The Blob

A place to show off your latest screenshots and for people to comment on them. Only start a new thread here if you have some nice images to show off!
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Oogst
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Post by Oogst » Sun Oct 05, 2008 4:19 pm

Nope, there is no Ogre on Wii. I guess they used their own in-house stuff. :) It is a pitty that there is no Ogre for Wii, though, for now my own company has to buy an engine for a lot of money for our future 3D Wii games. And that while we got such expertise with Ogre now. :( But then again, there is little use for open source stuff on the Wii, as Wii community is so limited (i.e. licensed developers only).
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ArchAnemone
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Post by ArchAnemone » Tue Oct 07, 2008 4:11 pm

Just read the article on The Escapist and I'm now planning to buy it for my family for Christmas. Sounds really cool. : )
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Oogst
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Post by Oogst » Tue Oct 07, 2008 6:37 pm

Hey, that is actually a really nice article! I did not know Blue Tongue enjoyed the project that much. :D
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Brocan
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Post by Brocan » Tue Oct 07, 2008 6:55 pm

Can you reload the code of the decals? it seems to be down :(

Thank you !!!! :D
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Oogst
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Post by Oogst » Tue Oct 07, 2008 8:33 pm

We sold all the rights to THQ, including the source code rights, so I am sorry, but I cannot put them online anymore.
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Brocan
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Post by Brocan » Tue Oct 07, 2008 8:43 pm

Ohp, okei, no problem :)
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Post by Nudel » Wed Oct 08, 2008 10:21 pm

I saw De Blob in a shop here today. Im surprised its already available in austria. :)
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hangchon18
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Re: The Blob

Post by hangchon18 » Fri Feb 20, 2009 9:43 am

Hi,Oogst.
I played the Blob and very like it.
I want to do a effect of the Blob for studying.
When the ball collide the house,By degreesthe color of the house is changed.
Paintables.material:

Code: Select all

material BuildingsRed
{
	technique
	{
		pass
		{
			vertex_program_ref Cg_ColourTransitions_VP
			{
			}
			fragment_program_ref Cg_ColourTransitions_FP
			{
			}
			texture_unit
			{
				texture BuildingsRed.dds
			}
		}
	}
	technique
	{
		scheme Low
		pass
		{
			texture_unit
			{
				texture BuildingsRed.dds
			}
		}
	}
}
code:

Code: Select all

Ogre::MaterialPtr temMaterial = Ogre::MaterialManager::getSingleton().getByName("BuildingsRed");
temEntity->setMaterial(temMaterial);
Ogre::SubEntity* temSubEntity;
temSubEntity = temEntity->getSubEntity(0);
temSubEntity->setCustomParameter(0,Ogre::Vector4(10000,collisionPos.x,collisionPos.y,collisionPos.z));
I can't get the effect of changing bit by bit and Its changing is at once.
Why? :(
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Oogst
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Re: The Blob

Post by Oogst » Fri Feb 20, 2009 10:41 am

To make the paint grow from the collision position, it should also evolve over time. To do that, the effect needs to know the radius in which the paint is right now. It should actually look like this:

Code: Select all

temSubEntity->setCustomParameter(0,Ogre::Vector4(collisionPos.x,collisionPos.y,collisionPos.z, radius));
The radius should start at zero and grow over time, until the entire object is within the radius.

At least, I think this is how it works: it's been almost three years since I coded this.
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Re: The Blob

Post by trnrez » Fri Feb 20, 2009 6:10 pm

A little late on the congrats but this game was so much fun when I played with it a few years ago. I wasn't a part of the community then so I just wanted to say job well done!
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hangchon18
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Re: The Blob

Post by hangchon18 » Sat Feb 21, 2009 7:50 am

thanks for your quick help.
When I set radius:0 or 20 or 40 or 100 or 1000 from your idea,the result is the same with former.
Its changing is at once.
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calsmurf2904
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Re: The Blob

Post by calsmurf2904 » Sat Feb 21, 2009 11:48 am

it should start at 0...
so you should do something like this:

Code: Select all

int max_radius = 20;
int radius = 0;
while(radius <= max_radius)
{
temSubEntity->setCustomParameter(0,Ogre::Vector4(collisionPos.x,collisionPos.y,collisionPos.z, radius));
radius++;
}
this isn't working good because it will pause the whole program...
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Oogst
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Re: The Blob

Post by Oogst » Sat Feb 21, 2009 1:03 pm

If I remember correctly, then you should see only the original colour at 0 and see the new colour grow at larger than 0. What do you see at 0?
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blog.oogst3d.net: my dev blog and portfolio
Ronimo Games: my game dev company
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/PS3/PS4)
Swords & Soldiers: side-scrolling RTS (PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance

hangchon18
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Re: The Blob

Post by hangchon18 » Sat Feb 21, 2009 1:50 pm

Code: Select all

temSubEntity->setCustomParameter(0,Ogre::Vector4(collisionPos.x,collisionPos.y,collisionPos.z,0));
I see changed color at 0.
It seems that setting "temSubEntity->setCustomParameter" is nothing.
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Oogst
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Re: The Blob

Post by Oogst » Sat Feb 21, 2009 4:01 pm

Okay, I did a little check in my source code (hmm, that should be: "THQ's source code", because the whole thing is sold after all... ;)) and what you are doing looks correct. So the problem seems to be somewhere else. Do you get the exact same result with 0, 1, 10, 100 and 1000? Or does the colour change with these? If no difference is visible, then I doubt you correctly assigned the material to the object. Something like that. Are you sure you are handling all SubEntities, for example?
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blog.oogst3d.net: my dev blog and portfolio
Ronimo Games: my game dev company
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/PS3/PS4)
Swords & Soldiers: side-scrolling RTS (PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance

hangchon18
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Re: The Blob

Post by hangchon18 » Sun Feb 22, 2009 12:11 pm

my material is incorrect.
I fixed this problem.
Changing of the color is right now.
thanks a ton for your help.
:D
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Oogst
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Re: The Blob

Post by Oogst » Sun Sep 01, 2013 11:31 am

I just wrote a blogpost comparing statistics from our various games, including this oldie here: De Blob! Quite interesting, I think/hope!

The statistics of our games, part 1

Image
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blog.oogst3d.net: my dev blog and portfolio
Ronimo Games: my game dev company
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/PS3/PS4)
Swords & Soldiers: side-scrolling RTS (PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance

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