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-   -   My FPS (http://www.alice.org/community/showthread.php?t=5046)

Fritz 09-20-2010 10:09 PM

My FPS Project
 
Well in my school, we have a big end of the year project in which we have to make a functional game and be able to have the class play it. This is my first week using the program and I think I have it pretty much down to science as I actually code java, not this graphical stuff lol but actual java. In my opinion, alice is kind of a joke because it's so strict and uncustomizable. Anyways, here is what I have so far.

You can download current release here: [url="http://www.alice.org/community/attachment.php?attachmentid=3653&d=1286511045"]V1[/url]

[U][B]Controls[/B][/U]
A: Run
Z: Crouch
E: Forward
S: Left
D: Backward
F: Right
Enter/Click: Shoot
Arrow Keys: Aim
Space: Jump

My log:
[CODE]09/20/10: Basic crosshairs and shotgun with shooting (no projectiles)
[B]09/21/10: Reloading, jumping, and crouching added
09/22/10: Ammo support with count with text and shotgun shells discharged from gun
09/27/10: Running and camera moving added
10/7/10: Zombie following, attacking, and running energy added[/CODE]

Media:

Zombie attacking, following, running energy, and shooting zombie: [url]http://www.youtube.com/watch?v=VM7vy_-Lvys[/url]
Running and aiming added: [url]http://www.youtube.com/watch?v=NEOMCPMBXF8[/url]
Ammo support and shell discharge: [url]http://www.youtube.com/watch?v=G_N-Ad809vE[/url]
Crosshairs and Shooting: [url]http://www.youtube.com/watch?v=fpmY87lxW5o[/url]
Reloading, jumping, and crouching: [url]http://www.youtube.com/watch?v=BR3kgT1XUxI[/url]

[IMG]http://www.picdrop.net/uploads/capture02.jpeg[/IMG]

[IMG]http://ploader.net/files/9a17f4ff989102cc4118cc9d8c3d91ba.jpeg[/IMG]

[IMG]http://ploader.net/files/604d273f447d3b2ace3605d1a590d0da.jpeg[/IMG]

[IMG]http://i52.tinypic.com/x2q91h.jpg[/IMG]

x2495iiii 09-21-2010 12:54 AM

[QUOTE=Fritz;25543]Well in my school, we have a big end of the year project in which we have to make a functional game and be able to have the class play it. This is my first week using the program and I think I have it pretty much down to science as I actually code java, not this graphical stuff lol but actual java. In my opinion, alice is kind of a joke because it's so strict and uncustomizable. Anyways, here is what I have so far.
[/QUOTE]

Java's kinda of a joke as well, as the most graphical things you can do with it looks like the crap 3 years olds make with MS Paint. It is more functional, stable and customizable than Alice, though, that's the truth.

Also, why'd you use one of the badly textured guns? Plenty of better ones out there.

jediaction 09-21-2010 06:46 AM

Yah. The guns on the wrong side to. Look at my AA-12 simulator

Fritz 09-21-2010 10:27 AM

[QUOTE=x2495iiii;25548]Java's kinda of a joke as well, as the most graphical things you can do with it looks like the crap 3 years olds make with MS Paint. It is more functional, stable and customizable than Alice, though, that's the truth.

Also, why'd you use one of the badly textured guns? Plenty of better ones out there.[/QUOTE]

This is from the pack of guns that you linked me to in my thread asking for fps arms. That's not really true about java, as it all comes down to the quality of the models that you are using. Not as much the language.

[QUOTE=jediaction;25550]Yah. The guns on the wrong side to. Look at my AA-12 simulator[/QUOTE]

I realize that, but that's how the gun with the arms came and I don't wish to change it. Anyways, your AA12 doesn't even work like a gun should. Read the comments on it.

x2495iiii 09-21-2010 11:26 AM

Yeah, but the gun you chose from that pack, I was wondering why it was that one.

Fritz 09-21-2010 07:11 PM

[QUOTE=x2495iiii;25561]Yeah, but the gun you chose from that pack, I was wondering why it was that one.[/QUOTE]

Cause it's a shotgun.

debussybunny563 09-21-2010 07:19 PM

[SIZE="2"][QUOTE=Fritz;25560]Anyways, your AA12 doesn't even work like a gun should.[/QUOTE]

How so? And, by the way, the M1014 is semi-automatic, not pump action. :p

Nonetheless, very good start.[/SIZE]

Fritz 09-21-2010 07:26 PM

[QUOTE=debussybunny563;25579][SIZE="2"]

How so? And, by the way, the M1014 is semi-automatic, not pump action. :p

Nonetheless, very good start.[/SIZE][/QUOTE]

It looks better with pump action :P

debussybunny563 09-21-2010 07:28 PM

[SIZE="2"][QUOTE=Fritz;25580]It looks better with pump action :P[/QUOTE]

To that I agree. :)

[QUOTE=Fritz;25560]Anyways, your AA12 doesn't even work like a gun should.[/QUOTE]

[I]How so?[/I][/SIZE]

Fritz 09-21-2010 07:36 PM

[QUOTE=debussybunny563;25582]To that I agree. :)

[SIZE="2"]

[I]How so?[/I][/SIZE][/QUOTE]

I downloaded it again and watched, your left arm (I think) is messed as it goes way up after a while. Also, a box clip holds 8 shots on a AA-12

debussybunny563 09-21-2010 07:43 PM

[SIZE="2"][QUOTE=Fritz;25584]I downloaded it again and watched, your left arm (I think) is messed as it goes way up after a while.[/QUOTE]

Haha, you mean jediaction's left arm.

[QUOTE=Fritz;25584]Also, a box clip holds 8 shots on a AA-12[/QUOTE]

Practically quoting me there. ;)

[QUOTE=debussybunny563;25284][SIZE="2"]There are a few things that need be fixed.

1. After reloading repeatedly, the left hand gradually moves higher and higher.

2. If you press "Q" and move at the same time, the person moves off to one side quickly before settling back into position.

3. Being picky: AA-12 holds only 8 rounds in a box magazine! :mad:


Other than that, great job![/SIZE][/QUOTE]

Okay, then. Time for more pickiness! :D

Pull the bolt back for an empty reload.
After inserting the clip, pull back on the charging handle a little bit and let it (or force it) to slide back to its original position.

Other than that, I think you're good.[/SIZE]

Fritz 09-21-2010 07:44 PM

[QUOTE=debussybunny563;25586][SIZE="2"]

Haha, you mean jediaction's left arm.



Practically quoting me there. ;)



Okay, then. Time for more pickiness! :D

Pull the bolt back for an empty reload.
After inserting the clip, pull back on the charging handle a little bit and let it (or force it) to slide back to its original position.

Other than that, I think you're good.[/SIZE][/QUOTE]

Future weapons has given me the answers to life.

debussybunny563 09-21-2010 07:45 PM

[SIZE="2"][QUOTE=Fritz;25587]Future weapons has given me the answers to life.[/QUOTE]

You've seen that too?!

High five! :D


The show does tend to exaggerate, though. :(

I'll give examples in an edit (unless you don't want this slightly off-topic post in your thread).

EDIT: For example, when they were talking about the IAR by LWRC, they advertised its ability to use standard STANAG magazines, the same that other members in the squad would use. First of all, the M249 (which they were using to compare as the "old" version of the squad automatic weapon) can also accept standard magazines in a side port. Second, why would using 30 round box magazines be useful and desirable, especially for the purpose of a squad automatic weapon? Sure, portability would be high, but the whole point is to provide suppressive fire, which is difficult if you have to reload every three seconds. Also, saying how the M249's belt-fed ammunition gets snagged up too easily is pointless considering it's supposed to be contained in a box at the bottom of the weapon.
Ugh. Propaganda and false ideas.[/SIZE]

Fritz 09-21-2010 07:47 PM

[QUOTE=debussybunny563;25588][SIZE="2"]

You've seen that too?!

High five! :D


The show does tend to exaggerate, though. :(

I'll give examples in an edit (unless you don't want this slightly off-topic post in your thread).[/SIZE][/QUOTE]

I love the 20 round drum lol and it's ok

Fritz 09-21-2010 09:52 PM

Reloading, jumping, and crouching added!

[IMG]http://ploader.net/files/604d273f447d3b2ace3605d1a590d0da.jpeg[/IMG]


Sorry for DP

x2495iiii 09-21-2010 09:54 PM

Waitaminnit...

THAT'S a shotgun?

Looks like a weird rifle to me.

Oh yeah, and cool additions, good job.

debussybunny563 09-21-2010 09:54 PM

[SIZE="2"]Looks good so far.

[QUOTE=x2495iiii;25634]Waitaminnit...

THAT'S a shotgun?

Looks like a weird rifle to me.[/QUOTE]

It's the M1014 semi-automatic shotgun made by Benelli (the gun is also called the Benelli M4).
Leave it to the Italians to make a pwning shotgun.[/SIZE]

Fritz 09-21-2010 09:57 PM

[QUOTE=debussybunny563;25635][SIZE="2"]Looks good so far.



It's the M1014 semi-automatic shotgun made by Benelli (the gun is also called the Benelli M4).
Leave it to the Italians.[/SIZE][/QUOTE]

Gimme min, video is uploading.

And also, gimme some leniency as these hands have no freaking objects you can use, their center point is also messed and you can't turn.

x2495iiii 09-21-2010 09:58 PM

Looks super wimpy and rifle-like.

At least the AA-12 had style.

And I'm not judging, I think you're doing very well with the resources you've been given.

Fritz 09-21-2010 10:00 PM

[QUOTE=x2495iiii;25639]Looks super wimpy and rifle-like.

At least the AA-12 had style.

And I'm not judging, I think you're doing very well with the resources you've been given.[/QUOTE]
I was talking about when you saw the video but ok :p

EDIT: Finished uploading: [url]http://www.youtube.com/watch?v=BR3kgT1XUxI[/url]

debussybunny563 09-21-2010 10:02 PM

Ca
 
[SIZE="2"]You play Combat Arms? Nice.[/SIZE]

Fritz 09-21-2010 10:03 PM

[QUOTE=debussybunny563;25641][SIZE="2"]You play Combat Arms? Nice.[/SIZE][/QUOTE]

Lolololol, I'm a pro at that :p

WATCH THE VIDEO, IT'S IN MAIN POST

debussybunny563 09-21-2010 10:05 PM

Sweet.
 
[SIZE="2"]Saw it.

I hope you go forward with it, even if you don't finish it for school. Looks like a great game.
BTW, where did you get the crosshair? I've searched everywhere for a basic fps reticle, but can't seem to find one.[/SIZE]

Fritz 09-21-2010 10:09 PM

[QUOTE=debussybunny563;25643][SIZE="2"]Saw it.

I hope you go forward with it, even if you don't finish it for school. Looks like a great game.
BTW, where did you get the crosshair? I've searched everywhere for a basic fps reticle, but can't seem to find one.[/SIZE][/QUOTE]

I made the crosshair :D

x2495iiii 09-21-2010 10:15 PM

Four green cylinders/boxes, right?

Reminds me of COD, personally. The first one, at least.

debussybunny563 09-21-2010 10:16 PM

1 Attachment(s)
[SIZE="2"]Made my own as well. Not very well textured though...[/SIZE]

Fritz 09-21-2010 10:24 PM

[QUOTE=x2495iiii;25645]Four green cylinders/boxes, right?

Reminds me of COD, personally. The first one, at least.[/QUOTE]

This

I used boxes, should've used cylinders but eh.

jediaction 09-22-2010 07:17 AM

I like boxes

Fritz 09-22-2010 09:18 PM

Added ammo support and shell discharges!

[url]http://www.youtube.com/watch?v=G_N-Ad809vE[/url]

debussybunny563 09-22-2010 09:21 PM

[SIZE="2"]Cool. Can you reload midway (have over 0 ammo but still reload)?[/SIZE]

Fritz 09-22-2010 09:21 PM

[QUOTE=debussybunny563;25677][SIZE="2"]Cool. Can you reload midway (have over 0 ammo but still reload)?[/SIZE][/QUOTE]

Yes, I show it in the video, I shoot to 6 and reload to 8

debussybunny563 09-22-2010 09:23 PM

[SIZE="2"]Ah, yes. Must have not been attentive... :(

Good work! :)[/SIZE]

Fritz 09-22-2010 09:28 PM

I still have NO way of hitting a target or any idea of how lol

And I can't use a base from the shared section because as it is a school project, I can't leech work and call it my own.

Also having problems figuring out how to make mouse moving move the PoV

debussybunny563 09-22-2010 09:39 PM

Ooh. Tough.
 
[SIZE="2"][QUOTE=Fritz;25680]I still have NO way of hitting a target or any idea of how lol

And I can't use a base from the shared section because as it is a school project, I can't leech work and call it my own.

Also having problems figuring out how to make mouse moving move the PoV[/QUOTE]

I would direct you to some threads on doing both effectively (the target system I designed myself- :) ), but if you can't look at other worlds and use some of their coding, even your own extreme modification of their coding, in your work, don't know how we can help you there besides give you vague pointers on what to do.

Perhaps discuss the extent of "using" other people's work with your teacher? Blatant copying is probably a no-no, but I would think that looking at code and getting inspiration might be allowed.[/SIZE]

Fritz 09-22-2010 09:46 PM

[QUOTE=debussybunny563;25681][SIZE="2"]

Ooh. That's harsh. I would direct you to some threads on doing both effectively (the target system I designed myself- :) ), but if you can't look at other worlds and use some of their coding, even your own extreme modification of their coding, in your work, don't know how we can help you there besides give you vague pointers on what to do.

Perhaps discuss the extent of "using" other people's work with your teacher?Blatant copying is probably a no-no, but I would think that looking at code and getting inspiration might be allowed.[/SIZE][/QUOTE]

I don't want to look at the work, what you CAN do though is give me an idea on how to do it, I just need to code it on my own.

debussybunny563 09-22-2010 09:51 PM

Some tips
 
[SIZE="2"]OK then.

For mouse-moving, look under world functions, and you'll find "mouse distance from left edge" and "mouse distance from top edge."
Make good use of those.

For bullet collision, make a boolean function, which will return true if it hits, false if it doesn't. Make good use of the both function under the world functions. There are different methods of doing the actual collision, some more effective than others, but I have to be vague, so I'm just going to say use spatial relation/distances, place them in the "both" part(s) and leave it at that.[/SIZE]

Fritz 09-22-2010 09:56 PM

[QUOTE=debussybunny563;25683][SIZE="2"]OK then.

For mouse-moving, look under world functions, and you'll find "mouse distance from left edge" and "mouse distance from top edge."
Make good use of those.

For bullet collision, make a boolean function, which will return true if it hits, false if it doesn't. Make good use of the both function under the world functions. There are different methods of doing the actual collision, some more effective than others, but I have to be vague, so I'm just going to say use spatial relation/distances, place them in the "both" part(s) and leave it at that.[/SIZE][/QUOTE]

Thats a cheap way around collisions, mapping the x and y allowed for each object and setting a distance :P

EDIT: And I'm setting these standards for MYSELF, not my teacher's rules. I want to make it myself 100% on my own.

x2495iiii 09-22-2010 10:33 PM

You just gave me an idea for a potentially very accurate bullet collision system for a typical FPS control scheme.

I need to talk to one of the scripters...

Fritz 09-22-2010 10:42 PM

[QUOTE=x2495iiii;25693]You just gave me an idea for a potentially very accurate bullet collision system for a typical FPS control scheme.

I need to talk to one of the scripters...[/QUOTE]

Care to share?

x2495iiii 09-22-2010 11:33 PM

I was thinking most FPS systems have the camera follow the cursor's movements. I was also thinking that the most accurate bullet-like function that actually works in Alice is the "object clicked on" event function.

If there was a script that hid the mouse cursor and then let the mouse point the camera with its movements, it could be coupled with a robot-type script that temporarily let the camera be stationary, let the cursor move to the crosshair, click, then reset its position and make the camera movable again. This would allow the typical FPS control scheme with a completely accurate bullet collision system. Ideally, this would happen in a split second, about the time it would take to, say, fire a gun.


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