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#151
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![]() ![]() Rundiculous is a running game that encompasses elements from VVVVVV and Bit.Trip Runner. The goal of the game is to reach the end of each level and collect as many blue crystals as possible to get the highest score and do it with as few fails possible. In each level player has to face many challenges to pass the level, from tricky terrain to malfunctioned robots. To do that he uses a set of skills; jumping, sliding, kicking and gravity flipping. Unfortunately I didn't manage to finish it. Some features are also not fully implemented(kicking) and it only has four levels. Three levels are short and simple made mainly for the players to get used to the controls. The fourth level "First Encounter" is just a taste of what the game should have been if it was finished (thought the level is missing some terrain data). The build I submitted to the Facepunch Game Programming Competition #5 can be downloaded here: http://www.mediafire.com/?let2ok3ee5yjm0d Other info: - Made using a heavily modified Advanced2D engine (C++, DirectX9, FMOD) - I did all the art myself (player is obviously a ripoff though) - Configurable controls and screen settings via options menu - DirectInput joystick support (I recommend playing with a joystick) - Level highscores - Three music tracks by Mongo https://www.facebook.com/pages/Mugsy...38258232906581 Big thanks to Mischievous and Kristo for testing and support, and Mongo for his great music ![]() I hope you like this little game. I will continue working on it and release a full game sometime in the future.
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#153
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![]() I uploaded a video showing the gameplay of my Rundiculous game. As I said before, it wasn't finished, so there are just 3 short "tutorial" levels and one a bit more challenging.
YouTube Video: Rundiculous - my 2D running game (alpha gameplay)
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#154
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![]() The competition poll/judging has begun. Only 6 entries from around 30 people that originally wanted to participate. No voter bothered to write their "reviews", and I doubt anyone has even played the games:
http://facepunch.com/threads/1168844
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#155
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![]() I made a slider...
![]() Now you will be able to change sound and/or music volume in options, among other things.
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My Showcase Thread - 2D Game Development My Blog - antonior-software.blogspot.com Last edited by AntonioR; 03-10-2012 at 01:47 PM. |
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#156
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![]() Remarkable!
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Secretly Blue ![]() Mass Effect 3, It's kind of as if you had to pay extra to see Golum in the LOTR series.
Louva-Deus:"You were born with a longer tail that the rest of us" |
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#157
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![]() This was disappointing. I expected that on such a large forum like Facepunch there would be more voters, and that some would even bother to review the games or at least give some feedback like in previous competitions.
![]() Well, at least I cleaned up some of the code...
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#158
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![]() More than 90% of programers work is not visible to the end user...
A while back I decided I won't add any new features to my game and engine before the current state works properly. The code was a mess, half of the stuff worked just on pictures, but in reality it was either bugged or half finished. Things to do: 1. fix physics 2. make level editor user-friendly 3. figure out skeletal animation and animator 4. figure out how enemy spawners should work Current state, April 1st 2012: 1. I tried fixing physics, but I failed. At least that part of the code is now clean, so it wont be a problem getting back to that. 2. Making editor user-friendly is best done if you try to make a map and then implement all the features that seem to be missing. Since I have no mapping skills and Super Mario Bros. maps are a too small challenge I decided to remake one map from another 2D sidescroller that is several times bigger than all my previous maps. The end result is a map(unfinished) of 1200 entities(not counting enemies,entity!=tile) and an editor with clean code and increased usability. Major changes to the editor since the last editor related post: - I made a TextureManager which stores all the game textures and makes them all accessible via the editor. So, basically if you want to make a terrain out of players heads you can now do it. - the textures are loaded from text files. Just put a path to whatever texture you can find in that text file, it will be loaded and you can make levels with it (texture can be a tilemap too) - I found out that in Visual Studio windows and toolbars can autohide/autoshow when the cursor hovers over it. It saves space and reduces the number of "mouse presses" when working. I implemented that in my editor. ![]() Autoshow/autohide feature and first layer of the map. - changeable grid size - selection box - fixed almost everything editor related 3./4. Nothing yet... When I finish all this I will release a playable tech-demo. ----------------------------------------------------------------------------- Here is a devlog so it doesn't get forgotten: Code:
=> March 2012 - cleaned clipboard and selectionbox code - map scrolling when selectonbox is active+cursor at the edges of the screen - rewritten the selectionbox - Draw a sprites box inside the Sprite selection box - Added option to copy,cut, paste individually or trough selectionbox(ctrl + x, c, v) >Improved grid and everything related to it - Added levelborders (left, right, up, down) - In editsprite and editlayer placed sliders to change colors - made an Autohide button - fixed sprite selection and moving(works with different offsets) - Editor methods Levels, editlevels, savelevel replaced with a addSelectLevel () - Made PlayerCollision to working for the players and the rest (update-not working) - made tile-based scrolling sprites > Made TextureManager class - The textures are now loaded via text files file and stored in layers - Added options in the sliders for the volume and music - Made a GUI slider >rewritten the audio manager - frequency and intensity of the sound can be changed - private sounds for sprites => February 2012 - Added flipv and fliph in EditSprite, now it works with tiledsprites - Added game_joystickXYAxisRelease () and game_joystickXYAxisPress () so that the x and y axes behave as buttons - Made options class - Made new collision method, is a little overkill, but it seems to work (update-it doesn't) - Added private offset for sprites - Added dropbox - Textbox if the release is pressed something else - Added class EditLayer (changed everything related to it) - Added class EditSprite (changed everything related to it) - Added methods in the GUI for resizing forms
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#159
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#160
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#161
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![]() It's over 100 000 !
![]() Notice how the power of Minecraft affects the view count ![]()
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#162
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![]() Haha, figures. I will from now on call my maps SamCraft }
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Secretly Blue ![]() Mass Effect 3, It's kind of as if you had to pay extra to see Golum in the LOTR series.
Louva-Deus:"You were born with a longer tail that the rest of us" |
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#163
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![]() Good news... sort of.
I re-enabled the messy split-screen code to test can my crappy PC handle the test-map I mentioned above, but with the new "don't render if not on screen" code. Surprisingly I got an average of 70 FPS at 1440x900. I even have an idea how to increase that by optimizing collision. I plan to divide the map to "sectors". If an entity is inside a certain sector, it will check has it collided with entities from only that sector. Now it checks for collision with every entity every frame what is an overkill. And also, the game isn't fixed to 60 FPS anymore, which is also nice ![]()
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#164
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![]() Check out the fancy new HUD in split-screen:
![]() Isn't it... serious ? I think I will have to use bigger images(64x32) for the weapon selection thingy in the upper left corner.
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#165
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![]() Man you're really getting serious with this.
Also for the sector collision thing, you might also want to make it check if the entity is close to another sector, because it might have to collide with something from it too. Or, a more modding-user friendly idea, make each entity check for collision in a range around it, that might even save more FPS than the sector idea.
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Secretly Blue ![]() Mass Effect 3, It's kind of as if you had to pay extra to see Golum in the LOTR series.
Louva-Deus:"You were born with a longer tail that the rest of us" |
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#166
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![]() You haven't seen half of it
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- first check in which sectors an entity is, - then check collisions with all entities that are in same sectors In worst case an entity (represented as a rectangle) can be in 4 sectors. Since most of the entities in game are static platforms, I will only have to set in which sector they are once.
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My Showcase Thread - 2D Game Development My Blog - antonior-software.blogspot.com Last edited by AntonioR; 04-23-2012 at 02:19 PM. |
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#167
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![]() Ops...
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#168
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![]() I had a breaktrough today with my in-game skeleton stuff. I managed to automatize(?) the process of setting up entities skeleton. I made a class that loads a text file with the skeleton settings, stores it, takes the entities skeleton and sets up the bones and then connects them accordingly while the game runs.
This was all done manually before (except some settings that were loaded from a file even before). Check out some of the BEFORE/AFTER code: BEFORE ![]() Code:
torso->setRotation(-1.57); torso->setScale(bones_info[1].scale_x,bones_info[1].scale_y); torso->setRotationAxis(bones_info[1].rot_axis_x,bones_info[1].rot_axis_y); torso->setAtt_num(0); torso->setAtt_num(5); torso->setAtt_pos(0,neckx,necky); torso->setAtt_pos(1,shoulder1x,shoulder1y); torso->setAtt_pos(2,shoulder2x,shoulder2y); torso->setAtt_pos(3,hip1x,hip1y); torso->setAtt_pos(4,hip2x,hip2y); //arms arm1_up->setScale(bones_info[2].scale_x,bones_info[2].scale_y); arm1_up->setRotationAxis(bones_info[2].rot_axis_x,bones_info[2].rot_axis_y); arm1_up->setAtt_pos(0,bones_info[2].att_x,bones_info[2].att_y); arm2_up->setScale(bones_info[2].scale_x,bones_info[2].scale_y); arm2_up->setRotationAxis(bones_info[2].rot_axis_x,bones_info[2].rot_axis_y); arm2_up->setAtt_pos(0,bones_info[2].att_x,bones_info[2].att_y); arm1_down->setScale(bones_info[3].scale_x,bones_info[3].scale_y); arm1_down->setRotationAxis(bones_info[3].rot_axis_x,bones_info[3].rot_axis_y); arm1_down->setAtt_pos(0,bones_info[3].att_x,bones_info[3].att_y); arm2_down->setScale(bones_info[3].scale_x,bones_info[3].scale_y); arm2_down->setRotationAxis(bones_info[3].rot_axis_x,bones_info[3].rot_axis_y); arm2_down->setAtt_pos(0,bones_info[3].att_x,bones_info[3].att_y); //legs leg1_up->setScale(bones_info[4].scale_x,bones_info[4].scale_y); leg1_up->setRotationAxis(bones_info[4].rot_axis_x,bones_info[4].rot_axis_y); leg1_up->setAtt_pos(0,bones_info[4].att_x,bones_info[4].att_y); leg1_down->setScale(bones_info[5].scale_x,bones_info[5].scale_y); leg1_down->setRotationAxis(bones_info[5].rot_axis_x,bones_info[5].rot_axis_y); leg1_down->setAtt_pos(0,bones_info[5].att_x,bones_info[5].att_y); leg2_up->setScale(bones_info[4].scale_x,bones_info[4].scale_y); leg2_up->setRotationAxis(bones_info[4].rot_axis_x,bones_info[4].rot_axis_y); leg2_up->setAtt_pos(0,bones_info[4].att_x,bones_info[4].att_y); leg2_down->setScale(bones_info[5].scale_x,bones_info[5].scale_y); leg2_down->setRotationAxis(bones_info[5].rot_axis_x,bones_info[5].rot_axis_y); leg2_down->setAtt_pos(0,bones_info[5].att_x,bones_info[5].att_y); for (int i=0;i<a->skeleton.size();i++) { a->skeleton[i]->setRotationAxis( a->skeleton[i]->rotateX*a->skeleton[i]->getScaleX(), a->skeleton[i]->rotateY*a->skeleton[i]->getScaleY()); for(int j=0;j<a->skeleton[i]->att_angle.size();j++) { a->skeleton[i]->setAtt_pos(j, a->skeleton[i]->att_posx[j]*a->skeleton[i]->getScaleX(), a->skeleton[i]->att_posy[j]*a->skeleton[i]->getScaleY()); } } ![]() Code:
this->skeleton_beheaded.setBones(a->skeleton); ![]() Code:
a->skeleton[TORSO]->setPosition(a->cx(),a->getY()+a->skeleton[TORSO]->w()); a->skeleton[TORSO]->attach(1,a->skeleton[ARM1_UP]); a->skeleton[TORSO]->attach(2,a->skeleton[ARM2_UP]); a->skeleton[TORSO]->attach(3,a->skeleton[LEG1_UP]); a->skeleton[TORSO]->attach(4,a->skeleton[LEG2_UP]); a->skeleton[LEG1_UP]->attach(0,a->skeleton[LEG1_DOWN]); a->skeleton[LEG2_UP]->attach(0,a->skeleton[LEG2_DOWN]); a->skeleton[LEG1_DOWN]->attach(0,a->skeleton[FOOT1]); a->skeleton[LEG2_DOWN]->attach(0,a->skeleton[FOOT2]); a->skeleton[ARM1_UP]->attach(0,a->skeleton[ARM1_DOWN]); a->skeleton[ARM2_UP]->attach(0,a->skeleton[ARM2_DOWN]); ![]() Code:
this->skeleton_beheaded.ConnectBones(a); Note that this pile of code was present in every enemy class and was all similar, but with different parameters set up manually. Now it all works via preloaded settings from a text file and the mentioned class. EDIT: And here is how the file looks like: Code:
HEAD 1 10 0 0.5 0.5 1 TORSO 0 10 40 TORSO 5 15 50 0.135 0.135 0 # 0 198 78 135 50 135 50 15 50 15 50 ARM1_UP 1 25 35 0.135 0.135 1 TORSO 1 155 40 ARM2_UP 1 25 35 0.135 0.135 1 TORSO 2 155 40 ARM1_DOWN 1 12 40 0.135 0.135 1 ARM1_UP 0 150 30 ARM2_DOWN 1 12 40 0.135 0.135 1 ARM2_UP 0 150 30 LEG1_UP 1 25 43 0.135 0.135 1 TORSO 3 200 38 LEG2_UP 1 25 43 0.135 0.135 1 TORSO 4 200 38 LEG1_DOWN 1 22 40 0.135 0.135 1 LEG1_UP 0 200 38 LEG2_DOWN 1 22 40 0.135 0.135 1 LEG2_UP 0 200 38 FOOT1 1 15 30 0.135 0.135 1 LEG1_DOWN 0 15 50 FOOT2 1 15 30 0.135 0.135 1 LEG2_DOWN 0 15 50
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My Showcase Thread - 2D Game Development My Blog - antonior-software.blogspot.com Last edited by AntonioR; 04-27-2012 at 09:04 AM. |
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#169
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#171
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![]() Good job on outsourcing that parameterization! My editor has its whole logic located externally now, it's just much faster to develop <3
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#172
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![]() Thanks
![]() I am in the process of making my code more useable. It really feels great when you write some good code that is flexible enough to replace so much previous code, and is actually intelligent. Not to mention that you can make changes without recompiling the code. My life would probably be much easier if I would know how to integrate Lua or a similar scripting language... and would actually know how to use it...
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My Showcase Thread - 2D Game Development My Blog - antonior-software.blogspot.com Last edited by AntonioR; 04-28-2012 at 10:37 AM. |
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#173
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![]() Status report, May 1st 2012.
1./2. No updates... 3. Last month I worked on skeletal animation and my animation editor. These are some updates: - made possible to load/save animations in animation editor with user defined names - made a skeleton class which can load information about entities skeleton and bones, store it and update entities bone positions(post above) - made an animation class which loads, stores an animation and updates entities skeleton bones (rotation) - applied all this to in-game skeletal entities (saved few hundred lines of code and made it easier to read) It is far from being perfect, but it is good enough for now. There are a lot of things I still have to figure out how to do. Here is an image of the animation editor. You can load some entities, load and save animations... You can change bones rotation by entering a value in a text-box, or by selecting a bone and rotating it with a mouse. ![]() 4. Nothing yet... I feel I have "overcoded" myself in the past few weeks, so I am taking a break now.
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#174
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![]() Really cool heh, also yes, a break is a good idea every now and then, just remember to come back
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Secretly Blue ![]() Mass Effect 3, It's kind of as if you had to pay extra to see Golum in the LOTR series.
Louva-Deus:"You were born with a longer tail that the rest of us" |
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#175
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![]() Fooling around with shaders...
Can you recognize the map ? Quote:
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#176
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![]() Quote:
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Showcase Thread© -- Crippler and Raka's Artillery© ------------------------- ![]() Procyon, alive... and still shining. Check STM 1.08B for SSSE by Troy and Zeo. French mapper and modder since 2010. Last edited by Rakanishu; 07-06-2015 at 06:08 AM. |
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#177
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![]() Oh, never quote posts with such big pictures :/
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#178
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![]() That reminds me of either Limbo or CS, or some other Limboy or CSy game. Was I close?
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Secretly Blue ![]() Mass Effect 3, It's kind of as if you had to pay extra to see Golum in the LOTR series.
Louva-Deus:"You were born with a longer tail that the rest of us" |
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#179
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![]() No Misch, way off...
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#180
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![]() max payne 1?
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My Art Thread: link UDK map - Yakushi-ji Temple wip My portflio: https://www.artstation.com/artist/zocky |
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