June 13, 2018 at 11:43 am #14836
Looks very nice.
How did you make the headlight/spot from the ship?June 14, 2018 at 9:54 am #14841
It’s all Monkey2 voodoo. 🙂 Checkout the ‘simple light’ demo in the bananas folder. I essentially use the same approach as in Marks demo.
Btw: This is all 2D. Just FYI.June 19, 2018 at 6:16 am #14872
I’ve posted 9 images of the final look and base design here on Phoenix USC’s Twitter page.
Attachments:June 26, 2018 at 6:32 pm #14914
Oh man.. the fun begins! 😀 Massive bot weapons fire. Video of Phoenix USC using Alien Phoenix up soon.
Attachments:June 27, 2018 at 8:50 pm #14922
More wild bot weapons fire. Over a dozen bots unloading hundreds of weapon objects. Looks awesome in real-time with all the lighting effects.
The Alien Phoenix framework can really handle much more in terms of performance. 🙂
Attachments:June 28, 2018 at 10:04 am #14927
Example images of a captured and uncaptured flag in Phoenix USC. Control of the flag means ultimate victory.
I am designing the Alien Phoenix framework to use switches, which when crossed can be used activate map objects. In addition to the flag all ramps leading to the upper level of game play use entry and exit switches. It works very well and opens up lots of map design options.
Edit: That caption (red flag) should read “uncaptured”… Oops.
Attachments:June 29, 2018 at 12:13 am #14933
A view from above. Game play on two separate levels at the same time. I have also cleaned up weapons impacts so that things look clean and ships are still visible. So sweet in real-time.
The mapping system in Alien Phoenix works using layered 2D plane spaces. It makes it easy to layer game play. 🙂
I will probably start a new thread for Phoenix USC as it’s getting close to a way early pre-alpha demo.
I should have a video of early game play late Friday
Attachments:July 25, 2018 at 6:37 am #15143
I have been working on the early pre-alpha demo for Phoenix USC of late, which means a lot is going on with Alien Phoenix. I’m going to start a series of posts explaining what the framework does and an overview of how to use it by supplying examples and tutorials. This will be over the next few months as I start to document and finalize the architecture. For now I would like to explain a little bit about Alien Phoenix’s GUI.
I designed the GUI architecture to be flexible and efficient. This makes it easy to use and flexible enough to be customized or modified. The GUI is window based which means most everything you do with Alien Phoenix is going to use a window. You might think oh man that will be slow but you would be wrong. I have lots of videos and a Emscripten example that show off the efficiency of the window based GUI. This is made possible by designing the GUI first and letting it be the anchor for all other code. Without going into to much architectural detail, the GUI in addition to managing buttons, list boxes, sliders, windows and alike also handles the rendering for 2D and 3D. This makes good sense as the framework is working alongside the Monkey2 API. The real efficiency comes from the way the Alien Phoenix GUI renders mojo constructs. It uses a simple stack as a draw list which holds all of the data to be rendered whether it is text, 2D images, 2D lights, 2D shadows or 3D components. This kind of architecture makes it easy to add in future mojo goodies as well.
The GUI is designed to be omnipresent working with almost any OS, web browser or device. You can customize it to fit a particular look through a skin file and load a new one based on which device or OS you are using. Typically you will probably stick with one basic skin as the mechanics of the window and GUI components are designed to be friendly to most situations. For example to move a window you only need to left click and hold on an area of a window not used by a GUI component. That in itself makes it friendly to touch screens. The GUI also uses some unique features like casting a window as the background essentially making it a bottom most window. I have included two images that illustrate this behavior in wide-screen (5760×1080). In the first image you can see several windows running Phoenix USC. If you look closely you can see the cursor over a button in the game window. That little button is a screen cast button that will cast the game window as the background. This allows super easy management of windows allowing quick access to the game window (full screen – or mojo window) as well as all other active windows as seen in the second image. To get a good idea of how this works I would encourage you to tryout my Emscripten demo for Alien Phoenix (see this post for more detail and the code).
I will be hard at work trying to get this framework ready for early experimentation. As soon as I have something I consider usable and minimally documented I’ll post it for use. Till then stay tuned for more about Alien Phoenix.
Attachments:September 26, 2018 at 4:04 pm #15473
I am a week or two from releasing my Phoenix USC pre-alpha demo. It uses Alien Phoenix and goes a long way to showing off what this gaming framework can do. My goal for Alien Phoenix was to develop an integrated, efficient framework that supported 1000’s of collision objects, vast user maps and support for 2D and 3D lighting FX and more and to do it on a single CPU core. I can totally say that I have reached that goal. An additional goal was to integrate all this into a custom ‘Window’ based GUI; although not fully complete the GUI portion is really a center piece and has tied everything together proving that it is possible to include a window based GUI in your game with very little (like, very very little) cost to performance.
So keep an eye out for the Phoenix USC pre-alpha demo as it really shows off what this framework does. 🙂
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