Contributors

Friday, 21 January 2011

Final

Click to Play the Final Project

Unfortunately the 3D physics has some technical issue. You can check the incompleted 3d one from here

Coursework handed In - Friday 21st January 2011







Coursework finally handed in on time, congratulation to myself and fellow team member Hua for completing our work despite some difficulties.

Thursday, 20 January 2011

Final buildup - stage

This Image is my final design for the game. After talks with Hua I had rendered an image of the background to help make the game run faster. I had also removed the flat ground at the bottom as It was not needed. Then I had to shorten the length of the stage to further save as much memory for the game engine as the amount of objects in the game was far too many.

Shortened version of original stage

Original length of stage

Final buildup - Background



This is the background that I had made for the game by rendering physical models in front of another background. This helps with the memory of the enging and saves alot of space for the gameplay to run smoothly. Textures will be referenced in my write up.

Friday, 26 November 2010

Texture and Exporting problem solved

After a good week or two trying to export models and textures to the game enging without success, i've managed to find a way to work my way towards fixing said problem.

 Using a program called prefab, I can view and if necessary change the model as it ould look in the game enging. This way I would'nt need a copy of the game engine the see if the models worked.

Now I can focus on producing the final versions of the models.

Tuesday, 23 November 2010

Most Updated Progress

Earlier on, I used FlashDevelop and its build in Flex FDK to compile the Flash file, it worked alright. Problem came only when I want to upload the swf file on the internet. I decided to change back to Flash CS4. But the problem is even bigger, my camera moved strangely afterwards. 

After talking to Fernando, he also told me he had big time setting up the projects, and he said people suggested to use SpringCamera (I was using TargetCamera then). I went to the Away3d Dev google group and searched, set up my project again, the camera was still in trouble. But when I thought of the camera class Fernando mentioned, used it and the problem solved. That's a big jump for me.

Then more problems came, well, programming...

(1) when I changed the cube into the model, the model didn't move with the camera, only the camera was moving. That might be the loader is not an 3D object, the proper way will need to export them as a class and utilize. (@_@ kind of dizzy now)

(2) When I compiled it and when I opened the swf file, model size changed dramatically. But I have an idea it's the flash bug which was mentioned in the google group.

Because I am short of time tonight, AI coursework dut this Thusday, I will sort out those problems later.

You can try the progress out click to try 

Friday, 19 November 2010

Texturing Problem

I've been trying for so many times, none of the textures worked for any of the models that were provided to me. 


I then open the collada ".dae" file, which is basically an XML file. I compared it to a working file from the internet, made some amendments but still no luck. Until I found the following link on the internet:click me


I searched "init_from" inside the .dae file, and finally found out the reasons for the textures not showing up on my imported models. The sources from the collada file that I was given are:

../sourceimages/black.png
../sourceimages/green.png
../sourceimages/red.png
../sourceimages/yellow.png
../sourceimages/textures.png

But the actual texture I received is only textures.png, and it is located in the same folder of the model. So I change the path to:
./textures.png


AND the most important thing, I changed the texture into a 4x4 blue pixels png instead of 614x460. Then the texture showed up at last for me. :( so long...

At least it works now. The problem is only one color in there, at least we know what the problem is for the artist to keep an eye on. phew...






Next step, lighting!