2008年12月30日 星期二

XNA- Thrid Person View Test



minimap can be shown on top right corner.
It needs to hand-draw a minimap and calculate the position of the player

Next task, draw collide box in game for debug use:-)

2008年12月24日 星期三

music

the music of these website can be download and used in non-commercial game.
http://www.zero-matter.com/ (SE)
http://www.kohzas.net/music.html (BGM)

2008年12月22日 星期一

meeting with Pang...

basically the whole meeting was about the progress of our fyp....
and those things that were mentioned by Pang were:
- use animation to replace the movement of the 流星錘
- create the mini-map
- need to have the scene design
- create simple UI
- need to create the models a little faster
- hold a dummy box on the character hand
- sound and music for the game

can't really remember all the details...
rock and fish...if you remember something and is not in the list, feel free to add it to the list....

Thanks!

2008年11月29日 星期六

cWiiMote

http://www.ziggyware.com/news.php?readmore=150

i'm not sure if inside that sample is the same as wat Rock trying to do...cos i do not have the adapter with me at home...so i jus posted in up here....and hopefully i can try it in sch....

but...rock....if that's the same as wat you're doing...then inform me la~~~

2008年11月23日 星期日

Swing action graph


I do the swing action 3 times and get the at-graphs on right-hand side. The time is from right to left. The amplitude is the accelration of the sensor

The procedure is that first I need to hold the wiimote vertically and then swing it down. Therefore the red line should be higher than others before the action. The peak-value of the red line should be the swing effort.
The half-cycle of the Red is the time used for the action.
The value of X,Z mayuse to calculate the angle of the swing action.

Then I do it one more time with horizontal swing, the result is similiar, only the shape of X and Z line is exchanged.

2008年11月22日 星期六

Wiimote and WiimoteLib

Motion Sensor
The motion of the remote is sensed by a 3-axis linear accelerometer with the direction like the picture shown.

Calibration

The zero points, and gravity values, for the three accelerometer axes, are stored near the start of the Wiimote's flash memory.

Rumble

Rumble is provided via motor with an unbalanced weight attached inside the Wiimote which can be activated to cause the controller to vibrate.


Speaker

The Wiimote has a small low-quality speaker, used for short sound effects during gameplay.
Speaker is unavailable in WiimoteLib becuase of unknown format.

WiimoteLib

If you wish to use multiple Wiimotes, instantiate a WiimoteCollection object, call the FindAllWiimotes method to initialize it, and then use each individual Wiimote object in the collection as a separate instance.

WiimoteCollection wc = new WiimoteCollection();
wc.FindAllWiimotes();

foreach(Wiimote wm in wc)
{
wm.WiimoteChanged += wm_WiimoteChanged;
wm.WiimoteExtensionChanged += wm_WiimoteExtensionChanged;

wm.Connect();
wm.SetReportType(InputReport.IRAccel, true);
}

Data can be retrieved from the API in two ways: events and polling. In event mode, one must subscribe to the WiimoteChanged event as shown above. Then, when data is sent from the Wiimote to the PC, an event will be posted to your event handler for processing in your application. If you elect to not use the event model, you may simply retrieve state information at any time from the WiimoteState property of the Wiimote class.

Report Types

The library currently supports only a handful of the many report types the Wiimote is capable of producing, however the ones that are implemented are enough to get all required data for the Wiimote and all current extensions. Specifically, these reports are:

  • Buttons - Button data only
  • ButtonsAccel - Button and accelerometer data
  • IRAccel - Button, accelerometer and IR data
  • ButtonsExtension – Button and extension data
  • ExtensionAccel - Button, accelerometer and extension data
  • IRExtensionAccel - Button, accelerometer, extension and IR data

The report type can be set by calling the SetReportType method using the appropriate report type and whether or not you would like the data to be sent continuously or only when the state of the controller has changed.

Extensions

There are currently three Wii extensions supported by the library: the Nunchuk, the Classic Controller, and the Guitar Hero controller. If you wish to use these, you must setup an event handler for the WiimoteExtensionChanged event. When this event is called, you can check the event argument to determine if an extension was inserted or removed, and what type extension was inserted. In this event handler, you will need to change the report type with the SetReportType method to one that supports extension data, otherwise the data will not be returned to you.

2008年11月20日 星期四

intermediate progress-programming part

completed task
1. successful to import models with animation
2. character can move, jump on the map
3. simulated a rolling star
4. created a third-person view camera

incomplete task:
1. setup a restricted area which not allow the player go in
2. attach the rolling star on the character's hand
3. communication between wiimote and XNA
4. wiimote gesture recongition
5. communication between player and npc
6. attack on the monster
7. AI on the monster
8. questline
9. Portals transfer between maps
10. save/load game
11. xml content writer & reader for XNA(import gamedata through xml)
12. collision between player and objects(include npc,buildings)
13. still thinking...

failed....

sorry guys...didn't do much update for the FYP cos i was trying out using Blender (since it's a free software so it will be easy to get it from the main webby..)...but seems like it is not that easy to use compare to Maya...though i'm not very familar with Maya too...

so i declare....using of Blender - FAIL...
i will put my focus back to the programming then....
so sorry once again...................

2008年11月14日 星期五

轉衣服


design還沒決定到...

2008年11月13日 星期四

轉顏色




邊隻好?

主角表情圖(for 2D story mode)

普通

驚訝











2008年11月11日 星期二

A little good news

The physic Library seems to be so complicated. I think we should not use it la
Today I research on rope simulation for our Rolling Star and find a good tutorial(link)
I have written the rope simulation into a C# version. The result is quite satisfied.

Basically, we just need to set the number of nodes and the physic property when construct.
Then we need to adjust the applyForce by vector to make it move.

Here is the video I took:

The action on Rolling is not perfect. We need to improve it later.

2008年11月8日 星期六


Here is the draft of the class diagram, it is not finish yet. Feel free to improve and ask question

I have found a physic simulation library. It can be used for making the rope-like weapon :-) hope it can success ba~

2008年11月6日 星期四

draft: Hero's 2D CG

This seems too simple and not attractive enough...






Ver. 2


2008年11月5日 星期三

draft: story board (intro.)




this is a draft of the 1st story (before 1st mission).


I know it is difficult to see...I will draw a better later.


If you guys not understand/hate it, plx let me know and change.




draft: enemy


last boss : hello kenny (中國製翻版hello kitty), also called kenny哥

2008年11月1日 星期六

Animation Test

Sorry that the Animatino library I post before isn't support XNA2.0. I should read more carefully next time><"
However, I find a new one which called "XNAnimation" support XNA2.0
I have tested it with my character class and it work. I import its demo model and it can really "run" on the floor with animation.The library supports cross fade between animation clips and keyframe interpolation.

But there is a problem that the library have 2 version
For version 1, it support PS2_0A (pixel shader) . It is better than PS2_0 but it doesn't support for our fyp computer which only support PS2_0.
For version 2, it updated a little bit. It support PS2_0 but some method are disabled

And it seems that if we change the library version or computers during development, the model will have some bad changes. I will do some more tests to confirm whether it's a problem or not.

2008年10月25日 星期六

Development Progress

After the presentation, we know that another name of the weapon is Rolling Star :-)

Now I 'm successfully import a gameobject and control its basic movement such as walk and turn around. I'm going to develop classes base on it and I'm drawing the class diagram.

Also, I analyse the GameStateManagement Tutorial. It's quite difficult to understand all of it but I know how to use it soon.

I will place the diagram when i finish

Cheer up everyone !!!!!

2008年10月20日 星期一

the unwanted draft of the hero


The hero of our story should not be too smart so these designs will not be used.

draft: the Hero

3頭身版本



2頭身版本

2008年10月19日 星期日

[Final Version] Proposal

submitted our proposal to both of the advisors...
(we realised that we mentioned something about color(with pictures) in our proposal but we printed the hardcopy in black and white...so if our both advisors if u happen to drop by...u can download the softcopy here~~~ sorry abt that...)

the link below is our final version of the proposal...
Proposal(Final Ver.)

2008年10月13日 星期一

mission map


Ver.1
There is a specify route for player to go.
But before finishing mission1, player cannot go to the area of mission2.


Ver.2
There is no specify route, player can go to ever place he want.
However, the function of some item or event will not be able to see.
For example, player will not get the info. of mission3 from NPC at PC until he finished mission1 and 2.

XNA Animation Library

I find a opensource Library on Animation in XNA which can load and animate the model easily and more efficiently
And there is tutorial in its web.
http://www.codeplex.com/animationcomponents

draft story 2~3

draft story : 2nd-荒島獵人

主角:荒島原居民

敵人:高科技城市人

場景:海上荒島

故事:主角打獵時在海邊發現神秘船隻殘骸,他好奇地進入搜索,不但發現許多沒看過的高科技器械,更拾到一個流星錘。當主角發現流星錘擁有比原始武器強大的攻擊力後,決定拿回家作打獵之用。主角利用流星錘在島上四出打獵(mission1),亦因此在島上揚名。不少村民找他解決難題(mission2~3)。一段時間後,一班城市人來到想搶回流星錘,原來那是用來戰爭的秘密武器!為守著秘密,城市人更想傷害島上村民!主角要阻止拯救村民(mission4),打倒邪惡巨大戰爭機械人!
----------------------------------------------------------

draft story : 3rd-動物園戰記

主角:“很醜但很溫柔”的黑熊

敵人:懶惰但得天獨厚的熊貓(因為是國寶,有無數手下)

場景:晚上的動物園

故事:黑熊因為樣子兇惡,做盡各樣把戲還是得不到遊客歡心。反而好食懶做,欺善怕惡的熊貓則因長得可愛和國寶身份,得到各方愛護,成為了“動物園一哥”。黑熊終於決定要來一場革命!誓要教訓熊貓,改善其惡劣個性!在遊戲中,黑熊要解決各難題(mini game),如閃避管理員,與黑白兩道的企鵝對抗...

其他:道具店─>袋鼠

2008年10月9日 星期四

draft story : 1st-扭蛋反擊戰

遊戲目的:
1.打敗在地圖上的雜魚
2.解決地圖上的難題(mini game),以前往其他目的地
3.打敗最後boss

draft story : 1st-扭蛋反擊戰

主角:
寂寂無名、「多佢一個吾多」、被放在一邊的扭蛋公仔

敵人:
被拋棄了的邪惡扭蛋公仔場景:人類的房間各處(桌子,display櫃等)

故事:
一班因為樣子不吸引而被主人拋棄了的扭蛋公仔因為積累了很多怨氣,決定要來一場革命,誓要征服display櫃成為主角!他們的惡行令櫃中其他公仔十分困擾。主角這平凡的公仔本來無心參戰,但因拾起了地上的流星錘時被眾人誤會是決心打敗邪惡扭蛋公仔集團的英雄,迫不得以地踏上收拾邪惡集團的旅程...

其他:
迷你扭蛋機─>道具店

A more relative reference abt gesture recognition

I find a youtube video about gesture recognition which is exactly the thing I want to do in the game . Unlucky it didn't talk about the method or other interformation about it

Some diagrams...

had a meeting on wed...and these are the flow chart and mind map(both version 1) that came out with...


...game flow...

...mind map...

2008年10月4日 星期六

gesture reconigition

Sorry for not clear concept.
Actually the thing i want to do is Accelerometer Based but not the IR on wiimote.
Here is the example.



I want to draw the gesture in the air but not facing to screen. You can see that the man just do the motion freely and no need pointing towards the screen.
I find a keyword " hidden markov model " which appear on the discussion on wiimote gesture reconigition.
I'm still finding more information about it
keep on guys :-)

remark: I hv finished to setup the computer la~

2008年10月3日 星期五

Shape Recignition

today Rock mentioned something about shape recognition thingy that he wished to include it into the game. We asked minming about how to do it to ensure we can detect the right shape being drawn using the wii mote. He told us a way of doing it but I'm not sure how's gonna be typed out here.

Anyway, went to YouTube to look for something on "Shape Recognition" and I saw this video. I was thinking if we can get the method of doing that and transfer it to our game, then most probably it will be easier for us to develop the game later.

2008年9月29日 星期一

we can use FYP lab la~

our comoputer ID is 62, we need find a day to setup the computer :-)

2008年9月26日 星期五

document from Pang

the document about game from Pang's talk is now available for download
included the sample of game proposal
click here

direction confirmed

ok la after the meeting today, we have confirmed that we would make a game with many mini games inside so that we can explore the wii motion as much as we can.

Motion that now we decide to make:
swing and throw, shaking, bird flying...and i forgot la

we should later talk about the game story and game play la~

2008年9月20日 星期六

idea...

we still do not have a very clear idea on what we gonna do....

each of us have a specific motion that wish to do on...like Rock wish to do something on "swing"...

for me...I wish to do on "shaking"....
so I was thinking of creating a series of motion...then from these motion we can create a series of mini-games...

the style of the game can be like the old arcade game "Point Blank"...

i though of some games like:-
- shaking a coke can...(act like a rocket...see how far the person can fly to....)
- pump of a balloon....
- cycling (act as the pedal...)

hmmm...that's about it....

2008年9月19日 星期五

no idea orz

These few days i think and think and think. I find that I am lack of crazy element and cannot think of any crazy ideas orz....


what I want to do most is a arpg game with a motion that lassoing with a 流星錘.... but it must be too normal ba....anyway i still want to think in this direction....may be lassoing with different motion like 8,Z,△ or some circular pattern, well, it will become like drawing "魔法陣", or even create a tornado(龍捲風) haha
or throwing 螺旋槳 and fly like a helicopter....
or throw 勾 to the roof of a building, and climb onto it =o=
but... all changes are just in the game, the player just hv a motion to experience.....

revolve the Wii mote......so dull, right?

2008年9月17日 星期三

Meeting with Pang (1)

went to look for Pang to have some discussion on our FYP....
he told us not to put the focus on wheelchair unless we could really make a real wheelchair that can be used during the game....he said that to control the movement may be difficult too....he suggested Ski-ing instead....

he gave us alot of suggestions and ideas...some examples were:-
- making of Fireworks
- 物理治療
- 層層疊 (gotta make use of webcam)

Setting a goal is impt...he told us to think of a problem and then purpose a solution....and this solution can end up be our FYP idea....

another alternative will be "Go Crazy"....ideas can be as crazy as possible since we have 3 people for this project~~

lastly, he gave us a url which we can get some ideas from there...
Independent Game Festival

2008年9月14日 星期日

research on Wii & XNA

came across this blog named - WiiBuilder...

i find it quite interesting~~~
i'm not sure if it's useful...hopefully it is...

anyway...from that site i found another 2 websites which i think shld be useful~~
they are on XNA....(XNA tutorials)
1. XNA 101.net
2. XNA Creators Club

Material for FYP - Website

http://www.codeplex.com/WiimoteLib - The Wii Library that we'll use(download library)

http://www.wiili.org/index.php/Motion_analysis - Motion analysis

http://msdn.microsoft.com/zh-hk/xna/default(en-us).aspx - XNA Center(download XNA)

http://en.wikipedia.org/wiki/Microsoft_XNA - wiki with reference

http://www.xnadevelopment.com/ - XNA

http://www.ziggyware.com/forum/index.php - XNA Forum

http://xnaresources.com/ - XNA resource

http://www.microsoft.com/express/2005/download/default.aspx - C# 2005 (Free download. register to get serial key)

Search on youtube

Wiimote on PC acceleration reading


AiLive LiveMove - Wiimote motion training

FYP-Start

This blog is for research and share among our FYP group :-)
加油!