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2009年5月10日 星期日

2009年4月22日 星期三

demo 2

2009年4月16日 星期四

demo ver1



The old ver. of gameplay demo:


-no texture in the room


-only 1 kind of attack


-no texture in the mini map


-no effect when the monster is hit


-the rolling star is still a ball

2009年3月18日 星期三

schedule review


the red bar is the finishing percentage of that task, the progress is super slow !!!
HURRY UP GUYS

2009年1月19日 星期一

Screen Capture

Main Menu Screen

Loading Screen

Gameplay Screen

Pause Screen

Simple UI is created such as hp bar, minimap.
Monster is created as dummy, which only will move randomly
The weapon is succeeded in attaching on the player's hand.
The simulation of the weapon is rewrited, it is easier to control.

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...

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13日 星期一

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

2008年10月9日 星期四

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

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~