The Blob
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You actually tried downloading the sources for the decal-system only, not for the entire project. These decal-sources are not online anymore anyway.
My dev blog
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/X1/PS3/PS4)
Blightbound: coop online dungeon crawler (PC)
Swords & Soldiers: side-scrolling RTS (Switch/PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance
The Ageless Gate: cello album
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/X1/PS3/PS4)
Blightbound: coop online dungeon crawler (PC)
Swords & Soldiers: side-scrolling RTS (Switch/PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance
The Ageless Gate: cello album
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- Kobold
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I just tried the game today
It's really great!!
Congratulations
Once I get used to the controls I really enjoyed to play, it has a lot of very nice effects,
I just had some problems with usability issues like when tried to enter my initials in the highscore screen (The first thing I tried was enter them by the keyboard), but maybe you wanted to make it that way.
It's really great!!
Congratulations
Once I get used to the controls I really enjoyed to play, it has a lot of very nice effects,
I just had some problems with usability issues like when tried to enter my initials in the highscore screen (The first thing I tried was enter them by the keyboard), but maybe you wanted to make it that way.
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Some of the usability-problems come from that the game was initially designed to be played in an information centre. The user has only a trackball and two buttons and no keyboard, so we did not implement typing your name with the keyboard. We might have added it, though, but there were too many small things like this to make all of it before the deadline.scardario wrote:I just tried the game today
It's really great!!
Congratulations
Once I get used to the controls I really enjoyed to play, it has a lot of very nice effects,
I just had some problems with usability issues like when tried to enter my initials in the highscore screen (The first thing I tried was enter them by the keyboard), but maybe you wanted to make it that way.
My dev blog
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/X1/PS3/PS4)
Blightbound: coop online dungeon crawler (PC)
Swords & Soldiers: side-scrolling RTS (Switch/PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance
The Ageless Gate: cello album
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/X1/PS3/PS4)
Blightbound: coop online dungeon crawler (PC)
Swords & Soldiers: side-scrolling RTS (Switch/PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance
The Ageless Gate: cello album
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You should be named Honourable Citizens of Utrecht!
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Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
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- Orc
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I had a play on this last night finally and I thoroughly enjoyed it. I thought perhaps in the options you could change the way the input works for the movement so instead of having to keep moving the mouse (trackball in terms of your target input device) you just move the mouse forward and it keeps going forward until you pull the mouse back.
Otherwise it's truly excellent work, I really love the shader work on the Blob itself.
Otherwise it's truly excellent work, I really love the shader work on the Blob itself.
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- Gnoblar
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I played the game today, and it is excellent. I love it.
It runs flawlessly on my P4 2.4 GHz, 1 GB RAM, Radeon 9600XT.
Both times I've played, though, I got stuck under ledges and had to quit. Since you're having trouble with this, may I suggest a solution? How about putting in an "unstuck" key that, when pressed, warps you back to the last bullseye you painted?
It runs flawlessly on my P4 2.4 GHz, 1 GB RAM, Radeon 9600XT.
Both times I've played, though, I got stuck under ledges and had to quit. Since you're having trouble with this, may I suggest a solution? How about putting in an "unstuck" key that, when pressed, warps you back to the last bullseye you painted?
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We thought about that, but the game is made especially for usage in a stand where the player has only a trackball and two buttons, so we do not have a button to spare for this. We should have put one on the keyboard, though, for the players at home. For the information centre we have a different solution, though: if there is no input for a minute or so, the ball resets to some nearby position. Nobody at home waits that long, though.lunarworks wrote:I played the game today, and it is excellent. I love it.
It runs flawlessly on my P4 2.4 GHz, 1 GB RAM, Radeon 9600XT.
Both times I've played, though, I got stuck under ledges and had to quit. Since you're having trouble with this, may I suggest a solution? How about putting in an "unstuck" key that, when pressed, warps you back to the last bullseye you painted?
Funny thing is that some people get stuck all the time, while many others play for a long time and do not get stuck at all. I think different playstyles are the reason for this.
My dev blog
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/X1/PS3/PS4)
Blightbound: coop online dungeon crawler (PC)
Swords & Soldiers: side-scrolling RTS (Switch/PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance
The Ageless Gate: cello album
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/X1/PS3/PS4)
Blightbound: coop online dungeon crawler (PC)
Swords & Soldiers: side-scrolling RTS (Switch/PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance
The Ageless Gate: cello album
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- Kobold
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- Location: Alexandria, Egypt
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Cool game congratz .
I have some questions,because my game's world is much like your's
-What scene manager do you use?
-Do you have any visibility determination And LOD?
-How do you make that big beautiful city and load it in OGRE ?Do you use static geo. or something else.
Thanks for that cool game.
bye
I have some questions,because my game's world is much like your's
-What scene manager do you use?
-Do you have any visibility determination And LOD?
-How do you make that big beautiful city and load it in OGRE ?Do you use static geo. or something else.
Thanks for that cool game.
bye
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"What scene manager do you use?"
Ah, well, I do not know what you are making, but your world is probably fundamentally different from ours. Because almost everything in our world can be painted, which means changing its material, there were only a few objects that could have been static geometry, so we did not use any static geometry and thus just the standard SceneManager. If we were not changing materials during gameplay, I would have used static geometry plus some nice scenemanager, so I expect your case is totally different.
"Do you have any visibility determination And LOD? "
Yes. To make people recognize where they are, some buildings had to be visible all the time. I observed that these buildings are always high buildings (especially the Dom church tower), so I made a custom culling system that simply hides entities according to distance to the camera and height of the object. This results in low objects disappearing quite near and high objects never disappearing at all within the game world. If you get on top of the NH-Hotel (purple flat, west of the railroad) and look to the east, you can see that there are actually a lot of holes in the city because of this. Luckily no one notices this, so it works very well. Along with these we set the clipping distance to very far and did not use any other culling (except for Ogre's automatic view frustrum culling of course).
Ow, this is for the area, of course. Gameplay-objects like coins and cars are simply distance-culled. Finally, for characters I wrote some simple code that replaces distant (quite close, actually) NPC's with a billboard. Again something that can be noticed, but people who do not know it, rarely see that NPC's are actually always billboards until they are close.
"How do you make that big beautiful city and load it in OGRE ?Do you use static geo. or something else. "
It is all just plain old Entities. I wrote my own exporter for this (which will be released along with Cableracer, another project I am working on) plus an importer. The exporter exports positioned and animated objects and automaticcaly calls the Ogre-exporter for every single object. This has the added benefit of allowing me to recognize my own plug-in-objects for 3D Studio MAX that represent gameplay-things like coins and cars. Also, this way 3dsmax is a fully equiped level editor for me that can export the full level and automatically open it in the game (artist work-flow is very important to me, although it still has some large flaws at the moment).
Ah, well, I do not know what you are making, but your world is probably fundamentally different from ours. Because almost everything in our world can be painted, which means changing its material, there were only a few objects that could have been static geometry, so we did not use any static geometry and thus just the standard SceneManager. If we were not changing materials during gameplay, I would have used static geometry plus some nice scenemanager, so I expect your case is totally different.
"Do you have any visibility determination And LOD? "
Yes. To make people recognize where they are, some buildings had to be visible all the time. I observed that these buildings are always high buildings (especially the Dom church tower), so I made a custom culling system that simply hides entities according to distance to the camera and height of the object. This results in low objects disappearing quite near and high objects never disappearing at all within the game world. If you get on top of the NH-Hotel (purple flat, west of the railroad) and look to the east, you can see that there are actually a lot of holes in the city because of this. Luckily no one notices this, so it works very well. Along with these we set the clipping distance to very far and did not use any other culling (except for Ogre's automatic view frustrum culling of course).
Ow, this is for the area, of course. Gameplay-objects like coins and cars are simply distance-culled. Finally, for characters I wrote some simple code that replaces distant (quite close, actually) NPC's with a billboard. Again something that can be noticed, but people who do not know it, rarely see that NPC's are actually always billboards until they are close.
"How do you make that big beautiful city and load it in OGRE ?Do you use static geo. or something else. "
It is all just plain old Entities. I wrote my own exporter for this (which will be released along with Cableracer, another project I am working on) plus an importer. The exporter exports positioned and animated objects and automaticcaly calls the Ogre-exporter for every single object. This has the added benefit of allowing me to recognize my own plug-in-objects for 3D Studio MAX that represent gameplay-things like coins and cars. Also, this way 3dsmax is a fully equiped level editor for me that can export the full level and automatically open it in the game (artist work-flow is very important to me, although it still has some large flaws at the moment).
My dev blog
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/X1/PS3/PS4)
Blightbound: coop online dungeon crawler (PC)
Swords & Soldiers: side-scrolling RTS (Switch/PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance
The Ageless Gate: cello album
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/X1/PS3/PS4)
Blightbound: coop online dungeon crawler (PC)
Swords & Soldiers: side-scrolling RTS (Switch/PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance
The Ageless Gate: cello album
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- Kobold
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Thanks for your fast detailed reply.
Yes,My game's world objects is not paintable but they are destructable(just showing the damage on the building) ,So by what you said you have reminded me with something was not in my mind,I can't use static geometry because the materials will change at run-time also,but that would cause a problem when using physics engine like ogreode or OgreNewt because AFAIK there is no entity-vs-entity collision.
But the default scene manager is OctreeSceneManager,you have just used it and loaded every thing as moveable objects,Right?,correct me if i am wrong.
Thanks
Yes,My game's world objects is not paintable but they are destructable(just showing the damage on the building) ,So by what you said you have reminded me with something was not in my mind,I can't use static geometry because the materials will change at run-time also,but that would cause a problem when using physics engine like ogreode or OgreNewt because AFAIK there is no entity-vs-entity collision.
But the default scene manager is OctreeSceneManager,you have just used it and loaded every thing as moveable objects,Right?,correct me if i am wrong.
Thanks
Last edited by kariem2k on Sun Jul 23, 2006 4:03 am, edited 1 time in total.
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- OGRE Retired Moderator
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Search for uRumble here!
<edit>
Well..
http://www.ogre3d.org/phpBB2/viewtopic. ... ht=urumble
</edit>
<edit>
Well..
http://www.ogre3d.org/phpBB2/viewtopic. ... ht=urumble
</edit>
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Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
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OgreAddons - the Ogre code suppository.
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We used ODE and Ogre, coupling them ourselves, so we did not use OgreODE, and in our implementation we do mesh-mesh collisions as well. We simply copy the geometry from Ogre meshes to ODE trimeshes.kariem2k wrote:Thanks for your fast detailed reply.
...that would cause a problem when using physics engine like ogreode or OgreNewt because AFAIK there is no entity-vs-entity collision.
All are simply Entities, yes.But the default scene manager is OctreeSceneManager,you have just used it and loaded every thing as moveable objects,Right?,correct me if i am wrong.
Thanks
My dev blog
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/X1/PS3/PS4)
Blightbound: coop online dungeon crawler (PC)
Swords & Soldiers: side-scrolling RTS (Switch/PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance
The Ageless Gate: cello album
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/X1/PS3/PS4)
Blightbound: coop online dungeon crawler (PC)
Swords & Soldiers: side-scrolling RTS (Switch/PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance
The Ageless Gate: cello album
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- Kobold
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- Location: Alexandria, Egypt
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- Greenskin
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Amazing. I like how the proportions are set up in the game. I like how you get bigger as you absorb more of the jelly people. You are either a small ball rolling around and painting the city, or a Godzilla sized monster hopping over the buildings.
The gameplay is original, fun. I think your team would make a very nice platform/adventure game.
The gameplay is original, fun. I think your team would make a very nice platform/adventure game.
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- Kobold
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Don't forget to collect all the coins too
Although, if you've managed to paint every single building, chances are you've been basically everywhere and have found all the coins. Maybe not though - there's a couple inside of courtyards (where you might have painted the buildings from the outside and never ventured in), and one that's kind of inside a building and kinda tricky to get to
Although, if you've managed to paint every single building, chances are you've been basically everywhere and have found all the coins. Maybe not though - there's a couple inside of courtyards (where you might have painted the buildings from the outside and never ventured in), and one that's kind of inside a building and kinda tricky to get to
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As a pro I can do that in 10 minutes. Maybe developing the game took too many testing and stuff...syedhs wrote:Actually you can finish painting all the bulleyes within 30 minutes if you are fast enough
W00t! You actually found that coin inside the building, you must have done some really hardcore playing.SuprChikn wrote:Don't forget to collect all the coins too
Although, if you've managed to paint every single building, chances are you've been basically everywhere and have found all the coins. Maybe not though - there's a couple inside of courtyards (where you might have painted the buildings from the outside and never ventured in), and one that's kind of inside a building and kinda tricky to get to
My dev blog
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/X1/PS3/PS4)
Blightbound: coop online dungeon crawler (PC)
Swords & Soldiers: side-scrolling RTS (Switch/PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance
The Ageless Gate: cello album
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/X1/PS3/PS4)
Blightbound: coop online dungeon crawler (PC)
Swords & Soldiers: side-scrolling RTS (Switch/PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance
The Ageless Gate: cello album
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- Gargoyle
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Is The Blob actually playable on a Geforce 2?!?!?! W00t! What framerate are you getting in-game?
My dev blog
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/X1/PS3/PS4)
Blightbound: coop online dungeon crawler (PC)
Swords & Soldiers: side-scrolling RTS (Switch/PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance
The Ageless Gate: cello album
Awesomenauts: platforming MOBA (PC/Mac/Linux/XBox360/X1/PS3/PS4)
Blightbound: coop online dungeon crawler (PC)
Swords & Soldiers: side-scrolling RTS (Switch/PS3/Wii/PC/Mac/Linux/iPhone/iPad/Android)
Proun: abstract racing game (PC)
Cello Fortress: mixing game and live cello performance
The Ageless Gate: cello album
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- Gargoyle
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I don't know. Does it show it somewhere? I haven't seen it, but its most of the time decently, I think I get 20 FPS or so, so its playable
Well, except the map view ofcourse.
My full specs: Sempron@1.4GHz, 256MB Ram, GeForce2 32MB, Windows XP SP2.
Great game! Also, I noticed that lots of kids like it (I played it when it was my smaller sister's birthday, which was a bad idea, because now they wanted my pc!!! ). I think a The Blob2 could be a great commercial game! The idea is original. As a matter of fact, I'll send your game to a game magazine here in my country (Level), so they can try it too (that is, if you don't mind that). They'll be happy to see some home-made game like that!
Well, except the map view ofcourse.
My full specs: Sempron@1.4GHz, 256MB Ram, GeForce2 32MB, Windows XP SP2.
Great game! Also, I noticed that lots of kids like it (I played it when it was my smaller sister's birthday, which was a bad idea, because now they wanted my pc!!! ). I think a The Blob2 could be a great commercial game! The idea is original. As a matter of fact, I'll send your game to a game magazine here in my country (Level), so they can try it too (that is, if you don't mind that). They'll be happy to see some home-made game like that!