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....
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~~~
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.
The motion of the remote is sensed by a 3-axis linear accelerometer with the direction like the picture shown.
The zero points, and gravity values, for the three accelerometer axes, are stored near the start of the Wiimote's flash memory.
Rumble is provided via motor with an unbalanced weight attached inside the Wiimote which can be activated to cause the controller to vibrate.
The Wiimote has a small low-quality speaker, used for short sound effects during gameplay.
Speaker is unavailable in WiimoteLib becuase of unknown format.
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();
foreach(Wiimote wm in wc)
wm.WiimoteChanged += wm_WiimoteChanged;
wm.WiimoteExtensionChanged += wm_WiimoteExtensionChanged;
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.
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.
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.
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
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
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...
so i declare....using of Blender - FAIL...
i will put my focus back to the programming then....
so sorry once again...................
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.
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.
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 !!!!!
(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...
There is a specify route for player to go.
But before finishing mission1, player cannot go to the area of mission2.
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.
draft story : 3rd-動物園戰記
draft story : 1st-扭蛋反擊戰
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～
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.
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～
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....
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?
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
- 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
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
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.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)