Omnimaga

General Discussion => Technology and Development => Computer Projects and Ideas => Topic started by: Builderboy on October 23, 2010, 04:12:38 pm

Title: Nightmare
Post by: Builderboy on October 23, 2010, 04:12:38 pm
This is my secret project i have been working on for the past few weeks.  Nightmare.  Inspired by the half life 2 mod, Nightmare House 2, it takes many elements from the horror game.  PLay the Demo at

http://greenfootgallery.org/scenarios/2017

And experience Nightmare for yourself! :D Controls are WASD to move and E to interact, using the mouse to look around.  The engine features a neat shadow casting routine so that your light actually casts shadows across the terrain.  Code is written so that objects also cast shadows although none have been inserted into the game at this point.

The game also features a very cool Scripting engine that i developed especially for this game.  I can write code in Text files and compile them from inside the game and execute them, and they are responsible for much of the world creation, object interaction, and scripted events.  I am very proud of my scripting engine and i hope to talk more about it! ^^
Title: Re: Nightmare
Post by: DJ Omnimaga on October 23, 2010, 04:21:34 pm
Nice to see it revealed. I thought your secret project was a calc project you've been working on with Eeems since May/June tho? ??? Regardless, it seems nice. I wish I could try it now x.x

Is it based on an engine you posted a while ago? I remember you showed me an engine with shadows and that stuff
Title: Re: Nightmare
Post by: Builderboy on October 23, 2010, 04:25:02 pm
That is a separate secret project :P It seems i have two XD

And yeah its also inspired by that previous scenario, plus a flash game called Neverending Light.  Also it should be working on the Gallery now, although it runs too fast for me, i forgot to limit the speed x.x i'm fixing that but for now you should be able to play it :)
Title: Re: Nightmare
Post by: nemo on October 23, 2010, 04:27:07 pm
whoa, this is pretty freaky... i'm liking it so far.

edit: er.. did i just die, or did the demo just end? my light's gone.
Title: Re: Nightmare
Post by: squidgetx on October 23, 2010, 04:28:27 pm
that was terrifying...nice job builderboy :)
Title: Re: Nightmare
Post by: Eeems on October 23, 2010, 04:29:27 pm
:O OH MY GOODNESS!! wow that's actually a little scary, good job Builderboy :)
Title: Re: Nightmare
Post by: Builderboy on October 23, 2010, 04:31:05 pm
edit: er.. did i just die, or did the demo just end? my light's gone.

Yeah thats the end of the demo, i just wanted to quickly finish it up and get it out :D

Im glad everybody is liking it and thinking its scary :D thank you everybody! ^^
Title: Re: Nightmare
Post by: Eeems on October 23, 2010, 04:32:05 pm
Wow, I love how you made things randomly change when the light flashes in and out, very very very well done :)
Title: Re: Nightmare
Post by: Builderboy on October 23, 2010, 04:33:47 pm
Yeah i have a special trigger in my scripting engine that can detect if you are looking at something, and when you don't, it flips things around >:D

What was everybodies favorite part?
Title: Re: Nightmare
Post by: Eeems on October 23, 2010, 04:34:36 pm
haha, thought so :P
mine was when the door closes right behind you :P
Title: Re: Nightmare
Post by: nemo on October 23, 2010, 04:35:27 pm
i liked it when you entered the room at the end, and immediately saw the door on the right side close. very creepy.
Title: Re: Nightmare
Post by: DJ Omnimaga on October 23, 2010, 04:36:28 pm
Ok tried it now and it looks awesome :D

I didn't get far yet, though, because I got stuck in a room with chairs on the floor (the door got locked behind me). Will there be stuff like at the end of the scary maze flash prank? :P
Title: Re: Nightmare
Post by: Builderboy on October 23, 2010, 04:37:02 pm
My favorite part is when the door sinks into the wall ^^

Oh and did i mention there is a huge Easter Egg in the storage room? ^-^

EDIT: Dj did you find the key on the table?
Title: Re: Nightmare
Post by: SirCmpwn on October 23, 2010, 04:37:47 pm
That is absurdly cool.
Can I port this to the Xbox 360 for you, so you can sell it on XBLM?
Title: Re: Nightmare
Post by: Builderboy on October 23, 2010, 04:40:32 pm
Can that be done to java apps?
Title: Re: Nightmare
Post by: SirCmpwn on October 23, 2010, 04:41:23 pm
No, I meant to clone it.
Title: Re: Nightmare
Post by: DJ Omnimaga on October 23, 2010, 04:41:36 pm
My favorite part is when the door sinks into the wall ^^

Oh and did i mention there is a huge Easter Egg in the storage room? ^-^

EDIT: Dj did you find the key on the table?
Nvm I retried and saw the key. It wasn't there the last time I tried and it also ran about 9000 times faster before. Now it seems a bit easier to move actually. I got at the place where my light closed completly

It's kinda scary :D

Btw do you want a sub-forum for this? Assuming you are planning to release a copy on Omni when finished?
Title: Re: Nightmare
Post by: Builderboy on October 23, 2010, 04:43:21 pm
Yeah the speed was going to fast before, i fixed it ^^ And yeah that keys is a bit sneaky ;) Glad you liked it :D

And yeah i think ill put this in a subforum, it is definitely going to be released on Omni when done ^^

EDIT: lol i just realized i have no clue how to make it a subforum
Title: Re: Nightmare
Post by: kyllopardiun on October 23, 2010, 04:46:46 pm
Nothing against anybody,

but I actually wonder why people have some secret projects and after some time they say it to everyone what is about before they release.

/* I didn't try to offend anybody, I just can't figure out why you tell yours projects when they are said to be secrets
If you feel offended by this in any manner, please pm me, so I can delete this and sorry for any inconvenience. */
Title: Re: Nightmare
Post by: SirCmpwn on October 23, 2010, 04:48:49 pm
What is the Easter egg?  I just see something on the table.
Title: Re: Nightmare
Post by: Builderboy on October 23, 2010, 04:50:31 pm
Well the reason i was keeping it a secret was twofold.  1) I originally wasn't sure if this project was going to get off the ground, and so i didn;t want to post a huge topic and get everybodies hopes up.  2) It helps with the experience it think suddenly having this game that you know nothing about, and you can play it fresh and get good responses.

and don't worry im not offended, its a valid question ^^

EDIT: and the easter egg is in the room with the boxes, but if you are not fast you will miss it when you enter
Title: Re: Nightmare
Post by: DJ Omnimaga on October 23, 2010, 05:03:10 pm
Nothing against anybody,

but I actually wonder why people have some secret projects and after some time they say it to everyone what is about before they release.

/* I didn't try to offend anybody, I just can't figure out why you tell yours projects when they are said to be secrets
If you feel offended by this in any manner, please pm me, so I can delete this and sorry for any inconvenience. */
People do that to not get people hopes too high by announcing it earlier, only to find out it will be impossible to create a month later. Also the community doesn't take very early projects seriously anymore, after seeing so many dying a few years ago.

Builderboy http://ourl.ca/6815
Title: Re: Nightmare
Post by: Builderboy on October 23, 2010, 05:50:03 pm
Ah thanks for the info :D

EDIT: and so Sir you mean recode it all yourself?  By all means go for it, the source is open so you can take a look

Anybody find the easter egg yet?
Title: Re: Nightmare
Post by: DJ Omnimaga on October 23, 2010, 05:52:28 pm
Not yet :(
Title: Re: Nightmare
Post by: SirCmpwn on October 23, 2010, 05:55:16 pm
I ran into the room 3 times and looked around in a frenzy and can't find it :P
And I might try coding that sometime, looks like fun :)
Title: Re: Nightmare
Post by: Builderboy on October 23, 2010, 05:56:50 pm
Heh maybe i should give a hint

Spoiler For Hint:
It has something to do with the door that closes when you enter the room.
Title: Re: Nightmare
Post by: DJ Omnimaga on October 23, 2010, 06:01:37 pm
Oh wow I just saw it now. I wondered where that noise came from. Btw it's weird because when looking at the left door, both the other doors completly vanishes.
Title: Re: Nightmare
Post by: Builderboy on October 23, 2010, 06:06:18 pm
Yeah they tend to do that ^^ Also, thats not the easter egg, the easter egg has something to do with that door
Title: Re: Nightmare
Post by: DJ Omnimaga on October 23, 2010, 06:07:55 pm
Oh ok. I pressed E when near it and it seemed locked...
Title: Re: Nightmare
Post by: Builderboy on October 23, 2010, 06:13:00 pm
Yeah, you have to be really quick ;)
Title: Re: Nightmare
Post by: DJ Omnimaga on October 23, 2010, 06:15:40 pm
Ah ok. I hiope by really quick you don't mean before the speed edit :P
Title: Re: Nightmare
Post by: Builderboy on October 23, 2010, 06:16:21 pm
hahaha no you can catch it, its just a bit fast.  You have to open it right as it is closing
Title: Re: Nightmare
Post by: DJ Omnimaga on October 23, 2010, 06:20:30 pm
Oh right I thought as I entered the room and the door was closing I would see something special going into the closing door. I was going as fast as humanly possible x.x
Title: Re: Nightmare
Post by: Builderboy on October 23, 2010, 06:22:12 pm
Hmm maybe i should make the delay a bit longer
Title: Re: Nightmare
Post by: DJ Omnimaga on October 23, 2010, 06:24:28 pm
Yeah, it's not humanly possible at the moment to go fast enough to catch it. Even if I found a software to hack java games to slow them down frame by frame keypress style (like a TAS) I would still be unable to see it.
Title: Re: Nightmare
Post by: Builderboy on October 23, 2010, 06:29:48 pm
Hmmm i think it is possible (since i was just able to catch it in time) but maybe its acting differently on your computer or its just too fast
Title: Re: Nightmare
Post by: DJ Omnimaga on October 23, 2010, 06:33:06 pm
It might actually be too fast x.x. Because you can catch it doesn't meant someone else can x.x. Maybe you're just godlike at those games. I personally can reach the door at the instant it finished closing and pressing E will do nothing. It might be due tom my computer being too fast, though. Face it, it's just too fast to be possible for more than 99% of the people.
Title: Re: Nightmare
Post by: Builderboy on October 23, 2010, 06:36:31 pm
Yeah i didn't mean you were being slow, i just meant it was possible to get through (although horribly and unimaginably difficult) don't worry im going to change the delay
Title: Re: Nightmare
Post by: DJ Omnimaga on October 23, 2010, 06:38:24 pm
Yeah it's just too difficult. I think if something is difficult to the point where only one person out of 100 video game fan can beat it after 10 tries it should just not be added altogether, since people will just hack it to solve it.
Title: Re: Nightmare
Post by: Builderboy on October 23, 2010, 06:40:15 pm
Yeah, i realize that now.  At least its an easter egg, so its not needed to finish the demo.  Im uploading the new version now

EDIT: uploaded, should be a lot easier now
Title: Re: Nightmare
Post by: nemo on October 23, 2010, 07:12:08 pm
Builderboy, is there any chance you know how Greenfoot handles keyevents? i've recently tried making a program in java that moves a little character around the screen with the arrow keys, but when you press a key to move the character the animation is not smooth. there's a little pause at the beginning.
Title: Re: Nightmare
Post by: Builderboy on October 23, 2010, 07:17:41 pm
I do not actually, but Greenfoot is open source so you could check it out :D
Title: Re: Nightmare
Post by: nemo on October 23, 2010, 07:23:46 pm
I do not actually, but Greenfoot is open source so you could check it out :D

could you tell me the name of the classes that handle key events in greenfoot? i found the source, but there are a ton of classes i have to search through to find something relating to key handling... so when a person presses the key E, what does that corrsepond to in your code?

edit: nevermind. i've found them.
edit2: no use there, they do what i've been doing..
Title: Re: Nightmare
Post by: Builderboy on October 23, 2010, 07:30:13 pm
I do IsKeyDown("E").  There is a method called getKey() which is what you probably found
Title: Re: Nightmare
Post by: nemo on October 23, 2010, 07:37:03 pm
I do IsKeyDown("E").  There is a method called getKey() which is what you probably found

i didn't find those methods so i guess i'll search again..
Title: Re: Nightmare
Post by: SirCmpwn on October 24, 2010, 01:30:33 pm
So I got through the door, but found just an empty room at the end of a long windy hall.
Title: Re: Nightmare
Post by: Builderboy on October 24, 2010, 02:23:27 pm
Haha yep ta da thats the amazing easter egg
Title: Re: Nightmare
Post by: DJ Omnimaga on October 24, 2010, 11:29:11 pm
I'll try to trigger the easter egg again now.

EDIT: Ok got it :D

I wonder if there should be something at the end of this long path?
Title: Re: Nightmare
Post by: ztrumpet on October 25, 2010, 05:16:28 pm
Wow.  This is amazing.  It's hard to comprehend how cool this is.  I could see it on a console video game system. ;D

Wonderful job Builderboy! ^-^
Title: Re: Nightmare
Post by: Builderboy on October 25, 2010, 05:21:51 pm
Heh thanks Ztrumpet :) I am actually starting on the first level of the actual game now, although progress might not be very speedy.
Title: Re: Nightmare
Post by: ztrumpet on October 25, 2010, 05:29:04 pm
Now, try playing the game while listening to the beginning of this song:
&feature=related
The piano at the start is Eb, A, C, A by the way. ;D (Yes, I figured it out)
Title: Re: Nightmare
Post by: Builderboy on October 25, 2010, 05:40:23 pm
Haha oh jeez thats creepy O.O oh and did i mention im using sounds from half life 2?

* Builderboy whistles *
Title: Re: Nightmare
Post by: DJ Omnimaga on October 25, 2010, 08:50:43 pm
Now, try playing the game while listening to the beginning of this song:
&feature=related
The piano at the start is Eb, A, C, A by the way. ;D (Yes, I figured it out)
I wouldnt even know what is it, because I am used to graphical music composition interfaces where I just paste notes in a grid X.x

I agree that the beginning of that song fits pretty well.
Title: Re: Nightmare
Post by: Builderboy on October 27, 2010, 12:21:52 am
Phew this game has some intense spriting sessions.  I'm currently working on the tilemap for the first Level of the game, and its approaching 72 sprites in the tilemap alone.  Plus I've started working on the enemy sprites, which not only have to be drawn, but then rigged with my bone system and animated.  Right now I've been working on a character i like to call Mr Friendly ;)

Note that there are 12 separate pieces to Mr Friendly, and they all need to be connected and animated in order to make him run, jump, and behave otherwise as friendly as he needs to be ;)
Title: Re: Nightmare
Post by: DJ Omnimaga on October 27, 2010, 01:55:48 am
Wow that's pretty complex, I can't wait to see MrFriendly in action. :)

By the way will the doors that were not openable in the demo hide something in future releases?
Title: Re: Nightmare
Post by: Builderboy on October 27, 2010, 01:57:40 am
Nope, the demo was just a random map that i put together to show off some features, the actual game is going to have a completely different map
Title: Re: Nightmare
Post by: DJ Omnimaga on October 27, 2010, 01:58:22 am
Ah ok :D

You should maybe include that map as some sort of unlockable level or something XD
Title: Re: Nightmare
Post by: Builderboy on October 27, 2010, 01:59:07 am
or maybe an easter egg :D
Title: Re: Nightmare
Post by: DJ Omnimaga on October 27, 2010, 02:03:09 am
Yeah. If it's in game, make sure there's a save option before, though, since you would die at the end. :P
Title: Re: Nightmare
Post by: Builderboy on October 27, 2010, 02:06:30 am
yeah it would probably just be a temp map where if you find the easter egg ingame, you get into the secret map and when it ends you magically teleport back to where you started like it never even happened
Title: Re: Nightmare
Post by: DJ Omnimaga on October 27, 2010, 02:08:16 am
Oh that could work too. :)
Title: Re: Nightmare
Post by: Builderboy on October 27, 2010, 02:08:59 am
Mr friendly is going to be hard to get working though D: so many moving partsssss
Title: Re: Nightmare
Post by: DJ Omnimaga on October 27, 2010, 02:10:48 am
Yeah X.x

If only Necro was still around... he worked on a Game Maker engine where he could have things connected through control points that moved based on each others. I believe that's how some bosses in Super Metroid for the SNES works.
Title: Re: Nightmare
Post by: Builderboy on October 27, 2010, 02:14:37 am
yeah thats what i have, and the connecting isn't necessarily the hard part, but the animating of the runcycle and the jumping and ai and attacking and everything

Its gonna be so epic though once i get it working :D
Title: Re: Nightmare
Post by: Ranman on October 27, 2010, 02:15:47 am
This is friggin' cool! Love the sound effects and music!

Very intriguing!
Title: Re: Nightmare
Post by: DJ Omnimaga on October 27, 2010, 02:16:39 am
yeah thats what i have, and the connecting isn't necessarily the hard part, but the animating of the runcycle and the jumping and ai and attacking and everything

Its gonna be so epic though once i get it working :D
Ah ok :D

Good luck!

Also if you have a long game with saving, like a RPG or something, you could have an intro sequence that is calm playing The Most Relaxing Song Ever then when the heavy part of the song kicks in add full of scary stuff. :P
Title: Re: Nightmare
Post by: Builderboy on October 27, 2010, 02:17:49 am
Thanks :) Now to go and rig Mr Friendly...

and all the sounds effects are from Half Life 2 :)
Title: Re: Nightmare
Post by: Builderboy on November 08, 2010, 12:15:07 am
So brief update on this.  I was talking with the creators of Nightmare House 2 (part of my inspiration for this game) and they liked it so much they offered to host the game and progress on their website We Create Stuff ^-^ That and they gave me permission to make this game intertwined with the Nightmare House story as well!
Title: Re: Nightmare
Post by: shmibs on November 08, 2010, 01:02:03 am
that sounds awesome! does this mean you're going to be getting (relatively) widespread publicity?
Title: Re: Nightmare
Post by: Builderboy on November 08, 2010, 01:03:38 am
why yes it does :D work on level one is now underway with exuberant excitement!
Title: Re: Nightmare
Post by: meishe91 on November 08, 2010, 01:09:50 am
That is really cool. Also very nice work on the game, it looks sweet so far :) Can't wait for more :D
Title: Re: Nightmare
Post by: AngelFish on November 08, 2010, 01:16:48 am
I love this.  ;D

Excellent coding and I wish I knew what happened at the end
Title: Re: Nightmare
Post by: Builderboy on November 08, 2010, 01:18:48 am
Thanks! :D And you'll never know >:D
Title: Re: Nightmare
Post by: shmibs on November 08, 2010, 01:26:10 am
Quote from: builderboy
why yes it does :Cheesy: work on level one is now underway with exuberant excitement!

the excitement is rubbing off! i can't wait to see how this turns out!
Title: Re: Nightmare
Post by: DJ Omnimaga on November 08, 2010, 03:19:21 am
Wow that's great! I hope they let you continue posting updates over here (as well as the game). Would they mind if you put a link to this site to show where the game is from?
Title: Re: Nightmare
Post by: Builderboy on November 08, 2010, 03:28:51 am
i'm sure they wouldn't mind me posting updates here ^^ And if they do they can gtfo, im not abandoning Omnimaga. 
Title: Re: Nightmare
Post by: DJ Omnimaga on November 08, 2010, 03:30:35 am
Ah ok, that's good I guess, and true, it would suck if you left completly D:

Btw I went there (First google result?) and couldn't seem to find anything about your game. Did they say they posted about it or if they would post it soon?
Title: Re: Nightmare
Post by: Builderboy on November 08, 2010, 03:37:31 am
Once i get the first level up and running we are going to post about it ^^
Title: Re: Nightmare
Post by: DJ Omnimaga on November 08, 2010, 04:04:36 am
Ah ok I see. :)

Maybe that other community can also find some additional ideas we might have overlooked and stuff. :)
Title: Re: Nightmare
Post by: TIfanx1999 on November 08, 2010, 08:48:20 am
So brief update on this.  I was talking with the creators of Nightmare House 2 (part of my inspiration for this game) and they liked it so much they offered to host the game and progress on their website We Create Stuff ^-^ That and they gave me permission to make this game intertwined with the Nightmare House story as well!
That's really awesome Builderboy, congrats! I fooled around with the demo a bit and it's pretty sweet. It has a very creepy feel to it so far. I was playing with my headphones on so if someone had come up behind me they would've scared the crap outa me. :S
Title: Re: Nightmare
Post by: ztrumpet on November 08, 2010, 11:05:20 am
That's awesome Builderboy!  Congrats. :)
Title: Re: Nightmare
Post by: Builderboy on November 17, 2010, 02:06:01 pm
So progress is still moving on this, i created the first area of the first level, and scripted all of the events in the area (150 lines of script O.O) I am in the middle of generating all the sprites and maps for the second area, which is the the last "normal" area before it gets creepy.  It takes a lot of scripting, since there are so many people walking around XD I'll post some screenies once i finish the second area, and a demo is coming after i finish the third.
Title: Re: Nightmare
Post by: DJ Omnimaga on November 17, 2010, 02:43:37 pm
Glad to see this is still progressing. I was wondering what you were working on recently besides the Cage Match entry as I didn't see much progress on Nightmare, Serenity and Portal X. :)
Title: Re: Nightmare
Post by: matthias1992 on November 17, 2010, 02:55:32 pm
Good luck! and so far, well done! If you need some help on some sprites...just ask..
Title: Re: Nightmare
Post by: Yeong on November 24, 2010, 09:31:57 am
I'm learning Java in APCS class, but never knew Java supports graphic.. X.o
I'll download ur source code to study it... :)
Title: Re: Nightmare
Post by: DJ Omnimaga on November 24, 2010, 03:32:15 pm
You can do many kind of 2D games in Java, but for intense stuff it can be a bit too slow.
Title: Re: Nightmare
Post by: FinaleTI on November 24, 2010, 08:30:41 pm
I'm learning Java in APCS class, but never knew Java supports graphic.. X.o
I'll download ur source code to study it... :)
Ooh! Another APCSer! Are you taking yours at your school? I have to take mine online, since not enough people signed up at my school.

Currently, we're just reviewing some stuff, since I started about 2 weeks ago, but I can't wait to mess with graphical stuff.
Title: Re: Nightmare
Post by: MRide on November 25, 2010, 12:02:39 am
The door disappeared...then the light went out....
Looks nice. :)
The engine kind of reminds me of this (http://www.sinisterdesign.net/TelepathRPGChapter2.html) game. (Which I actually started making sprites for at one point)
Title: Re: Nightmare
Post by: Builderboy on November 30, 2010, 11:11:03 pm
Hey thats a pretty cool game :D Does it get shadowy or were you just talking about the general feel?
Title: Re: Nightmare
Post by: Builderboy on December 06, 2010, 10:11:32 pm
Welcome our good friend Mr Friendly  :devil:  He is fully rigged and animated, and will attack your cursor just like you are the main character. 

http://greenfootgallery.org/scenarios/1034

The next step is to write a waypoint method in the Character class that will allow enemies to navigate the rooms and corridors and follow, track, and find the character. 
Title: Re: Nightmare
Post by: SirCmpwn on December 06, 2010, 11:35:54 pm
I'm learning Java in APCS class, but never knew Java supports graphic.. X.o
I'll download ur source code to study it... :)
Ooh! Another APCSer! Are you taking yours at your school? I have to take mine online, since not enough people signed up at my school.

Currently, we're just reviewing some stuff, since I started about 2 weeks ago, but I can't wait to mess with graphical stuff.
I'm in APCS, and it is severely boring.  I finish all my assignments in 4 minutes or less.  My record is 26 seconds.  I have an A+.  All my time in that class goes to calc stuff.
Title: Re: Nightmare
Post by: DJ Omnimaga on December 07, 2010, 02:18:42 am
Welcome our good friend Mr Friendly  :devil:  He is fully rigged and animated, and will attack your cursor just like you are the main character. 

http://greenfootgallery.org/scenarios/1034

The next step is to write a waypoint method in the Character class that will allow enemies to navigate the rooms and corridors and follow, track, and find the character. 
I can't wait to see it in the game. Good luck with enemy movement patterns! ;D
Title: Re: Nightmare
Post by: Munchor on December 28, 2010, 08:29:00 am
Uh, I was playing Nightmare, light went off, end of demo. :'(

Looks really good, nice job BuilderBoy, the sound and light effects were truly scary :)
Title: Re: Nightmare
Post by: DJ Omnimaga on December 28, 2010, 07:33:56 pm
Yeah he definitively got the scary effects right. It really works. Now imagine if the game was full screen and he added a scene requiring cyan/red 3D glasses with a 3D face popping up. O.O

Btw is full screen possible with that Java library?
Title: Re: Nightmare
Post by: Eeems on December 28, 2010, 07:34:36 pm
Fullscreen would be pretty epic
Title: Re: Nightmare
Post by: Munchor on December 28, 2010, 07:36:00 pm
3D Glasses DJ? almost nobody has those at home, but yeah fullscreen would be much better!
Title: Re: Nightmare
Post by: nemo on December 28, 2010, 07:36:14 pm
Yeah he definitively got the scary effects right. It really works. Now imagine if the game was full screen and he added a scene requiring cyan/red 3D glasses with a 3D face popping up. O.O

Btw is full screen possible with that Java library?

full screen is possible in java, yes. i forget how though.
Title: Re: Nightmare
Post by: Munchor on December 29, 2010, 05:50:15 am
Yeah he definitively got the scary effects right. It really works. Now imagine if the game was full screen and he added a scene requiring cyan/red 3D glasses with a 3D face popping up. O.O

Btw is full screen possible with that Java library?

full screen is possible in java, yes. i forget how though.

Great then, hope BuilderBoy implements it then :)
Title: Re: Nightmare
Post by: Builderboy on December 29, 2010, 01:26:29 pm
Fullscreen is not planned unfortunately, i would have to redesign the entire game, as well as the engine.  Plus, i don't even know if i can do fullscreen with the library i am using.  And i think the shadow casting would go really slowly with such a large space, unless i doubled the size of the tiles, which means re-spriting over 200 sprites.  In short, i really don't see fullscreen happening :(
Title: Re: Nightmare
Post by: Eeems on December 29, 2010, 04:25:43 pm
Or just had a black border around everything and have the game window look the same.
Title: Re: Nightmare
Post by: Builderboy on December 30, 2010, 12:33:24 am
Hmmmm so the black screen would just be to maintain the ambiance then right?  It might be possible but definitely not able to be implemented when its uploaded as an applet.
Title: Re: Nightmare
Post by: Eeems on December 30, 2010, 01:02:34 am
yeah :)
Title: Re: Nightmare
Post by: nemo on December 30, 2010, 01:25:59 am
Fullscreen is not planned unfortunately, i would have to redesign the entire game, as well as the engine.  Plus, i don't even know if i can do fullscreen with the library i am using.  And i think the shadow casting would go really slowly with such a large space, unless i doubled the size of the tiles, which means re-spriting over 200 sprites.  In short, i really don't see fullscreen happening :(

doubling the size of the tiles is as easy as doing g2d.setTransform(AffineTransform.getScaleInstance(2,2));
where g2d is a Graphics2D object. everything drawn will be drawn 2x wider and 2x higher.

you could even find the coefficient to go from your normal tile-size to full-screen, regardless of the user's resolution.
Fullscreen (http://download.oracle.com/javase/1.5.0/docs/api/java/awt/GraphicsDevice.html)
tile : fullscreen ratio (http://download.oracle.com/javase/1.5.0/docs/api/java/awt/GraphicsEnvironment.html)(use getCenterPoint())

just saying  ::)

edit: also, i don't *think* you'll experience much of a slowdown using this method, but don't quote me on that. i should try it with juggernaut before i say this kind of stuff..
Title: Re: Nightmare
Post by: Builderboy on December 30, 2010, 01:37:06 am
doubling the size of the tiles is as easy as doing g2d.setTransform(AffineTransform.getScaleInstance(2,2));
where g2d is a Graphics2D object. everything drawn will be drawn 2x wider and 2x higher.

you could even find the coefficient to go from your normal tile-size to full-screen, regardless of the user's resolution.
Fullscreen (http://download.oracle.com/javase/1.5.0/docs/api/java/awt/GraphicsDevice.html)
tile : fullscreen ratio (http://download.oracle.com/javase/1.5.0/docs/api/java/awt/GraphicsEnvironment.html)(use getCenterPoint())

just saying  ::)

edit: also, i don't *think* you'll experience much of a slowdown using this method, but don't quote me on that. i should try it with juggernaut before i say this kind of stuff..

Ooh thanks i'll look into this, this might be very interesting!

EDIT:  Scaling might not work though...  i don't have access to the image that is actually being displayed.  I specify a bunch of objects and a background image and the library displays all of them for me.
Title: Re: Nightmare
Post by: nemo on December 30, 2010, 01:59:00 am
doubling the size of the tiles is as easy as doing g2d.setTransform(AffineTransform.getScaleInstance(2,2));
where g2d is a Graphics2D object. everything drawn will be drawn 2x wider and 2x higher.

you could even find the coefficient to go from your normal tile-size to full-screen, regardless of the user's resolution.
Fullscreen (http://download.oracle.com/javase/1.5.0/docs/api/java/awt/GraphicsDevice.html)
tile : fullscreen ratio (http://download.oracle.com/javase/1.5.0/docs/api/java/awt/GraphicsEnvironment.html)(use getCenterPoint())

just saying  ::)

edit: also, i don't *think* you'll experience much of a slowdown using this method, but don't quote me on that. i should try it with juggernaut before i say this kind of stuff..

Ooh thanks i'll look into this, this might be very interesting!

EDIT:  Scaling might not work though...  i don't have access to the image that is actually being displayed.  I specify a bunch of objects and a background image and the library displays all of them for me.

oh well... it's probably not a good idea anyway. i managed to get it to work on juggernaut, but the slowdown is massive. i used to get around 25-30 fps and now it looks like i get somewhere from 2 to 4.

edit: even scaling by 1.1 kills the speed completely.
Title: Re: Nightmare
Post by: DJ Omnimaga on December 30, 2010, 03:27:51 am
Sorry to hear fullscreen would be too much hassle. I guess it should be avoided then. I just got worried for those who use a huge resolution, since the game screen would be small.
3D Glasses DJ? almost nobody has those at home, but yeah fullscreen would be much better!
Yeah I know and they're hard to find in real life here too. :P It would be funny for those who had them, though. :P
Title: Re: Nightmare
Post by: Builderboy on December 30, 2010, 03:29:41 am
Yeah i have never had any luck with scaling images :( I guess it forces the scaler to go pixel by pixel, and at 800x800 thats like 160000 pixels, which is crazysauce :(
Title: Re: Nightmare
Post by: DJ Omnimaga on December 30, 2010, 03:30:41 am
Yeah X.x. I remember with Game Maker, full screen wasn't too slow, but it looked blurry, which sucks when you want to preserve the old skool feel of a game.
Title: Re: Nightmare
Post by: Builderboy on December 30, 2010, 03:36:25 am
Yeah, i probably could make this a lot faster and fullscreen if i rewrote it in a different language like C++ or Flash or something but i don't want to redo months and months of hard work x.x I think it will work with what it is.
Title: Re: Nightmare
Post by: DJ Omnimaga on December 30, 2010, 12:36:54 pm
Yeah this would suck to postpone or delay this project just to learn a new language. Projects often die in the way. I notice this happens often when people do that (especially BASIC to ASM. See Simplethinker's Chips clone, for example)
Title: Re: Nightmare
Post by: Builderboy on January 13, 2011, 02:57:59 am
Before this post, there could only be a single light source (the flashlight) on the screen at any time.  This make the atmosphere fairly consistent and simple i thought, so i spent all of today figuring out Transparency Masks and the AlphaComposite class to learn how to draw objects in a way i have never done before.  By modifying certain variables, drawing a shape is like cutting a hole in an image.

 This led to all new possibilities with the shadow engine, and I am proud to say that I can now support an arbitrary amount of light objects in any given scene :) The lights can overlap, cash shadows, even change brightness!  This has led to some very awesome scenarios that i can create, with the dynamic shadow system really shining.

Note that once the lights are created, they can not be moved.  This is a slight drawback, but the advantage to this is that nearby light sources can be combined into a single object, which makes rendering an entire room of lights take the same amount of time as a room with a single light.

 Here are some screenshots of the engine at work:
Title: Re: Nightmare
Post by: TIfanx1999 on January 13, 2011, 08:30:04 am
Very sweet! =)
Title: Re: Nightmare
Post by: Eeems on January 13, 2011, 09:32:47 am
Looking pretty epic!
Title: Re: Nightmare
Post by: Munchor on January 13, 2011, 09:34:23 am
This looks very good :D Congratulations!
Title: Re: Nightmare
Post by: Binder News on January 13, 2011, 12:42:48 pm
Very cool. Reminds me a lot of The Silencer. http://ourl.ca/8472
There are flashlights in that as well (however they only took me a few minutes to make).
Title: Re: Nightmare
Post by: Munchor on January 13, 2011, 12:45:31 pm
Very cool. Reminds me a lot of The Silencer. http://ourl.ca/8472
There are flashlights in that as well (however they only took me a few minutes to make).

In fact, the silencer reminds me of Nightmare.
Title: Re: Nightmare
Post by: Binder News on January 13, 2011, 12:54:06 pm
When did Builder first start on Nightmare?
Title: Re: Nightmare
Post by: squidgetx on January 13, 2011, 12:54:58 pm
damn, that's sexy. Keep up the good work :D
Title: Re: Nightmare
Post by: Munchor on January 13, 2011, 12:55:31 pm
When did Builder first start on Nightmare?

I don't know, but I played Nightmare before I played The Silencer.
Title: Re: Nightmare
Post by: Builderboy on January 13, 2011, 12:57:05 pm
I first started it sometime in August, directly after playing the Nightmare House 2 Mod for Half Life 2 Episode 2.  It really was inspiring, and as of now, I am developing Nightmare to act as a sort of prequel to the Nightmare House series, with the makers permissions :)

And thanks everybody on the encouraging comments ^^
Title: Re: Nightmare
Post by: Binder News on January 13, 2011, 01:00:57 pm
Very cool! Larry had the original idea a few weeks into this school year. I din't start working on the actual code until I was bored at a friend's house (they were playing Nazi Zombies), so I made a really nice movement and shooting engine.
Title: Re: Nightmare
Post by: Builderboy on January 15, 2011, 02:03:59 am
Even more progress in the shadow area, now every light in the game can cast shadows!  Yes that means that even lights placed in the level cast shadows across objects and terrain :) A lot more progress has been made on the scripting as well and Level 1 might be ready for upload soon if i don't run into any snags.  I also have the first weapon implemented ^-^ I really wish Greenfoot would support volume control though :| It would be so useful. 
Title: Re: Nightmare
Post by: DJ Omnimaga on January 17, 2011, 03:00:44 pm
Nice, glad to see you back working on some stuff. ;D

As for volume control do you mean playing certain sounds at lower volume? Because you could always use Audacity software to edit them.
Title: Re: Nightmare
Post by: Builderboy on January 17, 2011, 03:22:30 pm
Well by lower volume I mean to say being able to play back a sound at *any* volume I want, and still only have one file.  as it is right now, once I have a sound file, the volume cannot be changed in-game, so I can't have fade outs or anything like that
Title: Re: Nightmare
Post by: Eeems on January 18, 2011, 01:31:10 am
Hmm, any way to write your own routines for it? (No idea how greenfoot works)
Title: Re: Nightmare
Post by: Builderboy on January 18, 2011, 02:13:42 am
There is probably a way, but I have done researching and it involves some complicated code, if i manage to get it to work before they do, then yay for me ^^ Its tricky though D:
Title: Re: Nightmare
Post by: Ranman on January 18, 2011, 02:15:48 am
keep up the amazing work Builderboy!
Title: Re: Nightmare
Post by: Builderboy on January 18, 2011, 02:17:15 am
Thanks :) I've been working hard these last couple days to get the first level out, and then take a break :P
Title: Re: Nightmare
Post by: Builderboy on January 29, 2011, 02:49:43 pm
Alright, the first level is released! ^^  Try it here:

http://greenfootgallery.org/scenarios/2017
Title: Re: Nightmare
Post by: squidgetx on January 29, 2011, 03:03:07 pm
Aaaaaahhh so good! I take it where it says "to be continued" is the end of the first level? This is amazing Builderboy, great job! I love the sound effects, they really added to the atmosphere of the game
Title: Re: Nightmare
Post by: Builderboy on January 29, 2011, 03:11:12 pm
Yep thats the end :] Thanks so much! :D And thanks about the sound effects too, they were really an integral part of the production, and I have yet to add ambiance!  Any criticisms or concerns?
Title: Re: Nightmare
Post by: squidgetx on January 29, 2011, 03:15:06 pm
Sometimes objects are hard to interact with: if you're standing right in front of a door you have to move back a bit before you can open it; the same goes for the flashlight; I spent about 20 seconds running around that room trying to pick it up :P (But it wasn't that bad once you got used to it)
Also, is it possible to change the font of the text on the bottom of the screen? Or maybe make it fade in as well as out..that would be cool.

Grammar nazi: You spelled proceed as procede, one of the I's isn't capitalized, and "alright" should be "all right."

Also, I really like how
Spoiler For Spoiler:
the guy gets killed after the earthquake XD that one really took me by surprise. And also how the flashlight just spazzes when it runs out of power. And also how I could've actually written a new post to say this stuff but I didn't lol
Title: Re: Nightmare
Post by: Builderboy on January 29, 2011, 03:17:20 pm
Ah, yes the door thing can be annoying, lemme get on fixing that.  I'll make your 'select' area be larger, which should work.  And good idea about the text too, will do :D Although i can't change the font, I can make it fade and all the jazz :]
Title: Re: Nightmare
Post by: kalan_vod on January 29, 2011, 03:40:10 pm
Loved it! The flashlight was hard to pick up though lol
Title: Re: Nightmare
Post by: Builderboy on January 29, 2011, 03:42:05 pm
Haha maybe I'll make it so that if you just walk over it you will automatically pick it up XD
Title: Re: Nightmare
Post by: kalan_vod on January 29, 2011, 03:43:31 pm
Yeah, I played the other version (downloaded it a week or so ago) and it wasn't as hard to pick up XD
Title: Re: Nightmare
Post by: Builderboy on January 29, 2011, 03:44:43 pm
heh don't worry I'll fix it :) Besides that, did you run into any bugs or issues?  I know doors are a bit tricky to open, I already fixed that.  Any comments, concerns, suggestions?
Title: Re: Nightmare
Post by: kalan_vod on January 29, 2011, 03:55:33 pm
I love it, but I know you are kinda limited with too many customizations. The character sprites just aren't too impressive, Ive seen you do better in BW or GS ;) Although it reminds me of the Chips Challenge sprite from the PC.
Title: Re: Nightmare
Post by: Builderboy on January 29, 2011, 03:57:16 pm
Im no spriter expert unfortunately :P Maybe I'll ask someone for some top down sprites.  What do you mean I am kinda limited with too many customizations?
Title: Re: Nightmare
Post by: kalan_vod on January 29, 2011, 04:00:35 pm
Is this built with a "game-maker" etc, if not I am sorry. I know this is a top down view game, but a first person would be awesome!
Title: Re: Nightmare
Post by: Builderboy on January 29, 2011, 04:02:58 pm
Its not built with a game maker, its almost 100% my own code :) The only things I use are an mp3 player and an Image loader
Title: Re: Nightmare
Post by: kalan_vod on January 29, 2011, 04:06:38 pm
Ah, well in that case..Make a first person version, love the premiss of this game.
Title: Re: Nightmare
Post by: Builderboy on January 29, 2011, 04:08:49 pm
Definitely not scrapping all the code I wrote just to make this 1st person ;) If you want a first person scary game, check out Nightmare House I/II by WeCreateStuff, thats what this game was inspired by
Title: Re: Nightmare
Post by: nemo on January 29, 2011, 04:14:19 pm
Its not built with a game maker, its almost 100% my own code :) The only things I use are an mp3 player and an Image loader

i thought this used the Greenfoot library? loading images doesn't require its own class, really. it's just ImageIO.read(new File("filename.extension")); and returns a BufferedImage
Title: Re: Nightmare
Post by: Builderboy on January 29, 2011, 04:16:31 pm
Hah yeah I use Greenfoot, but I bypass most of the features it offers, using only the sound and keyboard access.  I use its own Image class just because Its compatible with the framework, most of the code is indeed mine.
Title: Re: Nightmare
Post by: ztrumpet on January 29, 2011, 04:43:01 pm
Wonderful job as always.  Excellent game.  I really like the earthquake event. ;D

Can you make the text be read out-loud?  I think that would be really cool! :)
Title: Re: Nightmare
Post by: Builderboy on January 29, 2011, 05:01:28 pm
I am working with WeCreateStuff to get the voice actors from their own games to also make some dialogue for my game :] Glad you liked the 'earthquake' event :) That was really fun to script ^^
Title: Re: Nightmare
Post by: DJ Omnimaga on January 29, 2011, 05:49:43 pm
Darn this was awesome and freaky! It kinda gave me the chills the first time I tried it. Nice job! I think at the beginning you should maybe add some noises or something to simulate computer keyboard typing or something. Also make the text a little bit larger. Not sure, though. Great job so far. I'm tempted to do a video of this actually.

As for a FPS version I think for now it is fine as it is, but a 3D sequel would be great. It would be even scarier since you would never know if something's coming in your back.
Title: Re: Nightmare
Post by: Builderboy on January 29, 2011, 05:52:40 pm
Glad you like it! Yeah I really need to add some more ambient noise, and the text is probably going to go away once I get voice actors :D Someone on the WeCreateStuff forums actually expressed interest in porting my game into the source engine! O.O Haha ports within ports XD And a video would we awesome :D
Title: Re: Nightmare
Post by: DJ Omnimaga on January 29, 2011, 05:55:50 pm
Haha that would be epic. I would keep an option to allow the text to be turned ON, though, for people with troubles hearing or due to language barrier.
Title: Re: Nightmare
Post by: Builderboy on January 29, 2011, 05:56:25 pm
Yeah that would be a good idea, like subtitles :D
Title: Re: Nightmare
Post by: Binder News on January 29, 2011, 06:02:16 pm
Niiice. I like it. BTW, I just finished a bit more of the AI on The Silencer. Once I get it completely done, we will populate the levels, and make a test release.
Title: Re: Nightmare
Post by: Builderboy on January 29, 2011, 06:03:13 pm
Thanks! :D What parts did you like?  Which parts did you not like?  And thats cool about the silencer :)
Title: Re: Nightmare
Post by: DJ Omnimaga on January 29, 2011, 06:07:41 pm
Title: Re: Nightmare
Post by: Binder News on January 29, 2011, 06:08:27 pm
I liked the idea, and the cool cutscene.  How are you doing the cutscenes by the way? A different object that can't move? Something like that? I also like how the messages appear. Very cool. Finally, if you want help with an AI, I have some experience.
Title: Re: Nightmare
Post by: Builderboy on January 29, 2011, 06:36:57 pm
That is an epic video DJ! :D I love the way you cut right as the guy was being pulled away, brilliant! ^^

They aren't really cutscenes per-say, but more like scripted events, since you retain control over your character the entire time.  The scripting engine manipulates objects around you while the game goes on, and you can interact with the scenes as they unfold
Title: Re: Nightmare
Post by: Xanwell on January 29, 2011, 06:38:55 pm
Wow, this is quite impressive - the intro is very creepy in and of itself, and it just gets better as it goes. I'll have to take some time and try to finish this one all the way through.
Title: Re: Nightmare
Post by: Builderboy on January 29, 2011, 06:41:04 pm
Glad you like it :D How far did you get?
Title: Re: Nightmare
Post by: Xanwell on January 29, 2011, 06:43:01 pm
Started wandering around the hospital after the intro sequence. I'm pretty sure I figured out what to do next, but I was called away and don't want to get too involved because I might have to leave again at any time. Tomorrow I'll devote some time to playing the whole thing through and seeing where the story goes from there.
Title: Re: Nightmare
Post by: Builderboy on January 29, 2011, 06:44:03 pm
heh okay :)
Title: Re: Nightmare
Post by: Binder News on January 29, 2011, 06:48:28 pm
Cool, I think I'll use that as well.
Title: Re: Nightmare
Post by: shmibs on January 29, 2011, 07:38:01 pm
hey, sweet!
i think i have to agree with the sprites being a little off. there's too much solid colouring and not enough 'grunge.' the engine, however, is amazing!
questions:
what's with the room that can't be lit up?
where did you get that bone-crunching sound at the end of the video dj made?

the only thing that stood out to me as being a little weird was the controls, as one has to move a finger of the movement keys to hit E, although i'm not sure how this could be changed without using right clicking, which kind of ruins the fact that it's written in a cross-platform format XD

good luck on finishing this, builder!
Title: Re: Nightmare
Post by: Builderboy on January 29, 2011, 07:46:06 pm
Too much solid coloring in the tiles?  Note that when you get the flashlight, all of the tiles turn into grungy versions, as it was supposed to be completely clean up until then.

As for the room that can't be lit up, you mean the room where when you go into it, it gets really dark?  Did you see what was in the room? ;)

The crunching sound was from a large folder of sound effects I have accumulated over the years, mostly from effect CD's that I bought or downloaded.

And as for Right Clicking, of course!  Thats easy to do and a bit more intuitive :)
Title: Re: Nightmare
Post by: DJ Omnimaga on January 31, 2011, 01:56:20 pm
Yeah at first I wandered around in the hospital to see if any door would open, out of curiosity and I was scared at the same time that something bad would happen then during the experiment stuff the explosion sounds started and I almost jumped. The scariest part gotta be afterward, though, especially when there's that background noise playing when you arrive near a door with light below it and plenty of gore on the floor, or where the elevators are located.

There was also that small room where my flashlight went darker in it.
Title: Re: Nightmare
Post by: Builderboy on January 31, 2011, 03:53:21 pm
I'm glad you found it freaky :D I'm in the middle of working on some enemies, and that should add a whole new dimension to the game >:D
Title: Re: Nightmare
Post by: DJ Omnimaga on February 01, 2011, 03:52:48 pm
Cool, will they be in the parts that were done so far or later? It would be cool if the first few enemies suddently appeared in creepy areas and if a scary noise was played or something, like in movies. It would also be cool sometimes to hear step noises or something. There aren't a lot of scary games around. Heck maybe you could even have parts as scary as the scary flash maze prank. :P
Title: Re: Nightmare
Post by: Builderboy on February 01, 2011, 04:03:21 pm
I probably won't add enemies into the area I already created, but in the next area in some places.  I will design some very specific areas that are designed to introduce enemies and scare you >:D And I will be turning up the dial on scare as well
Title: Re: Nightmare
Post by: ztrumpet on February 01, 2011, 04:35:55 pm
Awesome!  I can't wait! ^-^
Title: Re: Nightmare
Post by: Eeems on February 01, 2011, 05:27:36 pm
Just got around to playing it, I've got to say it's pretty good :) Could be a bit scarier at times, but for a first level this is great!
Title: Re: Nightmare
Post by: Binder News on February 01, 2011, 07:05:41 pm
Could be a bit scarier at times, but for a first level this is great!
I think it's perfect for a first level. You don't really want people to be super-scared at the start and quit playing.
Title: Re: Nightmare
Post by: Builderboy on February 01, 2011, 07:08:07 pm
Yeah that was the idea :) i have no short of scares >:D
Title: Re: Nightmare
Post by: DJ Omnimaga on February 02, 2011, 04:03:27 pm
Yeah true. You also want to make the person wonder what happened :D
Title: Re: Nightmare
Post by: SirCmpwn on April 08, 2011, 10:45:40 pm
Wow, I just got around to playing that, and I'm impressed!  I need to get back to work on the Xbox 360 version :P  I think I can do it in 3D ;)
Title: Re: Nightmare
Post by: leafy on April 09, 2011, 01:17:58 am
Is this a remake of Nightmare House 2? Because if it is, that's freaking awesome.
Title: Re: Nightmare
Post by: Builderboy on April 09, 2011, 02:13:42 am
Its actually a prequel :) Have you played Nightmare House 2? Its so awesome ^^
Title: Re: Nightmare
Post by: leafy on April 09, 2011, 02:24:00 am
Yeah, I played it. It's like THE best mod for HL2 :)
Title: Re: Nightmare
Post by: Builderboy on April 09, 2011, 02:28:51 am
Yesssss I know ^^ I have replayed it so many times, its what inspired me to get into this game in the first place :) Whats your favorite part?
Title: Re: Nightmare
Post by: leafy on April 09, 2011, 07:03:26 pm
My favorite part was the part when all the dummies mob you and also when the entire place breaks out into flames :) Also the hallucination parts are cool. The end boss was kinda anticlimactic though.
Also it's not as fun the second time around :(
Title: Re: Nightmare
Post by: SirCmpwn on April 09, 2011, 07:29:41 pm
Remember earlier, when I said I was interested in porting this game to Xbox 360?  I still am.  Could you post, in detail, how you go about casting shadows?
Title: Re: Nightmare
Post by: Binder News on April 09, 2011, 08:38:05 pm
So when will you add the next level?
Title: Re: Nightmare
Post by: Builderboy on April 11, 2011, 02:19:20 am
My favorite part was the part when all the dummies mob you and also when the entire place breaks out into flames :) Also the hallucination parts are cool. The end boss was kinda anticlimactic though.
Also it's not as fun the second time around :(
My favorite part is when you fall down into the Hallway of Shortening doom >:D

So when will you add the next level?
It's being worked on right now :) It has a lot of new features so its taking a long time, lots to code!

Remember earlier, when I said I was interested in porting this game to Xbox 360?  I still am.  Could you post, in detail, how you go about casting shadows?
Alright, there are 4 types of shadows that are cast by light sources (yes plural) in the game.  2 types of shadows cast for each of the 2 types of light sources.  The two types of light sources are the single Dynamic Light Source, and all of the Static Light Sources.  There is only a single Dynamic Light Source, but there can be any number of Static Light Sources.  As per their names, the Dynamic Light Source can move freely, and the Static Light Sources are fixed once they are created. 

First, here are all the Shadow Buffers I have in the game.  Shadow buffers are overlayed over the world Tilemap using OR logic.  Transparent parts of a Shadow buffer represent lighted areas, while black areas represent shadow.

Primary Shadow Buffer:
Shadows cast by the tilemap walls and objects are cast onto this buffer.

Secondary Shadow Buffer:
Shadows cast by certain objects are cast onto this buffer.

Flashlight Buffer:
This buffer creates shadow anywhere the flashlight beam is not pointing, as well as 'cutting holes' in the darkness wherever Static Light Sources are.

Darkness Buffer:
This buffer controls the overall darkness of the world. 100% is pitch black, while 0% has no effect (normal shadows).

The only reason there are 2 Shadow Buffers is so they can have separate transparency levels (since setting the transparency of a single image is faster than drawing many transparent rectangles).  The Primary Buffer is usually set at 100%, while the Secondary can be set to any level to give certain object shadows that are partially opaque.  The Flashlight Buffer also has a variable opacity, and can be changed to represent different 'intensities' of darkness.  The Darkness Buffer can be used to completely black the screen, and is actually a virtual buffer located inside the Flashlight Buffer.

Dynamic Light Source (DLS)

The Dynamic Light Source is usually tethered to the players flashlight, but can under certain circumstances be latched onto other objects such as Static Images or other NPC's, or simply set by the scripting engine to a certain location.  The Dynamic Light Source is represented by a pair of position coordinates, which is a global offset from the top left corner of the map.

Wall Shadows:
Wall shadows are shadows that the DLS casts on the walls of the tilemap.  All opaque walls are tile number 0, and are 40x40 pixels.  To cast the shadows, the engine readies a transparent Primary Shadow Buffer the same size of the screen.  The engine loops through all tiles that are on the screen, and chooses the sides that are facing towards the location of the DLS.  Using that side, and similar triangles, form a rectangle where the two sides next to the tiles side extend away from the location of the DLS all the way off screen, and are then connected with a 4th side to form a rectangle.  Fill this rectangle onto the Primary Shadow Buffer and repeat for all sides for all tiles on screen.  (this can be optimized by not drawing tiles that cannot be seen, but I haven't optimized it yet).

Object Shadows:
Object shadows are shadows that the DLS casts onto objects which support shadows.  Every object in the world has a Shadow Value, which ranges from 0 to 2.  0 means the object casts no shadow.  1 means the object casts shadow onto the Primary Shadow Buffer.  2 means the object casts shadow onto the Secondary Shadow Buffer.  Shadows for the Objects are cast in much a similar way as Wall Shadows.  Each object that casts shadows also has an array of lines that represent the bounds of the object shadow.  When the object's shadow is displayed, each line in the list of lines is extended away from the light source and draws a filled rectangle onto the Shadow Buffer that the object defines.

Static Light Sources (SLS):

Static Light Sources are pretty memory intensive.  Each SLS contains an image representing the light gradient it casts onto the world.  All of these gradients are sent to the Flashlight Buffer, where their images are subtracted from the overall buffer to create a kind of 'cut out' in the darkness of the flashlight.

Wall Shadows:
Static Light Sources are static so that Wall Shadows can be precalculated when the SLS is added into the world.  The method to do this is pretty much exactly the same as for the DLS, except you are casting shadows onto your own private gradient buffer instead of the Primary Shadow Buffer.  Static Light Objects also are initialized with a brightness value, which controls the transparency of the buffer upon initialization, and costs no extra CPU.  Transparency can also be changed dynamically during game, but at a small cost to recalculating the transparency controller.

Object Shadows
These are also done in a similar fashion as the DLS object shadows, but everything is handled by the Flashlight Buffer code.  When the SLS gradient is sent to the Flashlight Buffer code, its position, gradient bounds, light radius, and other information are also sent, to determine when an object is in reach of the light.  If it is, it uses the same arrays of lines in the object to cast a shadow onto the Flashlight Buffer.



I hope that was enough detail for you, the shadow engine is very complex, and there is still more I could go into detail with.  You could always check out the source code, as it is open source :)
Title: Re: Nightmare
Post by: Munchor on April 12, 2011, 07:41:58 am
That seems really complex BuilderBoy, I love the lighting engine of Nightmare, it's very detailed, I guess that's why it's so complicated.
Title: Re: Nightmare
Post by: SirCmpwn on April 12, 2011, 08:16:51 am
Thanks for the explanation!
Title: Re: Nightmare
Post by: Munchor on April 12, 2011, 10:05:25 am
I just tried Nightmare (not for the first time, I had tried it before, but it was *very* different from now).

How amazing is this? This is just fantastic, awesome, no words to describe it. For a few moments I was really, *really* scared (I know that's the point).

I'd love it if this game was more famous.

I have a suggestion: Change cursor in game, the Windows mouse looks bad on it.

Which reminds me, is it just Windows? Cos in Omnimaga's homepage it says so, but Java is cross-platform.
Title: Re: Nightmare
Post by: Builderboy on April 12, 2011, 10:13:36 am
That seems really complex BuilderBoy, I love the lighting engine of Nightmare, it's very detailed, I guess that's why it's so complicated.

Thanks! :D The lighting engine is a work in progress that has *been* in progress for years, and I'm very proud of it, I think it really makes Nightmare what it is :)

Thanks for the explanation!

No problem!  So for the Xbox version are you gonna need some larger sprites or something?  We can be partners ^^

I just tried Nightmare (not for the first time, I had tried it before, but it was *very* different from now).

How amazing is this? This is just fantastic, awesome, no words to describe it. For a few moments I was really, *really* scared (I know that's the point).

I'd love it if this game was more famous.

I have a suggestion: Change cursor in game, the Windows mouse looks bad on it.

Which reminds me, is it just Windows? Cos in Omnimaga's homepage it says so, but Java is cross-platform.

Thanks so much :D What was your favorite part?  What was the part that really scared you?  And unfortunately I don't know of any way to change the cursor as of right now, but be sure I will do so if I figure out how to :) Its java, so it is cross platform.  Where does it say only windows?
Title: Re: Nightmare
Post by: Munchor on April 12, 2011, 10:46:08 am
@Builderboy: It doesn't say it's just windows, but if you check Omniaga>Home, it says "TI Calculator Projects" and then "Windows\n-Nightmare".

The scariest part was when the flashlight fell and I had to catch it and I was not sure if I had to catch it, but the X Ray part is pretty scary as well.

Looking forward for a XBox version of it :) (not to play though, I don't have one :()

EDIT:
I got to the part where it said 'Alert: To be continued', is it really the end of demo?
Title: Re: Nightmare
Post by: SirCmpwn on April 12, 2011, 04:37:38 pm
I could probably make do if you just gave me all the resources you used (art, sound, etc)
Title: Re: Nightmare
Post by: Munchor on April 13, 2011, 04:48:52 am
I could probably make do if you just gave me all the resources you used (art, sound, etc)

I'm pretty sure the 'Download Source Code' is big enough in the page. I think the images and sounds are there =D
Title: Re: Nightmare
Post by: SirCmpwn on April 13, 2011, 08:26:58 am
I still need his permission to use them :P
Title: Re: Nightmare
Post by: Munchor on April 13, 2011, 08:46:53 am
I still need his permission to use them :P

Oh yeah, is this gonna be for Arcade or Indies? I guess Indies, since you need to pay for Arcade.
Title: Re: Nightmare
Post by: SirCmpwn on April 13, 2011, 08:54:08 am
You need to pay for both :P but Indies.
Title: Re: Nightmare
Post by: Munchor on April 13, 2011, 08:55:02 am
You need to pay for both :P but Indies.

We need to pay for Indies? That sucks, but ok, hope that when finished, a lot of people download it.

I meant, *we have to pay for Indies*, I meant the coders, not gamers, bad grammar, sorry.
Title: Re: Nightmare
Post by: Builderboy on April 13, 2011, 09:38:45 am
Yeah go ahead :) I just want credit and a share of the profits >:D Are you going to raise the resolution or keep it the same?
Title: Re: Nightmare
Post by: SirCmpwn on April 13, 2011, 04:37:49 pm
Builderboy, not sure yet.
As for pricing on XBL, you can't sell for free unless you're a first party
Title: Re: Nightmare
Post by: Builderboy on April 13, 2011, 06:09:35 pm
What do you mean?  You cant put up your games for free unless you are first party?  Or that its only free for you to charge others for your games if you are first party?
Title: Re: Nightmare
Post by: SirCmpwn on April 13, 2011, 06:13:42 pm
You may only give away your game if you are first party.
Title: Re: Nightmare
Post by: DJ Omnimaga on April 13, 2011, 06:20:14 pm
I hope this gets finished and an Xbox version would be awesome too, unless the original company didn't want you to sell the game for money or something.
Title: Re: Nightmare
Post by: Builderboy on April 13, 2011, 06:43:27 pm
We Create Stuff?  I don't think they would have an issue :P Even if they did my game wasn't originally going to be about their series so I could just change it back to what it was like changing names and it would be fine :P

Sir, whats the minimum we can sell for?
Title: Re: Nightmare
Post by: leafy on April 13, 2011, 07:36:08 pm
Eh it uses sounds from the original source engine so make sure that you can use them and it's properly licensed, I guess.
Title: Re: Nightmare
Post by: Builderboy on April 13, 2011, 08:13:02 pm
Ooh right thats true, hmm yeah we'll have to see what the deal with that is
Title: Re: Nightmare
Post by: SirCmpwn on April 13, 2011, 09:07:13 pm
Sir, whats the minimum we can sell for?
Not sure, I think it's something like 99 cents.  If I port it to Windows Phone 7 (totally feasible), we can do free.  Let's worry more about that when the time comes, though.
Title: Re: Nightmare
Post by: Builderboy on April 13, 2011, 10:40:28 pm
Hah true, that comes later.  Meanwhile have a gander at the title screen I am developing :) It is still in development, as I am trying to think of something good to fill up that space without detracting from the look of the screen (i might just keep it empty) and I am in the middle of coding the various menu's as well.  Because the next release of Nightmare will have enough levels to warrant having level codes :] Note that the actual menu is slightly animated, with the text and background flickering and shifting creepily :]

Title: Re: Nightmare
Post by: SirCmpwn on April 13, 2011, 10:42:32 pm
Very nice!
Title: Re: Nightmare
Post by: shmibs on April 14, 2011, 12:24:30 am
i like!
maybe instead of adding a particular image or something to the empty space you could just make your flickering and grungy effects more potent? the black and white simplicity is appealing(although i'm not sure how well it will blend with the ingame sprites).
Title: Re: Nightmare
Post by: willrandship on April 14, 2011, 12:25:09 am
Something flickery and jumpy would fit right in.
Title: Re: Nightmare
Post by: leafy on April 16, 2011, 01:24:25 pm
Will there be a save/continue?
Title: Re: Nightmare
Post by: Munchor on April 16, 2011, 01:39:34 pm
Will there be a save/continue?

I agree that such option should be introduced, I always have to restart :P
Title: Re: Nightmare
Post by: Builderboy on April 16, 2011, 06:57:14 pm
There will be codes you get at the start of each area so that you can save your progress by writing down the codes :)
Title: Re: Nightmare
Post by: leafy on April 16, 2011, 09:59:46 pm
Would it be possible to save a localized save file on the computer? Because I hardly, if ever, remember save codes (I kept having to start over in block dude).
Title: Re: Nightmare
Post by: Builderboy on April 17, 2011, 01:02:33 am
Unfortunately java security problems prevent me from saving cookies or anything like that :/ Luckily the codes will not be things like I8jKn-(9aia  or anything like that, they will simply be the name of the level area :)
Title: Re: Nightmare
Post by: Darl181 on April 17, 2011, 01:07:17 am
"Input code: FINAL_LEVEL" :P
"END_CREDITS"
Hopefully not that clear?

Great menu, and imo I wouldn't add anything, unless youu develop a sort of logo for the game or something./me lost
Title: Re: Nightmare
Post by: Munchor on April 17, 2011, 01:29:52 am
Unfortunately java security problems prevent me from saving cookies or anything like that :/ Luckily the codes will not be things like I8jKn-(9aia  or anything like that, they will simply be the name of the level area :)

I like that, even better would be the no. of the level :P
Title: Re: Nightmare
Post by: leafy on April 17, 2011, 02:52:09 am
Well I guess find some balance between obscurity and total guessability (In HL2 you can type in like load 0102.bsp and it'll load it, so probably shouldn't have the name of the area that obvious.)
Title: Re: Nightmare
Post by: leafy on May 13, 2011, 06:34:21 pm
I know you're busy, but any changes? ^^
Title: Re: Nightmare
Post by: Builderboy on May 13, 2011, 08:47:32 pm
No new updates, but lots of new stuff is being added :) Including custom cursor, dynamic electrical cables for puzzles, scroll wheel for scrolling through different weapons, different weapons, and hopefully volume control once Greenfoot implements it, which will allow for dynamic soundscapes and different effects, in addition to a menu, and quality control :D
Title: Re: Nightmare
Post by: leafy on May 15, 2011, 01:48:25 am
Wow some of that seems really amazing. Especially cables. That should be freaking awesome ^^
Title: Re: Nightmare
Post by: DJ Omnimaga on May 26, 2011, 12:18:57 am
Awesome title screen BBoy. Btw when you progress does it automatically updates the game on Greenfoot or do you only upload changes when you feel like it?
Title: Re: Nightmare
Post by: Builderboy on May 26, 2011, 01:05:23 am
I upload it to the website when i choose, that was it's not auto-updating ever time i change something :P
Title: Re: Nightmare
Post by: DJ Omnimaga on May 26, 2011, 01:10:04 am
Ah ok thanks for the info :D
Title: Re: Nightmare
Post by: Munchor on May 27, 2011, 12:51:51 pm
Awesome title screen BBoy. Btw when you progress does it automatically updates the game on Greenfoot or do you only upload changes when you feel like it?

Where's the title screen?
Title: Re: Nightmare
Post by: Stefan Bauwens on May 27, 2011, 12:54:23 pm
I guess he means this: http://ourl.ca/7575/197926
Title: Re: Nightmare
Post by: Munchor on May 27, 2011, 12:54:52 pm
I guess he means this: http://ourl.ca/7575/197926


Thanks, it is indeed looking a blast =D
Title: Re: Nightmare
Post by: Stefan Bauwens on May 27, 2011, 12:55:58 pm
It makes me feel like my glasses are greasy. xD
Title: Re: Nightmare
Post by: Munchor on May 27, 2011, 12:56:36 pm
It makes me feel like my glasses are greasy. xD

I like that effect, I think it could have some greenfoot or builderboy reference though
Title: Re: Nightmare
Post by: Builderboy on August 27, 2011, 05:33:36 am
So this is one of the projects I will definitely be continuing, and have been working on a little recently.  I have been working on coding all of the different types of enemies, as well as adding in all the different objects, items, and weapons that will be in the game.  I also wrote a new Bone Skeleton controlling system to help control creatures with many legs.  You can get a preview of the system here: http://greenfootgallery.org/scenarios/1034 (http://greenfootgallery.org/scenarios/1034).

I have been working on many of the monsters, and while not many of them will be present in the early levels, I can't wait to add them in ^^ Hopefully there will be an update soon, although it will likely only have 1 additional chapter,  but with all the levels and engine upgraded.
Title: Re: Nightmare
Post by: DJ Omnimaga on August 31, 2011, 03:20:14 pm
Cool to hear, I hope to see more progress soon ^^
Title: Re: Nightmare
Post by: Builderboy on September 03, 2011, 08:56:40 pm
Heh I'm working on one of the biggest monsters yet, and its been really interesting working with all these variables like:

int KillingMode
Object deathTarget
Method tearBodyParts
double bloodAmmount
Method sprayBlood

XD There should be a new release realllllly soon, I'm almost finished with this last section of the level
Title: Re: Nightmare
Post by: DJ Omnimaga on September 04, 2011, 08:33:56 pm
Awesome, also I just checked and this menu is awesome O.O
Title: Re: Nightmare
Post by: Builderboy on September 04, 2011, 08:37:43 pm
Ok the next update is out :D A bunch of extra content was added, as well as a bunch of new features such as a smexy menu, volume control effects for ambiance, custom mouse images, and mouse wheel scrolling for weapons!

You can play the latest version right now at this link!

http://greenfootgallery.org/scenarios/1083

Also, there have been some issues with the sound not working, so if you come across that or any other bugs, please post them and any information you have such as your OS and info.
Title: Re: Nightmare
Post by: DJ Omnimaga on September 04, 2011, 09:00:29 pm
Awesome! Just played now, although I got stuck in the part where you connect 3 wires to the right spots. You also need to add some scary sound when you encounter the first enemy, because I wasn't scared. I even thought it migth be an actual person wanting to help :P
Title: Re: Nightmare
Post by: Builderboy on September 04, 2011, 09:03:28 pm
Ah yeah I was wondering if I should add in some scary sounds there.  I was also a bit worries about the 3 cable puzzle, you need to figure out the right order to connect the 3 wires, I'll see if I can put in some visual clues :)
Title: Re: Nightmare
Post by: DJ Omnimaga on September 04, 2011, 10:11:53 pm
I actually just tried each order, but lights would turn green eventually, so it got easier. Only problem: I had no clue what to do after the puzzle... ???
Title: Re: Nightmare
Post by: Builderboy on September 04, 2011, 10:27:51 pm
the lights should turn on and a door will unlock in the top right of the room, mayhaps i should make a wire leading there ^^
Title: Re: Nightmare
Post by: DJ Omnimaga on September 04, 2011, 10:31:00 pm
It was still locked O.O
Title: Re: Nightmare
Post by: Builderboy on September 04, 2011, 10:33:20 pm
Yeah i just had the same issue with leafiness D: something went wrong with the script, I think an AND gate trigger is failing :( I'll see if I can get an update in soon, in the meantime you can cheat and press N to noclip >:D
Title: Re: Nightmare
Post by: DJ Omnimaga on September 04, 2011, 10:51:35 pm
Ah sorry to hear. By the way checkpoints/saving would be nice :P
Title: Re: Nightmare
Post by: Builderboy on September 04, 2011, 10:58:27 pm
Heh yeah thats coming soon, I have the next level already underway, along with a whole host of new features.  For now, you can press L and a number from 1 to 6 to load to a specific area
Title: Re: Nightmare
Post by: DJ Omnimaga on September 04, 2011, 11:00:36 pm
KLol you should remove those cheats or change them later, though, so there aren,t too many spoilers :P

(It kinda reminds me the test keys in RPG Maker, though, when running a game from the program)
Title: Re: Nightmare
Post by: Builderboy on September 04, 2011, 11:05:13 pm
yeah their definitely just for testing purposes, at the most they might be put under stronger protection such that you need a code or something to turn them on.
Title: Re: Nightmare
Post by: DJ Omnimaga on September 04, 2011, 11:08:13 pm
Also make sure they cannot crash the game easily, like what just happened to me :P (tried to connect the first wire thing right after the earthquake sequence :P)
Title: Re: Nightmare
Post by: Builderboy on September 04, 2011, 11:11:08 pm
Oh did it crash?  Like the game stopped working?  This was on the 3 wire puzzle?
Title: Re: Nightmare
Post by: DJ Omnimaga on September 04, 2011, 11:28:13 pm
Nah the 1 wire thing. The wire disappeared and it froze there. However keep in mind I cheated with N, skipping the picaxe and key.
Title: Re: Nightmare
Post by: Builderboy on September 04, 2011, 11:29:25 pm
ah yeah if you skip a certain event with N, connecting the wire will crash the game.
Title: Re: Nightmare
Post by: DJ Omnimaga on September 04, 2011, 11:30:51 pm
AH ok that explains it then. I wasn't too sure if it was due to some bug in the event code or something that could cause problems later. Also I just lost :P
Title: Re: Nightmare
Post by: Builderboy on September 04, 2011, 11:31:41 pm
Did you get past the part with the 3 wire puzzle?
Title: Re: Nightmare
Post by: DJ Omnimaga on September 04, 2011, 11:33:01 pm
Not yet, I was busy checking some recent posts then later Starcraft II, so I might play later.
Title: Re: Nightmare
Post by: Builderboy on September 04, 2011, 11:33:58 pm
Ah gotcha ^^ It has a pretty dramatic ending to this section >:D
Title: Re: Nightmare
Post by: Eeems on September 05, 2011, 02:03:14 am
I really need to get java working again with firefox-nightly so I can test this out :P
Title: Re: Nightmare
Post by: DJ Omnimaga on September 05, 2011, 03:30:45 am
Lol nice Builderboy. Also that was kinda scary there. By the way people, if you play with loud volume, the scary feeling is even more present! O.O
Title: Re: Nightmare
Post by: Builderboy on September 05, 2011, 05:12:52 pm
Woot so new version is updated, with all of the bug fixes you guys found, as well as an addition sound here or there to enhance the gameplay in the right direction.  There is also now a level selection method, where you can enter the name of a certain chapter to start direction from that one.
Title: Re: Nightmare
Post by: leafy on September 05, 2011, 07:51:16 pm
I replayed it with sound and let me recommend something: Play with headphones. In a dark room.

Some recommendations to bboy when he gets on:
Use slightly less echoey sounds before the disaster. Add footstep noises.
At the final cutscene, make the scientist death scream vary, or it ends up being funnier than scary.
When your flashlight is off, boost the sound level a bit and make the random scares more prevalent.

I love the ambient noises. ^^

Title: Re: Nightmare
Post by: Builderboy on September 05, 2011, 08:13:24 pm
Yeah I definitely am working on that ending cutscene XD As well as adding in some actual animation for the doctor, cause right now he's just kinda sitting there.  And what kind of echo-ey sounds do you mean?
Title: Re: Nightmare
Post by: Darl181 on September 05, 2011, 08:40:06 pm
Maybe he means the <GENERAL NOTICE> thing?


btw it started randomly slowing down at one part.  Using WASD to move I went into the room with the 1-wire things, and after a bit in there WASD hardly worked anymore (tho the arrow keys were fine).  Resetting via the button on the bottom didn't fix it..

Title: Re: Nightmare
Post by: Builderboy on September 05, 2011, 08:44:48 pm
If wasd wasn't working but arrow keys were, It sounds like a keyboard problem, because the wasd keys and the arrow keys are literally treated as the exact same thing, they are coded into the same expression.  That sounds really weird tho, is it repeatable?
Title: Re: Nightmare
Post by: leafy on September 05, 2011, 08:45:16 pm
By echoey sounds I mean that the first bit has a less creepy overtone, so the sounds should feel more muted and warm. Also NPC chatter! xD
Title: Re: Nightmare
Post by: Darl181 on September 05, 2011, 08:54:57 pm
Idk if it's repeatable, I'll see if I can make it happen again.  (iirc I hit the button like 10 times in a second or something :P)

Are you editing the game or something atm btw?  It seems to be running slower now...just to take two steps takes about a whole second..even immediately after restart (both control layouts act as such)


EDIT: also can you describe the various options somewhere?
Title: Re: Nightmare
Post by: Builderboy on September 11, 2011, 07:14:44 pm
Alright so me and Leafiness have been teaming up to make the look and feel of Nightmare be more scary and suspenseful, and one of those changes is an overhaul of the graphical look of the game, the picture below shows just a couple of the changes that are being made to the graphics, and as you can see, there is a pretty significant difference already!

Title: Re: Nightmare
Post by: BlakPilar on September 11, 2011, 07:28:30 pm
Nice! It looks a lot better. I especially like how the flashlight is more realistic. Good job! :)
Title: Re: Nightmare
Post by: ztrumpet on September 11, 2011, 09:04:30 pm
I like the new version better as well.  I like the pronounced difference in part of the light shared by both light sources.
Title: Re: Nightmare
Post by: Darl181 on September 11, 2011, 10:03:43 pm
/me pokes builder to make the bar in his sig a link to the page on greenfoot so he doesn't have to go back to the first page every time :P

And wow, amazing O.O
Title: Re: Nightmare
Post by: Builderboy on September 11, 2011, 10:43:42 pm
I don't know how to make the bar into a link D: Any idea how?
Title: Re: Nightmare
Post by: ztrumpet on September 11, 2011, 10:45:01 pm
Like this:
[url=INSERT LINK HERE][img]http://userbars.removedfromgame.com/miniuserbars.php?bg=lightblue&msg=Nightmare&pct=18[/img][/url]

It's pretty simple. :)
Title: Re: Nightmare
Post by: Darl181 on September 11, 2011, 10:46:04 pm
Code: [Select]
[url=http://goo.gl/QMET][img]http://www.omnimaga.org/Themes/omnimaga4/images/omnimagabanner2010.png[/img][/url](http://www.omnimaga.org/Themes/omnimaga4/images/omnimagabanner2010.png) (http://goo.gl/QMET)

ninja'd :P
Title: Re: Nightmare
Post by: Builderboy on September 11, 2011, 10:47:54 pm
Excellent :D Thanks guys ^^
Title: Re: Nightmare
Post by: Munchor on September 12, 2011, 05:25:04 am
Builderboy, after the Earthquake and the monster attack I got stuck. I was just doing some heavy testing to the program to try and trick it. However, during the Earthquake I got stuck on the right of the table :P

Also, it's supposed to be open-source, but where is it? Thanks!
Title: Re: Nightmare
Post by: Builderboy on September 12, 2011, 01:45:24 pm
Could you explain more in detail about how you got stuck?  I can't replicate it.

And on the Greenfoot page, if you press the 'Open in Greenfoot' button, it will download the source
Title: Re: Nightmare
Post by: Builderboy on October 16, 2011, 11:51:02 pm
So quick update on this, I am currently working on transferring all of my code from Greenfoot and into using a new library I found called Slick.  It runs using OpenGL, and so is much faster, as well as giving me a bit more control over how my game is going to look in the end.  For instance, using Greenfoot, it is impossible to get rid of those rather annoying START and RESET buttons >.< So everything is going good right now, I am planning to create classes in Slick that are similar to those of greenfoot, just so I don't have to rewrite much.  It does support all the functionality I currently have implemented, such as transparent images and sounds and colume control ect... so I am confident that this transfer will go smoothly, and I will end up with a much faster and cleaner version of Nightmare!

Wish me luck!
Title: Re: Nightmare
Post by: Eeems on October 17, 2011, 01:36:37 am
So quick update on this, I am currently working on transferring all of my code from Greenfoot and into using a new library I found called Slick.  It runs using OpenGL, and so is much faster, as well as giving me a bit more control over how my game is going to look in the end.  For instance, using Greenfoot, it is impossible to get rid of those rather annoying START and RESET buttons >.< So everything is going good right now, I am planning to create classes in Slick that are similar to those of greenfoot, just so I don't have to rewrite much.  It does support all the functionality I currently have implemented, such as transparent images and sounds and colume control ect... so I am confident that this transfer will go smoothly, and I will end up with a much faster and cleaner version of Nightmare!

Wish me luck!
Good luck!
Title: Re: Nightmare
Post by: DJ Omnimaga on October 17, 2011, 01:54:14 am
Nice to hear Builderboy! I hope it's not too hard, though. Personally I think it's a good idea, though, since I remember you talked about some limitations, such as your 3D FPS game where you couldn't even add textures. Also if Greenfoot ever shutted down, would all GF games stop working even if they're hosted elsewhere?

On a side note, it would be nice if we could play in full screen too (or scaled up 2x). :D
Title: Re: Nightmare
Post by: Builderboy on October 17, 2011, 02:03:07 am
If I hosted the Greenfoot games myself they would work fine, as well as the ones that are in the downloads section will always work too.

Also, fullscreen is something totally possible with this new engine >:D
Title: Re: Nightmare
Post by: Eeems on October 17, 2011, 02:04:19 am
Btw, just played through the most recent version ( since I hadn't had time to ). It is so good. I can't wait for more :P
Title: Re: Nightmare
Post by: Builderboy on October 17, 2011, 02:05:55 am
I'm hoping for a halloween release (which probably won't be in the new engine yet) for some new content :D
Title: Re: Nightmare
Post by: DJ Omnimaga on October 17, 2011, 02:26:39 am
It would be nice indeed. Btw is the latest version the same as the one I commented on last time? I didn't reread through all the thread.
Title: Re: Nightmare
Post by: Builderboy on October 17, 2011, 02:34:26 am
Yeah it is ^^
Title: Re: Nightmare
Post by: DJ Omnimaga on October 17, 2011, 03:00:32 am
Ah ok, so I'm gonna wait for the next one then. I might actually retry it, though, but I tend to have less time lately. D:
Title: Re: Nightmare
Post by: TIfanx1999 on October 17, 2011, 05:44:37 am
So quick update on this, I am currently working on transferring all of my code from Greenfoot and into using a new library I found called Slick.  It runs using OpenGL, and so is much faster, as well as giving me a bit more control over how my game is going to look in the end.  For instance, using Greenfoot, it is impossible to get rid of those rather annoying START and RESET buttons >.< So everything is going good right now, I am planning to create classes in Slick that are similar to those of greenfoot, just so I don't have to rewrite much.  It does support all the functionality I currently have implemented, such as transparent images and sounds and colume control ect... so I am confident that this transfer will go smoothly, and I will end up with a much faster and cleaner version of Nightmare!

Wish me luck!

Awesome, I hope the transition goes smoothly for you. =)
Title: Re: Nightmare
Post by: ztrumpet on October 17, 2011, 07:50:52 pm
Good luck with the transition.  A Halloween release sounds awesome. :D
Title: Re: Nightmare
Post by: Builderboy on December 03, 2011, 05:30:14 pm
I've scared myself a couple times while working on this recently O.O

In other news I have a new area that is being worked on!  As well as some revamping of a previous cutscene that was questionable.  I have 2 new enemies finally working, which are both very very creepy and discerning D: I also found some excellent Royalty free creepy ambient music, so prepare for ultimate creepyness!
Title: Re: Nightmare
Post by: Builderboy on December 05, 2011, 11:32:30 pm
*Bump!*  I have a small update for you all!  There is a bunch of new content and features I've added, but unfortunately the Greenfoot Gallery where I host my stuff is currently experiencing bugs that prevent my scenario from being uploaded there, so I have to release the individual Jar instead of hosting it online.  No worries though, I attached it and everything should be dandy ^^ When ingame, press and hold L+6 to skip right to the new content!

Also here is a screenie for those of you lacking Java or have computers that refuse to comply with your needs!
(http://i199.photobucket.com/albums/aa72/builderboy2005/Mrrrrr.jpg)

EDIT: It would seem I need to host the files elsewhere for now, as Omni seems to be having an issue uploading files D:  Here (http://www.mediafire.com/download.php?zrc98valq6i1r5p) is the link to the Jar
Title: Re: Nightmare
Post by: leafy on December 06, 2011, 01:17:40 am
Do we need anything special to run the .jar? Are there any Greenfoot libs we need to download?
Title: Re: Nightmare
Post by: Builderboy on December 06, 2011, 02:54:48 am
Nope, you just double click it like an .exe. :D
Title: Re: Nightmare
Post by: Eeems on December 06, 2011, 07:36:44 pm
Trying to run it just gives me a tiny window that I can't do anything with. I'm using Java 7 on windows 7 64bit.
Title: Re: Nightmare
Post by: Builderboy on December 06, 2011, 08:13:48 pm
Blarg!  The same bug that prevents scenarios from being loaded online also is preventing them from working in .jar's  :banghead:  I guess I will just have to wait for them to finish this until anybody can try my game :( Unless you wan't to go download Greenfoot and then go download my source and recompile :P
Title: Re: Nightmare
Post by: Builderboy on December 07, 2011, 02:23:44 pm
*Bump*!  Yay Greenfoot fixed their gallery issue!  You can now play Nightmare right Here! (http://greenfootgallery.org/scenarios/2017)
Title: Re: Nightmare
Post by: Eeems on December 08, 2011, 07:24:22 pm
*Bump*!  Yay Greenfoot fixed their gallery issue!  You can now play Nightmare right Here! (http://greenfootgallery.org/scenarios/2017)
Woo!
Playing it now :)
Title: Re: Nightmare
Post by: Deep Toaster on December 08, 2011, 08:17:34 pm
I just tried it, and dang... That is one epic-looking game. I have to play the whole thing sometime :D
Title: Re: Nightmare
Post by: BlakPilar on December 08, 2011, 09:28:30 pm
Holy crap... This is amazing! I'm only half-way done with chapter 2 (I'm guessing), but still; I love it. It's really fun, suspenseful, and scary.

Just one thing, though: sometimes light isn't consistent around boxes. Sometimes it'll be gradient-y around them, and sometimes it'll be really dark like around corners. I don't really mind it, but I thought I'd just point it out.

Awesome game though!
Title: Re: Nightmare
Post by: Builderboy on December 08, 2011, 09:40:54 pm
Glad you guys are liking it! :D BlakPilar, would you be able to take a screenshot of the two different lighting cases?  I can't seem to replicate the effect you are describing, or either don't quite know what you mean.  I also just realized that for some reason my custom cursor effect isn't working so I have to work on getting that fixed D:
Title: Re: Nightmare
Post by: BlakPilar on December 08, 2011, 09:50:39 pm
Yeah, sure. I just turned off my laptop, but I'll do it tomorrow after school. It was somewhere at the end of chapter 1 or the beginning of chapter 2, iirc. And the cursor was working fine for me, if it was supposed to look a crosshair. It didn't show up until I turned all of the quality settings up, though.
Title: Re: Nightmare
Post by: Builderboy on December 08, 2011, 09:51:56 pm
Yeah I've realized that the reason the cursor isn't showing up is because for some reason the game isn't even loading the main menu O.O I think it might be another Greenfoot bug but I have to run some more tests...
Title: Re: Nightmare
Post by: BlakPilar on December 09, 2011, 05:12:56 pm
Alright, here it is. I thought it was boxes, but it's a corner of a desk.
Title: Re: Nightmare
Post by: Builderboy on December 09, 2011, 07:40:02 pm
So what did you mean by gradient-y?  I can't see any odd graphical errors in that screenshot, unless you meant it was a mistake in recognizing a crate on your part?
Title: Re: Nightmare
Post by: BlakPilar on December 09, 2011, 07:48:55 pm
Well, I didn't show a picture of that part, but for crates and other counters (like the right half) it wraps around like normal light, but for the left half it acts like it's a corner.
Title: Re: Nightmare
Post by: Builderboy on December 09, 2011, 07:51:33 pm
What do you mean by 'It wraps around like normal light'?  Or by acting like a corner?
Title: Re: Nightmare
Post by: BlakPilar on December 09, 2011, 07:59:55 pm
Um... On the right side the light spills over the counter but it's not as bright; but on the left side there is no gradual change from light to dark. (Sorry I'm not a good describer.)
Title: Re: Nightmare
Post by: Builderboy on December 09, 2011, 08:04:42 pm
The gradient you see is just part of the natural flashlight beam, as there isn't any part of the counter that affects shadows.  The little console light might be making it hard to see, but the flashlight naturally has a gradient at the edges of the beam on both sides. 
Title: Re: Nightmare
Post by: Darl181 on December 10, 2011, 02:22:11 am
The gradient you see is just part of the natural flashlight beam, as there isn't any part of the counter that affects shadows.  The little console light might be making it hard to see, but the flashlight naturally has a gradient at the edges of the beam on both sides. 
...and when part of the beam is blocked by a wall crate etc it's sharply cut off? (I'm guessing there's a supposed "window" over the console)
Title: Re: Nightmare
Post by: Builderboy on December 10, 2011, 03:36:19 pm
Yeah there is a window over the console, the wall/pillar is cutting off the beam equally on both sides
Title: Re: Nightmare
Post by: Builderboy on January 19, 2012, 11:54:08 pm
Update! :D I added 3 whole new areas!  For those of you who have been playing, press L and 8 to jump to the most recently added area!  I've been adding some really neat shadow effects, and some of the new areas really use the scripting engine to it's fullest.  Greenfoot is in the middle of adding some persistent data support, so soon people with Greenfoot accounts will be able to save their progress ^^

Linky! (http://www.greenfoot.org/scenarios/2017)
Title: Re: Nightmare
Post by: thydowulays on January 20, 2012, 08:05:24 am
Jesus, I had my Turtle Beaches on, and got to the part with the table and the testing, and then it made that explosive sound and I bout crapped my pants
Title: Re: Nightmare
Post by: TIfanx1999 on January 20, 2012, 08:17:28 am
@BB: Nice! Gonna check it out soon. =)
Title: Re: Nightmare
Post by: Builderboy on January 20, 2012, 08:20:59 pm
I'm glad that part made you jump thydowulays!  How far did you get into the game?  Any other memorable moments.  And can't wait for you to try it Art_of_camelot! :D
Title: Re: Nightmare
Post by: saintrunner on January 20, 2012, 08:27:47 pm
This is looking really good :)
Title: Re: Nightmare
Post by: Thundermagnet on January 20, 2012, 09:18:22 pm
Builderboy, what inspired you to make it so that the room above the one with the axe has a person in a chair before you pick up the axe, but not after?  Is it the zombie that staggers after you in chapter two?  (The first one...)  I don't know what is creepier...  The missing person or how the door opens and a zombie charges you...

While you feel like this:   :evillaugh:   ;D   :angel:
I feel like this:     :crazy:   :w00t:   *.*
and this:   :thumbsup:

But seriously, what is the point of the disappearing person, and what is the point of that particular room?
creepy.
Title: Re: Nightmare
Post by: Builderboy on January 20, 2012, 10:58:30 pm
I think some more important questions are why is he sitting in a chair calmly while there is an evacuation underway?  Is he unable to move?  And if so, what moved him?
Title: Re: Nightmare
Post by: Thundermagnet on January 20, 2012, 11:29:52 pm
All of the atoms that make up his blood have stopped their circulatory pattern?...
But what I want to know is why did you spend the time coding that he would disappear, when you could barely see him in the first place?
(Stroking chin and speaking these next words in a slow, creepy voice)  What is haaaaaappeniiiiing?

Of course, by asking these things, now I must ask:  What actually happened to the building?  Was it local or widespread?
(I like asking questions...)
Title: Re: Nightmare
Post by: saintrunner on January 20, 2012, 11:42:52 pm
you'll have to find out  :evillaugh:
Title: Re: Nightmare
Post by: Thundermagnet on January 20, 2012, 11:43:54 pm
Saintrunner!  I have been playing that game for a long, long time.  I still don't know what that room's purpose is!
Title: Re: Nightmare
Post by: saintrunner on January 20, 2012, 11:49:18 pm
the games not over yet! i lost...
Title: Re: Nightmare
Post by: Builderboy on January 22, 2012, 10:36:52 pm
In truth, there is never going to be an explanation XD In other news however, I just did another small update (no new areas) but I added some new content!  There is more gore in the Surgery area, as well as some added scares.  In the maintenance area, you can now catch a glimpse of a new monster!  The one you were working on Saintrunner ;)
Title: Re: Nightmare
Post by: Thundermagnet on January 22, 2012, 10:40:10 pm
I have a bad feeling about this...

Oi!  Why did you get rid of the "zombie" who comes after you after the power is restored in the surgery block?  (He/She/It used to be the first zombie...)
Title: Re: Nightmare
Post by: Builderboy on January 22, 2012, 11:52:58 pm
I didn't, I just changed it to a conditional scare.  There are a series of possible scares in each level, and only a select few are chosen in each area.
Title: Re: Nightmare
Post by: shmibs on January 23, 2012, 05:27:02 am
i love all the updates!
a question: why do all the boxes in this room see you as the light source rather than the glow in the centre of the room?
Title: Re: Nightmare
Post by: Builderboy on January 23, 2012, 01:43:06 pm
That is a basic part of the shadow engine that is flawed, but you  have got me thinking of a way to fix it and make the lighting system in general better!  Time to get to work  :D

Has anybody seen the new monster yet? >:D

EDIT: Ok the new Lighting system is in development and already you can see awesome differences!  Below is a before and after screenshot of the same room.  As you can see, the shadows cast by the flashlight now actually make sense, in that they aren't too dark, and they only block the light instead of just blindly painting dark over every box.  There is a bit of a speed loss, but shadows for all objects can be turned down and off through the shadow quality slider in the options menu.

When you turn off your flashlight, all the shadows go away as well, since static lights like the light in the room can't cast shadows on objects like the crates (for performance reasons).
Title: Re: Nightmare
Post by: squidgetx on January 23, 2012, 03:14:50 pm
Wow, haven't seen this thread for a while

Everything looking really nice so far, great job builderboy
Title: Re: Nightmare
Post by: saintrunner on January 24, 2012, 03:05:04 pm
Yes!! I can't wait till tomorrow when I am reunited with my laptop and I can see my glorious creation in action!!
Title: Re: Nightmare
Post by: Scipi on January 24, 2012, 04:45:29 pm
You should have something to where if your light is out for too long, that thing that's stalking you appears and kills you.
Title: Re: Nightmare
Post by: Builderboy on January 26, 2012, 04:33:42 pm
Alright everybody!  I have a question to ask all of you!  I have been implementing ammunition and I have a question.  In many FPS games, you have a certain number of bullets per clip, but when you reload without emptying a clip, the bullets you don't use somehow get magically saved instead of thrown out with the clip.  You can fire 1 bullet and then reload continuously and you will still use up all of your bullets.  Obviously this isn't realistic, but is this a preferred effect anyways?

So the question is in the Poll, save all bullets when you reload, or extra bullets get lost when you thrown out a clip?

EDIT: and yeah I can't add a poll >.< Is there some way to do that?
Title: Re: Nightmare
Post by: saintrunner on January 26, 2012, 04:38:17 pm
should be a poll thing at the bottom of this thread for you

edit: it should say 'Add Poll'. use that

and as for bullets I vote just refilling them, like in Modern Warfare, and most other shooting games, you reload your mag, and your reserves just add to your current ammo in the gun
Title: Re: Nightmare
Post by: Builderboy on January 26, 2012, 04:51:31 pm
Yay poll added ^^ And yeah that what I am thinking.  I'm just wondering if maybe it could add an interesting game element.  Be even more careful with your ammo!

Also did you catch the glimpse of your creation? >:D
Title: Re: Nightmare
Post by: saintrunner on January 26, 2012, 04:54:41 pm
Not yet, I'll go play it...what are the key-presses to skip ahead again?
Title: Re: Nightmare
Post by: Thundermagnet on January 26, 2012, 05:10:22 pm
Where can this "creation" be found?  (I have a feeling I know what it is...)  What chapter?  
AND
What is that thing that "eats" the guy who was hiding in chapter two?  Name?
Is it Bob?  Joe?

P.S.  Everybody do the poll!
Title: Re: Nightmare
Post by: saintrunner on January 26, 2012, 05:19:59 pm
So BBoy, I don't think I will be able to get to my creation O.O cause I keep losing my flashlight and can't see...then I get lost :(
Title: Re: Nightmare
Post by: Builderboy on January 26, 2012, 05:24:22 pm
Were you able to pick up a flare?  Your flashlight goes out but there are flares you can grab to be able to see.  And it is in chapter 4, the maintenance area.
Title: Re: Nightmare
Post by: saintrunner on January 26, 2012, 05:25:43 pm
Yeah, but my flares didn't last long enough, I am a bit of an explorer.
Title: Re: Nightmare
Post by: Builderboy on January 26, 2012, 05:39:23 pm
Well that's good user info to help me get the number of flares right, seems it is universal that I need to add more flares, so that is what I will do :P
Title: Re: Nightmare
Post by: Scipi on January 26, 2012, 06:28:16 pm
Yeah, I actually got lucky a few times with the flares by guessing where to go after I ran out. That's a brilliant part of the game though.
Title: Re: Nightmare
Post by: Thundermagnet on January 26, 2012, 08:54:19 pm
Why doesn't this guy just jump out a window?  ;D

Builderboy:  Why don't you add a shirt that glows in the dark?  When you walk under one of those creepy flashing lights, it could charge.  Then, it would slowly (very slowly) fade until you could find another light.  Also, I convinced saintrunner to change the sprite for his creation.  Don't get too attached to the current...  thing.
Title: Re: Nightmare
Post by: jsj795 on January 26, 2012, 09:17:37 pm
i was in the middle of chapter 4 and i accidentally clicked the reset button, and lost the motivation to restart chapter 4 :(
but it was really really fun and scary :o nice game!
Title: Re: Nightmare
Post by: Builderboy on January 26, 2012, 09:27:33 pm
Why doesn't this guy just jump out a window?  ;D

Builderboy:  Why don't you add a shirt that glows in the dark?  When you walk under one of those creepy flashing lights, it could charge.  Then, it would slowly (very slowly) fade until you could find another light.  Also, I convinced saintrunner to change the sprite for his creation.  Don't get too attached to the current...  thing.

This hospital is many floors high!  Jumping out of a window would be extremely difficult :P Not to mention not many windows have been encountered so far.  A glowing shirt might work, or at least a very faint glow around the character.  I am also going to add a bunch more flares, I think nobody realized you can break one of the first boxes you see to get an extra flare, and that one turns out to be very useful XD

And I can't wait to see the new sprite for the creation :) Has anybody caught a glimpse of the current one?

i was in the middle of chapter 4 and i accidentally clicked the reset button, and lost the motivation to restart chapter 4 :(
but it was really really fun and scary :o nice game!
You can press L + 0 to jump right to the part where your flashlight dies if that helps :) Glad you are liking it!
Title: Re: Nightmare
Post by: saintrunner on January 26, 2012, 10:02:15 pm
And I was unaware this new sprite I'm making was for the game O.O I thought it was just for fun, but I'll show it too you , BBoy, when it's done...if you use it, let it be the giant FATHER! just add it in and the other one is the mom! and would you mind making a skip for me to get straight too my creation? I'm too busy right now to play up too it :P
Title: Re: Nightmare
Post by: Thundermagnet on January 26, 2012, 10:36:17 pm
Father?  This new one is like the price of chaos, the doomed demon, and if it moves fast...  Turn around and there would be a giant... thing...  MWAHAHAHAHAAAAAAA!!!   :evillaugh:
Title: Re: Nightmare
Post by: Builderboy on January 26, 2012, 10:51:36 pm
The creation appears in the middle of a level, and in a select random locations so making a jump to that location would be difficult.  The closest you can get would be to go to L + 0.  And are you guys talking about a second giant creation? O.O We shall see if there is a need for a second :P One might be just enough
Title: Re: Nightmare
Post by: Thundermagnet on January 26, 2012, 11:05:27 pm
You would change the original to this new sprite...  It is much creepier.
Title: Re: Nightmare
Post by: Builderboy on January 26, 2012, 11:08:59 pm
Can't wait to see it ^^
Title: Re: Nightmare
Post by: saintrunner on January 27, 2012, 02:59:03 pm
Give me a week, I will be away again this weekend, and then I can work on ig next week

Edit: also I got to see a picture of my creation, but since this is my first addition to a computer game, I'd really appreciate feedback from all who see it, that way I can grow in my graphics design for future projects :) Oh and BBoy you are awesone for letting me help :) :) :)
Title: Re: Nightmare
Post by: Builderboy on January 28, 2012, 02:30:18 am
Lol so despite the poll, I decided to save all bullets and no discard the extra ones left over in a half empty clip.  It just felt awkward when you had a clip of 25 bullets and missing 1, and when you reloaded you lost 24.  I am now working on getting all the guns online, as well as getting death working finally.  After I get everything working, finalize the new shadow engine, and put some more flares in the maintenance area I will release a new version.  After that its back to work on more areas!
Title: Re: Nightmare
Post by: saintrunner on January 29, 2012, 07:38:51 pm
I finished the new spider, this time I saved a WHOLE lot of time and just took a real spider image, and just 'graphitized' it, do you want me to post it here, or do you want me to PM it to you so you can decide on using it or not? It looks pretty awesome!
Title: Re: Nightmare
Post by: Builderboy on January 30, 2012, 12:45:54 am
You can PM it :)
Title: Re: Nightmare
Post by: saintrunner on January 31, 2012, 08:22:34 pm
I hope you enjoy your weapon arsenal :)

Title: Re: Nightmare
Post by: nxtboy III on January 31, 2012, 08:38:02 pm
!!!!
Those look amazing!!
Title: Re: Nightmare
Post by: saintrunner on January 31, 2012, 08:46:47 pm
Thanks :) and yes they are my own originals! I did it all from scratch (it helps be around guns a lot)
Title: Re: Nightmare
Post by: nxtboy III on January 31, 2012, 09:06:10 pm
and yes they are my own originals! I did it all from scratch

woow...
That is really cool.   :o
Title: Re: Nightmare
Post by: Builderboy on January 31, 2012, 09:07:44 pm
Looks awesome!  I might scale them down slightly, but looking very cool ^^
Title: Re: Nightmare
Post by: saintrunner on January 31, 2012, 09:18:55 pm
to match proportions, I had to make them like that :( but if you can scale them down, go ahead :)
Title: Re: Nightmare
Post by: Builderboy on January 31, 2012, 09:20:10 pm
I just did a basic 50% scale (70% for the magnum to make it look more powerful than the pistol) and they still look amazing :D  There should be a new version of Nightmare out by the end of the night with fancy ammo pickups ^^

(and maybe a cheatcode to unlock all of the weapons :D)
Title: Re: Nightmare
Post by: saintrunner on January 31, 2012, 09:21:05 pm
(I think I deserve that considering they are my guns ;) )
Title: Re: Nightmare
Post by: Builderboy on January 31, 2012, 09:26:17 pm
I have the M16 finished (the gun looks a bit weird in his hand but it's a work in progress :P) I just need to code the shotgun and we're golden!
Title: Re: Nightmare
Post by: Builderboy on February 01, 2012, 01:11:08 am
Alright Nightmare has been updated!  The main focus of the update was the weapondry!  With the help of Saintruner, I got some excellent gun sprites (although not all can be seen yet, since only ammunition for the pistol has been added to the game so far) and finished the coding for all 5 weapons.  They are as follows:

Axe: The first weapon you get, this trusty axe never runs out of Ammo, and is excellent in close situations because of it's wide range of effect.
Pistol:  The good all-around weapon, you can find ammo for this gun all over the place, and is good in many situations.  It has a fairly large clip size, holding 25 bullets at a time, and reloading is fairly fast.
Magnum:  A monster of a gun, 2 shots from the magnum will kill a zombie instantly!  Be careful though, because the magnum only holds 6 bullets at a time, and can be slow to reload.  Make sure to ration your ammo for the important moments!
M16: The M16 machine gun mows down enemies like no other.  With a massive 45 bullet clip, the bullets never seem to end!  The weapon has extremely fast reload times as well, just be careful not to waste all of your ammo by spraying!  This is the first gun that also doesn't have 100% accuracy towards the mouse.
Shotgun:  What better weapon to fight off hoards of zombies than the traditional shotgun?  This weapon has enough punch to kill a zombie in 1 hit if you manage to get him up close, and is exceptionally good when you are getting swarmed with enemies.  With 8 shells to a clip, and slightly slow reload time, watch out to make sure you don't get caught reloading!

Another large addition included in the update was a brand new shadow engine, thanks to the prompting of Shmibs.  Beforehand, there were restrictions and inaccuracies of the engine that went unchecked because I did not know how to fix them.  The new engine improves shadows in several areas:

Static Shadows: Static Lights now cast shadows on all objects, including crates and other semitransparent objects.  This only happens at the highest quality setting though, as it is fairly speed intensive if there are a lot of objects and lots of lights.
Realistic Shadows:  Additionally, the shadows cast no longer work by painting over with a grey polygon, but actually erase parts of the light source, which is much more realistic.  This can be seen when the flashlight is pointing at a set of crates.  The crates will block the light that is sent at them, but crates not in  the light will not cast shadows anymore.
Static Light Interaction:  Before, due to the way shadows worked, two static light sources could not intersect and both cast shadows at the same time.  With the new engine, any number of static lights can be intersecting and casting shadows all at once!
Muzzle Flashes: And the last addition to the lighting engine is the effect of muzzle flashes!  When you fire your weapon, the area around you will be briefly lit up, and there will be a burst of flame from the tip of your gun.  This can even be used to find your way through dark areas as a last resort.

Additionally, death no longer simply errors, but actually restarts the area from the beginning like logic says it should :D  So what are you waiting for, try the all new Nightmare engine right now  :thumbsup: And if you needed any more incentive, you can press M to unlock all of the weapons with over 9000 bullets each!  Just make sure you already have at least the axe or else it will complain.
Title: Re: Nightmare
Post by: Binder News on February 12, 2012, 11:46:51 am
I found a glitch. When you're in the testing room, and the siren is going off, and the table is flying around, if you walk into the doorway (the one you entered through), then you'll get stuck in the wall.
Title: Re: Nightmare
Post by: Builderboy on May 13, 2012, 11:04:28 pm
Alright, another update!  This time I have completely re-worked the physics engine, both to make a bit more sense, and to make adding objects easier.  Plus, now you can push around boxes :P I have also taken advantage of a new Greenfoot feature to rework the progress saving method.  Now you can quickly load any chapter that you have already visited, and progress is saved between plays if you have Greenfoot account! 

I also added a new area, that can be accessed by pressing L+Q at the same time once you are ingame.  It's pretty nifty, and there are some new enemies as well :) It's a bit short for now, as it's still in production, but cool nonetheless!
Title: Re: Nightmare
Post by: Builderboy on September 08, 2012, 06:49:48 pm
So this is not a big update, but a major change in the direction that this game is going in.  As some of you may know, I have been working at a company called Leap Motion, and while there, I have learned a whole bunch of stuff, which includes OpenGL.  With my newfound knowledge, I have taken it upon myself to completely rewrite the graphics engine in OpenGL using the Lightweight Java Game Library, which is the same graphics library that Minecraft uses!  I am also moving away from Greenfoot and into Eclipse.  While I was at Leap Motion, I grew used to Visual Studio and all the awesome features it gave, and Greenfoot is just too lacking for me anymore.  I will also probably be upgrading the scripting engine a bit, but that is a bit less of a change :P

Anyways, I have already started work porting it over, and already the results are looking awesome!  Below is a screenshot of the beginning of the new lighting engine. All lights will be dynamic (be able to move around) have different color abilities (impossible with the old engine), and cast soft shadows across everything! 
Title: Re: Nightmare
Post by: blfngl on September 08, 2012, 10:43:30 pm
Nice! Very beautiful :) Is that a door frame or a missing puzzle piece...? :3
Oh, I think I crapped my pants a few times while playing Nightmare.
Title: Re: Nightmare
Post by: leafy on September 08, 2012, 11:11:17 pm
Excellent! It's great seeing that you've begun using Eclipse, it should definitely help with those larger projects :D

As for Nightmare, that screenshot looks amazing! The soft shadows will certainly add to the feel of the game :)
Title: Re: Nightmare
Post by: blfngl on September 08, 2012, 11:15:29 pm
Oh, that screenshot was from Nightmare. Looking good with the shading! :)
Title: Re: Nightmare
Post by: Sorunome on September 09, 2012, 12:58:23 am
That's looking awesome! It's already great so far!
Title: Re: Nightmare
Post by: Munchor on September 10, 2012, 07:58:30 am
There used to be a way to play this on the browser, is it still possible? I can't find it :s
Title: Re: Nightmare
Post by: Builderboy on September 10, 2012, 10:27:41 am
Check the first post :D
Title: Re: Nightmare
Post by: Munchor on September 10, 2012, 10:51:34 am
Quote
EDIT: Game is currently not working on the gallery... trying to fix

I see, I'll try that Greenfoot thing, I hope it's cross-platform. Good luck fixing it!
Title: Re: Nightmare
Post by: Binder News on September 10, 2012, 01:42:25 pm
Wohoo. Gotta love OpenGL. And that screen shot looks awesome. Just a comment that when using Java form real-time games, be wary of creating too many objects. If the garbage collector runs while someone is playing the game, it can be really disconcerting. Lol.
Title: Re: Nightmare
Post by: Munchor on September 10, 2012, 01:55:20 pm
Wohoo. Gotta love OpenGL. And that screen shot looks awesome. Just a comment that when using Java form real-time games, be wary of creating too many objects. If the garbage collector runs while someone is playing the game, it can be really disconcerting. Lol.

I don't get it Binder, Java's Garbage Collector deletes objects which are being used?

EDIT
I just tried with Greenfoot, it either takes more than 10 minutes to load, or it's not loading, because no game is ever loaded :s
Title: Re: Nightmare
Post by: Binder News on September 27, 2012, 11:13:20 pm
No, but when the garbage collector runs, it freezes the rest of the program. If the GC runs while you're playing, it can be really weird to have the game just freeze for a second or two. The fewer objects you create, the less likely the GC is to run while you are playing the game.
Title: Re: Nightmare
Post by: Builderboy on September 28, 2012, 12:01:09 am
Binder, the Garbage Collector only runs if you have objects which are no longer being used.  I can create any amount of objects I want, as long as I keep references to them until I want them to be erased.  Additionally, when the level changes the area I request the GC to do all it can to collect objects, which helps keep the load off during the actual level. 

Oh and the game should work on the gallery, that was an outdated post saying it did not work.  Additionally many people have been playing it recently so there might be something wrong on your end Munchor.  You have the latest version of java downloaded?  What is your internet speed like?