Universal Star Warfare: Alien Invasion - (by Freyr Games)

Discussion in 'iPhone and iPad Games' started by Echoseven, Jan 21, 2012.

  1. JediKnight

    JediKnight Well-Known Member

    Jul 24, 2012
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    DarthGuy's Deathstar
    The thing about the glitches, I used it so I know, the weapon going through walls? Well they can't have colliders (or for some reason) you're plyer starts flying. I suppose that is is because the weapon is PART of the character during play time. And the wall glitch? The CAMERA doesn't have a collider. It has a set rotation(this might be confusing as I'll probably mess up) meaning that it can sping any degree on the z axis, but the x axis and the y axis cannot go past "the ground" because it is never nessecary for it to go through the ground. Note that this is only a glitch for third person shooter that are kind of notwelldeveloped. You could put a collider on the camera easily.

    Other glitches, like invisibility, grenade randomly falling... Well I don't know. But the animation glitch (I don't know if it is up in the wiki) I have a theory about. Spamming the fire button has to create the missiles and play an animation, the next time you press it destroys the animation but the missiles keep going. Eventually there "should" be a time where there is a missile over load and they stop playing the animation because missiles will keep coming anyways. This is very very truly just a theory because I'm 80% sure it is not right. :(

    Undead, you talked about the level of programming that explosions not going through walls would take? Based on what they are doing you really can't. It is just an animation not any projectile actually blowing up (Which is what I'm doing in my game, I played dead trigger, realized it was. Unity made and then the developing process for me happened again. And I'm excited!:D) I personally think that that isn't much of what you call a glitch.

    Back to Sheinfell: dead trigger and shadowgun use unity, excactly why I play them. Shadowgun is a third person that is well prgrammed. :)

    Also youused unity? I thought you were a web developer and a harddrive manager but I guess you're just plain awesome! What other game engines have you used? I would like to know as unity awesome as it is, it's hard to make a third person shooter of it. (As I talked about earlier, like the whole time! ;) :D )
     
  2. Drummerboycroy

    Drummerboycroy Well-Known Member

    Apr 2, 2012
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    Clinician
    Maine!
    Honestly, I'm not sure what my initial apprehension was about... perhaps the unspoken but suggested "casualness" of iOS gaming?

    I'm in big-time now though! Bard's Tale is AWESOME. Aralon is GREAT. I've got to be realistic about my time constraints until May, when I finish Grad School, but after that?

    Hello Avadon, Avernum, BG and Ravenswords 1 & 2...;):D

    I love the Goblins, but I REALLY love some of the "fourth wall" interplay between the Bard and the Narrator! Hi-LAR-ious!

    DBC
     
  3. undead.exe

    undead.exe Well-Known Member

    Jun 20, 2012
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    #10043 undead.exe, Dec 27, 2012
    Last edited: Dec 27, 2012
    I'm not 100% sure if I'm on the same page as you because some of the phrasing is a little strange, but let's see if I am...

    If you mean that the character's recoil movement for actually firing the rockets should eventually stop, then yeah, you're right: certain weapons eventually stop "recoiling" if you overload the game too much, and I've noticed that's what you need to do to start firing the three rockets of the Black Stars separately as you'd like. The Black Disk is subject to a similar glitch where the recoil animation starts moving extremely slowly when it's somehow been bogged down.

    For whatever reason, though, when the RPGs and Grenade Launchers become too overloaded, your whole character just vanishes on your screen -- and all your projectiles start spawning from a predefined point on the map, rather than the tip of your weapon.

    That's more of the game's programming, right? If an explosive projectile collides with something, a spherical hitbox is generated where anything touching that hitbox incurs damage from the explosion -- the explosion going through walls is because the sphere's hitbox overlaps with and passes through nearby walls. I would think you could program the hitbox's shape to change depending on whether it's touching anything else, but to do that, the game's going to require a higher quality of programming which seems beyond SW's current standards -- and it'd probably cause some serious framerate/processing issues for the game to handle those sort of calculations (imagine what happens if the game had to frequently modify the hitbox shapes of multiple explosions if you're firing the Trinity at the ground, for example).

    The explosion is a preset graphic which won't change according to what's around it, I know. I don't remember calling this one a glitch, because I don't think it's really something beyond what the programmers intended.

    Similarly speaking, the RPG Combo itself shouldn't be a glitch, because that's simply firing slow weapons one after another. Quickdrawing and Twin Sniping, on the other hand, I'm not too sure of, because they exploit the quirky programming behind the firing mechanisms of the sniper rifles and the machine guns/laser cannon...
     
  4. JediKnight

    JediKnight Well-Known Member

    Jul 24, 2012
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    Yep, except that the programmees could just create projectiles flying from the explosion instead of just a particle system. Then when the projectiles fly out and hit something they cause damage and disappear or against a wall they would just disappear.
     
  5. ThePowerofLava

    ThePowerofLava Well-Known Member

    Aug 11, 2012
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    IT'S DONE!!

    After an entire night of loading bars, error screens, and odd responses, I have windows installed and my computer is complete!!
     

    Attached Files:

  6. undead.exe

    undead.exe Well-Known Member

    Jun 20, 2012
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    Good grief, well done you hardcore tech-head :D
     
  7. ThePowerofLava

    ThePowerofLava Well-Known Member

    Aug 11, 2012
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    It runs Planetside 2 on full graphics without a hitch, and everything seems to be working perfectly :D

    Not to mention its my own personal computer, so no more having to get off when my brother throws a tantrum about it... :D
     
  8. Peewhy

    Peewhy Well-Known Member

    Mar 27, 2012
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    is anyone still playing this?
     
  9. Drummerboycroy

    Drummerboycroy Well-Known Member

    Apr 2, 2012
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    Clinician
    Maine!
    Please tell me I'm not the only insufferable compu-geek that noticed the obligatory can of Mountain Dew in the background...:eek::p;):D

    Re the new compu-box: It's ALIVE!:eek::D

    DBC
     
  10. Drummerboycroy

    Drummerboycroy Well-Known Member

    Apr 2, 2012
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    Clinician
    Maine!
    I play it every so often to remind myself of why I stopped playing it, but generally, no.

    DBC
     
  11. ThePowerofLava

    ThePowerofLava Well-Known Member

    Aug 11, 2012
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    #10051 ThePowerofLava, Dec 27, 2012
    Last edited: Dec 27, 2012
    It played a vital role :D
     
  12. Enjoo

    Enjoo Well-Known Member

    Feb 4, 2012
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    Nice computer. Wished I had that kind of power.
     
  13. Sheinfell

    Sheinfell Well-Known Member

    May 14, 2012
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    Europe, CET timezone
    #10053 Sheinfell, Dec 28, 2012
    Last edited: Dec 28, 2012
    Congratulations! Hope it runs good for a long while.

    Hhmm, even it is just an animation, can't you still do a check if the explosion graphics are hidden from view by an obstacle? Similar to z-buffering? But then I do not know what exactly the PowerVR graphics chip is capable of.

    I don't know enough about graphics programming to say if the "check and reshape the hitbox" approach is something that is generally done. Jediknight, maybe you can provide more info here?
    But you are right, undead, anything in that direction requires alot of processing power, relatively speaking, and most likely is beyond even an iPad4's capabilities.
    Using a physics engine for particle computation would be the best and most excessive approach, but I am quite sure you cannot do that on any iThingie today. There is a reason why the first PhysX engine from Ageia was in hardware, as a separate expansion card for your PC. When NVidia acquired them, they integrated the separate card's hardware into their GForce graphics cards.

    Now, that is sloppy programming :p I'd think even on an iThingie you can do better than that.

    Misunderstanding here :) I never got my head around programming, past the most basic concepts. So no, I never used Unity to do any development, and didn't play around with other engines, either.
    I guess the misunderstanding comes from my comment that "I need to check my games list" . By that I meant I will have to go through the games I have on my iPad, as I cannot remember off the bat which ones the developers used Unity for.

    My girlfriend is the web developer, not me :)
    And harddrive manager is one of the most boring IT jobs I can think of, just managing storage space all day.

    Okay, brief job history of mine here:
    After getting my techie education (something quite unique for Germany, afaik. I don't know any other place where you can get a practical education - as opposed to university - for being a systemadministrator; "information technology specialist systems integration" is the closest translation I can come up with) , I worked many years in onsite support (hardware & software) for different companies.
    After that, I spent like 2.5 years in the European IT Servicedesk of a worldwide company, supporting a boatload of branches all over Europe, which was the most demanding job I had so far. Simply because we were responsible for everything (at least to get things started), from network infrastructure, to systems monitoring, iSeries, web portal, you name it.

    For over a year now, I work for a company providing iSeries and mainframe modernisation tools (e.g. giving you a framework that allows you to transform your greenscreens into fancy window applications), in technical product support. Quite demanding as well, because the products are extremely complex, and again I need to know a lot about everything ;)

    And, well, I am interested in a lot of things, not only in the IT field. But to keep it to IT for now, I at least try to be up to date on a basic level on anything I come across, from graphics programming, to high-performance computing, network technology, new hardware developments, CAD/CAM, whatever; well, everything I can think of, basically ;)


    -----
    UPDATE: I just read that Unity3D also supports PhysX physics engine technology.
    Quote from the Wikipedia article: "Built-in support for Nvidia's (formerly Ageia's) PhysX physics engine, (as of Unity 3.0) with added support for real-time cloth on arbitrary and skinned meshes, thick ray casts, and collision layers."
    Now all I need is more time to dig around and figure out if the PowerVR chip also supports that.
    But after reading this NVidia Physx FAQ I'd say no.
     
  14. Arrow0x

    Arrow0x Well-Known Member

    Jun 27, 2012
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    and I see it. maybe I'll try. ;)
     
  15. Arrow0x

    Arrow0x Well-Known Member

    Jun 27, 2012
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    and I get... "You were disconnected by the communication device. Try reconnecting. If the problem continues, verify your settings."

    LOL:p
     
  16. Arrow0x

    Arrow0x Well-Known Member

    Jun 27, 2012
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    well actually, I think I'm going on a trip or something. I'll check out some Wi-fi connections if I do.
     
  17. JediKnight

    JediKnight Well-Known Member

    Jul 24, 2012
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    Sheinfell: You don't need much physics to do this. There is gravity for sure (grenades) so all the developers have to do is this. When the grenade collides make it disappear. Then from that collision point create several "gameobjects" (unity term basically meaning items) and set random angles andshoot them out.when they collide they check if it is a player they hit and if it is they take damage. If it is a wall it does nothing. (use rigidbodies making it stiff but physicy basically adding gravity and giving it mass). After checking for player and the player takes damage, you delete the object.

    This is ALL in code of course.

    Then add the particle system (to make it look good) that has colliders on the particles. So the explosion would do nothing but sit there then disappear.
     
  18. JediKnight

    JediKnight Well-Known Member

    Jul 24, 2012
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    DarthGuy's Deathstar
    CONGRATS!:D
    Where did you get the parts? Online?
     
  19. undead.exe

    undead.exe Well-Known Member

    Jun 20, 2012
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    Was that message from within Star Warfare itself?? I've never a message THAT long before...
     
  20. ThePowerofLava

    ThePowerofLava Well-Known Member

    Aug 11, 2012
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    NewEgg.
     

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