Kong v1.1.0 released
- SpaceDude
- Bronze Sponsor
- Posts: 822
- Joined: Thu Feb 02, 2006 1:49 pm
- Location: Nottingham, UK
- x 3
- Contact:
Kong v1.1.0 released
I've just released v1.1.0 of my game Kong which uses Ogre for rendering of course. You can download it from the website at:
http://www.konggame.co.uk/
There have been quite a few changes from the previous version:
- I'm now using libRocket for the GUI.
- I've implemented Falagard's Light baking idea ( http://www.ogre3d.org/phpBB2/viewtopic.php?t=37128 )
- It now has dynamic shadows using depth shadow mapping
That's for the technical side, for a full list of changes you can see the website.
http://www.konggame.co.uk/
There have been quite a few changes from the previous version:
- I'm now using libRocket for the GUI.
- I've implemented Falagard's Light baking idea ( http://www.ogre3d.org/phpBB2/viewtopic.php?t=37128 )
- It now has dynamic shadows using depth shadow mapping
That's for the technical side, for a full list of changes you can see the website.
-
- Kobold
- Posts: 27
- Joined: Sun Feb 11, 2007 11:18 pm
- Location: Sunny Scotland
-
- Halfling
- Posts: 73
- Joined: Sun Apr 20, 2008 12:34 pm
- Contact:
- nikki
- Old One
- Posts: 2730
- Joined: Sat Sep 17, 2005 10:08 am
- Location: San Francisco
- x 13
- Contact:
Nice work! I especially like the coco-flash.
The menu music is very good too. It's very 'junglish' (both in the electronic and tribal sense (you've heard of jungle and dnb haven't you?) ). One thing though: I liked the old rocket and shock rifle sound effects better, but that's just me. May be it's because I was used to the old ones.
And, what do you think about libRocket? What are its principal advantages? Did you have to write your own wrapper for connecting it with Ogre? I was just looking into the Python scripts and other stuff in the 'rocket' folder in your game. Hope you don't mind.
Once again, nice work, and congratulations on the game! Looking forward to having some fun with my friends today.
The menu music is very good too. It's very 'junglish' (both in the electronic and tribal sense (you've heard of jungle and dnb haven't you?) ). One thing though: I liked the old rocket and shock rifle sound effects better, but that's just me. May be it's because I was used to the old ones.
And, what do you think about libRocket? What are its principal advantages? Did you have to write your own wrapper for connecting it with Ogre? I was just looking into the Python scripts and other stuff in the 'rocket' folder in your game. Hope you don't mind.
Once again, nice work, and congratulations on the game! Looking forward to having some fun with my friends today.
- Daerst
- Kobold
- Posts: 29
- Joined: Sun Apr 27, 2008 12:12 pm
- Klaim
- Old One
- Posts: 2565
- Joined: Sun Sep 11, 2005 1:04 am
- Location: Paris, France
- x 56
- Contact:
- detox
- Greenskin
- Posts: 103
- Joined: Thu Sep 07, 2006 1:13 am
- Location: Ohio, USA
- Contact:
- SpaceDude
- Bronze Sponsor
- Posts: 822
- Joined: Thu Feb 02, 2006 1:49 pm
- Location: Nottingham, UK
- x 3
- Contact:
Thanks for the encouragement guys,
nikki, I'm glad you like the music. I can't take credit for it though A guy called Roland Shaw did it along with all the new sound effects. Some of the sounds may sound a little weird at first and take a little getting used to. But overall the quality of the sounds is better now. The old sounds I basically just got by searching the net (I'm glad to have gotten them out because I'm not sure about the legalities of doing this).
libRocket comes with an interface to Ogre so it easy to get started but it did take a long time to replace all the menus (I think I underestimated the number of menus I had in the game). I don't mind you looking at the scripts, if I did mind I would have done a better job at hiding them .
I explained my reasons for switching to libRocket in this thread:
http://www.ogre3d.org/phpBB2/viewtopic.php?t=40108
I was using CEGUI before that. To summarize basically I found that the GUI I implemented using CEGUI was too much hard work to maintain and that creating a custom skin for it was not as easy as it could have been. I don't want to criticize CEGUI because to be honest it has tons of features and is probably the most mature out of all the free ogre-compatible GUIs you can find. I just feel it could be easier to lay things out in the windows.
Daerst, Any idea what caused the crash? I'm always on the lookout for bugs so if you can reproduce it please let me know what caused it so I can fix it. As for not being able to create/join servers I would assume it's something to do with NAT. NATs are a real pain in the ass when it comes to making games work over the Internet.
detox, I did originally try to use RakNet for networking but found it wasn't very reliable so I switched to enet ( http://enet.bespin.org/ ).
nikki, I'm glad you like the music. I can't take credit for it though A guy called Roland Shaw did it along with all the new sound effects. Some of the sounds may sound a little weird at first and take a little getting used to. But overall the quality of the sounds is better now. The old sounds I basically just got by searching the net (I'm glad to have gotten them out because I'm not sure about the legalities of doing this).
libRocket comes with an interface to Ogre so it easy to get started but it did take a long time to replace all the menus (I think I underestimated the number of menus I had in the game). I don't mind you looking at the scripts, if I did mind I would have done a better job at hiding them .
I explained my reasons for switching to libRocket in this thread:
http://www.ogre3d.org/phpBB2/viewtopic.php?t=40108
I was using CEGUI before that. To summarize basically I found that the GUI I implemented using CEGUI was too much hard work to maintain and that creating a custom skin for it was not as easy as it could have been. I don't want to criticize CEGUI because to be honest it has tons of features and is probably the most mature out of all the free ogre-compatible GUIs you can find. I just feel it could be easier to lay things out in the windows.
Daerst, Any idea what caused the crash? I'm always on the lookout for bugs so if you can reproduce it please let me know what caused it so I can fix it. As for not being able to create/join servers I would assume it's something to do with NAT. NATs are a real pain in the ass when it comes to making games work over the Internet.
detox, I did originally try to use RakNet for networking but found it wasn't very reliable so I switched to enet ( http://enet.bespin.org/ ).
- Daerst
- Kobold
- Posts: 29
- Joined: Sun Apr 27, 2008 12:12 pm
- lithander
- Greenskin
- Posts: 125
- Joined: Fri Nov 09, 2007 4:46 pm
- Location: Bremen, Germany
- x 3
- Contact:
- pjcast
- OGRE Retired Team Member
- Posts: 2543
- Joined: Fri Oct 24, 2003 2:53 am
- Location: San Diego, Ca
- x 2
- Contact:
Awesome! Very polished game, nice graphics, and little details everywhere.
A minor critique, I'm not a big fan of the controls. I also try to go forward in direction player is facing, not having forward (w) always go towards top os screen. I think I noticed in your forums a topic on this, would definitely be a good option at least. Also, would be great if i could use my joystick controller on this game
Besides that, I like it a lot
A minor critique, I'm not a big fan of the controls. I also try to go forward in direction player is facing, not having forward (w) always go towards top os screen. I think I noticed in your forums a topic on this, would definitely be a good option at least. Also, would be great if i could use my joystick controller on this game
Besides that, I like it a lot
Have a question about Input? Video? WGE? Come on over... http://www.wreckedgames.com/forum/
-
- Greenskin
- Posts: 102
- Joined: Tue May 10, 2005 11:42 pm
- Location: SF, California
- Contact:
- SpaceDude
- Bronze Sponsor
- Posts: 822
- Joined: Thu Feb 02, 2006 1:49 pm
- Location: Nottingham, UK
- x 3
- Contact:
I've noticed a bug that appears in CTF mode only, is this perhaps what you are talking about? I have to look into it.triton wrote:Dynamic shadows are not working very well. Some glitches and artifacts.
I'm not sure what this could be I don't have this on any of my own machinestriton wrote:And it crashes on exit here with an Intel X3100 graphics card.
Thanks. Well to be honest I'm not much good at promoting things mainly because I don't feel comfortable going around touting how good things I've created are. I have contact a few news sites (gamershell, bluesnews, etc...) by email though, which worked pretty well while the news was on their front-page.lithander wrote:Really sweet looking and fun to play. A lot of potential to become a huge success imo if you can get it promoted and spread.
Any plans (how) to do that?
Yes I now have this alternate control style on my list of things to do. I've had joystick support on my list for a long time too but never got round to it. I figured most PC gamers prefer to play with keyboard & mouse which is why I didn't place it very high on my priority list.pjcast wrote:A minor critique, I'm not a big fan of the controls. I also try to go forward in direction player is facing, not having forward (w) always go towards top os screen. I think I noticed in your forums a topic on this, would definitely be a good option at least. Also, would be great if i could use my joystick controller on this game Smile
Actually no, this is just a render to texture which is placed on the screen with ogre's overlay system. This is because it's been in the game from the start before I started using CEGUI or libRocket. I will probably eventually move it to libRocket though.Murphy wrote:Did you use libRocket for the minimap as well?
- spacegaier
- OGRE Team Member
- Posts: 4304
- Joined: Mon Feb 04, 2008 2:02 pm
- Location: Germany
- x 135
- Contact:
I can only second that. It is only a small thing to change (I guess), however it would improve the game a lot (imo). You could also let the player choose which variant he/she wants to use.A minor critique, I'm not a big fan of the controls. I also try to go forward in direction player is facing, not having forward (w) always go towards top os screen. I think I noticed in your forums a topic on this, would definitely be a good option at least.
But all in all, a really funny game. Well done!
- sinbad
- OGRE Retired Team Member
- Posts: 19269
- Joined: Sun Oct 06, 2002 11:19 pm
- Location: Guernsey, Channel Islands
- x 66
- Contact:
- nikki
- Old One
- Posts: 2730
- Joined: Sat Sep 17, 2005 10:08 am
- Location: San Francisco
- x 13
- Contact:
I can't really say for sure, but I think it may be related to the physics-based cloth animation in the flag. I had a few glitches with the flag too before (the flag would get stretched across the map when a person teleports).SpaceDude wrote:I've noticed a bug that appears in CTF mode only, is this perhaps what you are talking about? I have to look into it.triton wrote:Dynamic shadows are not working very well. Some glitches and artifacts.
Last edited by nikki on Fri May 23, 2008 10:27 am, edited 1 time in total.
- Falagard
- OGRE Retired Moderator
- Posts: 2060
- Joined: Thu Feb 26, 2004 12:11 am
- Location: Toronto, Canada
- x 3
- Contact:
- SpaceDude
- Bronze Sponsor
- Posts: 822
- Joined: Thu Feb 02, 2006 1:49 pm
- Location: Nottingham, UK
- x 3
- Contact:
- Los Frijoles
- Greenskin
- Posts: 123
- Joined: Wed Nov 02, 2005 11:26 pm
- Location: The Planet Earth
- Contact:
Very good game, I managed to download it, so I guess you fixed the download problem.
One point of suggestion: Being used to FPS games instead of 3rd person shooters (TPS? 3PS?), I think you should have a control option so instead of W, A, S, and D being up, left, down, right it should be forward, strafe left, backwards, strafe right. Although, after a while it got easier to control and I could see how this might interfere with gameplay...
Also, would it be possible to put dynamic shadows on the characters? I didn't see any and it would make the game look really cool. If realtime shadowing is too expensive, a small texture projected to the ground could suffice (like a fuzzy oval or something under where the guy stands).
Overall, I liked the game, good artwork, and well programmed.
One point of suggestion: Being used to FPS games instead of 3rd person shooters (TPS? 3PS?), I think you should have a control option so instead of W, A, S, and D being up, left, down, right it should be forward, strafe left, backwards, strafe right. Although, after a while it got easier to control and I could see how this might interfere with gameplay...
Also, would it be possible to put dynamic shadows on the characters? I didn't see any and it would make the game look really cool. If realtime shadowing is too expensive, a small texture projected to the ground could suffice (like a fuzzy oval or something under where the guy stands).
Overall, I liked the game, good artwork, and well programmed.
- Game_Ender
- Ogre Magi
- Posts: 1269
- Joined: Wed May 25, 2005 2:31 am
- Location: Rockville, MD, USA
I have noticed a bug with the path finding:
In CTF with about 5-7 AI guys per team, they will often get bunched up and basically jam themselves together. The only way to free the jam is to kill one of them. After that they start happily running across the map.
In CTF with about 5-7 AI guys per team, they will often get bunched up and basically jam themselves together. The only way to free the jam is to kill one of them. After that they start happily running across the map.
Robotics @ Maryland AUV Team - Software Lead
- SpaceDude
- Bronze Sponsor
- Posts: 822
- Joined: Thu Feb 02, 2006 1:49 pm
- Location: Nottingham, UK
- x 3
- Contact:
Yeah the AI could use some more work. It's not particularly advanced yet, the bots aren't aware of other players in the map so that's the reason for the bunching up.
Thanks for your suggestion about controls Los Frijoles, It seems a lit of people are suggesting this kind of control system. So I will definitely put that into the next version.
As for the dynamic shadows it's already there. Just go to the settings menu and you have option between No shadows, static shadows and dynamic shadows. In static shadow mode there is a simple circle texture at the player's feet as you have suggested.
Thanks for your suggestion about controls Los Frijoles, It seems a lit of people are suggesting this kind of control system. So I will definitely put that into the next version.
As for the dynamic shadows it's already there. Just go to the settings menu and you have option between No shadows, static shadows and dynamic shadows. In static shadow mode there is a simple circle texture at the player's feet as you have suggested.