Just made it possible for all types of blocks (including lasers!) to attach to elevator blocks, which gives me a fuck ton of new level design possibilities :buddy:
[img]http://dl.dropbox.com/u/4081391/Comp-1.gif[/img]
Also, if you're quick, you can get on top of the flying laser thing by jumping on the platform you're supposed to hide under... I guess I should add some kind of collectibles (like the glowing orb things in VVVVVV) to the game to increase replayability.
[QUOTE=Dlaor-guy;29194792]Just made it possible for all types of blocks (including lasers!) to attach to elevator blocks, which gives me a fuck ton of new level design possibilities :buddy:
[img_thumb]http://dl.dropbox.com/u/4081391/Comp-1.gif[/img_thumb]
Also, if you're quick, you can get on top of the flying laser thing by jumping on the platform you're supposed to hide under... I guess I should add some kind of collectibles (like the glowing orb things in VVVVVV) to the game to increase replayability.[/QUOTE]
Would be really cool if you added physical blocks with block parenting because I just can't keep myself from imagining that the platform is hanging from chains.
[QUOTE=Dlaor-guy;29194792]Just made it possible for all types of blocks (including lasers!) to attach to elevator blocks, which gives me a fuck ton of new level design possibilities :buddy:
[img_thumb]http://dl.dropbox.com/u/4081391/Comp-1.gif[/img_thumb]
Also, if you're quick, you can get on top of the flying laser thing by jumping on the platform you're supposed to hide under... I guess I should add some kind of collectibles (like the glowing orb things in VVVVVV) to the game to increase replayability.[/QUOTE]
Bu... Wh... :ohdear: I'm fucked... Anyway, I think you should make your pick ups look like the ones of LBP. Even after all the smash talk I've given you, this is actually looking awesome and I can't wait to play.
[QUOTE=Dlaor-guy;29194792]Just made it possible for all types of blocks (including lasers!) to attach to elevator blocks, which gives me a fuck ton of new level design possibilities :buddy:
[img_thumb]http://dl.dropbox.com/u/4081391/Comp-1.gif[/img_thumb]
Also, if you're quick, you can get on top of the flying laser thing by jumping on the platform you're supposed to hide under... I guess I should add some kind of collectibles (like the glowing orb things in VVVVVV) to the game to increase replayability.[/QUOTE]
steam
To be honest, the contest should just end now and we'll just crown Dlaor as the winner straight away.
That's looking really awesome Dlaor, very good work :)
In other news, I did a bit more stuff in non-deprecated OpenGL. I'm working off of [url=http://ogldev.tvcdev.net/]this[/url] tutorial series, adapting the code to be a lot more object oriented. I now have a finely crafted shader pair class which loads up a vertex and a fragment shader, compiles them (complete with error logging) and so on. It also provides functions to get uniform locations and set uniform values in the shaders.
Unfortunately I got stuck on Tutorial 6 because I know nothing about shaders really.
Ahaha. Deloc's only just come back from a month long ban and he gets a week long ban for talking about warez.
Of course he'll be back with one of his many alts, but I still found it funny.
[QUOTE=Dlaor-guy;29194792]Just made it possible for all types of blocks (including lasers!) to attach to elevator blocks, which gives me a fuck ton of new level design possibilities :buddy:
[img_thumb]http://dl.dropbox.com/u/4081391/Comp-1.gif[/img_thumb]
Also, if you're quick, you can get on top of the flying laser thing by jumping on the platform you're supposed to hide under... I guess I should add some kind of collectibles (like the glowing orb things in VVVVVV) to the game to increase replayability.[/QUOTE]
I would play that.
[QUOTE=Chris220;29197915]To be honest, the contest should just end now and we'll just crown Dlaor as the winner straight away..[/QUOTE]
:saddowns:
[img]http://i54.tinypic.com/23ijc3n.png[/img]
To be honest I don't see my game on Steam selling well if you look at the AAA games on there. At the end of the day is my game is just a really fancy platformer... After you complete the (really short) campaign, you can basically throw the game away, there's no replay value at all. Multiplayer is a big no-no because I know nothing about networking.
[QUOTE=Dlaor-guy;29198064]To be honest I don't see my game on Steam selling well if you look at the AAA games on there. At the end of the day is my game is just a really fancy platformer... After you complete the (really short) campaign, you can basically throw the game away, there's no replay value at all. Multiplayer is a big no-no because I know nothing about networking.[/QUOTE]
Just an idea, but if you include a built-in level editor, the replay value will skyrocket.
[QUOTE=Dlaor-guy;29198064]To be honest I don't see my game on Steam selling well if you look at the AAA games on there. At the end of the day is my game is just a really fancy platformer... After you complete the (really short) campaign, you can basically throw the game away, there's no replay value at all. Multiplayer is a big no-no because I know nothing about networking.[/QUOTE]
Level editor and the ability to download levels.
Edit: Oh wait, rate me late.
...
I'm so poetic.
[QUOTE=BlkDucky;29198335]
I'm so poetic.[/QUOTE]
That you are, and you deserve to get credit for that.
[media]http://i52.tinypic.com/2n7iam9.png[/media]
:v:
Awesome.
[QUOTE=Dlaor-guy]:downswords:[/QUOTE]
Which language did you code your game in again?
[QUOTE=xAustechx;29198447]That you are, and you deserve to get credit for that.
[media]http://i52.tinypic.com/2n7iam9.png[/media][/QUOTE]
Someone should make a game out of this
[QUOTE=Dlaor-guy;29198064]To be honest I don't see my game on Steam selling well if you look at the AAA games on there. At the end of the day is my game is just a really fancy platformer... After you complete the (really short) campaign, you can basically throw the game away, there's no replay value at all. Multiplayer is a big no-no because I know nothing about networking.[/QUOTE]
Work on a level editor and it will sell, you won't need much knowledge about networking to have it simply access a central server and download an XML or what ever.
[QUOTE=AzLaN;29198547]Which language did you code your game in again?[/QUOTE]
[img]http://i.imgur.com/4quDl.gif[/img]
It's so awesome I had to use CoolText to write it.
C# methinks.
[editline]16th April 2011[/editline]
derp clocks
And I'll consider a level editor. Technically I already have one but it's extremely minimal, most of the level editing is done by editing Lua files.
[editline]15th April 2011[/editline]
Automerge :ninja:
[QUOTE=xAustechx;29197988]:saddowns:
[img_thumb]http://i54.tinypic.com/23ijc3n.png[/img_thumb][/QUOTE]
Nooo! :P
Your game is awesome too, Austech <3
-nvm it was a bad joke either way-
I'm going to write a "game engine" to help my internship attempts. The question is, should I do it in C# XNA (a language I'm very comfortable with) or C++, which I would need to learn? Plus I'd need to choose between openGL and directX...
[QUOTE=Chris220;29199028]Nooo! :P
Your game is awesome too, Austech <3[/QUOTE]
nice try, chris
[QUOTE=Shrapnel :3;29199155]I'm going to write a "game engine" to help my internship attempts. The question is, should I do it in C# XNA (a language I'm very comfortable with) or C++, which I would need to learn? Plus I'd need to choose between openGL and directX...[/QUOTE]
C++ has a certain prestige but, if you want to show off your skills, I'd go for C#
[QUOTE=Shrapnel :3;29199155]I'm going to write a "game engine" to help my internship attempts. The question is, should I do it in C# XNA (a language I'm very comfortable with) or C++, which I would need to learn? Plus I'd need to choose between openGL and directX...[/QUOTE]
Do it in C# because you already have a head start.
Got my Character Selection screen working pretty well
[hd]http://www.youtube.com/watch?v=fSCcgX6X5uQ[/hd]
The model of your character will eventually also appear to the right. I havent found/made any models yet though.
This video contains content from SME, who has blocked it in your country on copyright grounds.
Might be the background music. I'm not on my PC anymore so I can't mute it.
[editline]15th April 2011[/editline]
Right its AudioSwaping to Beethoven now.
Content:
[media]http://www.youtube.com/watch?v=dg869dC_yEk[/media]
Code:
[csharp]OnLoad = function () {
i = 0
while (i < 10) {
shape = new ColoredShape()
shape.FilledPolygons.Add( new Polygon( false, -50, -50, 1, 0, 0, 1,
50, -50, 0, 1, 0, 1,
50, 50, 0, 0, 1, 1,
-50, 50, 0, 1, 1, 1 ) )
shape.SetPolygons()
shapes.Add(shape)
i++
}
Console.Output( System.LocationOf( shapes[shapes.Count - 1] ) )
}
OnUpdate = function () {
time += 0.02
i = 0
while (i < shapes.Count) {
shapes[i].X = Math.Sin(time + i * 0.2 * Math.PI) * 200 + 400
shapes[i].Y = Math.Cos(time + i * 0.2 * Math.PI) * 200 + 250
shapes[i].Rotation = time + i * 0.2 * Math.PI
i++
}
}
time = 0
shapes = new Array()
Firefly.Initialize(OnLoad, OnUpdate)[/csharp]
[editline]16th April 2011[/editline]
Hmmm, maybe I should explain for people that weren't reading my posts until I started putting videos on.
Kento is my scripting language. It's similar to JavaScript but isn't related to it in any way. The interpreter is written in C#.
Firefly is my object-oriented wrapper over OpenTK that uses non-deprecated OpenGL.
I tried to make it as easy to use as possible and I think it's pretty simple the way it is now.
Now, what is going on here. First 2 functions are defined. The first is executed directly after Firefly.Initialize and after a OpenGL window has opened. It then makes 10 ColoredShapes and stores them in an array and outputs the location in memory of the last shape (something I used for debugging)
Then in the update method which is called every frame I make the squares rotate and revolve with some trig.
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