Author Topic: Nightmare  (Read 88852 times)

0 Members and 2 Guests are viewing this topic.

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Nightmare
« Reply #345 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)

Offline saintrunner

  • Custom Spriter: You ask it! I'll Make it!
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1787
  • Rating: +115/-11
  • Flogging Molly
    • View Profile
    • Jonny K Music
Re: Nightmare
« Reply #346 on: January 31, 2012, 09:21:05 pm »
(I think I deserve that considering they are my guns ;) )
My Sprites Thread   :Updated often :) for your viewing pleasure

GAMES:

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Nightmare
« Reply #347 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!

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Nightmare
« Reply #348 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.

Offline Binder News

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 785
  • Rating: +46/-3
  • Zombie of Tomorrow
    • View Profile
Re: Nightmare
« Reply #349 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.
Spoiler For userbars:







Hacker-in-training!   Z80 Assembly Programmer     Axe Programmer
C++ H4X0R             Java Coder                           I <3 Python!

Perdidisti ludum     Cerebrum non habes

"We are humans first, no matter what."
"Fame is a vapor, popularity an accident, and riches take wings. Only one thing endures, and that is character."
Spoiler For Test Results:





Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Nightmare
« Reply #350 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!

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Nightmare
« Reply #351 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! 

Offline blfngl

  • LV4 Regular (Next: 200)
  • ****
  • Posts: 121
  • Rating: +3/-4
  • No worry, I'll surpass Calc84 in greatness...never
    • View Profile
Re: Nightmare
« Reply #352 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.
« Last Edit: September 08, 2012, 10:51:16 pm by blfngl »
GAMEGAMEGAMEGAMEGAMEGAMEGAMEGAMEGAMEGAME
My blog:

TiLibs
My Projects:
Minecraft Library

Offline leafy

  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1554
  • Rating: +475/-97
  • Seizon senryakuuuu!
    • View Profile
    • keff.me
Re: Nightmare
« Reply #353 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 :)
In-progress: Graviter (...)

Offline blfngl

  • LV4 Regular (Next: 200)
  • ****
  • Posts: 121
  • Rating: +3/-4
  • No worry, I'll surpass Calc84 in greatness...never
    • View Profile
Re: Nightmare
« Reply #354 on: September 08, 2012, 11:15:29 pm »
Oh, that screenshot was from Nightmare. Looking good with the shading! :)
GAMEGAMEGAMEGAMEGAMEGAMEGAMEGAMEGAMEGAME
My blog:

TiLibs
My Projects:
Minecraft Library

Offline Sorunome

  • Fox Fox Fox Fox Fox Fox Fox!
  • Support Staff
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 7920
  • Rating: +374/-13
  • Derpy Hooves
    • View Profile
    • My website! (You might lose the game)
Re: Nightmare
« Reply #355 on: September 09, 2012, 12:58:23 am »
That's looking awesome! It's already great so far!

THE GAME
Also, check out my website
If OmnomIRC is screwed up, blame me!
Click here to give me an internet!

Offline Munchor

  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 6199
  • Rating: +295/-121
  • Code Recycler
    • View Profile
Re: Nightmare
« Reply #356 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

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Nightmare
« Reply #357 on: September 10, 2012, 10:27:41 am »
Check the first post :D

Offline Munchor

  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 6199
  • Rating: +295/-121
  • Code Recycler
    • View Profile
Re: Nightmare
« Reply #358 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!

Offline Binder News

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 785
  • Rating: +46/-3
  • Zombie of Tomorrow
    • View Profile
Re: Nightmare
« Reply #359 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.
Spoiler For userbars:







Hacker-in-training!   Z80 Assembly Programmer     Axe Programmer
C++ H4X0R             Java Coder                           I <3 Python!

Perdidisti ludum     Cerebrum non habes

"We are humans first, no matter what."
"Fame is a vapor, popularity an accident, and riches take wings. Only one thing endures, and that is character."
Spoiler For Test Results: