[WIP] The Newton Trampoline

Share with us how are you using the powerrrr of the force

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Postby Thomas » Mon Aug 29, 2005 12:10 am

ouch! ;) will the number of broken bones be displayed after a crash? :)

what was the worst injury you had in real life with this sport?
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Postby kjelle69 » Mon Aug 29, 2005 1:53 am

Totally Bizarre !!! Lol ! :lol:
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Postby walaber » Mon Aug 29, 2005 10:55 am

amazingly I've never had any serious injury from Trampoline / Gymnastics. :)
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Postby walaber » Mon Aug 29, 2005 11:49 pm

I've been gettings lots done on this project recently :)

here's an in-game screenshot of the semi-complete "Gym" background from the previous video, now with textures and lightmaps (thank you Gile[s])

Image
click for 1024x768 image :D :D

right now I'm generating an entire TreeCollision from this mesh, which is just stupid as there's no way the character will ever interact with most of the geometry. for the final version I think I'll use serialized versions of simplified meshes for the level collision.
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Postby SkitZaY » Tue Aug 30, 2005 1:20 am

Hello there, I have been looking over your progress and so far it looks great. :D

But on another note, if you want the files mirrored just tell me. ;) I'm co-owner/admin of a free hosting site. :)

-SkitZaY
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Postby walaber » Fri Sep 02, 2005 10:56 pm

today I implemented a more advanced system for the character collision, making use of the collision scaling feature of Newton. this feature is really powerful, and my system wouldn't have been possible without it. basically I scale the collision ellipsoid of the character in realtime, based on the pose (and some precalculated data).

I've implemented a debug system to visualize this, and wanted to post a small video to show the scaling in action:

COLLISION SCALING VIDEO - DivX avi, approx 2MB.

I never realized how cool this feature is until now! I might also implement scaling based on velocity (like a primitive continuous collision), or just implement it once 1.35 comes out :D
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Postby walaber » Sun Sep 11, 2005 3:17 pm

SkitZay- thanks for the offer, I will keep it in mind as I get closer to release :)

I finally made enough progress on the next character model to show some screenshots. there are of the WIP girl character, with 2 outfits shown. I'm not done with the animations yet, but the basic mesh and texture is done.

click for bigger images.
ImageImage
ImageImageImage
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Postby Thomas » Fri Sep 16, 2005 1:42 pm

the trampoline world championship is on tv at the moment! it looks exactly like your game. ...nobody got hurt so far even if some almost landed outside of the trampoline. :)
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Postby walaber » Wed Sep 21, 2005 11:29 am

I can't believe I missed it!!

in other news my game is coming along great, and I should have an alpha testing release available this weekend, with a working story mode, and unlockable characters and locations! :D :D
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Postby MACARRAUM » Wed Sep 21, 2005 11:05 pm

hey walaber put some beatifull girl (like hot girl) :lol: the actual girl is fat and ugly :twisted:
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Postby walaber » Fri Sep 23, 2005 5:09 pm

FIRST ALPHA RELEASE

Okay, here is the first alpha-testing release of Trampoline. Please do not distribute this, as it is a testing-only release. but please do give me your comments on the game!

Implemented Features
:arrow: Story Mode - create a character, and proceed through different tasks, winning stats and unlockables.
:arrow: FreePlay Mode - choose any character and any (unlocked) arena, and just play around, trying for a high score.
:arrow: 2 Character types, with 2 outfits each
:arrow: 2 locations to jump in, with different trampolines (different physics)
:arrow: configurable keys, simulation strictness, simulation speed
:arrow: sound effects
:arrow: unlockable items

Basically the game engine is working, and this is what I want to most feedback on. can you get the game to crash? if so, what were you doing? How do you feel about the controls? Are they too difficult / easy? etc.

NOTE - this game is pretty intensive on the CPU, you will need a pretty fast machine to play at full speed. on my P4 3.0GHz laptop it runs great, but on my Athlon XP2400+ desktop it's a little choppy. This also might be GPU related, as my desktop has an old(er) Ti4200 card. Hopefully some optimizations can be made later to make the game run faster on slower systems.


SCREENSHOTS
Image Image Image
Image Image Image


DOWNLOAD LINK
:arrow:ALPHA TESTING VERSION 0.1 DOWNLOAD - .rar archive, approx 16MB.

Not Yet Implemented
multiplayer, competition mode, full sound effects, special effects (particles etc), and LOTS of new content (more characters / locations / trampolines)
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Postby Sascha Willems » Fri Sep 23, 2005 5:23 pm

Sadly I can't run it. At first it missed a d3dx9_26.dll which I quickly found via google, but now it throws me an exception :

Code: Select all
-----------------------------------
Details:
-----------------------------------
Error #: 4
Function: D3D9RenderSystem::initialise
Description: Problems finding requested Direct3D driver!.
File: \Programming\Ogre\ogrenew\RenderSystems\Direct3D9\src\OgreD3D9RenderSystem.cpp
Line: 462
Stack unwinding: <<beginning of stack>>


When then pressing OK I get a regular access violation window. I'm on an Athlon XP2600+ with a Radeon 9700 and Windows XP (SP2). DirectX 9.0c is installed and I haven't had any problems with any recent games. Driver is Catalyst 5.9 which was just recently released.

EDIT :
I edited ogre.cfg and removed what was written behind "Rendering Device". It now works, so I'll give some feedback on the game itself later on.

EDIT 2 :
Well, too early. The game starts, I see the starting screen, but after I press SPACE I hear a short sound and it throws an exception about OpenAL :
Code: Select all
-----------------------------------
Details:
-----------------------------------
Error #: 999
Function: OpenALManager::playSound
Description: error assigning source!.
File: .\source\OpenALManager.cpp
Line: 163
Stack unwinding: <<beginning of stack>>
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Postby walaber » Fri Sep 23, 2005 6:18 pm

sorry, I forgot about that. you need to delete the Ogre.cfg file,and the config dialog will pop up when you run.

I'm not sure about the OpenAL error.... where exactly does it happen-- and do you have the OpenAL runtime installed to play...
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Postby _Tux_ » Fri Sep 23, 2005 6:23 pm

works here, but if you leave the main menu on (watching the balls fall) it starts slowing down and doesnt get any better. also debug display seems to be on the charactor :?
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Postby walaber » Fri Sep 23, 2005 6:29 pm

_TUX_ - yes, there was an error with the config, I left the debug stuff on.

I am uploading a new version right now that fixes this, and included the OpenAL runtime for those who need it.

those experiencing trouble, please re-download in a few minutes.

[edit] OK, upload complete.
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