Tag Archives: opengl

LWJGL Game Project

New Game – no Name Yet Version 0.0.0

So, after trying out the android market, we have seen that it had basically been taken over by the “Big Companies” and simply gave up on the older project after publishing, however it will remain published on there. However, we are taking that older Android Game project as good experience as it taught as a lot about game planning and what to do and expect.

 

Now, for the new game, we decided to use LWJGL as the basic tool for our development and build a “game engine” around it for our convenience. The target of our game is Windows OS, Mac OS, and Linux OS. We are again using java in this programming as this is the programming language we are most comfortable with. We will be re-using the sprites from the old game just for place holders until we get the new sprites ready.

 

The new game will be a 2D Side-Scroller RPG. This kind of game had been one of my dreams, personally, and what got me into programming. for the longest time, I dreamed of making a game like this, but only now do I find myself with enough tools in my toolbox to tackle this kind of job.

 

We will update this website with every major update we do to the new game project.

 

Another update, we have a new logo coming up, we will upload and change our logo as soon as it comes out and share it with all of you! We think you’ll love it!

 

Wish us luck guys!

Dominick is leaving… I’m on my own…!

Ok, so Dominick, our lead artist and game designer, is leaving for vacation for the summer, and will not be back for a long time… meanwhile.. I’m working on the app! Now I might be going for a vacation in a few weeks too, but I’ll do my best to work on as much as I can before I leave!

Another update….

We told a background artist to start drawing backgrounds for the game and for each Biome! So stay tuned!

BioSphere V. 0.0.3

Biosphere V. 0.0.3 – – Touch Points, Remove & Add Blocks, HUD, and Chunks!

Touch Points

I implemented one touch point for now, just to test character movement. I made it so that the touch point would be tested relative to the center of the camera, so if its above the center it will go upwards, underneath the center would go downwards, to the right would go right, and to the left would go left.

Chunks

So chunks are pretty simple, a chunk is simply a list of coordination for blocks, there are 10 rows of blocks in each chunk, and 50 blocks in each row, ending at 500 blocks total. I might be changing this to a different amount of dimensions later after testing it with more objects running.

Removing & Adding Blocks

To keep it simple at the beginning, I made a big loop that went through all of the blocks in a certain chunk when you touch the screen, this made it really slow because that every time you touch the screen, the loop would check 500 objects and then just erase the block when it found it. So to save time and memory, I used my math skills! I made a small function that helps me find the exact place the person touched, then calculating that into a position of the block inside the chunks, and then simply erasing it from the list.

HUD

HUD (or heads up display) is really, really, REALLY simple for now, all it is, is just a bar on top with numbers 1-10 which will soon will act like a tool bar to change weapons or items the player is using quickly. For now nothing in the toolbar is functional and probably won’t be for some time. It is using a different camera than the rest of the game, causing it to become “stuck” on the screen, and not move when the character is moving or world is changing.

BioSphere 0.0.1

Biosphere V. 0.0.1 – 2D Camera and Textures!

V 0.0.1 Beginning Programming!

Camera and World

After studying around and messing with OpenGL (ES) 2.0 for a while, I finally started working on the game! (Notice, this is my first time working with OpenGL (ES) 2.0, however, I have some experience working with 1.x) So the first thing I have done, was setting up a world! Now… whats the point of having a world… if you cant see it?! So luckily, the android platform has a “Matrix” class, which does Matrix camera calculation for you, which helps a lot!

 

The “Game Object”

So, Next up, I needed something to present in my “amazing” world, which is basically like a blue sheet of paper for now…. 😛 So to test out my camera, i made an object, and how original, I chose to call it “Game Object” since its an object…. in a GAME!! now the Game Object was a challenge, I had to map the coordinates of the object, both Texture and World coordinates, so the person playing wouldn’t see the character upside down or deformed in any way, so after making sure everything works with a static texture, I also made some functions to make the static texture dynamic, and able to change the position of each object. Once the texture is dynamic, I can make animation work, and running different images for different poses of the player of enemies!

 

Textures!

So after we set up the first camera, set its dimensions, and made it 10 units tall by 20 units wide, I created a texture loading function, now what it does, is taking a simple png file, and “breaking it down” to pixels, and when we have the pixels ready, we re-draw each pixel in its certain position in the a 2D plane object using its UV coordinates which are its coordinates on the plane.

 

Summary

So all I did today was setting up the basics which are the world, camera, and a basic plane to be presented on screen.

 

I didn’t go much in depth with everything because there is a lot to talk about, if there is any kind of tutorial that you guys want, just leave it in the comments or email us directly at Games@isolatePixel.com

BioSphere 0.0.0 – Choosing Development Tools and Getting Ready

First day of development
    I started out by testing what I will need for a game like this. We thought about keeping it simple and using “Canvas” which will do basic drawing and can handle basic movement and touch points. However, we didn’t want this to be just another “simple android game”.  I started out by asking the Lead Artist and Game Designer more questions to get a more clear view of how the game should look like and how the Game-play should feel like, eventually we got to the point where I didn’t think that a basic Canvas would fit the needs of it, we wanted something bigger, something better and more effective! this is where Open GL (ES) came in the picture! I started making my research about OpenGL (ES) since I only got to use it once or twice in my past. After a long time of researching, I started to get the hang of it and did some experiments with the triangles and “hello world” projects figuring that OpenGL (ES) will be a perfect environment for us to work in.

 

Next, we had to figure out which OpenGL (ES) Version would fit us best, 1.x (which consists of 1.0 and 1.1) or 2.0, which is completely different and that I never had a chance to test. We got to a conclusion finding out that 2.0 would be better since we would like to mess with more shaders and handle more objects on screen at one time to make the game experience better, and OpenGL (ES) 2.0 was the best solution out there.

 

Also, we didn’t want to use any other game engines such as AndEngine and others because we wanted this App to be completely, 100% us, and make it more challenging, thus making us have the need to learn more and provide a better app for you guys!

 

BTW, I am using eclipse with the ADT plugin to develop games for the android platform using the android SDK on a windows 7 computer, thought some of you programmers out there might want to know this, so here you go!

 

In the next post, I will most likely post some screenshots of how the game is coming to be! So stay tuned!