Wow, for some reason i have had no time to post here… or read or anything …
So as i try and finish a game and make money before i get too hungry. I went to PAX in Australia a few weeks ago http://aus.paxsite.com/8.
In fine Indie form my game was hardly a tech demo. In fact for the first day, Friday i was coding the dam thing. Yep sitting at my stand writing code. I got a lot of interest. As probably the only person outside android devs using java many would be “i work full time in Enterprise but want to give games a crack” asked about jME. And even the wisdom of the java choice. Had some interesting conversions about life, languages and game engines. Including discussions with the main unreal and unity people in Aussie.
So i finished the game at 10 to 6, just before the main indie media event. Free beer and food! And of course everyone from game spot to some blogger you never heard of. They came and played SLAG, well a few of em did. You got a random tank body and a random turret which gave you pretty random stats. You got to run around a small map and shoot the other guy. It only had PvP. To my surprise people really liked it.
I got interviewed a few times. I don’t interview that well. https://youtu.be/E8E_We2z9Ao (no idea why youtube link won’t work in preview. )
We are using the PBR rendering pipe line and finding it AWESOME. Really looking forward to real textures etc.
I was a bit lazy the last days as I was halfway sick and the room with my PC does not provide any heating system, maybe that’s the reason I got this issues in the first place…
But yesterday I once again found something that makes me quite uncomfortable - I did some image experiments and think they are quite neat, everything works fine on Java side but reproducing it in Android does not work.
Short summary:
I split a PNG with alpha into 2 JPEG pictures: 1 with the alpha channel removed and the other with the alpha of the original as red channel. This saves some space, yes, with decent results when I merge them back.
Not sure if I want to use that in any way other than my experiments but yeah, I got some issues with Android here:
The rather simple bit operations needed are the same on both systems.
I work line-wise using the setPixels and getPixels methods of the Androids Bitmap method but the resulting Bitmap stays empty :-
If I work pixel for pixel - using setPixel and getPixel instead it becomes super slow (of course) - but it works flawlessly ???
All research until now only showed me that there are some quirks with alpha and Androids Bitmap classes, but no solution so far…
EDIT: can’t wait to be home, I think I figured it out just by not thinking about it (this happens quite a lot)
EDIT2: GDMNIT! it was just a wrong index after all, and then it worked fine
Fantastic, I love top-down view action games, especially with multiplayer.
Watching the video makes me really want to go to PAX next year. Sounds like a great atmosphere.
By the way, what’s PBR? Google turned up Panda rendering engine and Physically based rendering.
Physically based rendering, it is what most engines and games are moving to. It is what pixar and co have been using for a long time. I should also add i am also use IBR or Image Based Rendering as well.
Neat, I actually assumed that you were using 2D graphics as most top-down view games do. Will be cool to see the more advanced 3D version you’re working on. How are you doing it, using Unity, LWJGL, JMonkey engine or something else?
PBR stands for physically based rendering, which is a theoretical lighting model that’s more physically accurate. It’s just a way more realistic lighting model. IBR stands for Image-Based Rendering, which basically refers to “taking photos” of the surrounding and using that to render reflections on an object. IBR is often used in conjunction with PBR.
Speaking of id software, I just found out about their genius when it comes to t-junction removal. It’s all made simple by creating the map out of convex brushes!
I tried out a graphics tool called Affinity Designer. Having for years been thwarted in my attempts to make useful game graphics by the likes of the GIMP and Adobe Photoshop, both of which are execrable beyond words at this task, I have finally found a tool that I am actually able to use to draw graphics. In another life I was a (reasonably competent) graphic designer and I’m not half bad at simple stuff - the only thing that really got in the way all this time was how awful the GIMP is.
Anyways… I’ve got the Windows version, and it’s ace.
@Princec what’s so nice about it?
I like using paint dot net, mainly because it allows you to directly program image processing plugins on the fly in C#