Omnimaga

General Discussion => Technology and Development => Computer Projects and Ideas => Topic started by: Ashbad on February 22, 2011, 02:04:48 pm

Title: [Project JAK]
Post by: Ashbad on February 22, 2011, 02:04:48 pm
[This is a top secret project group made in Java using the LWJGL and whatever a android phone has to offer 2D graphics wise]

Project JAK, Part 1 ---

This project is in two parts, Part 1 and Part 2.  I am in charge of development of Part 1, and zzCoRRoDe is in charge of developing part 2.  Both opf these projects are to be written in Java using NetBeans and Eclipse IDEs (our preferences).  But zzCoRRoDe will fill you in more about part 2, but I can discuss the bare skin and bones of part one for now.

Part one will be a project to beat minecraft in the markets by sheer inventiveness.  It will use the same 3D and Audio library as Minecraft, called the LWJGL (light weight java games library) which utilizes the cross platform OpenGL and OpenAL libraries.  Intended as more of a strategy game, it will appeal to users with a large, but no everexpanding world full of Castles, Caves, Towers, and other fantasy entities.  The player explores the world as he would in minecraft, but has more control -- he can eventually become a general of an army and control large quantities of troops into battle, and conquer new pieces of land.

While our team already consists of a few members, we are looking for more developers for this large project, and part two as well.  If you wish to join the team for part 1, email me at [email protected] .  We will be releasing controlled information leaks at a later time.

~ Ashbad
Title: Re: [Project JAK]
Post by: zzCoRRoDe on February 22, 2011, 02:05:02 pm
Project JAK, Part 2 ---

The second goal of this project is to create a sidescrolling shooter, similar to mario, on the same Android platform. The basic controls would be to tilt to move, a button under the player to jump, tap anywhere to shot in that direction and a button on top of an object you are standing in front of or next to. Also, you can hold for automatic fire but that generally decreases accuracy. Maps would be mario somewhat mario styled with the random floating platforms. Acceptable AI for enemies would also be needed (so that they move around and at least try to kill you.) Miscellaneous modern weapons would also be used. If anyone of you have played Shadow Complex on the xbox live arcade, then that is what I really want to make. Except on the phone.

http://marketplace.xbox.com/en-US/Product/Shadow-Complex/66acd000-77fe-1000-9115-d802584108f6
To look at some screenshots of the game.

Looking for more people for dev team. We have three so far. Must be signed up to this website and you must swear to secrecy. We will be releasing controlled information leaks throughout the developement process. Email me at [email protected] to sign up.
Title: Re: [Project JAK]
Post by: Ashbad on February 22, 2011, 03:04:15 pm
We are looking for people who know Java to join the Team! just PM me or Him, or email us for more info.
Title: Re: [Project JAK]
Post by: DJ Omnimaga on February 22, 2011, 03:09:54 pm
Nice, but will it be available on Windows as well? It seems kinda cool, I hope to see more info at a later time. I don't know if many people here program in Java, but hopefully some people can help.

Also nice to see you again Zorrocode.
Title: Re: [Project JAK]
Post by: Ashbad on February 22, 2011, 03:11:06 pm
yeah, it's gonna try to be multi-platform, so it'll be on at the very least Windows and Linux, and we'll try to make it available on MacOSX and Solaris :)
Title: Re: [Project JAK]
Post by: DJ Omnimaga on February 22, 2011, 03:11:41 pm
Cool to hear. :D

Keep us updated with screenshots when you get far. :D
Title: Re: [Project JAK]
Post by: FinaleTI on February 22, 2011, 06:18:07 pm
I don't know very much Java, so I'm not sure I could be much help.

I'd be happy to support this project, regardless.
Title: Re: [Project JAK]
Post by: shmibs on February 22, 2011, 07:43:09 pm
this sounds rather interesting.
i don't have enough time around a computer to actually help with any development, but i really want to see what you come up with!
Title: Re: [Project JAK]
Post by: Ashbad on February 23, 2011, 07:00:24 am
progress for part 1 going well.  I have decided on the name "warmonger" as the name, and have textures for 3 different "blocks" finished.
Title: Re: [Project JAK]
Post by: zzCoRRoDe on February 23, 2011, 01:28:48 pm
For the second part of Project JAK, I'll keep you guys informed around this time every weekday as long as school continues. I really only started brainstorming so far.
Title: Re: [Project JAK]
Post by: Ashbad on February 23, 2011, 01:32:47 pm
For part one however, I was able to make a 10x10x10 scene in lwjgl to render today using my grass tile texture, which I think is pretty awesome :)
Title: Re: [Project JAK]
Post by: Madskillz on February 23, 2011, 02:47:42 pm
To get a shadow complex look, you would have to have some 3d graphic library. I'm not sure what Android uses, I know the iPhone uses openGL. I've been doing a lot of iPhone work lately but I have been doing Java for over 3 years. Maybe once I get an Android phone I would be willing to help out. As of now it is kinda tough to help coding/testing, especially with tilt to move because the emu wont be able to do that.

If you're going for a more parallax scrolling type of 2D game, you're going to need someone with some drawing ability to draw up tiles.

I'm willing to help out looking at any code that has issues, it's just that I don't yet know the Android sdk so anything specific to that I probably don't know.
Title: Re: [Project JAK]
Post by: DJ Omnimaga on February 23, 2011, 02:50:55 pm
I'm glad this is progressing. I am curious at what style you are aiming? Will it be kinda dark, funny or like the typical game?
Title: Re: [Project JAK]
Post by: Ashbad on February 23, 2011, 03:26:45 pm
this lwjgl is so damn hard to use, it's basically just plain OpenGL :P

I mean, I can still use it, but what is it in comparison to Java3D speedwise?  I know that uses OpenGL as well, but builds upon it and makes it a tad bit easier to use.
Title: Re: [Project JAK]
Post by: DJ Omnimaga on February 23, 2011, 03:41:59 pm
lwjgl? ???

Title: Re: [Project JAK]
Post by: Ashbad on February 23, 2011, 04:22:09 pm
the lightweight java game library, which really isn't a game library -- it's just a way to access OpenGL in Java, and OpenGL is a lowlevel way of rendering graphics.  To tell the truth, I can't understand any of the shit that's goin on with the OpenGL code, but all  I know is that 20 lines of code is too much to render one cube in a 3D array.  And then even stupid it requires 40 more lines to add textures to that ONE cube.

Anyways, I learned that Java3D is a good 3D library (non-OpenGL commands, but still utilizes it) but Xith3D is a GREAT one (faster, no flicker, etc.)  So I'll be using that from now on.  Plus it has better tutorials :)
Title: Re: [Project JAK]
Post by: DJ Omnimaga on February 23, 2011, 04:36:29 pm
Ah ok X.x, good luck whatever you decide.

Btw does this means you are quitting calc stuff, along with TanF and Pyrix? (noticing the lack of updates on both for the past weeks) :(
Title: Re: [Project JAK]
Post by: zzCoRRoDe on February 24, 2011, 01:29:12 pm
So by shadow complex style I meant that the gameplay is similar but its probably not going to be 3d until maybe a later version of the game. It will use mainly modern guns.
Title: Re: [Project JAK]
Post by: Ashbad on February 24, 2011, 01:31:03 pm
Also, just changed the warmonger coding to Xith3D -- almost as fast as LWJGL and JOGL but much easier to program :)
Title: Re: [Project JAK]
Post by: DJ Omnimaga on February 25, 2011, 03:09:45 am
Cool to hear :D
Title: Re: [Project JAK]
Post by: Ashbad on February 26, 2011, 03:21:08 pm
I think I can get out a screenshot tomorrow ^-^
Title: Re: [Project JAK]
Post by: DJ Omnimaga on February 28, 2011, 02:17:36 am
Well I hope you post it soon :D
Title: Re: [Project JAK]
Post by: zzCoRRoDe on February 28, 2011, 01:49:18 pm
I wont have screenshots anytime soon because im not that great generally at java. I mean im in high school and the only previous java experience i have is my dad teaching me a little a couple months ago. That and programming a robot. Ill keep you people informed. Im making it on pc first and it will be A and D to move around, click to fire, space to jump. Should i make it a fixed jump or should you be able to move side to side while in midair?
Title: Re: [Project JAK]
Post by: zzCoRRoDe on March 01, 2011, 09:20:54 pm
Answer the question someone, it would be helpful to me to know which would be better. Also if the game should be against zombies, or just modern combat. Or modern combat with an extra zombie mode.
Title: Re: [Project JAK]
Post by: Madskillz on March 01, 2011, 09:31:29 pm
I like the ability to move while I'm jumping, but that's just me
Title: Re: [Project JAK]
Post by: ruler501 on March 01, 2011, 09:43:29 pm
i like fixed jump that takes your initial forward velocity and keeps you moving that direction. It just seems more realistic that way
Title: Re: [Project JAK]
Post by: DJ Omnimaga on March 02, 2011, 02:33:46 am
Answer the question someone, it would be helpful to me to know which would be better. Also if the game should be against zombies, or just modern combat. Or modern combat with an extra zombie mode.
Sorry, I was busy and didn't have time to check this thread yet. I would prefer if we could move mid-air, but it would be less realistic. On the other hand, fixed would be too hard IMHO. Even in first person shooters we can move a little bit while mid-air. Maybe a compromise of both jumping styles like in Super Mario Bros 1?

Also I think Zombies would be cool. :D

Also if you need Java help a few other people knows it here, so maybe you can post another topic asking for help.
Title: Re: [Project JAK]
Post by: zzCoRRoDe on March 02, 2011, 02:06:26 pm
Ok thanks for all your help guys. I decided to make a normal mode, which is not very realistic (ie. Higher than realistic jump, no bullet drop, hud...) and a hardcore mode (ie. realistic jump, no hud, bullet drop, as realistic physics as possible...) This shall be hard but doable. In the hardcore mode, there will be animations for everything, including picking up weapons, less health, no health regen... I'll see if i can make the controls not involve the accelerometer so I could port the game from pc to android faster. Any thoughts on how I should make the control layout?

(http://C:\Documents and Settings\1544955\Desktop\MiracularButtonLayout.PNG)
Title: Re: [Project JAK]
Post by: zzCoRRoDe on March 02, 2011, 02:39:03 pm
Just look at that amazingness in paint.
Title: Re: [Project JAK]
Post by: DJ Omnimaga on March 02, 2011, 02:59:06 pm
Just as an head-up: Don't double-post unless you have a signifiant update to show (1 hour later minimum). You have to wait several hours, otherwise. You also need to be patient when no replies are made. The calc section usually gets the most attention, plus it's school time, so very few people are online.

Personally for PC games in 2D, I am used to Z for shooting and X to jump, but I know some games use spacebar to jump. For menu, I would use Esc. I do not know how an Android looks like, so I can't help on the android side.

The two game modes sounds nice by the way.
Title: Re: [Project JAK]
Post by: zzCoRRoDe on March 02, 2011, 03:11:43 pm
Thanks, the whole game control layout is on the touch screen. No more double posting, got it. You'll be using the mouse to shoot on the computer so you can really shoot in any direction. On the phone, you will have to tap anywhere on the screen where there is not a button and you will shoot there.
Title: Re: [Project JAK]
Post by: DJ Omnimaga on March 02, 2011, 03:18:51 pm
Ah ok I see. Thanks for the info. :D
Title: Re: [Project JAK]
Post by: zzCoRRoDe on March 04, 2011, 01:53:03 pm
Not much has happened. Just an update. More stuff coming soon. Me and friends have been brainstorming. The control layout looks fine for now. Normal, hardcore, and zombie mode are coming.
Title: Re: [Project JAK]
Post by: Ashbad on March 04, 2011, 01:57:48 pm
I think I should eb the spriter for tiles at least >.>
Title: Re: [Project JAK]
Post by: DJ Omnimaga on March 07, 2011, 04:01:30 am
sorry to hear not much has happened. I hope to see more updates soon (and screenshots when you got sprites :D)
Title: Re: [Project JAK]
Post by: nemo on March 07, 2011, 06:53:36 pm
what size sprites are you guys looking for? i made some ok-ish sprites you may be interested in, but they're 32x32
Title: Re: [Project JAK]
Post by: Munchor on March 12, 2011, 04:15:35 pm
@Ashbad and @Ashbad's parter: Any news on this?
Title: Re: [Project JAK]
Post by: Ashbad on March 12, 2011, 04:16:19 pm
not atm, I'm mostly working on textures.  And zzCoRRoDe is still figuring out how he might go about making he part :)
Title: Re: [Project JAK]
Post by: DJ Omnimaga on March 13, 2011, 04:19:05 am
I am curious how the graphics will look like. :D