012?

On the Nexus S, the walls show horrible clipping errors and there’s no bilinear filtering. Are you forcing the software renderer somehow?

I do not enforce software rendering. I have been sent an image with this issue on a tablet. It seems that about 10 percent of devices are having this issue. I can fix it by turning off Depth Testing but then things don’t appear in the correct order sometimes.

I will do 2 updates before the new year. I hope to get the fix in for one of the updates. Sorry.

I will probably finish 1 of the 3 in 2012.

After looking at Kevin’s post I decided to change my schedule. Instead of making 5 more games before the end of the year I will make 3-4 and add HTML5 support this year to my 2d games.

Might be that you are requesting a zbuffer depth that isn’t support on all devices. In that case, it happens that Android reverts to Pixelflinger instead (i.e. it’s software renderer).

Your probably correct.