Over the years I’ve created quite a few code examples which were pretty much just proof of concept projects try this out. The polymesh navigation was one of these.
Another one was to create a php socket server and html client and yet another was the city generation script. These were all stand alone examples which I think could all work well together in one project.
Therefore I have started piecing together a basic start for an MMO type game. I’ve started with the existing polymesh navigation and have implemented the socket server into it. So far all players can see each other move around the screen using the polymesh diul0xl.
The next stage is to get enemies on stage and get the city generation put in place.
Like the original polymesh navigation example, this project is going to be open source and is on github
So very simple, there’s a few polygons which are to represent rooms and joining doors. First click sets the starting point, second click defines the destination. online cialis no prescription generic viagra
The main idea is to create a simplistic version of how Valve does the bot pathfinding in games like CounterStrike. Currently it simple works out the path from the polygon edges but only uses the centre points, in the future I’d need to make the path more natural and fluid in design. viagra prices hard do you get viagra
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Well it’s been a busy couple of months on (yet) another new site idea. This time around it’s a social site called Friendless which will be aimed at the socially inept.
The site is being run off web sockets for real time updates and setting this up has been new territory which took quite a lot of trial and error.
It’s still in development but I’m hoping to release an invite driven closed beta shortly.
Watch this space
Not much game development has occurred over the last month or two, this is mainly down to trying to get an ongoing site live.
Introducing Projectily, a project management site which has been in development (on & off) for the last year. It’s still nowhere near finished but has been made live as an alpha release plavix 75mg. This means you can create an account but there’s a whole load of features yet to be added and quite possibly some bugs left to squish. buy levitra qatar
You may be wondering why a site would be made live in such an early stage, it’s because this way there’s reason to prioritize development on it as it’s publically accessible. It also allows people to help shape the future of the site, if there’s any features you’d like to see on the site you can send a suggestion and it will be considered.
It’s typical that as soon as I commit to start doing device captured videos, my phone breaks preventing me from doing them. It’s been replaced but unfortunately the update to lollipop hasn’t been pushed to it yet so the screen recorder doesn’t work.
The device shadow issue on the previous video is due to the shadows overlapping. This is because each shadow is being ray-casted from each shadow object and the semi transparency is building up on the overlapping shadows. Ideally the shadows should build up one mesh to keep all the shadow elements on the same layer.
No more work has been done on the space side of things, mainly planning and coming up with ideas. A few changes have been made to the level parts. Player movement has been added along with direction swapping and the wall tiles have been corrected. There’s are few odd tiles in place but they’re just placeholders for elements still in development.
I thought the game needed a name so came up with ‘Pixelnaut’ (pixel as it’s using 16bit sprites and naut as in astronaut), not completely sold on it but it’ll do for now.
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I was fortunate enough to be given a new sprite set of a sci-fi theme. Originally the idea was to use it in a completely different game but it’s since occurred that it could be used to enhance the dungeon crawler game which was already in development. viagra online
It’s probably going to be more efficient to start afresh and merge the existing code into the new. This sort of rolls neatly onto the next section. <a href="http://priceongenericsviagra.us/" onclick="_gaq.push(['_trackEvent', 'outbound-article', 'http://priceongenericsviagra plavix pill.us/’, ‘where can u buy viagra from’]);” >where can u buy viagra from
This blog has been somewhat neglected for a while now so being that the new year is just around the corner, the new year’s resolution is to keep this blog up to date. This will coincide nicely with the game refresh as all game provide will help keep the site current. 20mg cialis dosage
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It’s been on the cards for a while to allow zooming functionality within the games but it was pushed back to the queue as a future addition.
It’s now been realized that this is also tied in with how scaling will work which is essential for mobile devices. If scaling isn’t implemented then the sprites will be the same pixel size on all devices. The problem with this is that on devices with a high DPI will display a much smaller looking version of the image than on others. This also means that this would allow much more to be seen on screens of a higher resolution than those devices with a lower one.
The solution is pretty simple, we create a scale based on the devices DPI along with a manually adjusted scale and the height of the camera is adjusted based on this value. This means that no matter the device, the camera position will always be positioned to show around the same amount of the display.
This has caused a few issues which needed to be cleaned up. The positioning of elements needed to be shifted so point 0,0 goes from the top left to the centre of the stage. This keeps everything in the correct place no matter the height of the camera. This in turn meant that the hit testing of elements needed to be updated to match the new positions of the sprites as well the scale.
Over the last few weeks I’ve been trying my hand at rigging up a basic navigation mesh for path finding. Using a navigation mesh should allow a more natural feel and responsiveness to character movement while moving through the map. take sildenafil citrate 100mg
The general theory is quite straight forward, polygons are created on the walkable areas of the map and are linked together if they’re direct neighbors. The pathfinder then uses the edges of each polygon to navigate through the mesh. viagra buying in mexico
The initial implementation of this is quite basic and only uses the centre points of each edge so the paths used still look like they’re on rails but I plan to update it so the whole area of the polygon is used. get cialis free
The red lines in the examples below are the paths generated from the start to the end points, not elegant but a good start cialis congestion nasale
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Well it turns out that there was a major issue with the new shadows where they didn’t maintain the correct positions if the parent was moved. It was visible in the previous video as the parent was situated at 0,0.
A little annoying but glad it reared it’s ugly head sooner rather than later.
Onwards with pathfinding, currently working on a navigation mesh for path finding.